Post by nikkiboo791 on Oct 15, 2020 5:06:43 GMT -5
Hey guys! Really hoping someone can help. I would really like to update some of my appliances and various other CC so that they effect my bills and power/water consumption. I have S4S but I can't find the resources to walk me through this. Any help is appreciated!
I am having the same issues. I know where to change values in the object tuning and tooltip tags, but I cant for the life of me find consistent information on the consumption rating numbers. Is it the same for both water and power?
I'm assuming that a power consumption rating of 10 means the item is efficient (using less power) because all lamps are rated a ten. But when it comes to water consumption ratings I'm very confused. How can a shower (rated 1) use less water than a sink that is rated a 3, While another tub/shower has a rating of 10? I wish there was a guide that answered the ratings questions!
(PS. This is my first post! I've been playing Sims since last February 2020, and have pleasantly fallen deep into the world of cc and mods! A huge debt of gratitude to the developers of S4S!)
I had never seen any detailed info about this myself, and hadn't thought about it too hard yet, but I was figuring that the fact that it was labeled consumption and not efficiency meant that higher numbers used more power and water. Looks like this is NOT the case, and higher numbers mean higher efficiency, per actual testing done by posters in this thread I found (and others):
I suppose that makes the most sense from a gameplay standpoint -- if you look at the most expensive objects that use power and water, and the reward objects that use power and water, they mostly have very high values, or at least values notably higher than less expensive objects with the same functions. While it would certainly have been interesting if EA had given us tougher decisions about energy efficiency (i.e. do you use that item with amazing stats that you can finally afford or finally got to the career level that unlocks it, but which uses a lot of electricity, or stick with the one you've already got that isn't very good but also doesn't use much power because the motor is a hamster wheel?), it's not really how Sims games tend to work. (And of course, in the real world, sometimes a cheap item might use less power because the motor is a metaphorical hamster wheel, but sometimes a more expensive one might use less power because the more powerful motor is offset by more energy-efficient materials and constructions.)
I don't think some objects actually need any tuning changes to be up to date for power and water usage, though. If an item doesn't have custom tuning, then the package file for that object doesn't usually contain any tuning resources -- just a pointer (the name and ID) to the tuning it's using -- and therefore it's using the version of that tuning that's in the game files now, not the version of the tuning that was in the game files when the object was cloned. (Example: a freshly downloaded copy of a very old fridge -- made by plasticbox on MTS with a last modified date from 2015 -- that I dropped in my test game (with zero S4S batchfixes run on it) has pie menu items like 'Make Sack Lunch' (which came with Parenthood, released in 2017) and 'Cook a Grand Meal' (Seasons, 2018), and the popup menu for 'Cook' includes recipes like Onigiri (new with Snowy Escape last month).) So if you have an older CC fridge or shower or whatever with no custom tuning, it's probably using the power and/or water values of the object it was cloned from (or the object whose tuning ID was pasted into it), because it's using the entirety of that object's tuning.
What older CC doesn't have is the data that makes the game display those values in the buy catalog, because that data is in the Object Catalog resource, which is in each individual package file, and at the point when the package files for those older items were created, the fields for that stuff didn't even exist, so while it's now possible to add those fields to those items, they're not already there.
I'm not sure if there's a good tutorial that clearly identifies what needs to be changed to correct the catalog listings. I know at least some of it is in the Object Catalog resource in the Warehouse tab, mainly in ObjectTooltipTags (where you're going to need to add new tags from the list and give them values, not just check checkboxes, because they're numerical values and not yes/no values). Unsure if there's any other place you need to make changes. I am pretty sure that the easiest way to make sure you put the right numbers down is to identify the object your object's tuning came from, and make your object's catalog values the same as that object's catalog tags. And of course you can use the object-preview cheat in S4S both to check objects to see what tuning name and ID they're using (so you can tell if it's the same as your object), and to look at the ObjectTooltipTags section of their Object Catalog resources (so you can see the names and values of the power and water tags).
Post by freeasabird on Dec 8, 2020 17:23:02 GMT -5
Thanks for this as I have just installed eco lifestyle and was confused about the power ratings. In fact I don't know how the ratings such as decreased bills affects a base game. I have made two files when making wallpaper because if I cloned the EL walls I guessed it wouldn't show in a game without the pack, but I wanted to share the ratings for Eco lifestyles.
I wanted to make a fridge and oven that had a good power rating and an excellent hunger satisfaction, it's always bugged me that an expensive fridge magically affects hunger, so I wanted that to be 10. I spent a long time staring at the tuning files for the cheapest, most expensive and a mid priced fridge. I think I found the hunger rating right at the bottom but the power consumption was a mystery
<T n="multiplier">3</T> This appears to be the hunger value for the fridge
So I am testing the fridge and oven from Cool Kitchen and so far I have no clue if what I did is working. All my sims use perfect food to cook with so the hunger thing is affected by that, I also found that after changing the warehouse value of both to unbreakable I remembered I had a 'nothing breaks' mod in that was obviously still working as nothing has broken for years in that game. Oh and I changed the hunger to 10 in the warehouse bit as well but I really don't know if this works on its own or needs the tuning file changed in some way to make it work. So if the higher rating means lower bills I am going back to the drawing board. On the plus side I have some pretty recolours of those objects
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