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Water "half tile" flowers fix & Water inaccessible flowers fix

by dickhurt Posted 11th Jun 2008 at 3:38 AM - Updated 29th Oct 2008 at 6:49 PM by dickhurt : compatibility
 
56 Comments / Replies (Who?) - 46 Feedback Posts, 9 Thanks Posts
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Lab Assistant
THANKS POST
#51 Old 10th Oct 2018 at 6:26 PM
brilliant
Test Subject
#52 Old 2nd Nov 2020 at 3:17 PM
The 2 files appear to be conflicting. Is it possible to merge them to avoid this?
Instructor
#53 Old 10th Nov 2020 at 3:29 AM
Quote: Originally posted by YourNameGoesHere
The 2 files appear to be conflicting. Is it possible to merge them to avoid this?


I could be wrong here, but I think you only need one of two files, since the description states "df_water_inaccessible_flowers_fix.rar, does the same but also allows you to water all flowers regardless of their location on the lot"[I]
As far as my interpretation goes, I think this means that it will do exactly the same as the other file, but makes it so that enclosed flower beds can also be maintained.

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Test Subject
#54 Old 11th Jan 2021 at 9:31 AM
This mod doesn't include bushes \ shrubs unfortunately. if someone can update it to include those that would be great.
Test Subject
#55 Old 1st Mar 2021 at 5:56 AM
Quote: Originally posted by missAmunet
This mod doesn't include bushes \ shrubs unfortunately. if someone can update it to include those that would be great.


Cyjon made a mod for that.
Test Subject
THANKS POST
#56 Old 24th Jul 2022 at 10:30 PM
Thank you for this mod
Inventor
#57 Old 28th Feb 2024 at 1:48 PM
This is a very simple hack that considers them having walked to the target when they haven't.

The author writes in the readme that reimplementing Find Best Object would use many CPU cycles. This needs to be done every time they search for an object, because what people find is usually far from best.

You need to filter out most objects on the first line stack's object's function garden > 0. Then you can do further checks on the few objects that are gardenable. Then run functional tree (garden, check tree only). Note that if an object doesn't have a check tree, this will fail. FBO would consider such an object always available. Then call 0B Distance. To this distance you add penalties that make the object more/less likely to need attention. The gardening value variable cannot be reliably used because it doesn't match the urgency of the work (the gv of bushes is higher than flowers with low water). If object is in a different room add some distance value, on another floor add some more, if it is an object that needs immediate attention, subtract some. As you loop through the objects, you mark one with the lowest penalty.

To walk as close as possible to the object you can go to global slot C. Then you need to check if you are actually within reach with Distance. To catch a case where the walking was interrupted, use Wait For Notify inbetween attempts to walk to different slots.

Global C will prefer to go around walls into the room where the object is if it can. Best results are if the flowerbed is entirely enclosed in its own room with low walls.
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