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Quote: Originally posted by Marquillotuca89
Hi Iced Cream!
1) How can a tunning modder make an approach to add a new need? Is enough to use the "ui_commodity_sort_override" with a trait method?
2) How can we add those multiple long bars you talked about? Should we give them different sort orders or keep em on 0 and this mod will automatically sort em?
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1) First, you need to add your need to "initial_commodities" so they are actually added to the sim.
Here is an example from the adult vampire trait:
Code:
<L n="initial_commodities">
<T>150238<!--commodity_Motive_Visible_Vampire_Power--></T>
<T>149541<!--commodity_Motive_Visible_Vampire_Thirst--></T>
<T>151449<!--commodity_Vampire_SunExposure--></T>
</L>
Next, add any needs meant to be displayed to your trait's "ui_commodity_sort_override." Be sure to put your long bar need on top, followed by all of a sim's normal needs.
Another example from the vampire trait. Note that any need not listed here will not be displayed. If it was not also added to"initial_commodities_blacklist," the need will still be active but will be invisible like the hidden vampire sun exposure need.
Code:
<V n="ui_commodity_sort_override" t="enabled">
<L n="enabled">
<T>150238<!--commodity_Motive_Visible_Vampire_Power--></T>
<T>149541<!--commodity_Motive_Visible_Vampire_Thirst--></T>
<T>16658<!--motive_Social--></T>
<T>16657<!--motive_Hygiene--></T>
<T>16655<!--motive_Fun--></T>
</L>
</V>
2) You can keep the sort order at 0 if it's in your trait's "ui_commodity_sort_override." The mod will stack the bars on top of each other.
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Note that the needs panel can only display a limited amount of needs. 1 Orb, 2 Long, 6 Normal.