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- Bug / Glitch - Harvested produce doesn't appear in inventory
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- Bug / Glitch - Harvested produce doesn't appear in inventory
Replies: 8 (Who?), Viewed: 2158 times.
#1
6th Dec 2018 at 2:37 PM
Posts: 8
This user has the following games installed:
Sims 2, University, Nightlife, Open for Business, Pets, Seasons, Bon Voyage, Free Time, Apartment Life
Harvested produce doesn't appear in inventory
Like the title suggests, after my sims have harvested produce it doesn't appear in their inventory, so it's just lost. Selling produce works fine though (unless of course if I only harvest it first since it then disappears).I've searched the net and can't seem to find anyone else who've had this problem.
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#2
6th Dec 2018 at 2:50 PM
Posts: 9,925
Thanks: 416 in 15 Posts
I've never heard this issue before - my first impression is that it sounds like it could be a mod conflict. I'd suggest trying a 50/50 (you can also try my extra steps first, if you'd like).
I'm secretly a Bulbasaur. | Formerly known as ihatemandatoryregister
Looking for SimWardrobe's mods? | Or Dizzy's? | Faiuwle/rufio's too! | smorbie1's Chris Hatch archives
I'm secretly a Bulbasaur. | Formerly known as ihatemandatoryregister
Looking for SimWardrobe's mods? | Or Dizzy's? | Faiuwle/rufio's too! | smorbie1's Chris Hatch archives
Alchemist
#3
6th Dec 2018 at 8:11 PM
Posts: 2,698
the Hack Conflict Detection Utility program can find potential mod/hack conflicts. the program can be found in the program part of this site's Download section.
Field Researcher
#4
8th Dec 2018 at 11:18 PM
Posts: 325
Hmm, this is a bit late, but is it a home business by any chance? The only thing I can think of is that you might be looking in the inventory of the wrong sim. Are they the Seasons plants or CC?
#5
9th Dec 2018 at 12:56 AM
Posts: 3,776
Quote: Originally posted by mdsb759
the Hack Conflict Detection Utility program can find potential mod/hack conflicts. the program can be found in the program part of this site's Download section. |
The Hack Conflict Detection Utility was one of Paladin's programs and was hosted on his SimWardrobe site, not here at ModTheSims. If you want the program now, you can get it from Bulbizarre's SimFileShare. The file to download is Sims2HCDU-02.00.03.zip
https://simfileshare.net/folder/15697/
Thanks to Crmelsimlover for sharing these rare Christianlov mods for TS2: Cpack editor with working face DNA fixer and Skin Selector Painting Prototype. Instructions for adding custom skins to Skin Selector at post #5 here. Instructions for using the DNA fixer at post # 2662 here.
#6
9th Dec 2018 at 1:15 AM
I wish it was in our download section, but RoxEllen is correct, it's off-site, saved thanks to Bulbizarre.
The HCUD can only show you possible conflicts, a conflict is not always bad and removing a conflict does not mean its connected to this issue.
The HCUD can only show you possible conflicts, a conflict is not always bad and removing a conflict does not mean its connected to this issue.
"I dream of a better tomorrow, where chickens can cross the road and not be questioned about their motives." - Unknown
~Call me Jo~
#7
16th Dec 2018 at 9:42 AM
Posts: 8
Thank you for your answers. I did the 50/50 method and discovered it was the mod "Employee Gardening Controller" from the SimWardrobe site causing the problem. Can't remember what that mod does so it was no loss on my part deleting it. So yeah, if you want produce to appear in your sims' inventory after harvesting it, don't use that mod.
#8
16th Dec 2018 at 10:37 AM
Posts: 3,776
The Employee Gardening Controller is meant to be used on on an owned business lot set up as a farm. Farm employees will harvest produce and (I think) the produce should appear in the lot owner's inventory. Paladin did say in the readme that there are some global functions that may conflict with other mods related to gardening.
There are three files in that mod. If you want to remove the mod completely from your game, make sure you remove all three files.
SW-Auto-Planting-Module.package
SW-Employee-Gardening-Controller.package
SW-Farm-Field-Location-Marker.package
For what it's worth, I do have this mod in my own Downloads folder although I haven't ever gotten around to using it. I haven't noticed it interfering with harvests in my game. If you have other gardening mods, you should run the HCDU and see if there are any conflicts that might cause symptoms like the OP's.
Here's Paladin's readme if you're interested. At least you'll know what it was meant to do.
Thanks to Crmelsimlover for sharing these rare Christianlov mods for TS2: Cpack editor with working face DNA fixer and Skin Selector Painting Prototype. Instructions for adding custom skins to Skin Selector at post #5 here. Instructions for using the DNA fixer at post # 2662 here.
There are three files in that mod. If you want to remove the mod completely from your game, make sure you remove all three files.
SW-Auto-Planting-Module.package
SW-Employee-Gardening-Controller.package
SW-Farm-Field-Location-Marker.package
For what it's worth, I do have this mod in my own Downloads folder although I haven't ever gotten around to using it. I haven't noticed it interfering with harvests in my game. If you have other gardening mods, you should run the HCDU and see if there are any conflicts that might cause symptoms like the OP's.
Here's Paladin's readme if you're interested. At least you'll know what it was meant to do.
Quote: Originally posted by Paladin
This controller allows you to assign an OFB employee to gardening. The employee will tend all plants and fruit trees that create produce. When the produce is ready the employees will harvest it. The employees will also fertilize empty garden plots. The only thing that your sim farmer needs to do is the planting. You can find the controller in the Garden Center under Gardening in the object catalog. Version 2.0 Update: The new version has support for employee planting. This was implemented by the addition of two new objects, the Auto Planting Module and the Farm Field Location Marker. The two new objects can be found in the Garden Center with the Employee Gardening Controller. The Farm Field Location Marker tells the employees where to plant the various crops. The marker is placed on an empty tile in the center of the garden plots where crops are to be planted. The marker needs to be set to the type of crop to be planted next to it. The employees will start planting the specified type of crop as close to the marker as they can. For best results, different types of crops should be planted in fields separated by two or more empty tiles and the fields should be perfectly square. I personally use the space between fields to plant a row of fruit trees. There should be one farm field location marker for each different type of crop that you want the employees to plant. There should only be one marker for each crop type or the employees will be confused as to which one to plant near. If there are no Farm Field Location Markers on a lot or if the markers are not set, no employee planting will occur. The Auto Planting Module allows you to turn employee planting on and off and to set the number of each type of crop to plant. If the Auto Planting Module is not on a lot, no employee planting will occur. Only one Auto Planting Module should be on a lot. More that one will confuse the employees who may look at the wrong one for planting instructions. There is also an option on the module to restrict planting to employees of a certain gardening badge level. Step by step instructions for employee planting: 1. Hire farm employees and assign them to Employee Gardening Controllers. 2. Create a square farm field. For this example we are creating a 9x9 garden tile grid. 3. Delete the garden tile in the exact center of the field. 4. Place a Farm Field Location Marker in the empty tile in the center of the field. 5. Click on the marker and set it to the desired crop. For this example we are setting it to tomatoes. 6. Place one Auto Planting Module on the lot. It's location does not matter. 7. Click on the module and select "tomatoes/plant 70 to 200/plant 80" on the menu. 8. Click on the module and turn planting on. Your employees should now plant 80 tomato plants once they finish fertilizing the field. Notes: - The employees will work quite diligently as long as their is something for them to do. If there are no gardening tasks to perform, they will most likely take a break. The gardening controller will push them to get back to work when there is something for them to do. - Tip: Don't pack your greenhouses with garden plots if you plan on having more than one employee. With plants on the garden tiles, there is very little room to maneuver between the plants. Without any void space, you will most likely see a traffic jam, especially in the corners. You can still pack a greenhouse pretty full, just don't tile it over with garden plots. Leave some paths for sims to walk and things will be much more efficient. - Multiple garden controllers will coordinate the activities of the sims they control. This prevents two or more sims from heading to the same plant. It works way better than I anticipated with multiple employees. There is almost no wasted effort. - This object does have a few global pieces of code in it. It is possible that gardening related hacks might interfere with it's proper operation. If you are uncertain about the hacks you have installed in your game, you should run the Hack Conflict Detection Utility after placing this object in your downloads. Version 2.0 Notes: - You can temporarily stop planting of a crop type by placing the farm field location marker in your farmer's inventory. No planting for that crop type will occur while the marker is missing. Alternately you can pick "Do No Plant" for the crop type on the Auto Planting Module. Both methods are equally effective. - If you have a commercial toilet stall on your farm, the employees will be instructed to use it if their bladder is below a certain threshold. Farming employees can work much longer if they simply take a potty break. This only works with the commercial toilet stall and if you do not have one the code simply does nothing. - If you have a communal shower on your farm, the employees will be instructed to use it if their hygiene is below a certain threshold. Farming employees can work much longer if they simply take a shower (less of an issue that using the potty). This only works with the communal shower (from uni) and if you do not have one the code simply does nothing. - If you have my servo charging station and your employees are servos, they will be will be instructed to use it if their power is below a certain threshold. Since the charging station is can also max fun and social, this would theoretically allow servo farm workers to work continuously without ever going home. You must have version 1.1 of the charging station or this will not work. - There is code to make an employee sit down for a bit if their comfort is low. This code is experimental in nature. There need to be couches or sofas in the same room as the gardening controller for the employee to find it and use it. If this doesn't work it's really no big deal... - There is now a "Stop Goofing Around" option on each controller. Clicking on this will send the assigned employee an interaction that should bump everything else from their queue and make them get back to work (it also fiddles with their hurry state so it does interrupt whatever they are doing). It can be used to get them off the potty or out of the shower, though usually it's better to just let them finish. :p Another fine product of SimWardrobe Industries: |
Thanks to Crmelsimlover for sharing these rare Christianlov mods for TS2: Cpack editor with working face DNA fixer and Skin Selector Painting Prototype. Instructions for adding custom skins to Skin Selector at post #5 here. Instructions for using the DNA fixer at post # 2662 here.
#9
16th Dec 2018 at 9:35 PM
Posts: 1,897
Quote: Originally posted by RoxEllen1965
The Employee Gardening Controller is meant to be used on on an owned business lot set up as a farm. Farm employees will harvest produce and (I think) the produce should appear in the lot owner's inventory. Paladin did say in the readme that there are some global functions that may conflict with other mods related to gardening. There are three files in that mod. If you want to remove the mod completely from your game, make sure you remove all three files. SW-Auto-Planting-Module.package SW-Employee-Gardening-Controller.package SW-Farm-Field-Location-Marker.package For what it's worth, I do have this mod in my own Downloads folder although I haven't ever gotten around to using it. I haven't noticed it interfering with harvests in my game. If you have other gardening mods, you should run the HCDU and see if there are any conflicts that might cause symptoms like the OP's. Here's Paladin's readme if you're interested. At least you'll know what it was meant to do. |
I used to have the SimWardrobe Employee Gardening Controller installed and it did not interfere with Harvesting, so maybe it was a 3 way conflict?
However the reason I no longer have the SimWardrobe Employee Gardening Controller installed has to do with it conflicting with Monique's MQ_Garden_Talk_To_Many Mod, if I had the SimWardrobe Employee Gardening Controller installed MQ_Garden_Talk_To_Many did not work.
for info on changing the Mac Open File Limit check out my post here http://www.insimenator.org/index.ph...html#msg1628939
Curiosity killed the cat,
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