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#might as well if I have a functional mod
nyaagolor · 1 year
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Good morning I’m thinking about the von Karmas and gunshot wounds. Contrary to popular belief, in most cases you don’t really want to take out a bullet unless you absolutely have to, since digging around in there causes more soft tissue damage and opens more possibilities for infection. One of the few places that bullets are almost always taken out, ironically, is the shoulder. Shoulders have a lot of important junk in them, and over time, the bullet crushes, tears, and destroys what’s around it, leading to nerve damage, loss of function in the arm, chronic pain, etc etc. It's kinda like shoving a rock in a really delicate machine and leaving it rattling around in there. Even if the wound itself was minor, the act of leaving the bullet in just steadily makes things worse If a bullet is removed from a non-complex gunshot wound to the shoulder, it’s not uncommon to get all your function back with minimal pain within months. If you don’t, the bullet just quite literally tears you up inside for the rest of your life And ain’t That a fun metaphor
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laugtherhyena · 29 days
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Playing Bomb rush cyberfunk has been a crazy experience so far because i feel like I've been enjoying the game just as much as I'm not doing so
#which is crazy because i went in with the impression that this would be jet set radio but better#and really? the biggest thing is doing for me rn is making me wanna play old-school Jet set radio again#who the fuck looked at Jsr and thought “Hey you know what would make this game even better? 300 different inputs”#which makes it impossible for me to play this solely on the controler (the main way i play games since i suck ass at the keyboard)#because it just doesn't have that many buttons#so at times i gotta be fucking double welding this shit with both the keyboard and the controler and it's awful#because I don't have that good of a motor coordination or whatever the proper term is#on top of that. why did we need a fighting mechanic? that's so fucking unnecessary when Jsr already had a gret way of dealing with that#which was by integrating the grafitti mechanic with the fighting by having it be the way you damage opponents#just adjust that to make it take more hits/graffitis in the fight and boom. you're done. perfectly functional#all it does is take away 3 BUTTONS in a game that already has a shit load of inputs#and ik these same buttons are also used to doing tricks on rails but like. that's such an useless addition#because I'm not actually doing anything like this isn't pulling a move on a fighting game. no skill is needed. I'm just mashing buttons#so you might as well not have both of these machanics and have the buttons be set to do other. more important comands#like the one to manually continue a combo on the ground after getting off of a rail. i gonna hold control on the keyboard and move#my joysticks at the same time whenever i need that and it fucking sucks#so yeah whenever i play it again I'm definitely gonna try mapping my controler to my liking and we'll see how it goes#unrelated to the gameplay i just gotta say. sorry but the songs are so mid#if i knew how to mod things i would replace every single one of them songs from jsf and jsrf. absolutely no doubt about it#like the songs in the jsr games are so unique and distinct from one another. even the ones that have a similar style. which makes them#incredibly memorable like i still remember a good chunk of them from the top of my head and i haven't played that game in months#bomb rush cyberfun songs just feel so samey and forgettable#a similar thing can be said for the environment designs and especially their colors imo#everything within the same area feels incredibly samey and not memorable. and you may think “Carol it's a whole area of course it's gonna#look similar to itself“ and to that i say. yes. cohesion is important but take a look at Kogane and Bento from jsr and you'll see#how despite being the same area and having the a coherent color pallet and overlay applied to it their locations are distinct from eachother#and memorable to the point where i can recall how to traverse thought each area and where they lead to easily#in bomb rush it feels like I'm just looking at the same place everywhere in the map#on a good note! i like the story so so much it's definitely what's gonna cary me through playing the whole game#because jsr really needed more story and fleshed out characters that aren't just different designs you can play as
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phoebejaysims · 2 months
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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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simplyanjuta · 7 months
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Posing Interaction for Babies (Newborns)
This mod adds an interaction to the bassinet to play poses with babies.
Based on my testing the interaction works wherever the sim is, even off lot. The baby spawns to your sim and afterwards back to the bassinet (little demo below).
As a placeholder I included a set of Gallery poses with babies. However, you can override them with your own. For that purpose, I’m including the pose files separately as well as the blend file I used that you can then use as a base (the blend file is saved in Blender 3.6). (You don't need to put the blend file into your mods folder.) Here is an alternative set of poses I made that you can use with the interaction.
XML Injector Required The XML injector is a tool/library that can be used to add interactions without the need to write your own script (another one that you might know is lot51’s core library). A script in my case would have been needed to add the posing interaction without overriding the existing game file with the baby tuning. The XML injector does that for me.
Download: SFS | Mediafire
This was just an experiment tbh but I was surprised that it works so well and so I ended up wrapping it up. But anyhow, in game interactions are pretty new to me, so let me know if there's any issue.
If you need any help making your own poses, you can also drop by in our Discord server for pose makers.
Some background information:
The baby is an object in-game that is connected to the adult sim via the stigmata bone for poses/animations – similar to poses with accessories, if you’re familiar with that. The difference is that you also need to pose the baby itself. I have some additional notes in this tutorial for Gallery poses with babies that I made a while ago.
Note that you can’t export baby poses or animations via S4S the standard way since you can’t select the baby rig in the S4S export options. I did this with a workaround by exporting the clips from the Game File Cruiser, then importing them to Blender using an add-on (it’s actually a deactivated part of the Blender add-on that S4S uses and it’s only functional in Blender 2.7).
However, you can import the blend files with baby poses to the package file like you normally would since the rig selection is not relevant for the import.
Below a little demo, sorry for the bad quality :D
@ts4-poses @luthsthings
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gummilutt · 9 months
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Autonomous crafting for all teen+ Sims
I've never before been so happy to share a creation! Get ready to get crafting, because it's about to get autonomous! Released today in collaboration with the wonderful @joplayingthesims who has built a community lot for the mod, seen in the pictures below. Exciting!
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In my game, I have a community lot with crafting stations for Sims who can't afford one, or don't have space for one. But as I visited it recently with one of my college students wanting to learn flower arrangement, I got a bit depressed by all the empty stations and the other visitors just standing around chatting. I wondered if anyone had added autonomy, and I came upon iCad's autonomy enabler. While neat, it only adds autonomy for the active household which is the opposite of what I wanted. So I made my own that enables it for visiting Sims as well, only to quickly realize how annoying that got. All these Sims asking me to pick a recolor for them, blergh! So I went on tweaking, fixing the annoyances as they came up, and here we are! Finally it is possible to have a lively crafting studio where all Sims participate, without being annoying for you the player! Are you excited? Because I am excited!
What does the mod do? - Enables autonomy on "make many" and "continue" (see readme for more info on why not make one) for all five original crafting types - Robots, toy making, flower arrangement, pottery and sewing - Does NOT charge your Sims money for background Sim crafting. Money sounds and visuals show for all Sims, but only your current households crafting charges household funds. - By default only autonomous on community lots. Has optional autonomy on residential/apartment lots, you can enable autonomy on those lot types by placing the Autonomy Toggler object somewhere on the lot (custom object made using parts of the FT crafting clutter, found in hobbies/misc for 1 simoleon). I set it up this way as residential autonomy sounds irritating to me, but I'm all about flexibility for the user. Perhaps you want to run arts classes at your residential playable school, or you simply like autonomy more than I do :) Please note that autonomy advertisement is tuned with community lot use in mind, so it might be higher than you'd want for residential. If there's interest I am happy to make a second version with lower advertising for those who primarily want residential use. If you are somewhat familiar with TTAB edits yourself, you can try changing attenuation code to low or medium to limit advertisement distance which will reduce appeal to Sims. VER 2: Toggler object now also works on community lots, turning off autonomy if present on community lot. Residential/apartment behavior remains the same as before. - Fixes annoyances with background crafting, such as selecting recolors and pop ups about progress - Changes inventory mechanics to allow for owned studio-type use, in case you'd like a friendly owner Sim present to provide instruction. Crafting now only goes to business lot owner if done by an employee, otherwise crafting Sim gets the object. Includes home business, so if it bothered you that family members don't get to keep their work, this also fixes that. If that part annoys you, see readme for how to remove this feature.
Download mod on simfileshare | Download ver 2 on simfileshare (New version out, fixing a bug reported by Nemertes. More info here)
You might say "Okay well fun for you Gummi, but I don't have a community lot with crafting stations, so why would I need this?". Well fortunately Joandsarah has the solution for that problem! Check out the cute crafting studio she built to give all of you a place to start community crafting! Available on MTS
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Conflicts: Only known conflict is iCad's original autonomy enabler, you have to pick if you want hers version of autonomy, or mine :) Readme contains breakdown of the functionality of all parts, to help you decide a load order should you encounter conflicts. It should be possible to resolve conflicts though if there are any others, so please report them to me :)
Credits: @joplayingthesims for collaborating with me and providing a lot that you can get started with if you don't have one, iCad at @dramallamadingdang for the original autonomy enabling mod, @cityof2morrow who helped playtest the mod
If anyone else builds a community lot intended for autonomous use, I hope you let me know somehow so I can add links to it in my post :) If any other modders see ways to improve on what I did, please feel free to do so :) I am hoping to eventually post an update that sends all crafting to inventory to fix the make one issue, and the station clogging that happens over time.
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riverianepondsims · 8 months
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SimPrint | Newspapers, payphones, and extras for TS3!
The SimTimes finally found room in their budget for color printing of their newspapers! The bad news is, no one reads them anymore. Maybe they'll start now? In other news, The SimNation Telecom Company has been required by law to reactivate disconnected payphones to promote accessiblity to phone connectivity for all. Here's a quarter - go tell someone who might care! Important info and download 💾 under the cut:
This is an assortment of items that I worked on in 2022 and 2023. Most of this is comprised of different newspaper default replacement sets, the textures of which I converted from a few different creators. Additionally, you will find a few different things here... STC Payphone - Network Connected Original creator: Grande Lama I made this phone fully functional, and added geostates for when the phone is in use and when the handset is back on the hook. I also made this phone available in the in-game world editor, and it's flagged for use in CAW as well, so you can place it in your CAW metadata and use in worlds. It does function off-lot (as photographed!)
Crosley Simlish Serenity Payphone Original creator: ArwenKaboom (for The Sims 4 @TSR) I converted this phone and made it fully functional, and like the abovementioned phone, added geostates. I also added Simlish textures for all of the details and writing on the phone. I included the English ones too for those who might prefer them.
Functional Newspaper Stands and Dispensers Original creators: ATS3, phoebejay, alienpod, Episims, VeganKaktus, Budgie I figured I'd add the textures for the various newspapers to newspaper stands and dispensers that alienpod converted and added their textures to. They require the actual script from PhoebeJay to work. Without it, they will be decorative items. They can also be placed off-lot in the in-game world editor or in CAW. PhoebeJay's mod Simlish Bus Texture Override Original creators: FreshPrince, Lyralei As someone who probably spent half of their uni years on public transit, I was so excited for Lyralei's Bus Manager mod and was happy to test it out while testing my tennis mod. At some point I did a quick Simlish recolor override for the signs, license plates, and side-wraps, and I figured I'd share it now with this set! Lyralei Bus Manager Mod I also threw in a few deco book objects I converted from TS2 quite a while ago that I enjoy using in my lots! The newspaper default replacement texture varieties come from the following TS2 creators: Alienpod: Newspaper Defaults Epi's Sims: Newspaper Default Replacements VeganKaktus: Newspaper Default Replacement
I included replacement textures for both the reading version and the folded up versions of the newspapers. Please note that, like with my tennis default replacements, you can only have one active newspaper default replacement in your game at once. Each default includes both the reading and matching folded version. The variety is there in case you would want to switch it up between different saves and/or worlds! Making these made me so nostalgic for the early 2000s...walking to the store with a payphone outside to make an important call and getting a coke ICEE for the journey to visit grandma who has a Crosley phone in her kitchen...our sims deserve that.
Previews, additional credits, location, prices, and download links: 💾 Download Catalog: SimPrint - riverianepondsims
📰📞🚌
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paluding · 10 days
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The Sims 2: 20th anniversary - Gigantic Baby Costume Updated
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This thing is cursed, you say? How dare you.
Since I learned how to add face morphs to meshes, I thought to myself “what better way to celebrate this anniversary than updating this classic, this piece of Sims 2 history, this iconic masterpiece by bootsbrisket?” Of course all credits go to them!
Download here: SFS / GD
Please read all the details under the cut if you want to download this!
Here’s all the changes for my version of this costume, which basically makes it so it’s actually, in fact, a real giant baby, not a costume anymore lol:
-I split this into two pieces: the body, found in fullbody outfits, and the head, found in the custom hairs section. This makes it so you’ll see the baby head on the pie menu, instead of the Sim’s head that’s wearing it underneath.
-Both pieces are available for all categories, unisex and ages range from young adult to elder.
-Added all face morphs using the original toddler face as a reference.
-Replaced the bones assignments on the body, this time using the toddler diaper outfit as a reference. Now they’ll look smoother.
-The body outfit replaces the original cc by bootsbrisket, so delete the original one if you have it. The head is a new piece of cc hair. You’ll probably find the head at the top of your custom unnatural hairs catalog, and the body buried (no pun intended) all the way at the bottom of the outfits catalog, right before the maxis clothing, due to how old the original one is.
If you want to see this thing in motion, here’s this video capture I took of them rapping while testing 🔥
Known issues:
-Due to how the Blender plugin works for the Sims 2, I haven’t been able to avoid making the head look bright in CAS. This is a sorta common issue that’s easily fixable using Milkshape3D, but again, I could only use Blender for the head mesh. Luckily, there’s Lazyduchess Overly Bright CAS fix, which I totally recommend you use to avoid this minor annoyance.
-While the eyes are fully animated and open and close as they should, the direction they look at won’t be animated. Haven’t figured out a way to implement that into a custom mesh yet.
-When the baby head opens their mouth, the nose’s Sim underneath might clip a little bit inside the mouth. Not very noticeable, but if you want to avoid this, you can make the Sim with an invisible skin like this one by MDP.
-This is something the original mesh had too: due to the size of the giant baby, there might be some clipping with itself in certain animations. Nothing too bad though I think.
And last but not least, some small tips to set up this Giant Baby character:
When the Sim wearing this goes to the shower, they’ll change into their naked adult bodies, which might look pretty creepy. Fortunately, there’s a way to make this outfit showerproof: the Never Nude trait and mod by Hexagonal Bypiramid! Change all the Sim’s outfits to the baby body, most importantly their swimwear, and place the Never Nude trait on their inventory.
Same goes for job outfits. If you want this Giant Baby to follow their dreams and pursue their professional career, they might change into something else when they go to work. For this I recommend the Job Outfit Stopinator by episims. Same as the other one, install the mod and place the object in the Sim’s inventory to prevent them from changing into job outfits.
And voila! You now have a fully functional Giant Baby Sim!
Want more screenshots of this majestic baby? Here ya go:
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… Why am I taking this weird thing so seriously, you ask? Well, why wouldn’t I? I may be a little too perfectionist, even for stuff like this 🤓
Anyway, happy birthday Sims 2! 20 years and still going like a champ 🎉
God I love this game.
If you find any issues, please let me know! I have absolute Splatoon brainrot right now playing the Grand Festival 😬
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cripplecharacters · 2 months
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hello! i read your last post (the one about how prosthetics aren't the only solution so people need to stop making ocs with prosthetics, or something like that idk i'm not very good at summaries) and it mentioned how prosthetics don't work like normal limbs? i have a character with a prosthetic (he's not mine) and i was wondering: what did that post mean by that? this is mostly so i can write him better :)
Hi, we don't have prosthetic-using mods so please take this with a grain of salt.
First question would be: which limb is the prosthetic for? An arm and a leg have drastically different functions, and the prosthetics for them are the same in this regard. That's also why prosthetic legs are overall much more helpful than arms - “bear weight” is a much easier task than “replace the most dexterous part of the human body that needs touch and pressure to work as intended”.
But yeah, they don't work like meat limbs because they aren't them, it's a replacement that works for some and not at all for others.
As an example, someone who has an AKA (above knee amputation) will walk fundamentally differently from someone who has a knee because of the knee factor. That's why amputations are categorized based on how many joints are or aren't there. There aren't nerves to tell the knee to bend, so the muscles that are left and gravity have to do it instead. Sometimes people get gait disorders because they suddenly have to use their hips completely differently than they used to. It's also just fundamentally harder - using a prosthetic requires significantly more energy than not. The higher the amputation, the higher the energy cost. They can also cause pain. That's why people with higher amputations will often use a wheelchair or crutches instead. Sometimes it's just not worth it.
For prosthetic arms, where do we even start? Prosthetics don't provide feeling, they don't help with tactile feedback, you don't have the dexterity of bio fingers - most hand-looking prosthetic arms won't have separate fingers because it's impossible to control. They will have a thumb and the rest of the fingers as two parts, not five. For many people, the stub is more useful than a prosthetic because it does offer these. A butcher I know uses his residual limb to hold meat in place rather than a prosthesis because it's more precise. Hands are ridiculously complicated, and prosthetics simply don't replicate that. They often make things harder, not easier. For upper-limb amputees who do need their prosthetics (for example, people with bilateral, high-level amputation might opt for them more than someone who's missing a part of one forearm) will usually tend to use hook (body-powered) prosthetics, not the “robotic bionic arm that looks like a bio arm painted silver”. And on the basis of being a hook they simply don't work the same as a hand, and they require a lot of training.
There's also the entire thing of acquiring and taking care of prosthetics; again, things you don't need to do for bio limbs. They can be astronomically expensive and for many too difficult to upkeep. Some people can't put theirs on at all, or require help to do so.
I hope this helps, I recommend you look through our #prosthetics and #limb differences tags, as well as simply interacting with amputees and learning about their experiences - if you don't know the differences between bio limbs and prosthetics you still have a lot of research to do.
mod Sasza
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falloutcaldera · 2 months
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Open Letter To Nukapedia
I have been informed me posting to tumblr is being assumed to be me trying to incite shit & assuming bad faith. As this was not my intention, here's the little good faith I have left:
I wrote that last message with the intention of leaving due to finding the situation unconscionable, while on a call with my disabled coauthor and friends who were equally as distressed as I was that someone like that had been not only allowed back into the server, but had been allowed to claim they had not said anything eugenicist. I then went to leave the sever only to discover it was no longer in my list - meaning I'd been banned before I could even leave. And then I had to learn the reason for my ban from a third party.
So my assumption was Not GreatTM. I was a little emotionally compromised! Let me elaborate as to why:
That user had called disabled children an 'empty resource sink' and a detriment to society in response to an ongoing conversation (one that I freely admit I had gotten frustrated with - what appeared at the time & what I am now almost certain was - sealioning - and thus been rude, and apologized for that) where I was attempting, in good faith, to explain contemporary fight for disability rights in the United states. I had previously mentioned IN SPECIFIC growing up autistic and seeing the murder of fellow autistic children being called 'mercy killings'. This user had previously in the course of this conversation specifically mentioned 'high functioning conditions' such as Asperger's being different from ones they considered debilitating.
(Its notable that this diagnosis has since folded into ASD, and with the name being considered controversial due to being named after Hans Asperger.)
This user then said that the 'mercy' of 'allowing' some people who 'could not function' to die was morally correct TO THE FACE OF A SPECED AUTISTIC PERSON WHO HAD JUST MENTIONED PEOPLE LIKE THEM BEING KILLED SPECIFICALLY.
From my perspective this is not even a fucking dog whistle, it is a whistle at best, more like a bullhorn. It is full on mask off 'actually people (who you say are like you) SHOULD die, if they cant ~contribute~'. It is directly saying people like me & my coauthor are justifiable losses. It is rhetoric which has directly killed people like me in recent memory.
It is so viscerally horrifying and evil of a rhetoric that I immediately felt their restored presence was an allowance. Even this I might have taken in good faith - except they (and the user supporting them) had Literally Stated What They Said Was Not Eugenicist. A mod Saw This, said 'drop the topic' - it is not a topic to drop, from your own commented policy after the first incident and for the safety of others, it is a instant ban situation - and moved on silently. From my perspective this was a giant red flag saying 'this is now a eugenicist bar'.
I am not exactly inclined to extend good faith when the fact is, we are currently in a wave of ableism rhetoric from the transphobic alt right especially against autistic and mentally ill people.
A former US president is well known for having mocked Serge Kovaleski's disability, and when then-12-year-old JJ Holmes protested this, he encouraged his followers to harass them, resulting in people shoving the boys wheelchair & sexually harassing his mother. Autism Speaks spokespersons talked about wanting to murder their children while they were still in the room. Dr. Phil openly platformed the attempted killer & mother of Izzy Stapleton just 10 years ago. We still face organ transplant discrimination, immigration discrimination, and we STILL to this day are being tortured in ABA 'therapy' that is based on the same attitudes that Ivar Lovaas's applied in his 'Feminine Boys Project', a series of abusive conversion tactics which led to the suicide of Kirk Murphy - a 'doctor' who once said "[autistics] are not people in the psychological sense."
That same former president was just alleged by his nephew to have said "Those people [...] The shape they’re in, all the expenses, maybe those kinds of people should just die."
How am I SUPPOSED to assume, in this political climate, good faith from 'empty resource sink' being allowed to be defended in any capacity, as a disabled person? Or hell, just as a person with disabled friends & loved ones. As a human being.
It is not that I am extending bad faith to your platform, I do not feel safe on your platform.
My coauthor did not feel safe enough to join your platform, my girlfriend would not feel safe on your platform, my friends do not feel safe on your platform. My THERAPIST read these messages and recommended I do not ever come back to your platform! I did not post on tumblr with the intention of causing problems but of protecting fellow disabled people from harm.
I have OCD & actively avoid posting issues outside of private chats because I have severe paranoia about being part of internet pile-ons in any capacity, to the point I STILL have avoided showing any user names or profile pictures. Yet this was still such an egregious situation that I felt I would be actively allowing people to come to harm if I didn't speak up.
I am not returning to the discord. I no longer feel comfortable talking about disability or queer representation in fallout in a space where people brushed off that rhetoric, and acted like it was an overreaction to be horrified - even momentarily. I am frankly unsure if I would feel safe even if everyone who did so was banned.
If you genuinely think I am overreacting, acting in bad faith - understand this comes from TWO DECADES of seeing people like me killed by caretakers every day and then hearing THAT & seeing people defend it.
Postcomment:
Hi. This is Ren, second author of Caldera and multiply disabled young adult. I proofread and editted this post as well as being present during a lot of this situation - either from being the person Cilantro stepped back to when they recognized they were getting emotionally intense about a situation or being on call with them during the incident in question, and I want to make some things clear.
I am absolutely Furious at the way my peers and loved ones have been treated during this time. Both directly in nukapedia itself and in the, haha, fallout that has followed.
You might ask why I have not been directly involved if I feel so strongly about it, the answer is simple. My absence Was an attempt at good faith. Through Cilantro's talks on what the atmosphere was like, I learned there would almost definitely be situations that lead me to feeling defensive, stressed and frustrated- emotions I admit to struggling to process. So I made the executive decision that I did not feel I could safely belong there and stayed to the sidelines.
Cilantro has never claimed perfection- and has multiple times apologized for allowing emotional reactions to lash into conversations and stepped away. And it is infurating to see their (and several other of our peers and friends) characters attacked like this. Own up to your own failures in protecting your members, or it will not be just our trust you have lost.
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mcyt-builds-contest · 7 months
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Pandora's Vault
Builder : Awesamdude
Series : DSMP
Propaganda :
- its so big. Its so so big. Look at a map of the dsmp. Its just a black void bigger than l'manburg was.
- You look at it and you just know it's something terrible. the obsidian walls, lava, the iron. It's just there. In the middle of the ocean. It does not fit in and its scary.
- the AMOUNT of redstone and functions it go is AMAZING. the only way to enter is through a portal that then leads u to the nether and has to be manually activated again by the warden. So to enter you literally NEED the wardens permission. All the bridges and all the door. It's so fucking cool man what can I say. The amount of security.
- the lore that happened inside pandora as well. Pandoras arc was the best arc of the whole of dream smp and I stand by that. There is so so much to unpack.
Sam and Dream could have just built some shitty obsidian box and called it a prison, but no they made PANDORAS VAULT
The Everdusk Castle
Builder : ToAsgaard
Series : ATM Spellbound Series
Porpaganda : this place is built in another dimension (the Everdusk), it's gigantic (extends about 50ish blocks further down past where i was able to grab a good screencap), and it's fully detailed inside. not in like a "some stuff here and there" or "there are redstone machines" -- every single room is detailed out, often with visuals corresponding to the mod being used, any automated setups are given a ton of visual flair to fit with the theme of the base, there's even automation setups that serve as visual rooms (the Botania automation room uses Kekimuras and is set up as a banquet hall! it's so cool!!). i think about it constantly. ToAsgaard's builds are consistently drop-dead gorgeous (his soulsborne-inspired Celestial Journey/Betweenlands base and gigantic multi-piece Sevtech Ages base are both fantastic) with ridiculously intricate detailing and really cool modded automation setups. his Celestial Journey base, Carcosa was a close second for me -- but its power lies in all that detailing and isn't nearly as screencappable from the outside. Asgaard's an amazing builder both on the megabase and microdetail levels, incredible at standard modded automation and at doing things the fun way. he's been inactive for a few years now but i still adore his stuff, and this seemed like a good way to show off an absolutely spectacular builder that otherwise people might not know about.
Taglist!
@10piecechickenmcnugget
@choliosus
@biro-slay
@betweenlands
@xdsvoid
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crepes-suzette-373 · 3 months
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[Ch 1119 spoiler] Sanji can activate his exoskeleton at will?? So it wasn't him flipping unconsciously, he was doing it on purpose???
Or, if it's not at will, at the very least he's fully aware that it's activated.
WHAT!?!?!??!!?
This is really important!! If he can be self-aware when the exoskeleton was activated or he can turn it on and off at will, then he knows this is happening when he said "Power of Love". He might just be sarcastic, but he still knows full well that what he is calling "Power of Love" is the Germa mods.
See below how one moment the brow is normal and the next he can just casually do Ifrit Jambe (brow flipped, of course):
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I know I probably shouldn't assume too much with very minimal info, but... there doesn't seem to be any alternative explanation at this point?
If Sanji doesn't mind calling the exoskeleton mods "Power of Love", then it's not impossible for the mods to be "redeemed" into just a force of good later. All we need is to make sure there is to somehow remove the time bomb trigger of his emotions getting messed up.
For the longest time I've noted that Sora was only protesting about the boys' emotions being fiddled with (theory post here). She did not say she's not okay with them having powers.
TL;DR in my analysis I've come to the conclusion that the reason why Sanji's modifications also disappeared when Sora's medicine worked on him because all the modifications are in the lineage factor. Whatever is in that medicine, it affected the entire lineage factor and so it blocked both the emotion manipulation and also the physical manipulation. We just don't really know the why and how specifics yet.
Therefore, Sanji keeping the powers is not against Sora's intentions. Once again, as long as he doesn't lose his ability to empathise and be kind, the exoskeleton and superpowers are fine. It'd be exactly like the Kamen Rider parallel, where the Rider got his whole powers from the evil organisation that he was fighting. He was just using that ill-gotten powers for the sake of good.
In some of my older theory posts I mentioned since Vegapunk is out of commission, extracting or manipulating very very specific strands of the lineage factor might be doable using Law's fruit powers, since it can selectively extract out his disease. We'll see later...
I'm kind of cautiously hopeful/excited. When I made the solar eclipse theory with Germa being the moon and Sora being the sun, I'm not sure if the intention is that he needs to get rid of the eclipsing moon to "become the sun" (remove Germa mods entirely), or the moon can stay but needs to be "adjusted/realigned" so that it can function properly because moonlight is simply the sun's reflection after all (fixing the Germa mods so that the exoskeleton and heightened speed and strength can stay, but no longer has any impact on his "heart"/emotions).
My personal preference is the latter, but in the fandom people were hyping up the former. I've seen some theories saying that Sora's medicine gave Sanji superpowers that is not the Germa mods somehow, so I wasn't overly confident with my theory, but this new chapter indicates that the version that I like is not completely impossible or off base. Crossing fingers...
Also this gives me a liiiiiittle bit more hope that 124ji can be healed later too. Think about it, even a full lunar eclipse doesn't make the moon go entirely dark and disappear. It just makes it look red and weird. There's still light in there.
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the-hydroxian-artblog · 5 months
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Are Merch Mimics capable of using assimilation offensively against humans, for self-defense and otherwise? Like, if someone tried to break a toy/game/etc they were inhabiting, could the Mimic instead pull them in?
To a degree, yeah. I should mention though that Victor isn't "in" the TV in any magical sense; spoiler alert: he's the controller Vance is holding! Hence, the eye on the controller reacting to the dialogue. The Victor on the screen is actualy a model he rigged for a homebrew game he coded the old fashioned way, which responds to whatever inputs the controller sends to the Wii.
He actually is an active member of the homebrew community, and loves to mess with electronics the old fashioned way. Almost no one on the forums knows he's a toy bird, but are impressed nonetheless with his little projects, various rail-shooter games, and weird obsession with snarky anthropomorphic birds.
Victor could technically "jump into a game" on a tv screen, but it'd be a bit of a weird process if he doesn't know how to mod the game, so it'd look more like a shitty greenscreen effect rather than anything coherent. He'd need to learn in real time how the game is coded, how to inject arbitrary code into the system while it's running, etc etc. He CAN do that because he's a fucking NERD, but it wouldn't be a quick process at all.
I should also mention, mimics have an inherent ability to create dreams, since they come about from processing the thoughts and ideas of humans. If a human bonds with a mimic, such that the mimic now knows how the human thinks, they can pull a (somewhat) willing human into the dream when the human sleeps. So to wrap this all up: what Victor could do for a game he understands inside and out is pull a human into a dream that happens to match whatever he himself experiences as currently going on in the game. Basically the ultimate VR experience, with the mimic as a middle-man. Which might be something that'll happen in the comic soon....!
So that all seems a bit convoluted, right? Here's even more worldbuilding about matter assimilation by mimics below the cut. Stop here if you don't want a headache.
The reason so many hoops would be needed to pull a human into a game world is that assimilation is much easier on inert, inanimate objects that are not currently "in use" by a thinking thing, or something that relies on constant electrical signals to function. This can be something with brainwaves, or some other kind of animation like a normal robot. A mimic can convert a CRT TV that's turned off somewhat easily, but a TV that's turned on, with particles of every kind constantly moving into and out of it, is much harder to convert.
This means that humans and biological creatures in general are also trickier to convert, though it can still happen if done gradually enough. Hence, Victor wouldn't be able to rapidly convert Vance in one fell swoop, it'd be a whole process. It's easier to just pull a human into a dream instead, and if a mimic understands a video game, or a story in a book really well, they can basically make the fictional world into an extremely lucid reality for whatever human tags along with them.
I often describe mimics as just "jojo stands if they were corporeal and could just get up and move around on their own with no user"; you know how in jojo stand battles or old stories about magic curses, if you break the curse or kill the stand before its effect becomes permanent, all of the damage is magically undone? Like if you kill Green Day, the mold stand, all of the molding just instantly stops?
Mimics who use their powers of assimilation offensively work similarly; they can project their influence to a certain range, and partially assimilate matter in that range. If you knock out or kill the mimic, however, everything reverts to normal. A human who doesn't want to get converted can basically just turn around and walk away most of the time, or shoot the mimic, so the mimic in question needs to pull off some trick to get the human to stay within range for the assimilation to fully stick. A human can still break free and get out of range even if fully converted, but it's much harder, as assimilation usually means the mimic gaining greater control over the converted object in question. The exact range and effect mimics have is again like jojo stand ranges; it varies.
Different mimics have different affinities for different things. Victor can assimilate cheap electronics fastest because he likes them and understands how they work (it's why he's a toy bird mp3 player). Az can assimilate guns, and turn ammo into weird anomalous ammo with weird effects. Zachary is a genius who can assimilate any matter, including biological matter, faster than anyone... but he's also extremely picky and hates the sight of blood, so he only uses assimilation on things he really, really likes.
If I could somehow make another read more at this point, I would. It's gonna get messy:
What a weird power and setup though, right? Why? The true nature of mimics is unknown to most of them, but the deepest lore is that the first mimics were constructs made by a people long ago, who first made them as highly advanced machines that'd recognize the thoughts of their masters to fulfill any practical desire. Need a road built? Done. Need a ship repaired? Done. With physical needs all met, the people began to turn inward, and use the mimics to illustrate their own artistic ideas. Eventually, the will and consciousness of these people were assimilated and inherited by mimics, who themselves became people. Mimics spread, altered themselves, duplicated, deviated, fused, split, and wandered around. Getting into recreational wars, manifesting horrors and delights into reality because they could.
Somehow, after the dust settled, the strongest mimics, the angels, decide to set their sights to the stars, and observe other lifeforms develop technology and their own art. Did mimics come to earth millions of years ago, and simply watched humans grow, evolving with them in-tandem? Or did humans make the first mimics, and somehow became undone and set back to the stone age? The answer to this mystery is currently known only to the oldest of mimics. Except Zachary. He's old, but didn't care to remember.
This is generally why mimics seem so compatible with humans; they were made by either them, or people who were, for whatever the reason, very much like them, flaws and all. The ability to assimilate is basically the conversion of matter into a more malleable state of information. A virtually magical power, but this was achieved not through prayers and spells, but a very human-like obsession with developing technology to the point of exerting control over molecules, then atoms, then the lowest planks of matter. The obsession with scaling every mountain and crossing through every valley. To rip the natural world apart, and hopefully, put it back together before it's too late. Angels seek to ensure humanity walks the right path there, but with human's own desires and intent honored, for better or worse.
To answer your question: yes. A mimic of Mario can pull you into the game and you can jump with him and eat shitty low poly spaghetti with him.
The process for doing that is just convoluted and complicated, and you need to get to know each other a bit first. If he tries to use it as an attack though, it either won't work, or it might just wind up giving you mild brain damage.
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forallnumbersosc · 3 months
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Gaty!! didja get any intresting information from the "exitors" ??
- 🍁Maple Anon
[OOG IM SO SORRY THIS TOOK SO LONG I HAD TO PROCESS TPOT 11 WHEN IT CAME OUT IM STILL ON AN AUTISM HIGH FROM IT]
ALRIGHT!! I've gotten what I can from the EXITors and compiled all of my notes, it's time for me to show my findings on!!
The EXIT!
So what IS the EXIT?
The best thing I can gather having not been there myself, is that it's an extra-dimensional space that exists within Four. Whenever something is eaten (or... in Four's words "zooped") by Four, they shrink down to accompany the initial "space" of Four's mouth, AKA the only place in his body that is closest to following the laws of Physics... Once you enter that door, things get WAY stranger....
I should also preface that we don't know for sure if every algebralien has such a space, as we have only observed these in Four, who seems to have far more power, or at least.... he decides to use far more power than other algebraliens... It's entirely possible that Four is the only one who has the ability to house a space like this!
LAYER ZERO: The Entrance
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Diagram legend:
Four's mouth, one of the entrances to the EXIT. Appears much, MUCH higher up once anything enters Layer 0. This diagram does not show the true depth of how far the floor is from Four's mouth.
Four's OTHER mouth. His main tool of contestant transportation when contestants get eliminated... It's not very visible at all, you'd have to pull back Four's mane to even see it, and even then it's also invisible from the other side!
Skin?? Layer?? Honestly I don't know what makes up algebralien skin aside from the fact that in Four's case it acts as the catalyst for the initial "shrinkage" of anything that enters the space... It also seems to give Four a weakness to fire!
The EXIT door... The entrance to the rabbit-hole...
Strange trees. I don't fully know why these growths populate this area and beyond, as they don't seem to have any sensing function such as taste buds or stomach cilia, but I believe they were the first creations Four practiced on when constructing his inner world... he does think about himself quite often.
LAYER ONE: The Classrooms
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Starting with a simple algebra classroom, Layer One is a seemingly endless collection of rooms down a long, winding network of hallways that range from other typical classrooms, to portals to areas outside of the EXIT, and even strange, nonsensical collections of things that are.. well... according to Pencil, "don't deserve a description"...
This layer was the only one accessible to the EXITors for months on end before Liy decided to take a peek behind the curtain... Since I believe the EXIT's vast characteristics were created from personal aspects of Four, it makes me think of just how much Four keeps hidden away about himself... Why does he like school so much??
LAYER TWO: The Fourest
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Feeling claustrophobic? Take a trip to the scenic and expansive Fourest! I consider this a bit of a "hub" of the EXIT, as it seems like the most widespread place to put different entrances to other, deeper areas, as well as, of course, the pathway out...
Compared to the classroom, this area is the most "organic" in terms of literally being comprised of Four... The classrooms themselves contain a percent of material created from his own body, but it seems a lot has been taken from outside and placed within... This area, however, is pretty much all him. its thanks to this area that I was able to take some small samples stuck to the EXITors clothing.. and i am SO excited to study it! Ahh!!
LAYER THREE: Below...?
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[can you tell this is when mod's hand started to get tired/lh]
The descriptions I got from Match, Liy, and Stapy were pretty... odd... to say the least for this wacky pocket dimension, and its certainly where my knowledge of the EXIT seems to come to a close, as the closest the EXITors got to any deeper level was this strange little castle full of even stranger secrets.... You must admit, Four might be cruel but he has an eye for architecture!
Out of the other layers, this one seems to be a combination of both Four material and outside material, making me wonder if this is where Four keeps his best kept secrets or... maybe even his insecurities?
ADDITIONAL NOTES:
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Oh yeah... I heard about this... thing that some of the EXITors encountered... From what I know it seems to be simply another part of Four rather than a thinking creature of its own, but it's certainly hard to say!
I'd like to give a thank-you to Pencil, Match, Stapy, Liy, David, and 8-Ball for your contributions to my research!!
...and an apology to Bracelety, Dora, and Firey Jr for er... bringing up such a frustrating and-- well... traumatic event for this information--
...While I must admit I don't enjoy the fact that the EXIT left these fellow contestants a pretty awful impression of algebraliens, I really am glad we have them back!!
PHEW!!! Now that I have most of my information on the EXIT finally on here, time to get back to some of the other questions I got!!
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alexpilgrimblog · 6 months
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Clove Lane Residential Rental
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OK so finally finished 😅 I mean... I could go on fiddling forever with this lot but hey, I'm happy enough with the result. A residential block in San Myshuno with an art gallery and center, a bar, a Tomarani eatery, a cafeteria, a café, a community greenhouse, a kid's play area, and a little marketplace for your Sims to make some extra cash. Oh, and a spa. 6 rental units, 5 apartments with 2 bedrooms and one bath each, unfurnished except for the bathroom and kitchen, and a townhouse, unfurnished. Download and more info under the cut.
To make the "community" venues functional you can use either the Auto Employee mod by @littlemssam or this mod by @down-in-simsland, both work great, it's up to your preference. Littlemssam's is more flexible, you can allow or disallow the NPCs as you wish, and it gives you the option to hire massage therapists and a busker (and a caterer since the apartments have a stove and a fridge, haven't tested it but if your Sim hates cooking why not?). On the other hand DISL's is specifically designed for residential rentals and will bring more Sims to your lot, and the NPCs work on a realistic schedule. And if you don't like using mods you can still hire any NPC for 100$ (I haven't tested if this mod works on residential lots).
Conversely you could add a venue to a residential unit and use Littlemssam's Live in Business mod.
I know, so many options LOL!
The art gallery includes the Street Gallery item for your painter Sims to sell their work, and the room in the back is a little community art center with an easel and a woodworking table. Sims with the wellness skill can also earn money by giving massages at the spa (I tried giving a yoga class but nobody showed up but I guess it works if your Sim invited a few people over?) There's also a sales table and a HCH food stand in the outdoor area at the back, and a greenhouse with a flower arrangement table, tough I can't promise your neighbor won't steal your crops...
I think that's about it. Oh, disclaimer: Sims are dumb, they'll order food at the diner and eat it in the bar, or if they have the neat trait they might want to clean all the dishes on the lot 🤷🏼‍♂️ I recommend disabling autonomy, but still, that's how it is... also the lot and unit names won't "stick", hope that get fixed at some point.
The lot costs 230.916$ and is 30x30, I placed it on the Waterside Warble lot, but the Old Salt House lot is the same size.
I think I must have used items from every single pack out there, and remember to enable MOO before placing. Have fun!
DOWNLOAD tray files, or at the Gallery, EA ID alexpilgrim
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gummilutt · 3 months
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Age & Pet option for Teleporters
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Have you ever spent forever and a half flipping through teleport categories to find that one specific townie teen you want for some reason? Rachums at @kashmiresims has, @chocolatecitysim has, and so have I! Sometimes when you are a story-driven player, you just need to port in some kids or teens and the teleporters with their family-oriented menus are not helpful. It's high time these beloved modding objects get an update to better fit the needs of those of us that use them! :)
Three teleporter options have been modified to provide age-filtered selections. Inge's Teleporter Cat, Paladin's Visual Teleporter, and Twojeffs Simblender. UPDATE July 2024: I have now added pet options as well, and a YA category, as further use suggested those too would be useful to have :) Menus have also been tidied up to be less cluttered and hopefully easier to use. Only the cat and the blender have been altered.
Inge's Cat options
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Visual teleporter options
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Simblender options
The menus past the point below is identical to the Teleporter Cat :) Please note it uses a modified version of Simblender as the base, for more information about that and more information on how it has been edited, please see the txt file in the zip.
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I did my best to break it down in the possible categories that I think one might need. The all-category helps if you aren't sure what the Sim you are after is, and the specific ones are more narrowed down for the times where you do know it's a townie or an NPC or something :)
Download Cat & Teleporter
Download Simblender (uses picknmix version as base, please see the original upload for more information on those functions)
Have fun playing kids pool parties, staging school photos, and finding your Sims new friends in their age group to socialize with on a Sunday!
Credits: Inge/simlogical for the Teleporter Cat, Paladin/simwardrobe for the Visual Teleporter, Twojeffs for the Simblender, picknixmix for the specific version of Simblender used, @kashmiresims for the inspiration, @chocolatecitysim for reminding me last week and getting me motivated to actually get it done
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lilbabydilljr · 1 year
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Bee[more]hyped!
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Hi! Okay! So I’ve hidden details below, but if you just want the download link here you go.
Download (SFS)
Requires: UC, Easy Inventory Check
Alright, so a while back I found this lovely beehive conversion from Foresty, which was based on Untidyfan’s 3to2 conversion, which is in turn based on Gwenke’s functional beehive. What a way we’ve come! Believe (bee-lieve) it or not this is actually the object that got me interested in modding.
What I didn’t like about the original object was that it used 2 different objects as the honey, and the overload of effects. Lots of lag. So I’ve made a few tweaks!
The first 2 are cosmetic, I’ve moved the hive from the gardening section to Hobbies.../Misc, and the default texture is yellow, but the original green is still available. Bees are yellow, duh.
Sims now harvest honey directly into their inventory, which they can drink or stock the fridge with. This is a 4to2 conversion of the honey, which I thought was neat.
The hive now only displays the bee effects when open, or when a sim angers the bees. It produces a jar of honey every 18 hours, and Gatherer sims have a 50% chance of harvesting an extra jar each harvest. Lucky sims have about a 5% chance, and these can stack. A Lucky + Gatherer sim can harvest 2 extra jars, potentially.
Sims will autonomously harvest honey and occasionally inspect the beehive, please let me know if these values seem off to you I wasn’t super sure on them. Cowards will never harvest honey. Too many stingers!
The hive now builds nature enthusiasm when it’s used, and sims can harvest multiple jars at once. I’m not sure if there’s a limit to how much honey the hive can hold? I guess just keep an eye on it.
There’s two 2 new memories included as well. If you’re not comfortable with custom memories in your game please leave them out of your downloads folder, the hive seems to work just fine.
Caveats
Bee-cause of course there are. I might work some of these things out, but right now I’m done with this project.
My beehive and Foresty’s share the same GUID, and my jar of honey does as well. I’m not sure if that’s shared across all these hives or not. But you can’t have both in the game.
Children can not harvest honey, I didn’t feel like working on the animations.
Sims can’t drink the honey straight from their inventory, it must be placed first.
The animations and tool used to grab the honey are a bit off, but not enough that it actually bothers me right now.
Finally, the jar of honey itself.
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As you can see the textures aren’t great? But I don’t know enough about objects to get it right. I’ll put this out there, if someone wants to help me fix this I’d be forever grateful.
I also wanted to edit the anger bees interaction, but I couldn’t get the chased by bees interaction to work? So I gave up. I do think there should be more ways for sims to die by flies anyway, but it’s not my ideal interaction.
Lastly, I wanted to convert the Honey Cake from 4, but food again proved challenging, and when I got to trying to do the coding so it requires a Honey in the fridge, it looked like a LUA script to me? So I backed off. Maybe one day. Not today.
You might be able to get away with not having the UC for this, but I think at the very least you’ll need BV. I can’t support any installations other than the UC though.
Anyway, thanks for reading! I hope you guys enjoy this as much as I am! It’s just a fun silly little thing, but our sims need bees right???
Credits/Thanks: Foresty, Untidyfan, Gwenke. Your original objects and coding are amazing, I hope I’m not stepping on any toes here! I did DM Foresty, but I figured since Gwenke’s code has been reused a couple times now I thought I’d be fine.
Edit: 04/30/23: Moved honey jar out of the catalogue. Whoops. Had it in there for testing.
Edit 05/08/23: Bees no longer accumulate inaccesible honey in the winter.
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