Generic Food Maker
Mod Info & Requirements
Game version 1.67 (might work with other patch levels, beats me)
This mod is integrated with Japanese Low Dinner Table, a version updated on 21th June 2016 or later.
This is NOT a requirement, it means that the two mods can get along nicely
(DashBoard will report a conflict but that is intentional).
This mod includes only a script, so it requires third party objects to apply the script to (more info and examples later)
Description
This is a script that can be applied to an object to turn it into a generic food maker.
Using Buy/Build mode interactions you can configure what kind of food can be made
(or bought, depending on the configuration and on your own interpretation) with the object.
In addition to regular food (recipes), the mod also supports morsels (aka driedfood),
beverages (objects implementing the IGlass interface) and also generic objects
(as long as they can go in a Sim's inventory). Sims won't buy generic objects autonomously!
Important: the last 3 categories all need an NGMP entry that associates a name to a specific object (more on that later).
NOTE: To keep it simple (otherwise in addition to the NGMP name in string format you
should also specify a ProductVersion), the mod only supports morsels, beverages and objects whose
OBJD resource has 0 (0x00000000) as GroupID which corresponds to ProductVersion.BaseGame.
This should not be a big limitation because the mod is mainly aimed to CC resources and anyway
you can simply extract to a new package the OBJD (and eventually the OBJK remembering to update
its reference in the OBJD) of an EP related object, and then renumbering the GroupID to 0 and the
InstanceID using an unique hashing key - the way I did for the hot and cold cup from Seasons to
make the custom beverage version of them.
I realize that this could be a mod a bit hard to understand and use, so in the next section I'll make a few examples.
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