Prelude to custom foods . Dissecting a recipe.
Jun 11, 2016 22:53:36 GMT -5
esmeralda, Bakie, and 12 more like this
Post by necrodog on Jun 11, 2016 22:53:36 GMT -5
In a start to create custom foods. We first need to learn how recipes from the stove work.
In this time we dissect the pancakes single serving recipe.
First open a package and extract the tuning
recipe_Food_Homestyle_Pancakes-Single
In it you will see the steps for making the recipe
1.First you will see th e <E>GetIngredientTray</E> phase.
On this the sims goes to the fridge and takes the tray.
2. phaseSimple_Food_MixingBowl_Dough
In this phase changes the tray to the mixingbowl
3. Counter_MixingBowl_Mix_Basic
The sims starts to interact with the mixingbowl
4. Cooking_Shared_AddLiquid_Basic
Here the sims add liquid to the bowl
5. Cooking_Shared_Passive_Emotion
In this the sims can relax to start the next iteration
6. Counter_MixingBowl_Mix_Basic
The sims continue interating with the mixing bowl
7 phaseMulti_Food-CounterBasic
In this the sims finish with the bowl and continue with the next iteration
8. phaseSimple_Food_FryingPan_Pancake
The sims pour the mixed thing into the fryingpan and a pancake appear
9.Stove_FryingPan_Flip_Basic
The sims flip the pancake into the air.
10. Cooking_Shared_Passive_Basic
The sims could rest to the next iteraction
11. al_FryingPan_OptionalActions
The sims continue to interact with the fryingpan adding peeper and liquid
12. Stove_FryingPan_Flip_Basic
The sim flips the pancake again
13.Cooking_Shared_Passive_Emotion
The sims could rest for the next iteraction.
14. Stove_FryingPan_Flip_Basic
The sim flips the pancake again
15.phaseMulti_Food-Stove_FryingPan_Basic
The phases of making a pancake with the fryingpan
16. phaseSimple_Food_FinalProduct_PlaceOnCounter
In this phase the sims ends with the frying pan and places the food on the counter
17 <E n="key">GetIngredientTray</E>
<V n="value" t="simple_phase_ref">
<U n="simple_phase_ref">
<T n="factory">15641<!--phaseSimple_IngredientsTray_Baking--></T>
<L n="next_phases">
<E>1-ICO-Transition</E>
Remember the GetIngredientTray key?. This one select what tray will display. In this time the baking tray. (eggs flour)
18.
<T n="_retail_price">7</T>
<T n="autonomy_weight">1</T>
<T n="crafted_by_text">0x2642142E<!--Made By: {0.SimName}--></T>
<V t="flat_fee" n="crafting_cost">
<T n="flat_fee">4</T>
</V>
<T n="delta_ingredient_price">1</T>
<U n="final_product">
<L n="apply_states">
<T>15113<!--Consumable_Untouched--></T>
<T>10412<!--CraftingSkill_01--></T>
<T>76724<!--Trash_Consumable_HasFood--></T>
</L>
<L n="apply_tags">
<E>Food_Prepared</E>
</L>
<V t="enabled" n="carry_track">
<E n="enabled">RIGHT</E>
</V>
<L n="conditional_apply_states">
<U>
<T n="state">26207<!--FreshChef_LockFreshness--></T>
<V t="trait" n="test">
<U n="trait">
<L n="whitelist_traits">
<T>26199<!--trait_FreshChef--></T>
</L>
</U>
</V>
</U>
<U>
<T n="state">15305<!--Quality_Outstanding--></T>
<V t="trait" n="test">
<U n="trait">
<L n="whitelist_traits">
<T>26199<!--trait_FreshChef--></T>
</L>
</U>
</V>
</U>
<U>
<T n="state">32305<!--Marketable_HigherValue--></T>
<V n="test" t="trait">
<U n="trait">
<L n="whitelist_traits">
<T>31924<!--trait_Marketable--></T>
</L>
</U>
</V>
</U>
</L>
This code shows the price and the quality of the food.
19.
<T n="definition">8554<!--foodPlateEatSingleGENPancake_01 ({S.Pancakes}{P.Plates of Pancakes})--></T>
This one link the single plate to the recipe. If you make custom single food you will need to link it here. Later I will show you how to link the single plates to the recipe.
20.
<L n="loot_list">
<T>33896<!--loot_Buff_Trait_Perfectionist_Outstanding--></T>
<T>33897<!--loot_Buff_Trait_Perfectionist_Poor--></T>
<T>76174<!--Loot_Commodity_CareerBenefit_Culinary_Main--></T>
<T>76176<!--Loot_Commodity_CareerBenefit_Culinary_Chef--></T>
<T>108881<!--loot_Buff_Trait_Survivalist_FreshIngredients--></T>
<T>99199<!--CommodityChange_SkillCookingHomestyleHigh_CompletionBonus_QualityHigh--></T>
<T>99198<!--CommodityChange_SkillCookingHomestyleHigh_CompletionBonus_QualityLow--></T>
<T>99194<!--CommodityChange_SkillCookingHomestyleHigh_CompletionBonus_QualityMed--></T>
<T>99191<!--CommodityChange_SkillCookingHomestyleLow_CompletionBonus_QualityHigh--></T>
<T>99193<!--CommodityChange_SkillCookingHomestyleLow_CompletionBonus_QualityLow--></T>
<T>99192<!--CommodityChange_SkillCookingHomestyleLow_CompletionBonus_QualityMed--></T>
<T>99196<!--CommodityChange_SkillCookingHomestyleMed_CompletionBonus_QualityHigh--></T>
<T>99195<!--CommodityChange_SkillCookingHomestyleMed_CompletionBonus_QualityLow--></T>
<T>99197<!--CommodityChange_SkillCookingHomestyleMed_CompletionBonus_QualityMed--></T>
The commoditys of the food.
21.<T n="statistic">16705<!--statistic_Skill_AdultMajor_HomestyleCooking--></T>
The skill neded to craft the recipe, this time the HomestyleCooking.
22.
<V t="use_multi_serving_name" n="multi_serving_name">
<T n="use_multi_serving_name">0xAF4A5A8A<!--Single Serving--></T>
</V>
<T n="name">0x5FF83874<!--Pancakes--></T>
<T n="phase_interaction_name">0x92EBE7A3<!--Cook Pancakes--></T>
<V t="enabled" n="push_consume_threshold">
This shows the name of the food in the menu and its a single serving
23.
<V t="enabled" n="use_ingredients">
<U n="enabled">
<T n="all_ingredients_required">False</T>
<L n="ingredient_list">
<V t="ingredient_by_tag">
<U n="ingredient_by_tag">
<E n="ingredient_tag">Func_Ingredient_Fruit</E>
</U>
</V>
</L>
</U>
</V>
If this enabled. this code shows that you need fruit to make this recipe if you want.
Why?
<T n="all_ingredients_required">False</T>
If false you don’t need all the ingredients to work.
True. You need all the ingredients.
<E n="ingredient_tag">Func_Ingredient_Fruit</E>
You need fruit as ingredient
Well this is how a recipe for the stove works. Hope this was helpful.
Any coments are welcome.
In this time we dissect the pancakes single serving recipe.
First open a package and extract the tuning
recipe_Food_Homestyle_Pancakes-Single
In it you will see the steps for making the recipe
1.First you will see th e <E>GetIngredientTray</E> phase.
On this the sims goes to the fridge and takes the tray.
2. phaseSimple_Food_MixingBowl_Dough
In this phase changes the tray to the mixingbowl
3. Counter_MixingBowl_Mix_Basic
The sims starts to interact with the mixingbowl
4. Cooking_Shared_AddLiquid_Basic
Here the sims add liquid to the bowl
5. Cooking_Shared_Passive_Emotion
In this the sims can relax to start the next iteration
6. Counter_MixingBowl_Mix_Basic
The sims continue interating with the mixing bowl
7 phaseMulti_Food-CounterBasic
In this the sims finish with the bowl and continue with the next iteration
8. phaseSimple_Food_FryingPan_Pancake
The sims pour the mixed thing into the fryingpan and a pancake appear
9.Stove_FryingPan_Flip_Basic
The sims flip the pancake into the air.
10. Cooking_Shared_Passive_Basic
The sims could rest to the next iteraction
11. al_FryingPan_OptionalActions
The sims continue to interact with the fryingpan adding peeper and liquid
12. Stove_FryingPan_Flip_Basic
The sim flips the pancake again
13.Cooking_Shared_Passive_Emotion
The sims could rest for the next iteraction.
14. Stove_FryingPan_Flip_Basic
The sim flips the pancake again
15.phaseMulti_Food-Stove_FryingPan_Basic
The phases of making a pancake with the fryingpan
16. phaseSimple_Food_FinalProduct_PlaceOnCounter
In this phase the sims ends with the frying pan and places the food on the counter
17 <E n="key">GetIngredientTray</E>
<V n="value" t="simple_phase_ref">
<U n="simple_phase_ref">
<T n="factory">15641<!--phaseSimple_IngredientsTray_Baking--></T>
<L n="next_phases">
<E>1-ICO-Transition</E>
Remember the GetIngredientTray key?. This one select what tray will display. In this time the baking tray. (eggs flour)
18.
<T n="_retail_price">7</T>
<T n="autonomy_weight">1</T>
<T n="crafted_by_text">0x2642142E<!--Made By: {0.SimName}--></T>
<V t="flat_fee" n="crafting_cost">
<T n="flat_fee">4</T>
</V>
<T n="delta_ingredient_price">1</T>
<U n="final_product">
<L n="apply_states">
<T>15113<!--Consumable_Untouched--></T>
<T>10412<!--CraftingSkill_01--></T>
<T>76724<!--Trash_Consumable_HasFood--></T>
</L>
<L n="apply_tags">
<E>Food_Prepared</E>
</L>
<V t="enabled" n="carry_track">
<E n="enabled">RIGHT</E>
</V>
<L n="conditional_apply_states">
<U>
<T n="state">26207<!--FreshChef_LockFreshness--></T>
<V t="trait" n="test">
<U n="trait">
<L n="whitelist_traits">
<T>26199<!--trait_FreshChef--></T>
</L>
</U>
</V>
</U>
<U>
<T n="state">15305<!--Quality_Outstanding--></T>
<V t="trait" n="test">
<U n="trait">
<L n="whitelist_traits">
<T>26199<!--trait_FreshChef--></T>
</L>
</U>
</V>
</U>
<U>
<T n="state">32305<!--Marketable_HigherValue--></T>
<V n="test" t="trait">
<U n="trait">
<L n="whitelist_traits">
<T>31924<!--trait_Marketable--></T>
</L>
</U>
</V>
</U>
</L>
This code shows the price and the quality of the food.
19.
<T n="definition">8554<!--foodPlateEatSingleGENPancake_01 ({S.Pancakes}{P.Plates of Pancakes})--></T>
This one link the single plate to the recipe. If you make custom single food you will need to link it here. Later I will show you how to link the single plates to the recipe.
20.
<L n="loot_list">
<T>33896<!--loot_Buff_Trait_Perfectionist_Outstanding--></T>
<T>33897<!--loot_Buff_Trait_Perfectionist_Poor--></T>
<T>76174<!--Loot_Commodity_CareerBenefit_Culinary_Main--></T>
<T>76176<!--Loot_Commodity_CareerBenefit_Culinary_Chef--></T>
<T>108881<!--loot_Buff_Trait_Survivalist_FreshIngredients--></T>
<T>99199<!--CommodityChange_SkillCookingHomestyleHigh_CompletionBonus_QualityHigh--></T>
<T>99198<!--CommodityChange_SkillCookingHomestyleHigh_CompletionBonus_QualityLow--></T>
<T>99194<!--CommodityChange_SkillCookingHomestyleHigh_CompletionBonus_QualityMed--></T>
<T>99191<!--CommodityChange_SkillCookingHomestyleLow_CompletionBonus_QualityHigh--></T>
<T>99193<!--CommodityChange_SkillCookingHomestyleLow_CompletionBonus_QualityLow--></T>
<T>99192<!--CommodityChange_SkillCookingHomestyleLow_CompletionBonus_QualityMed--></T>
<T>99196<!--CommodityChange_SkillCookingHomestyleMed_CompletionBonus_QualityHigh--></T>
<T>99195<!--CommodityChange_SkillCookingHomestyleMed_CompletionBonus_QualityLow--></T>
<T>99197<!--CommodityChange_SkillCookingHomestyleMed_CompletionBonus_QualityMed--></T>
The commoditys of the food.
21.<T n="statistic">16705<!--statistic_Skill_AdultMajor_HomestyleCooking--></T>
The skill neded to craft the recipe, this time the HomestyleCooking.
22.
<V t="use_multi_serving_name" n="multi_serving_name">
<T n="use_multi_serving_name">0xAF4A5A8A<!--Single Serving--></T>
</V>
<T n="name">0x5FF83874<!--Pancakes--></T>
<T n="phase_interaction_name">0x92EBE7A3<!--Cook Pancakes--></T>
<V t="enabled" n="push_consume_threshold">
This shows the name of the food in the menu and its a single serving
23.
<V t="enabled" n="use_ingredients">
<U n="enabled">
<T n="all_ingredients_required">False</T>
<L n="ingredient_list">
<V t="ingredient_by_tag">
<U n="ingredient_by_tag">
<E n="ingredient_tag">Func_Ingredient_Fruit</E>
</U>
</V>
</L>
</U>
</V>
If this enabled. this code shows that you need fruit to make this recipe if you want.
Why?
<T n="all_ingredients_required">False</T>
If false you don’t need all the ingredients to work.
True. You need all the ingredients.
<E n="ingredient_tag">Func_Ingredient_Fruit</E>
You need fruit as ingredient
Well this is how a recipe for the stove works. Hope this was helpful.
Any coments are welcome.