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- Common Threads - Stupid/Random Questions V4
#15451
26th Sep 2018 at 8:58 AM
Posts: 2,627
Thanks: 3 in 1 Posts
Quote: Originally posted by BlueAlien
Why is it that if a PlantSim's overall needs get even a tiny bit into the red, they totally tank even though the individual needs are being filled? Rose was short of water and sunlight (she autonomously spent too much time on the piano while I was dealing with the rest of the household) and got a bit into the red. I sent her to take a shower, which should have lifted her overall mood into the green, but instead caused it to go down as fast as it should have gone up. I got her outside into the sun and her mood just kept going down, even though her love and water needs were met and her sunlight need was being met. I had to use the SimBlender to max her Aspiration (Max Motives didn't work for the sunlight), otherwise I think I would have lost her. I thought it was just a glitch, but it's since happened twice with Daisy. Do PlantSims' always have to be happy for them to survive? Or is it a glitch? |
Maybe I misunderstood you, but aren't their needs and aspirations separate just as with other sims. Aspirations are filled by fulfilling wants, right?
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#15452
26th Sep 2018 at 9:05 AM
I think she means needs not aspiration.
"I dream of a better tomorrow, where chickens can cross the road and not be questioned about their motives." - Unknown
~Call me Jo~
Lab Assistant
#15453
26th Sep 2018 at 10:14 AM
Posts: 98
Quote: Originally posted by Peni Griffin
Yes, killing them is safe. Just don't delete the tombstones. |
Quote: Originally posted by joandsarah77
@Matryoshkah also make sure you have the two essential death mods. No Corrupt death and No Unlink on delete by Pescado. |
Quote: Originally posted by Sunrader
If you don't want to kill them, AND you don't have a downtown attached to the hood, you could just make them all downtownies, and then they wouldn't show up in the hood but they won't be deleted or dead. I imagine this will work with any family instance that you're not using but I only tested with downtown. |
Thank you everyone!!
Scholar
#15454
26th Sep 2018 at 6:01 PM
Posts: 1,381
Quote: Originally posted by joandsarah77
I think she means needs not aspiration. |
No, I meant aspiration, and even explained why. Maxing needs doesn't help a PlantSim in this situation because it doesn't affect the sunlight requirement (and might not have resolved the issue even if it did, since they shouldn't have been in a low mood anyway with two needs fully met and the third half full and going up); I have to set their aspiration to platinum, and this automatically sets mood to platinum and stops the rapid drop into the red that was the subject of my question.
Using platinum aspiration to achieve platinum mood wouldn't help a Sim in genuine need distress (if a Sim is starving, she'll still starve; she'll just be totally happy while doing so), but it worked in this situation. This suggests that either there is a glitch (mood shouldn't be dropping, since needs are reasonably well met), or that PlantSims cannot recover from low mood caused by needs being temporarily low, even if needs are restored, unless Platinum mood is reached or forced. I would like to know which, because if it's a glitch I'll continue to cheat my way around it (or download a fix, if there is one), but if it's supposed to be that way then I don't want to keep cheating it.
#15455
26th Sep 2018 at 7:02 PM
Quote: Originally posted by BlueAlien
Using platinum aspiration to achieve platinum mood wouldn't help a Sim in genuine need distress (if a Sim is starving, she'll still starve; she'll just be totally happy while doing so), but it worked in this situation. This suggests that either there is a glitch (mood shouldn't be dropping, since needs are reasonably well met), or that PlantSims cannot recover from low mood caused by needs being temporarily low, even if needs are restored, unless Platinum mood is reached or forced. I would like to know which, because if it's a glitch I'll continue to cheat my way around it (or download a fix, if there is one), but if it's supposed to be that way then I don't want to keep cheating it. |
I know what you mean about this. If a Plantsim's needs get really low -- especially the sunlight need -- then their aspiration level tanks to all-red and stays there for a while. It DOES recover, but it's not an immediate thing like it is with other kinds of Sims. The aspiration level lags significantly behind the replenishment of the need. I'm not sure if this is a glitch or was intentional, but I "read" it as Plantsims just being slower to react to their environment than human Sims. I think of them like Ents in Lord of the Rings, where it takes them forever to greet each other and reach decisions. With Plantsims, it's more like it takes them longer to realize that their needs have been filled so they can be happy again.
I'm mostly found on (and mostly upload to) Tumblr these days because, alas, there are only 24 hours in a day.
Muh Simblr! | An index of my downloads on Tumblr.
Muh Simblr! | An index of my downloads on Tumblr.
#15456
26th Sep 2018 at 8:12 PM
Posts: 1,748
Quote: Originally posted by iCad
I know what you mean about this. If a Plantsim's needs get really low -- especially the sunlight need -- then their aspiration level tanks to all-red and stays there for a while. It DOES recover, but it's not an immediate thing like it is with other kinds of Sims. The aspiration level lags significantly behind the replenishment of the need. I'm not sure if this is a glitch or was intentional, but I "read" it as Plantsims just being slower to react to their environment than human Sims. I think of them like Ents in Lord of the Rings, where it takes them forever to greet each other and reach decisions. With Plantsims, it's more like it takes them longer to realize that their needs have been filled so they can be happy again. |
I bet they did that intentionally, plants can take a while to recover if they haven't gotten enough water/lighting etc.
Alchemist
#15457
26th Sep 2018 at 8:33 PM
Posts: 2,698
townie/stray/NPC naming; how exactly does the game decide the name of a particular one?
I know the names come from certain resources of the Live.package file.
I know the names come from certain resources of the Live.package file.
#15458
26th Sep 2018 at 9:00 PM
Quote: Originally posted by Gcgb53191
I bet they did that intentionally, plants can take a while to recover if they haven't gotten enough water/lighting etc. |
I'm inclined to think that it was intentional, too. I also tend to think that it's a nice touch, if it was intentional, because it's true that plants generally DO take longer to recover from deprivation than animals do. They're more vulnerable to their environment that way. But it's also possible that it's just a glitch, knowing EAxis.
I'm mostly found on (and mostly upload to) Tumblr these days because, alas, there are only 24 hours in a day.
Muh Simblr! | An index of my downloads on Tumblr.
Muh Simblr! | An index of my downloads on Tumblr.
#15459
26th Sep 2018 at 9:24 PM
Posts: 9,925
Thanks: 416 in 15 Posts
Quote: Originally posted by mdsb759
townie/stray/NPC naming; how exactly does the game decide the name of a particular one? I know the names come from certain resources of the Live.package file. |
It's randomized, although the game's RNG is rather glitchy (see firstborn syndrome) so it sometimes gets stuck on the same few names.
I'm secretly a Bulbasaur. | Formerly known as ihatemandatoryregister
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#15460
26th Sep 2018 at 10:20 PM
Quote: Originally posted by Bulbizarre
so it sometimes gets stuck on the same few names. |
We're looking at you, Marylena Hamiltons and Ivy Copurs.
I will choose a path that's clear- I will choose free will
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Angel Classic Rock Mix!
-RUSH- -RADIO- -RADIO- -EON- -ARCHIVES-
Simpeople and Me Archive- 11Dots Archive- My Sims World Archive- Sims 1 Archive
Angel Classic Rock Mix!
Mad Poster
#15461
26th Sep 2018 at 10:35 PM
Posts: 3,563
The thing about plantsim needs that gets me is that they literally cannot get through the night without artificial light without tanking their need.
My tomatoes are fine. My potatoes are fine. My roses are fine. My grass is fine. Every single blasted noxious weed on the place is fine (unfortunately). My trees, wild and cultivated, are fine.
My simulated plants are fine over the game's night, too.
So why do plantsims, who are supposed to be all naturey and stuff, need so much technology?
Pics from my game: Sunbee's Simblr Sunbee's Livejournal
"English is a marvelous edged weapon if you know how to wield it." C.J. Cherryh
My tomatoes are fine. My potatoes are fine. My roses are fine. My grass is fine. Every single blasted noxious weed on the place is fine (unfortunately). My trees, wild and cultivated, are fine.
My simulated plants are fine over the game's night, too.
So why do plantsims, who are supposed to be all naturey and stuff, need so much technology?
Pics from my game: Sunbee's Simblr Sunbee's Livejournal
"English is a marvelous edged weapon if you know how to wield it." C.J. Cherryh
#15462
26th Sep 2018 at 11:06 PM
Good point Sunbee. Plantsims are obviously special snowflakes.
"I dream of a better tomorrow, where chickens can cross the road and not be questioned about their motives." - Unknown
~Call me Jo~
#15463
26th Sep 2018 at 11:35 PM
Posts: 2,854
Thanks: 198 in 2 Posts
Hmm, for some reason I thought it was Plantsims' hidden needs that cause their mood to lag behind. Like, in the situation above, I would imagine that after sitting at the piano, comfort is really low, and didn't get improved by showering, so Rose's mood was still low.
From my time playing my bacc hood, I noticed that this seems to be the case with the fun motive, though I could be entirely wrong and it could be aspiration related. Anyway, my plantsims were busy working, slaving away for Herbert Goodie and I noticed that while they lack a fun motive, they definitely need to have fun once in a while.
From my time playing my bacc hood, I noticed that this seems to be the case with the fun motive, though I could be entirely wrong and it could be aspiration related. Anyway, my plantsims were busy working, slaving away for Herbert Goodie and I noticed that while they lack a fun motive, they definitely need to have fun once in a while.
"Thinking of you, wherever you are. We pray for our sorrows to end, and hope that our hearts will blend." - Kingdom Hearts
XPTL Mod Archive | Change a Mod's Mesh into a CC Object | Increasing the Game Difficulty | Editing ACR 4 Your Age Mod
aka Kelyns | she/her
XPTL Mod Archive | Change a Mod's Mesh into a CC Object | Increasing the Game Difficulty | Editing ACR 4 Your Age Mod
aka Kelyns | she/her
#15464
27th Sep 2018 at 12:07 AM
Posts: 12,355
Thanks: 855 in 4 Posts
Quote: Originally posted by mdsb759
townie/stray/NPC naming; how exactly does the game decide the name of a particular one? |
Pescado's word for that sort of thing was sadorandom. I always thought it was apt.
#15465
27th Sep 2018 at 7:02 AM
Posts: 1,456
Thanks: 2931 in 30 Posts
Any way to open multiple packages in SimPE at once without getting errors thrown?
"It is easier to fool people than to convince them they have been fooled." - Mark Twain
Truth will not fear scrutiny.
"It is easier to fool people than to convince them they have been fooled." - Mark Twain
Truth will not fear scrutiny.
#15466
27th Sep 2018 at 9:13 AM
Posts: 10,920
Thanks: 5468 in 47 Posts
Quote: Originally posted by Bubblebeam
Any way to open multiple packages in SimPE at once without getting errors thrown? |
Slowly. Count to at least 5 before opening the next one so the first one has time to load.
#15467
27th Sep 2018 at 9:38 AM
Posts: 1,456
Thanks: 2931 in 30 Posts
Already do that, but it's a royal PITA.
"It is easier to fool people than to convince them they have been fooled." - Mark Twain
Truth will not fear scrutiny.
"It is easier to fool people than to convince them they have been fooled." - Mark Twain
Truth will not fear scrutiny.
#15468
27th Sep 2018 at 2:48 PM
Quote: Originally posted by Sunbee
So why do plantsims, who are supposed to be all naturey and stuff, need so much technology? |
First:
Second: My little "headcanon" explanation is that they're only half-plant, a hybrid. So, their metabolism is confused by the magical merging of mammalian endothermy and the very different way that plants metabolize. So, they run faster than they ought to, thanks to being half-mammal. Thus, they require a lot more "input" than a "normal" plant does. And they also don't have the storage capacity that "real" mammals have, because, for one, it's impossible for them to get fat. Nor do they apparently store as well as plants do...however it is that plants store energy for future use; I ain't no botanist.
Third: Unrelated to what you said, but topically related...Why is the grow-light for Plantsims so damn expensive?? Seriously, 2000 simoleons? I'm tellin' ya, I grow marijuana indoors (It's legal here...but it wasn't always! ) during the time when it can't be grown outdoors, and one grow-light doesn't cost twice the amount of an economy car. I mean, I have the mod that turns the normal grow-light-looking ceiling lamp into a grow-light, and if that didn't exist I could easily change the price of the grow-light, so it's not a big deal or anything. I'd just like to know what the logic behind THAT decision was... Was it, "HAH! Sucks to be you! Pay through the nose for a stupid light OR SUFFER!!!!!" 'Cuz that's a sucky 'tude, man.
I'm mostly found on (and mostly upload to) Tumblr these days because, alas, there are only 24 hours in a day.
Muh Simblr! | An index of my downloads on Tumblr.
Muh Simblr! | An index of my downloads on Tumblr.
#15469
27th Sep 2018 at 5:01 PM
Posts: 16,739
Thanks: 1741 in 10 Posts
Actually plantsims have a pollution-based disorder. People who use too much insecticide turn into plantsims, which don't function well as plants or as humans (and suddenly don't need insecticide because they can spend all night talking the bug damage away if they have access to light). So of course rather than change insecticides, capitalist society seizes on the opportunity to make sufferers pay through the nose for the tech to make their lives bearable.
It's perfectly logical, from a corporate point of view.
Ugly is in the heart of the beholder.
(My simblr isSim Media Res . Widespot,Widespot RFD: The Subhood, and Land Grant University are all available here. In case you care.)
It's perfectly logical, from a corporate point of view.
Ugly is in the heart of the beholder.
(My simblr isSim Media Res . Widespot,Widespot RFD: The Subhood, and Land Grant University are all available here. In case you care.)
#15470
27th Sep 2018 at 10:32 PM
Posts: 2,627
Thanks: 3 in 1 Posts
Quote: Originally posted by Peni Griffin
Actually plantsims have a pollution-based disorder. People who use too much insecticide turn into plantsims, which don't function well as plants or as humans (and suddenly don't need insecticide because they can spend all night talking the bug damage away if they have access to light). So of course rather than change insecticides, capitalist society seizes on the opportunity to make sufferers pay through the nose for the tech to make their lives bearable. It's perfectly logical, from a corporate point of view. |
Ugh! I don't even play with plantsims and now I'm gonna go in there and change the price on the grow light just to "stick it to the man."
#15471
28th Sep 2018 at 11:22 AM
Quote: Originally posted by Peni Griffin
Actually plantsims have a pollution-based disorder. People who use too much insecticide turn into plantsims, which don't function well as plants or as humans (and suddenly don't need insecticide because they can spend all night talking the bug damage away if they have access to light). So of course rather than change insecticides, capitalist society seizes on the opportunity to make sufferers pay through the nose for the tech to make their lives bearable. It's perfectly logical, from a corporate point of view. |
HAH! Well, I suppose with normal game mechanics that's true. In my game, no one ever becomes a Plantsim the "normal" way because pesticide is not allowed. (It's a personal RL beef that carries over into my game.) So, Sims become Plantsims via alien genetic experimentation or because they are born of a parent who's been genetically altered by aliens because my imagination says that those changes are germline changes. I suppose that could still be a market for corporations to exploit, though. Especially since in my hoods where alien abduction is allowed, Plantsimism is the most common outcome of alien abduction, after pregnancy. So maybe that fits, too.
I'm mostly found on (and mostly upload to) Tumblr these days because, alas, there are only 24 hours in a day.
Muh Simblr! | An index of my downloads on Tumblr.
Muh Simblr! | An index of my downloads on Tumblr.
#15473
28th Sep 2018 at 11:35 PM
Posts: 6,236
I don't know if anyone's had this problem, but here goes:
I was using the "Flamingo of Dance" and the pixel went to be taught, and her body disappeared! Just her head was visible. Another pixel also had this happen.
What would cause this to happen? Switching to clothes that aren't in the set?
As soon as she got home, her body returned. Tried it at home as well, and the same thing happened.
Very weird.
Receptacle Refugee & Resident Polar Bear
"Get out of my way, young'un, I'm a ninja!"
Grave Matters: The funeral podium is available here: https://www.mediafire.com/file/e6tj...albits.zip/file
My other downloads are here: https://app.mediafire.com/myfiles
I was using the "Flamingo of Dance" and the pixel went to be taught, and her body disappeared! Just her head was visible. Another pixel also had this happen.
What would cause this to happen? Switching to clothes that aren't in the set?
As soon as she got home, her body returned. Tried it at home as well, and the same thing happened.
Very weird.
Receptacle Refugee & Resident Polar Bear
"Get out of my way, young'un, I'm a ninja!"
Grave Matters: The funeral podium is available here: https://www.mediafire.com/file/e6tj...albits.zip/file
My other downloads are here: https://app.mediafire.com/myfiles
#15474
29th Sep 2018 at 12:10 AM
Odd, I have used it once on a new dance lot and that did not happen. I do have some invisible clothes in my catalogue though -probably a default using a game mesh. If a sim decided to wear one of those they could turn into a floating head.
"I dream of a better tomorrow, where chickens can cross the road and not be questioned about their motives." - Unknown
~Call me Jo~
Scholar
#15475
29th Sep 2018 at 1:48 AM
Posts: 1,381
Quote: Originally posted by iCad
I know what you mean about this. If a Plantsim's needs get really low -- especially the sunlight need -- then their aspiration level tanks to all-red and stays there for a while. It DOES recover, but it's not an immediate thing like it is with other kinds of Sims. The aspiration level lags significantly behind the replenishment of the need. I'm not sure if this is a glitch or was intentional, but I "read" it as Plantsims just being slower to react to their environment than human Sims. I think of them like Ents in Lord of the Rings, where it takes them forever to greet each other and reach decisions. With Plantsims, it's more like it takes them longer to realize that their needs have been filled so they can be happy again. |
They do recover? Phew! I agree it makes sense that plants would recover differently, which is why I wondered if maybe it wasn't a glitch when it kept happening. Next time, I think, I'll save as soon as the PlantSim is even slightly in the red, then see how it goes - I didn't do that before in case it was already too late and I needed to go back to the beginning of the rotation. I don't really want to cheat, but I do need to keep my PlantSim population going until I have enough of them to play the role I have mapped out for them in my 'hood.
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