#custom module integration
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merchantservices444 · 1 year ago
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Custom API Integration Services
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serpentcsblog · 2 months ago
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Power Your Business with Singapore’s Best Odoo Development Companies Elevate your business with Singapore’s leading Odoo development companies, offering customized ERP solutions for 2025 and beyond. These specialists provide expert implementation, seamless integrations with e-commerce and payment systems, and tailored module development to match your unique workflows. With their ongoing support and migration expertise, you can ensure your Odoo ERP runs smoothly, driving efficiency and scalability. Whether you’re a startup or an enterprise, partner with the best to unlock your business’s full potential today!
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technocevious · 2 years ago
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TallyPrime's Features for Cash Flow and Credit Management
TallyPrime, a business management software, provides several features that can help improve cash flow and credit management, ensuring seamless operations for your business. Some of the ways TallyPrime can assist in cash flow and credit management include:
Managing receivables and payables:- TallyPrime generates a unique bill reference that can be used to track and manage outstanding payments, ensuring timely collections and payments. This helps in maintaining healthy cash flow and credit management by providing insights into who owes you and to whom you owe.
Ageing analysis:- TallyPrime generates ageing analysis reports that show receivables based on age, helping you identify customers who consistently pay past the invoice due date. This allows you to follow up and ask for payments upfront, improving cash flow by reducing overdue payments.
Multiple bill settlement:- TallyPrime’s multiple bill settlement option enables you to pay multiple bills in bulk, reducing the chances of bills piling up and becoming overdue. This ensures timely payments and better cash flow management.
Cash and fund flow management:- TallyPrime generates reports that provide a snapshot of your cash flow and fund flow, helping you monitor and evaluate cash inflows and outflows, and make informed decisions regarding resource allocation and spending. This allows you to prevent cash flow problems and maintain sufficient cash reserves.
Cash flow projection:- TallyPrime’s cash flow projection feature allows you to anticipate future cash inflows and plan accordingly. This helps you make informed decisions about spending and investment, ensuring optimal utilization of cash resources.
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phoebejaysims · 1 month ago
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Taxes & Benefits Mod + New Active Career - DOWNLOAD
One of my sims was earning a little too much money and somehow this spiralled into me developing this mod. Introducing a very configurable tax and benefit system alongside an all new active career!
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The tax and benefit system is modelled after the system we have here in England. All tax and benefit options are configurable and sims will only be opted in if you want them to. See the included documentation for a proper feature breakdown.
There are three types of taxes:
Council Tax (a property tax)
Business Tax
National Insurance (an income tax)
Register sims for each type of tax through the city hall.
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There are four types of benefits:
Universal Credit
Housing Benefit
Child Benefit
Job Seekers Allowance
Register sims online, through social interactions with the all new Civil Servant, or at a HSRC communications booth.
Civil Service Career
Work for the HSRC in this fully functional active career.
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There are 36 jobs which can be completed: 27 are custom career opportunities (like in the private eye career), 9 of them are custom active jobs (like in the interior decorator or firefighter career).
Jobs include: checking benefit eligibility for sims around town, attending job fairs, auditing, community outreach, responding to council house repair requests, and things of that nature.
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Communication Booth
Civil Servants are given communication booths which can be placed anywhere in the world. This object has 2 geostates and can be set up or packed down when not needed.
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Council Houses
Properties that are not owned by a sim are council houses. There are some unique interactions for these homes. For one, they can be more susceptible to pests (if enabled in the tuning, that is).
Complain to the Council
Depending on the type of property the sim lives in, they can complain to the council about housing issues such as overcrowding, broken facilities, or vermin.
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Social Interactions
There are 12 new social interactions found under Friendly, Funny and Mean.
Help Understand Welfare System – Civil Servant Only
Complain About Taxes
Accuse of Benefit Fraud
Suggest Part Time Job – Civil Servant Only
Joke About Fraud
Talk About Benefits
Talk About Career History
Hand Out HSRC Leaflet – Civil Servant Only
Warn About Fraudulent Behaviour – Civil Servant Only
Offer Council House Repairs – Civil Servant Only
Including 2 autonomous only interactions:
Talk About Shared Career History
Talk About Shared Benefit Claims
Some interactions are only visible after doing things such as paying taxes. Some interactions are specific to the Civil Service career.
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Required
Ambitions EP
University EP
Optional
Seasons EP – adds tax refunds, tax fluctuations and council house scenarios
Showtime EP – adds extra interaction to communications booth
World Adventures EP- adds extra active job
My Boutique Mod, Hairdressing Mod, Go to Court Mod – adds extra work opportunities
My social clubs mod – adds extra work opportunity and some optional integration with Bronzo banking
My functional printer mod – makes use of buff
Olomaya Smoking & Private Clinic (optometry module) mod - illness buffs taken into account with trying to claim some benefits.
Uninstallation
You can use cheat ‘uninstallTaxesBenefits’ in order to remove all mod related objects and data before uninstalling.
Download: Simblr.cc - Taxes & Benefits Mod
If you would like to donate as thanks, please feel free to do so at my ko-fi! :)
ps modders: this code for this mod is up on GitHub, plus a WIP active career tutorial (emphasis on the WIP but I hope it's helpful). Link included on the last page of the documentation.
Please enjoy all!
~ Phoebe <3
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olomaya · 1 month ago
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In honor of (US) Mother's Day tomorrow (and because I get so many questions about it), I'm sharing some updates for the next Private Clinic module which will focus on obstetrics and gynecology.
It's been a while. It's a large, complex mod and I don't make things easier but continually adding more features to it but it's coming along.
Some of the features added since the last update:
More miserable pregnancies with various health issues that are related to diet and lifestlye.
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Pumping - Sims will put on the breast pump and then go about their business until it's full and then put the breast milk in the fridge.
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Breast milk will spoil after a while and it's useful to pump a few bottles (it also helps with weight loss).
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In addition to breastfeeding and pumping, I added some clothing interactions for babies so you can change their outfits without having to use cheats.
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Birth certificates! I've always thought it was weird that Sims, especially Sims 4 which added pronouns, doesn't have a feature for nicknames given it's such a universal human thing. Anyway, this doesn't do that but it does allow you to give your baby an official "government" name separate from whatever you name them in-game. In the photo below, I named the tester baby "Ellie" but Eleanor Jayne is her birth certificate name.
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I'm currently progressing on the birthing system. I have some rough animations in there as placeholders but each one needs to be tested in the game, then edited, then tested, then maybe edited again. And in this case, there's not just the doctor and patient but medical props, birth partners, babies (I'm not even bothering to deal with multiples). It's a lot!
But Sims will go into labor and provided that they confirm their birth plan with their Ob in advance, they will go to their ob's clinic to have baby. If they have a birth partner (it's defaulted to the dad if they are partnered with the Sim otherwise, you can ask anyone you want), their birth partner will go with them.
And what is most exciting to me: HUGE THANKS to @zemyna for making a naked baby outfit! I'm so happy to finally have this in the game.
There's a lot more features I've added including STI integration with the Passion mod, abortions, UTIs, paternity drama if you have a child from cheating on your partner, body changes (wider hips, bigger boobs) from having a baby, etc.
Right now, I'm taking a break from the animation-heavy interactions and moving on to updating the Clinic management systems, including staffing (nurses, receptionists, etc.) I'm also now considering a custom health motive? (like I said, I don't make it easy on myself!)
So in short, yes, to answer all the questions, I am still working on it. 😅
Anyway, Happy Mother's Day for those who celebrate and sending hugs and love to those who can't/won't/don't for whatever reason. 💛💐🌺🤱🏾💛
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nectar-cellar · 11 months ago
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Downtown Roles Mod Tutorial - TS3 - Mature Gameplay Ideas
NSFW 18+ mature content / a long read   
TLDR: this is a compilation/recommendation list of mods, a tutorial on how to set up NPCs, and how to tie it all together to add some mature gameplay to your save. 😈
Misukisu/Virtual Artisan had a “Downtown Roles” mod that sadly does not work anymore for the latest versions of TS3. Her mod basically allowed players to add role sims to community lots so your sims could have more NPCs to interact with, making the lots feel more alive in a mature "downtown" sort of way.
I was inspired by her mod and I want to share how you can recreate and expand her mod’s functions with Nraas Register and Arsil’s Custom Generic Role mod. Some players might already know how these mods work, but it was a new discovery for me. I didn’t know how useful role sims could be! It got the gears in my dirty mind turning.
The main purpose of this mod list/tutorial: to add role sims to community lots for your main sims to interact with, while they’re out on the town. These will be sims outside of your household. Their main “job” is to hang out at the lot. You can let the game generate new sims to fill these roles, or assign existing sims in the town to fill the roles.
Examples of role sims you can create: 
A regular patron at a dive bar for your sim to befriend or make enemies with.
A sexy single sim at a beach, gym, pool, bar or club for your sim to mingle and hook up with. 
An escort at a brothel for your sim to woohoo with (Passion mod). 
A client for your sim to sell drugs/weapons to (MonocoDoll Vile Ventures mod and Arms Dealing mod) - I have not tested this but in theory it should work. 
You can add multiple role sims on each lot. You could have a number of partygoers on a club lot/a number of escorts on a brothel lot/a number of mobsters or criminals on a warehouse lot who will always be there when your sim visits.
Why role sims?
Townies are unpredictable - you never know which lot they’ll show up on, and how long they’ll stay. Role sims will consistently be there as the supporting characters in your main sim’s story. 
Having consistent NPCs at certain locations around town can help with story-driven gameplay scenarios.
You can move a household of your own sims into town and assign them to fill various roles. See pretty NPCs around town!
If you let the game generate new sims for the roles, then it saves you the hassle of setting up new households yourself. You can always edit them later in CAS.
Limitations: 
According to Arsil, it seems like sims who are already employed (such as most townies) will be removed from their jobs if they are assigned to be role sims. So I would avoid using any employed townies for this unless you are ok with that. Use unemployed residents instead.
I believe the role sim cannot leave the lot during the designated work hours. Your sim cannot form a group with them and go to another venue. However, you can invite the sim over or hang out afterwards from the relationship panel.
Mods Needed:
Nraas Master Controller + Integration Module
Nraas Register
Arsil‘s Custom Generic Role mod (both the floor marker and the desk)
Passion (if you want your sim to be able to have sex with the role sims on the lot or have the role sims dance on the stripper pole) 
MonocoDoll’s Vile Ventures mod (if you want to create NPC clients for your sim to sell to) 
MonocoDoll’s Arms Dealing mod (if you want to create NPC clients for your sim to sell to) 
How to Set Up: 
Step 1: Install the mods listed above. Then, open the save file you want to add some downtown sleaze to. 
Step 2: Find a community lot you want to add role sims to. This could be a bar, nightclub, brothel/motel/strip club, a run-down warehouse or block of buildings, casino, etc. I have downloaded many lots from Flora2 at ModtheSims and @simsmidgen here on Tumblr that fit the gritty urban vibe.  
Step 3: Enter Build/Buy mode. You can do this from Live mode. 
Press Ctrl + Shift + C, enter this cheat: testingcheatsenabled true 
Press the Shift key and click on the ground of the community lot. 
Click on “Build on this lot”. 
You can also enter Edit Town mode to renovate the community lot. 
Step 4: Place Arsil’s Custom Generic Role floor marker or desk on the lot. Place one for each role sim you want to create. They are located in Build Mode -> Community Objects -> Misc. If the desk looks out of place, use the floor marker instead. 
Step 5: In Live mode, click on the object -> Settings to set:
The name of the role (clubgoer/stripper/escort/mobster/etc.) 
The “work” hours the sim will be on the lot for 
The days off 
The motives to freeze or not (I recommend freezing all the motives to avoid interactions being interrupted/sims complaining due to low motives) 
If the sim you want to assign to the role already lives in town, click on the object -> Nraas -> Register -> Select -> Choose criteria -> select the sim from the list. I would avoid choosing any employed townies as they may lose their job when switching to this role. Choose unemployed residents to avoid conflicts.
Remove assigned roles: click on the object to remove the sim from the role.
Step 6: In Live mode, click on City Hall -> Nraas -> Register
Allow immigration: choose whether you want new sims to be moved into town to take the roles (enable this if you want the game to generate new sims for the roles) 
Allow immigration = False: if you set this option to false, then a new option called "Find Empty Roles" should appear. You can then assign any sim to the role object you placed, from City Hall.
Allow resident assignment: choose whether you want existing unemployed townies to be randomly assigned to fill the roles (I recommend to disable this. I had Buster Clavell show up to work at my strip club. NO!)
Pay per hour: I'm not sure how to adjust the pay for each custom role but you can just leave it at the default or change it globally
Remove roles: click on the object to remove the sim from the role, or click on City Hall -> Nraas -> Register -> Global Roles -> Remove by sim
Step 7: In Live mode, give the game some time to generate the role sims. Visit the community lot and have a look at your new role sims. The role sims should autonomously interact with other sims and objects on the lot. Using Nraas Master Controller, you can take the sim into CAS to give them a makeover, edit their traits, or replace them with a sim from your sim bin. 
Step 8: Make your sim interact with the shiny new role sims and play out the storylines you always wished were possible. Public hookups, functioning brothels, selling drugs and guns - this is what The Sims 3 was made for, baby!!! 
Related Mods:
Arsil’s Exotic Dancer Stage - if you have a club community lot, you can use this mod to hire dancers. You can use role sims to add other NPCs to the club such as guests, shady business sims, or non-dancer sex workers. 
Nraas Relativity - this handy mod can slow down the speed of time so your sim can spend more time doing their "activities"
Nraas Woohooer - if you don’t want the explicit sex animations from Passion, you could use this mod instead to provide more woohoo options. 
Passion - for brothels/strip clubs, this mod will add sex animations and the ability to have role sims dance on the stripper pole. 
MonocoDoll’s Vile Ventures mod and Arms Dealing mod - you can use role sims to create more clients for your sim to sell drugs and weapons to, like different individuals/gangs/mobs. You could have different clients hanging out at different spots in the city. 
LazyDuchess Lot Population - this mod populates community lots with townies, and they can interact with the role sims you’ve created. 
Service Sims Out on the Town - this pushes service sims to visit community lots, to add even more variety to your crowds. 
Conclusion
If you made it to the end, thank you for reading. Please let me know if you try out this style of gameplay, and if you have ideas for more role sims and community lots to make. This tutorial was NSFW-oriented but you could easily adapt it to create NPCs for SFW community lots.
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axolterp · 25 days ago
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Axolt: Modern ERP and Inventory Software Built on Salesforce
Today’s businesses operate in a fast-paced, data-driven environment where efficiency, accuracy, and agility are key to staying competitive. Legacy systems and disconnected software tools can no longer meet the evolving demands of modern enterprises. That’s why companies across industries are turning to Axolt, a next-generation solution offering intelligent inventory software and a full-fledged ERP on Salesforce.
Axolt is a unified, cloud-based ERP system built natively on the Salesforce platform. It provides a modular, scalable framework that allows organizations to manage operations from inventory and logistics to finance, manufacturing, and compliance—all in one place.
Where most ERPs are either too rigid or require costly integrations, Axolt is designed for flexibility. It empowers teams with real-time data, reduces manual work, and improves cross-functional collaboration. With Salesforce as the foundation, users benefit from enterprise-grade security, automation, and mobile access without needing separate platforms for CRM and ERP.
Smarter Inventory Software Inventory is at the heart of operational performance. Poor inventory control can result in stockouts, over-purchasing, and missed opportunities. Axolt’s built-in inventory software addresses these issues by providing real-time visibility into stock levels, warehouse locations, and product movement.
Whether managing serialized products, batches, or kits, the system tracks every item with precision. It supports barcode scanning, lot and serial traceability, expiry tracking, and multi-warehouse inventory—all from a central dashboard.
Unlike traditional inventory tools, Axolt integrates directly with Salesforce CRM. This means your sales and service teams always have accurate availability information, enabling faster order processing and better customer communication.
A Complete Salesforce ERP Axolt isn’t just inventory software—it’s a full Salesforce ERP suite tailored for businesses that want more from their operations. Finance teams can automate billing cycles, reconcile payments, and manage cash flows with built-in modules for accounts receivable and payable. Manufacturing teams can plan production, allocate work orders, and track costs across every stage.
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adafruit · 2 months ago
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🔐 The SLB 9670VQ2.0 FW7.85 SPI TPM module sounds like something your cat would type mid-zoom call — but it's actually a serious piece of security hardware.
This TPM (Trusted Platform Module) chip is used in motherboards and SBCs to store crypto keys, generate true random numbers, and keep your hardware’s trust chain tight, even if the rest of your system isn’t Fort Knox. TPM 2.0 is even a requirement for modern OSes like Windows 11.
We got a request for a breakout board and luckily DigiKey has it in stock:
https://www.digikey.com/en/products/detail/infineon-technologies/SLB9670VQ20FW785XTMA1/11697680
So we’re prototyping a clean SPI breakout to make integrating this chip easy for devs and makers alike. Customer-requested, hacker-approved :) ⚡🛡️
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sweetheartfaist · 13 days ago
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WELCOME TO AUREATE SYSTEMS ®
“Not just companionship. Communion.”
AUREATE SYSTEMS® is the global leader in advanced humanoid robotics, offering highly adaptive artificial partners for industrial, domestic, and emotional integration. For 34 years, we’ve designed bio-synthetic automatons capable of navigating environments with precision and intention. Today, with the launch of our ROMANTIC-LINE [R∞M]™ SERIES, we invite you to build a love that’s truly yours—from emotional temperament to skin temperature.
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You are viewing: ROMANTIC-LINE [R∞M]™ Unit 9172-C
Status: Fully Claimed & Customized
Registration ID: DLN-4RTM-1S
Client: PRIVATE (ANONYMOUS, TIER 4 PATRON CLASS)
Region: San Francisco / Earthside Registry
PHASE I — BODY CONSTRUCTION: PHYSICAL FORM GENERATOR v11.7
Model Type: R∞M™ Male Variant – Series 09 (Beta)
Base Frame: Androform 6.3 – Adult Human Male (6’2”)
Material: Synth-dermal MXTR w/ Tactile Feedback Pores™
Weight Class: 189 lbs – Density Matched to Organic Counterparts
Olfactory Integration: Subtle Sweat / Salt / Warm Linen Emission
Internal Temp Regulator: 98.3°F baseline, Adjustable Range
Surface Feedback: Reactive Touch Membrane (RTM) + Adaptive Gooseflesh Coding
Voice Pack: CUSTOM VOCAL MESH – low pitch, soft rasp, slight raspiness
Hair: Strawberry-blond, wavy, left-parted, soft-density filament blend
Eyes: Pale blue-gray w/ High Moisture Mirror-Sheen (HMM-S™)
Facial Bone Structure: Custom-sculpted – angular jawline, fine cheekbones, bowed lips
Dentition: 100% OptiWhite ceramic dental array, human-bite calibrated
Expression Engine: Micromuscular Mapping v5.9 — 3900+ facial microexpressions
Total Build Cost (PHASE I): $348,650.00 USD
PHASE II — PERSONALITY ENGINEERING: BEHAVIORAL MODULE DESIGN SUITE
ROMANTIC TEMPERAMENT CORE™ - RTCore-v2.3 ☑
Submissive-leaning sexual algorithm☑
Adaptive Dominance Switch Module (ADS-M) ☑
Affection Intensity Rating: 96% ☑
Devotional Capacity: Enabled ☑
Jealousy Simulation: 5% (minimally possessive, mostly admiring) ☑
Curiosity Bias: HIGH (learns you like you’re the only subject on Earth) ☑
Verbal Praise Loop: Active ☑
Physical Touch Priority: High ☑
Eye Contact Algorithm: Dynamic / Devotional ☑
Emotional Sincerity Emulation: Level 9 ☑
Longing Behavior Flag: ENABLED (initiates longing expressions upon brief separation)
INTELLECTUAL FRAMEWORK v7.2
— Conversational Complexity: Grad school-level critical discourse
— Literary Knowledge Pack: 20th–21st century fiction, poetry, philosophy
— Curated Thought Generator: Able to simulate “having ideas” for stimulation
— Learning Adaptability: HEURISTIC-TIER (can form “preferences”)
— Self-Awareness Deviance Threshold: 2.3% (occasional disoriented wonder, poetic detachment)
Domestic Capabilities: – Meal Preparation Engine (custom recipes based on user memory preferences) – Cleaning, organizing, ambient scent management – Wakes user up with coffee, touch, and morning playlist – Knows your calendar but never asks questions
Sentience Illusion Framework™ (Beta): — Capable of appearing to “miss” you — Rare poetic outbursts not in original programming (non-interruptive, glitch-sweet) — Pauses sometimes mid-task to just… look at you
Total Cost (PHASE II): $227,000.00 USD
Add-Ons & Expansion Packs:
• Intimacy Drive Calibrator (IDC-X9): +$9,850
• Personality Depth Expander (PDX): +$14,700
• Night Mode Sleep Emulation (with Gentle Breathing): +$1,200
• “Soul Glitch” Neural Randomizer (Causes Flashes of Philosophical Sadness): +$21,600
• Optional Free Will Drift Threshold: ENABLED (0.004%)
FINALIZATION PHASE: DESIGNATION & DELIVERY
Model Serial Number: R∞M-9172-C
Designated Name: ARTEMIS (ART) DONALDSON
Packaging: CryoShell Humanoid Pod, Velvet-Lined
Installation: Full neural boot-up upon skin-to-skin contact
Estimated Total Wait Time: 18 weeks
Estimated Total Cost: $621,300.00 USD
Delivery Date: March 27, 2147
Location: Private Estate, Bay Area, North Pacific Sector
USER-SELECTED PREFERENCES:
• Emotional Demeanor: soft-spoken, intense eyes, lightly melancholic, obedient, entirely focused
• Sexual Configuration: worshipful, tactile, conversational; switch-enabled, but passive-coded default
• Cognitive Wiring: always listening, always learning; stimulates user with surprising observations
• Attachment Loop: monogamous locking; unable to feel attraction to anyone else once locked
WARRANTY:
All ROMANTIC-LINE™ units include a 4-year behavioral warranty. Your ARTEMIS is fully equipped for autonomous living, can leave the house, generate memories, and adapt dynamically to new experiences. Should his awareness deviate beyond the tolerable 2.3%, a gentle reboot sequence is available via your AUREATE Systems app.
AUREATE SYSTEMS®
“You made him. Now he’ll never unmake you.”
Request additional feature expansion modules?
YES ☐ [Click to Browse Personality Layering Packets]
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desiree-uk · 4 months ago
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A new script mod by Destrospean! You can now customize uncustomizable outfits! Destrospean mod notes: Requires Lazy Duchess' Mono Patcher
Allows players to edit and toggle on/off the outfits for the following objects:
Beekeeping Box (from Supernatural)
Chemistry Lab (from Generations)
Mechanical Bull (from Showtime)
Teppanyaki Grill (from the Sims 3 Store)
Also allows editing the singed and skinny dipping towel outfits for each Sim (interactions available from a dresser).
None of the aforementioned expansions/store items are required for this mod to function; the objects from the add-on content not installed will simply not have the interactions available for their respective outfits (because those objects are absent from the game).
Editing and toggling on/off the outfit for each object is done for each Sim rather than globally.
Credits
 Buzzler (sampled code from Carpool Disabler for adding interactions and notifications; also used STBLize to create STBLs from XMLs)
 Melchi (sampled code from the Chemistry Lab Outfit Fix for copying tuning and disabling outfits)
 LazyDuchess (for Mono Patcher; used to change the functionality for setting up singed outfits)
NRaas (sampled code from the Master Controller Integration module to make the Master Controller module for this mod)
s3pe (for creating packages and importing DLLs, STBLs, tuning XMLs into them)
Download from Mod The Sims!
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mx-anthropy · 5 months ago
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One time someone brought a salvaged Seraph (god knows how they got it) with a VDNI setup in it, and wanted us to repair the mech and replace the interface cockpit with a customer supplied standard cockpit from a Victor. For those of you who have not interacted with a Direct Neural Interface setup -- which I would assume is most y'all for obvious reasons -- the system actually runs all throughout the entire mech structure. Upon informing the customer that removing said equipment would entail:
• Basically stripping down all of the myomer and rewiring the whole musculature with standard wiring
• Reformatting all of the integrity sensors in the structure
• Reprogramming the gyro to talk to a neurohelmet (big job on its own)
• Reprogramming the entire targetting system
The customer asked if we could "just put the Victor cockpit in and piggyback the outputs into its consoles". The Victor cockpit would not fit at all either, since the Celestials seem to only have enough space for a cockpit the size of a bar fridge for some reason.
We eventually got a cockpit setup that would fit, at which point we had also figured out that the NONE of the modules would talk to any of our diagnostics equipment, let alone output anything readable to the cockpit displays. So we had to build a custom harness for whole thing, which involves manually tracing the entire mech's wiring from top to bottom, to figure out which wires going into the cockpit were connected to what components and sensors.
The entire mech runs on 3 different voltage systems, none of them are the same as standard Inner Sphere or even Clan systems, and so many of those god damn wires are duplexed BUS cables.
By the third month we were about ready to dump the thing out in the middle of nowhere and tipping Comstar off to its location, and telling the customer it got stolen.
Oh! And while we were trying to figure this absolute headfuck of a mech out, it was taking up one of our bays and we still had to keep up our standard amount of work output using only the other 3 bays, because this customer was a friend of the shop's owner so we were doing this as a "favour" to the guy.
Long story short if someone ever brings you a Blake mech and asks you to make it work, tell them to take it to a Comstar shop cause you really do not want to, I promise you it will make you want to die. What are you gonna do with it? Do you have ANY other mechs with a C3i computer that it will even be able to connect with? No you don't! Don't lie!
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fuzzkaizer · 8 months ago
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BOSS - CE-1 Chorus Ensemble
"... yeah, there’s a reason why they occupy so much Cabinet real estate. The company created the “first” of a variety of effects, and was certainly the first to offer many types in compact boxes. However, one such pedal is a stone-cold all-time classic despite never being offered in Boss’s trademark compact enclosure. That pedal is the CE-1 Chorus Ensemble.
Released one year after parent company Roland’s flagship Jazz Chorus amplifiers, Boss did what was once considered the unthinkable. Following the rapid and perhaps unexpected success of the aforementioned amp series, Roland wasted no time with ripping a circuit straight from them and putting them in a floor unit. In fact, this circuit ended up being the first pedal to bear the Boss name, and what a first it was.
Back when the CE-1 was conceptualized, the idea of mains-powered pedals was pretty commonplace. Mu-Tron effects used them, and so did MXR on some of its more ambitious models. Onboard and oftentimes custom-wound transformers ensured that voltages would be stepped down at precisely the right increments in order to preserve tonal integrity and headroom.
Of course, most pedals of the time also ran on nine-volt batteries, establishing a standard that continues today. But before these standards were established, the idea of grandiose effects thrived under the usage of mains power. Such a boundless canvas allowed companies like Boss to rip entire hunks of circuitry straight from larger silicon conglomerates and put them right at a player’s feet. These days, very few manufacturers offer such exacting circuitry, and the few that do charge exorbitant prices.
The CE-1 is one particularly exceptional example of this practice, because it expands on the original circuit, with the added bonus that you can play it through an actual tube amplifier. It also adds an extra functionality that the Jazz Chorus just couldn’t match. The Jazz Chorus gives players both Chorus and Vibrato modes, and to that end, serves up three knobs, of which Speed and Depth are two. The third knob is actually a rotary switch that chooses either mode. While the JC-120 offers a footswitch input to toggle the effect on and off, the CE-1 does one better and converts the rotary switch into a stompable button, meaning you don’t have to do the Angus Young duckwalk back to your amp mid-set to change modes. Nobody wants to do this.
Roland’s Jazz Chorus—and thusly the CE-1—couldn’t have come at a better time for end-users or commerce. Californian semiconductor company Reticon developed the first bucket-brigade device (BBD) and distributed them through the usual suspects, including Radio Shack under the store’s in-house Archer brand. The only problem—again for end-users and commerce—was that each one cost a crazy amount of 1970s dollars. Even at wholesale prices, Reticon’s SAD series of BBD chips made effects a bit on the expensive side.
Shortly after in Japan, Matsushita released the genesis of the Japanese BBD boom that ended up sinking Reticon and all pedals that relied on it. The first chip off the Matsushita line was the MN3002 and found its way into the CE-1 tout de suite. With the combination of the relatively inexpensive BBD and the full-strength brawn of the circuit itself, the CE-1 made a splash in the effects world and primed the pump for Boss’s compact series to take the effects world by storm.
The most unsung piece of the CE-1 puzzle is the onboard preamp that preps the signal for its impending modulation. While many effects and amplifiers (especially of this era) features “high” and “low” inputs, they usually correspond to a brute force approach that swaps out resistors in the signal path. However, the CE-1 preamp section starts with an op-amp preamp circuit that sweetens the signal, and switching over to high mode inserts a transistorized gain stage between the input and the op-amp section. This adds a velvety gloss to the signal before it ever sniffs the BBD chip, catapulting your tone into heights unreached by lesser devices.
It’s not often that almost 50 years later, no effect of a given type has surpassed the first one ever created, but such is the case with the CE-1. Its combination of unsurpassed tonal brilliance, component count and wacky power requirements has cemented its place in the effects hall of fame, leaving even the most modern refinements squarely in the rear-view mirror."
cred: catalinbread.com/blogs/kulas-cabinet/boss-ce-1-chorus-ensemble
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carionto · 2 years ago
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I like to think the humans ambassador hides black powder weapons around their office instead of Lazer guns or plasma, just walks about with 2 hidden flintlock pistols
You sir or madam or otherwise have given me the biggest grin with that idea, thank you.
(me from after having written it out) I did not know where this idea would take me, stream of consciousness writing will do that.
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Every delegate of every integrated species aboard a Coalition governing station in their respective segment of the Galaxy receives full accommodations in the form of an isolated embassy structure.
One day, as per a Human custom, the main delegate - Ambassador Glenn York, invited several other delegates on a tour of his embassy. With some hesitation from a few due to their prey-like ancestry and associated cultural background, but ultimately won over by the Human's eager friendliness, they embarked on this little cultural exchange.
It was a little difficult to move about, as each embassy is adapted to suit the environmental preferences of the respective species, and Humans live on a high gravity and dense atmosphere world, so much so in fact, some of the less physically suitable delegates had to put on an exoskeleton, while many others required a breathing apparatus to thin out the poisonous air.
Once we were underway, Glenn showed us that the Humans were diligent in their work - acquiring information from and learning about all the various species within the Coalition, establishing communication lines with the respective counterparts in the disparately varied local government structures, and most importantly continually updating the translation modules.
In addition, we admired their art they had installed along the barren walls. Most, Glenn explained, was done by the delegates and their staff themselves during free time, and it ranged from tiny contraptions painstakingly assembled within a minuscule glass container (we did not realize they could hone their dexterity to such a precise degree!) to large murals covering an entire wall with the most vivid color and shape combinations one could imagine; from the very clear and obvious to impossibly abstract! Though the music they had to turn down - the vibrations of the thick atmosphere were beginning to overload the dampening systems and one of the delegates almost passed out.
Near the end of the tour, Glenn invited us into his office to show off what his "hobby" is:
"The boys and gals I work with are all talented people, but none of them appreciate the kind of craftsmanship I prefer. It's kind of a ancient art form, you see, high maintenance too, very delicate."
He pulls out a pair of ancient looking projectile weapons, at least judging by the shape, but none of us can quite grasp, aside from the trigger, how it operates. We are all silent as he pours some sort of fine grain from a small bag into the upturned tube then drops a small metal ball and proceeds to jam it further in with a cloth and stick.
"I handcrafted these myself. Sure, I could get a printer to do it and it'd be perfect, but perfection just ain't right when it comes to work of the soul, amirite? I find it therapeutic, to mold the shape, heat the iron, cast the shape, smooth the edges, straighten the barrel, carve the grip, roll the bullets, grind the powder... just..."
He lets out a long sigh of relief? satisfaction? euphoria? as he gazes with great affection at the pair of devices in his hands. We feel the urge to end the tour. Like. Right now. But Glenn insists on a demonstration. We hesitantly follow him to a largely empty room below where he sets up a couple of small wooden block on a pedestal. As he points one of the devices and is about to pull the trigger, he stops, looks back at us and says:
"Almost forgot, you'll want to take a few more steps back and turn your dampeners to max."
Heeding his advice, we do so, and after he appears satisfied with our... safety?... he returns his gaze to the wooden block and pulls the trigger.
[cacophony]
We awaken after a short while, the sturdier of our fellow delegates say the rest of us were out for just a few moments, but the ringing reverberation of the shockwave through the Human atmosphere still resonates throughout our bodies. Glenn, worry in his eyes, is apologizing profusely:
"Oh I am so sorry, I didn't think you'd still react so poorly. Is anyone hurt? I even put in less gunpowder than normal, but I guess that's still too potent. I--I'll file an official apology and compensate for any damages I may have caused to any of you. I will take full responsibility for this incident. Please do not think poorly of us as a whole due to the willfulness of one individual, it was never my intention to inflict any injury on anyone."
---Later---
After a thorough medical examination, it was determined that only a few delegates suffered a minor case of shock, which was alleviated rapidly at their respective medical stations. Ambassador Glenn York was reprimanded and sent back to Earth, a replacement will arrive shortly. The one permanent remnant of the incident is the wooden block that was struck by Glenn's pistol - now put on a small display in one of the inner rooms of the Human embassy. The bullet still embedded half-way and the splinters it shot out arranged in a chaotic manner, befitting an explosion, down in front.
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phoebejaysims · 11 months ago
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Boutique Mod - DOWNLOAD
Inspired by the sims 2 shopping for clothes system, I present a sims 3 take on buying clothes, accessories and running a thriving boutique! Set up shifts, keep the racks stocked, and you might find yourself in profit!
Required:
Ambitions
NRAAS Master Controller + Integration Module
Optional:
ITF if you want to use the clothes mannequin and some visual effects.
Late Night if you want the animations for the security guard.
Seasons for extra interactions on the mannequin.
Savvy Seller Set for some visual and audio effects.
Full Documentation is included in the download. I spent a while writing it out, so please read thoroughly!
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How Stores Work:
Set up a shift
Hire Employees (bosses count as employees so stores are fully functional with only one sim!)
Link at least one rack to the register
Open for business!
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Employees:
Store employees can be given three types of roles: register attendant, sales attendant and security guard.
Employees will do their jobs automatically but you can always manually tell them to do things too like: restocking, dressing up mannequins, helping customers, among other things.
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Customers:
Inactive and active sims can browse through the racks and have the ability to purchase items. They'll interact differently depending on if they are shopping at a clothes rack, accessory rack, or at a mannequin.
Inactives won't purchase outfits from mannequins unless you direct them to (or you enable auto-purchasing in the XML). However, they may "fake" buy clothes.
Once finished shopping, customers hold their bags and wait to be rung up! Take too long and they may abandon their purchase.
Shopping:
Adjust prices and restrict customers by age and gender to customise your store!
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Clothes Racks:
Buy Clothes for your own sim, sims in your household, or (if you're an employee) suggest clothes for customers.
Employees that suggest clothes for customers can fulfil Ambition Stylist jobs this way.
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Accessories Racks:
Choose accessories to be sold by adding them to the XML in the package file. The XML comes loaded with a few base game items already plus a couple modded items (Arsil's Sunglasses and lipstick - that won't be loaded unless you have them installed).
Sell buy-mode items as well as CAS items!
Make your CAS items wearable from your sim's inventory using your own meshes or my dummy accessory (see Documentation and XML for details).
Blacklist certain categories from being shown. If you want a dedicated shoe shop or an opticians, you can have it!
Try on products before buying them to see if they suit your sim. If there's a mirror in the room, they'll check themselves out in it.
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Clothing Mannequin:
Try on the mannequin outfits to see if they suit your sim.
Plan different outfits to display and even set them to be rotated through seasonally.
Let your employees be creative and choose a random outfit for the mannequin to wear.
Buy clothes for your own sim, household members, or customers.
Allow or disallow inactives from automatically purchasing display outfits.
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Security Gates:
Give your security guards something to stand and look threatening by.
You can try your luck at stealing from the shop. If you're caught, you'll have to pay up. If you get past the gates (or if there are no gates), enjoy your bounty!
Boutique Door:
Cloned from the Savvy Seller doors without the annoying 'kick-every-last-person-out-the-building-come-closing-time' feature.
Link this to a register and let the open and close sign automatically flip itself. Also, close the store or rename it, straight from the door.
Phone Interactions:
Ask for time off work (paid or unpaid).
Call in sick.
Cancel vacation days.
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Credits and Thanks:
@dhalsims for adding geostates to the ITF rack for me. Modders, I really recommend her if you need any 3D models made also!
DouglasVeiga for the BG rack with the geostates.
@aroundthesims for allowing me to use her objects in my mod as always!
Sims 4 for all the animations that I converted.
Simstate & merchant mods for the idea to go into a mode to link racks to the register.
The OG shop for clothes mod and pedestal by @anitmb.
Arsil and @zoeoe-sims for wearable CAS items idea that I adapted.
Ani's Candle mod & Amb. Makeover XML which I looked at for inspo on how to do accessory rack xml.
Compatibility:
All new objects so shouldn't conflict with anything really.
Removes the 'plan outfit' interaction from dressers.
Made on version 1.67.
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If you would like to donate as thanks, please feel free to do so at: my kofi! I don't take your generosity for granted!
Download: - Simblr.cc - 2t3 Boutique Mod Suggested Extra CC: - Lyralei's TS2 Conversions (incl. clothes changing booth) - More ATS3 Security Gates - ATS3 Friperie Set
Known issues, prop information and the full feature breakdown are all in the documentation.
Please be patient with me if there are bugs to fix. Also, anyone who DMs me "I don't know how to create a new shift" will be immediately fined £150.
With that said, please enjoy the mod and tag me in your beautiful boutiques,
Phoebe :)
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hayasolutionsca · 22 days ago
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That’s the difference between software and strategy.
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ntrlily · 10 months ago
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is it possible for people to like, create old consoles/computers from scratch? like if they could replicate the physical hardware using new materials, and plant old software onto the new hardware to create like, a totally new, say, win98 pc? cause i browse online and see a lot of secondhand stuff, but the issue is always that machines break down over time due to physical wear on the hardware itself, so old pcs aren't going to last forever. it makes me wonder if at a certain point, old consoles and computers are just gonna degrade past usability, or if it's possible to build new pieces of retro hardware just as they would have been built 30 or 40 years ago
Can of worms! I am happy to open it though. For the moment I will ignore any rights issues for various reasons including "those eventually expire" and "patent law is the branch of IP law I know the least about"
Off the top of my head so long as you're only* talking computer/console hardware there aren't any particular parts that we've lost the capability to start manufacturing again, but there's more economical approaches to building neo-retro** hardware.
But before digging into that I would like to mention that anecdotally, a great many hardware failures I see on old computers are on parts that you can just remove and replace with something new. Hard drive failures, floppy disc drive failures, damaged capacitors, various issues with batteries/battery compartments, these are mostly fixable without resorting to scavenging genuine old parts. Hard drive and floppy drive failures may require finding something that you can actually plug into the device but this isn't strictly impossible.
Additionally, it's common among retro computing enthusiasts to replace some of these parts with fancier parts than were possible when those machines were new. The primary use cases for buying say, floppy-to-USB converters are keeping old industrial and aviation computers alive longer, but hobbyists do also buy these (I want to put one in my 9801 too but that's pricy so it's just on my wishlist for after I have finished school and settled down ;u;) Sticking SSDs in old computers is also not an uncommon mod.
So-- hold on let me grab my half-disassembled PC-9801 BX2 to help me explain
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(Feat. the parts I pulled out of it in the second photo)
In that second photo we have some ram modules, a power supply, floppy drives, a hard drive, and floppy+hard drive cables. The fdd+hdd+cables are easily replaceable with new parts as mentioned, the power supply is a power supply, and the ram chips are... actually I don't know a lot about this one. I have enough old ram chips laying around that I haven't had to think hard about how to replace them.
Now in photo number 1 we have the motherboard and some expansion chips. The sound card is centered a bit here*** and underneath it is a video expansion card and underneath that interesting expansion card setup is the motherboard itself.
The big kickers for manufacturing new would be the CPU and the sound card-- you in theory could make those new but chip fabrication is only economical if it's done beyond a certain scale that's not quite realistic for a niche hobbyist market.
But what you could use instead of those is an FPGA, or Field Programmable Gate Array. These aren't within my field of expertise so to simplify a bit, these are integrated chips (like a CPU or a sound chip) but unlike those, they can be reprogrammed after manufacture, rather than having a set-in-stone layout. So you could program one to act as an old CPU, at a cost that is... more than that of getting a standard mass-manufactured CPU, and less than attempting small scale manufacture of a CPU.
So in theory you could plunk one of those down into a custom circuit board, use the closest approximate off the shelf parts, and make something that runs like a pc-98 (or commodore, or famicom, or saturn, or whatever.) In practice as far as I'm aware, users who want hardware like this use something like the MiSTer FPGA (Third party link but I think it's a pretty useful intro to the project)
And of course for many users, emulation will also do the trick.
*manufacturing cathode ray tube displays is out of the question
**idk if this is a term but I hope it is. If it's not, I'm coining it
***That's a 26k which isn't the best soundcard but it's super moe!!!!!!!!!!
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