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Fantozzi

[Development] The Day Major Fantozzi went Farming

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beautiful models, and they look way bigger than they are!


matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

"Let us be scientists and as such, remember always that the purpose of politics
is not freedom, nor authority, nor is any principle of abstract character,
but it is to meet the social needs of man and the development of the society"

— Valentín Letelier, 1895

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    Question: is there a way to control how many automata (visually) are generated by a lot?

    I noticed some of those tiny farms on level 1 and 2 with four, five workers produce an endless row of truck automata which looks a little silly. But on the other hand at least my impression is not all do it the same.

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    I think it's somewhat possible, but there's not too much to do from the lotter position. I'm very sure that Robin would think about an ingenious way to fix it, but I cannot make a tag to call him :/

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    matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

    "Let us be scientists and as such, remember always that the purpose of politics
    is not freedom, nor authority, nor is any principle of abstract character,
    but it is to meet the social needs of man and the development of the society"

    — Valentín Letelier, 1895

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    I tend to agree with Matias here - there may be ways to reduce automata generation. Maybe for all buildings, maybe for all industry, maybe even for I-Ag selectively. However, I don't know of any lot-related property to control that. All I know is that you can make a lot spawn some particular automata.

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    -=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
    -=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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    It's too much 'industrial style' perhaps for being a stage 3 farm, but on the other hand it fits perfectly with the breweries there and the barley and hops fields, so here you go:

    Level 3: Robin's Malthouse:

    Lv3_RobinsMalthouse.jpg

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    46 minutes ago, Fantozzi said:

    Level 3: Robin's Malthouse:

    Its such a nice building and lot.  I understand realism of the smoke stack, but the smoke seems a bit over-bearing.

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    Really nice, but yes, Maxis I-D smoke it's a bit overkill, and most surely the plant would have moved into a cleaner alternative with the pass of time. So maybe a white smoke producer?

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    matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

    "Let us be scientists and as such, remember always that the purpose of politics
    is not freedom, nor authority, nor is any principle of abstract character,
    but it is to meet the social needs of man and the development of the society"

    — Valentín Letelier, 1895

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    I'll reorganize. I'll put the brewery stuff all to stage 5 (SPAM/Colossus) - on stage 2 focus is winery and if they grow together this is too much alcohol for Sims. Man - I'm not that far from completion but the closer I get the more things I find that could be changed. Strange phenomenon - this rainy weekend had much time and did get on - but with 3 things done I found 4 to add/change.

    BTW - it would be funny if there was a mod like this: if to much alcohol related farms growing Sims would drive drunk and cause accidents and chaos. And you would need more police to keep discipline on the streets (or less of this kind of farms).

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    I like the industrial agri, but I feel there should be a bit more space between the building and the field. Some sheds or barns (industrial looking, of course *:), space for the trucks to move... that kind of thing, no ?

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    Come and visit. We got home made cookies. http://community.simtropolis.com/journals/journal/5386-pr-crastinas-travels-sc4/

    By the way, we also have cookies at Tariely's Little Shop of Relots (and Lots)

     

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    There will be a farm on some of the higher grow stages called C.G.T. or Chickens Got Talent.

    And for followers of this thread I reveal - here and now - a top secret. This lot was motivated by another lot/bat which in my very personal opinion is the best fast food restaurant lot on STEX:

     

    Therefore I strongly recommend to the readers of this thread - to complete the production/food chain: use the 'Chickens Got Talent Farm' in conjunction with the 'Lick A Chick Restaurant'.

     

    cPWbGB.gif

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    I'd like to ask if someone (with english language skills) could look at the documentation for this mod (uploaded in my status update) and proofread it: espacially making intrigate talking straight ahead so it is accessible for all audiences.

    Thank you.

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    4 hours ago, Fantozzi said:

    I'd like to ask if someone (with english language skills) could look at the documentation for this mod (uploaded in my status update) and proofread it: espacially making intrigate talking straight ahead so it is accessible for all audiences.

    Thank you.

    Hey, sure why not?! Glad to help you out here!

    Kind regards!

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    Looks good to me!

    Everything made sense to me - I just highlighted a few spelling errors and the more egregious grammatical ones. There were also many things (word choice, grammatical structure) that I think a native (American) English speaker would not say, but they weren't wrong and in no way obstructed the meaning so I left them.

    As a CAM user, I'm getting hyped for this mod! :drool:

     

    FZ_ColossusFarming_edited.pdf

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    Looking for a prop or texture? The SC4 Prop & Texture Catalog might help! View online here.

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    You are awesome, really! Posted this request in the morning, went this sunday to my old mother, cooked for her did some work. Was sad to see her getting old and weak, even to sit down at the table does pain to her.

    Came home, tired, locked in - and, wow, it's already done. You can't imagine, @nos.17, how good it feels, when you feel all alone and depleted like an old tire and a friendly message pops in. How encouraging, @markussaage.

    Thank you so much.

    1 hour ago, nos.17 said:

    I'm getting hyped for this mod!

    Indeed I need some hype atm, like a wave I can surf on, and I am glad you wrote that.

    Feel the need, to tell a story. Late summer a dear friend of mine, we served in army together, had a multiple organ failure and three heart attacks in row, caused by a little injury at his leg and a following blood poisoning. I had alread enlightened a candle and prayed to God to take care of his soul. Oh, I should mention, he's as german as me. After weeks in coma, in the intermediate realm between life and death, he recovered. He woke up, but he didn't talk. He just watched us with big scary eyes, sweating, and we were convinced he would remain brain damaged.

    And then, after two voiceless weeks he opened his mouth. And his first words were ... ENGLISH. Believe it or not - true story, I swear.  Took a couple of days he switched to his mother language and returned to talk german again. His memory recoveres atm, he's still in hospital.

    This made me think - it might me, in heaven they talk english.

    So thanks again, you help me with the tongue of the angels. Maybe.

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    18 minutes ago, Fantozzi said:

    You are awsome, really! Posted this request in the morning, went this sunday to my old mother, cooked for her did some work. Was sad to see her getting old and weak, even to sit down at the table does pain to her.

    Came home, tired, locked in - and, wow, it's already done. You can't imagine, @nos.17, how good it feels, when you feel all alone and depleted like an old tire and a friendly message pops in. How encouraging, @markussaage.

    Thank you so much.

    Indeed I need some hype atm, like a wave I can surf on, and I am glad you wrote that.

    Late summer a dear friend of mine, we served in army together, hat a multiple organ failure and three heart attacks in row, caused by a little injury at his leg and a following blood poisoning. I had alread enlightened a candle and prayed to God to take care of his soul. Oh, I should mention, he's as german as me. After weeks in coma, in the intermediate realm between life and death, he recovered. He woke up, but he didn't talk. He just watched us with big scary eyes, sweating, and we were convinced he would remain brain damaged.

    And then, after two voiceless weeks he opened his mouth. And his first words were ... ENGLISH. Believe it or not - true story, I swear.  Took a couple of days he switched to his mother language and returned to talk german again. His memory recoveres atm, he's still in hospital.

    This made me think - it might me, in heaven they talk english.

    So thanks again, you help me with the tongue of the angels. Maybe.

    I am excited about your Mod, too, because atm I am in the procress of CAMifying the SPAM, with certain relots of extisting farms and stuff. And as I always say, nothing happens without a reason, so I am sure, that your friend will recover.

    I will take a look into your manual later, 4 eyes usually see more than two, you know how that is, right?! I've been working on so many projects for this game at the same time for the last 18 months, sometimes I don't know what to do first. *:thumb:

    Anyway, I'll attach my findings in your document as soon as I can get it done! In the meantime just keep your ideas flowing...

    Kind regards!

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    @markussaage - thanks. There is still time, two weeks perhaps, don't know, to get finished with the lots. Didn't get far last weekend. Sometimes I make progress, sometimes I get stuck - so it's hard to tell. And you'll notice, there're still a few spaces in the documentation left blank.

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    On 11/12/2017 at 9:04 AM, Fantozzi said:

    if too much alcohol related farms growing, Sims would drive drunk and cause accidents and chaos

    Only if the lots / buildings couldn't send their trucks off-map. Then they'd drink their own liquor to mourn their failing businesses.

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    -- Jeff Fisher ><> Vancouver WA
    "I may be pissing into the wind, but if I keep my enemies behind me and aim carefully, I can still rain on their parade."

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    7 hours ago, Fantozzi said:

    @markussaage - thanks. There is still time, two weeks perhaps, don't know, to get finished with the lots. Didn't get far last weekend. Sometimes I make progress, sometimes I get stuck - so it's hard to tell. And you'll notice, there're still a few spaces in the documentation left blank.

    I did... No problem, I'll get back to you!

    Kind regards!

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    On 12.11.2017 at 6:04 PM, Fantozzi said:

    BTW - it would be funny if there was a mod like this: if to much alcohol related farms growing Sims would drive drunk and cause accidents and chaos. And you would need more police to keep discipline on the streets (or less of this kind of farms).

    Even more accidents and chaos than sober Sims? They already drive like Simbeciles, don't you think? *:D

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    -=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
    -=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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    I think, Mr. @T Wrecks thinks, I'm dissecting everything much to much.

    Level 5 - Fantozzi's Slaughterhouse

    Lv5_Fantozzi.jpg

     

    Don't know, what I did do, to cause such an impression. I never would do that.

     

     

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    Hey, @markussaage, good eye! Thanks for finding those double space errors, they are usually hard to detect.

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    10 hours ago, Fantozzi said:

    Hey, @markussaage, good eye! Thanks for finding those double space errors, they are usually hard to detect.

    You're very welcome... *:thumb:

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    I have the package up and running using SPAM, FrankU Dutch Farms Maxis Override V 1.0 and DT_Block all Maxis Mods.  Everything is running very smooth through several years of test run except during harvest cycles I am getting "brown boxes" for the file "fz_fieldplops_wmp fruitcrates".  Have gone back and check props and dependencies and looks OK.

    Sure possible that I have a conflict but don't have a heck of alot of things in my Plugins and I would no how to find one anyway.

    I can live with the periodic temporary boxes but thought I would report it back to you.

     

    Buck

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    4 hours ago, buckbeach47 said:

    I have the package up and running using SPAM, FrankU Dutch Farms Maxis Override V 1.0 and DT_Block all Maxis Mods.  Everything is running very smooth through several years of test run except during harvest cycles I am getting "brown boxes" for the file "fz_fieldplops_wmp fruitcrates".  Have gone back and check props and dependencies and looks OK.

    Sure possible that I have a conflict but don't have a heck of alot of things in my Plugins and I would no how to find one anyway.

    I can live with the periodic temporary boxes but thought I would report it back to you.

     

    Buck

    I saw the absence of many FSH levels 0x00030000's  and 0x00030100' s groups (Levels 0 and 1).

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    18 hours ago, buckbeach47 said:

    I am getting "brown boxes" for the file "fz_fieldplops_wmp fruitcrates". 

    The fruitcases should be part of wmp_spam_freight_props.dat. I made a timed version so they appear in autumn on some fields. Please check if this dependency is present in your plugin folder. BTW. the name should be fz_fieldprops ... (part of a prop family).

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    6 hours ago, Fantozzi said:

    The fruitcases should be part of wmp_spam_freight_props.dat. I made a timed version so they appear in autumn on some fields. Please check if this dependency is present in your plugin folder. BTW. the name should be fz_fieldprops ... (part of a prop family).

    It's there under my WMP folder.  Checked the saved game and the name showing on the brown box is "fz_fieldplops_wmp fruitcrates" , if this helps.

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    I'm away from my sc4 pc for a while, so I can't check - but during testing the props showed up for shure. So one thing I can imagine atm it's a problem on character string limit (folder + subfolder + file name gets too long). So for testing you could move the dependency file and the fz_farmresource.dat both in the root of the plugin folder.

    Could you try this and report? Sorry for the inconvenience.

     

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    56 minutes ago, Fantozzi said:

    I'm away from my sc4 pc for a while, so I can't check - but during testing the props showed up for shure. So one thing I can imagine atm it's a problem on character string limit (folder + subfolder + file name gets too long). So for testing you could move the dependency file and the fz_farmresource.dat both in the root of the plugin folder.

    Could you try this and report? Sorry for the inconvenience.

    3

    Just placed the wmp_spam_ freight_props.dat file directly into the ColossusFarming folder and then next into the directly into the "Plugins" folder, neither had any effect on the boxes.   I placed the fz_farmresource.dat also directly into the Plugin file for the second test.

    Buck

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    Okay, so I have to ask for some patience. Have to check the ids ... definitely next year.

    Thanks for reporting. 

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