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Instructor
Original Poster
#1 Old 13th May 2025 at 7:52 AM
Gardening by Inactive Households
I'd like to see inactive sims autonomously do gardening on their residential lots. Is there a way to set that up without actually playing them (making them active to plant seeds)? I once added some autosoils on an inactive residential lot. The plants grew but the sims who lived were never seen to interact with them.
Top Secret Researcher
#2 Old 13th May 2025 at 8:22 AM
Sorry, I don't have anything useful to say, I'm just very happy to see you around!

There is this allotments mod, but I'm not sure if that works for inactives: https://www.tumblr.com/phoebejaysim...ts-mod-download It also seems you will have to do the planting, any sims just tend to the plants.
Scholar
#3 Old 13th May 2025 at 5:06 PM
So I am altering the following:
WeedPlant_Plant
Weed_Weeds
WaterPlant_Plant
From Dissallow Automous from True to False. Now I had already done this previous with the weed ones so my inactive family members would weed for my "Farm" and this worked.

I will let you know if I go to a neighbors and see if they start doing anything. Sit on Sims 24 hour survelience team.
Scholar
#4 Old 13th May 2025 at 5:46 PM
Quote: Originally posted by marydehoyos
So I am altering the following:
WeedPlant_Plant
Weed_Weeds
WaterPlant_Plant
From Dissallow Automous from True to False. Now I had already done this previous with the weed ones so my inactive family members would weed for my "Farm" and this worked.

I will let you know if I go to a neighbors and see if they start doing anything. Sit on Sims 24 hour survelience team.


So I tested a little bit but the problem becomes when it comes to the harvesting. If the plant needs to be harvested they will not do it since I don't have that turned on which I don't want them to do because it will bloat inventories and cause a mess. So it will sit in a harvest state until it dies unless it get's harvested. Now you could alter more Ituns and make it so anyone could do all the actions but like I said I would be worried about bloating if they harvest them.

Now an interesting thought. Doug's Gardener Version 1 had the interaction where the Gardner after gardening could just auto deposit into the fridge. If some how those could be intertwined where the inactive could harvest and put it in the fridge or just auto sell them after harvesting that would be cool but that's way above my knowledge and skill set.
Scholar
#5 Old 13th May 2025 at 7:06 PM
For bloated inventories, I use Nraas Master Controller. Honestly not sure if there are any other modules involved, since I've had Nraas mods installed since day 2 of playing TS3.

Click City Hall, Nraas, Sim, Basic, Sell Inventory. I generally do my active household separately, so you can click on Different Household. You can select individual Sims, or all. Items in inventories are listed, and you can then sell all, or which ever you want.

Shiny, happy people make me puke!
Instructor
Original Poster
#6 Old 14th May 2025 at 6:20 AM
@Norn

Thank you for the warm greeting--I'm happy to be back and equally delighted to see you!

The allotments mod is really neat (been doing lots of catching up; so many great new things released ), though not quite what I'm targeting, for the reasons you mentioned, amongst others.

At any rate, know that Northeney remains one of my favourite places in the world


@marydehoyos

Thanks for checking this out! Good point about harvesting, although I was under the impression that plants do not change state unless they're on the active lot. Do they not behave like most community lot plants, which don't seem to die, whether harvested or not? I agree with you that it'd be undesirable for inactives' inventories to fill with harvestables. I just want to see them to do stuff like water and weed autonomously (gaining skill at the same time would be ideal).

By the same token, inactives never seem to use barbecues placed outdoors on their residential lots either, which I also find a little dispiriting.
Scholar
#7 Old 14th May 2025 at 1:52 PM
Quote: Originally posted by LadySmoks
For bloated inventories, I use Nraas Master Controller. Honestly not sure if there are any other modules involved, since I've had Nraas mods installed since day 2 of playing TS3.

Click City Hall, Nraas, Sim, Basic, Sell Inventory. I generally do my active household separately, so you can click on Different Household. You can select individual Sims, or all. Items in inventories are listed, and you can then sell all, or which ever you want.


Oh I know how to clean out the inventories. I generally clear out inventories before I am done my play through and save. I had to learn the hard way because I had one play through and I forget which world but Story progression assigned them all the collector trait. The inventories got so bloated it was bad. I had to go figure out with Story Progression how to eliminate it from assigning certain traits to sims. Then I run a total annihlation on my town and let it regenerate all the sims. I seem to get a better play through this way.
Scholar
#8 Old 14th May 2025 at 1:56 PM
Quote: Originally posted by Butterbot
@Norn

Thank you for the warm greeting--I'm happy to be back and equally delighted to see you!

The allotments mod is really neat (been doing lots of catching up; so many great new things released ), though not quite what I'm targeting, for the reasons you mentioned, amongst others.

At any rate, know that Northeney remains one of my favourite places in the world


@marydehoyos

Thanks for checking this out! Good point about harvesting, although I was under the impression that plants do not change state unless they're on the active lot. Do they not behave like most community lot plants, which don't seem to die, whether harvested or not? I agree with you that it'd be undesirable for inactives' inventories to fill with harvestables. I just want to see them to do stuff like water and weed autonomously (gaining skill at the same time would be ideal).

By the same token, inactives never seem to use barbecues placed outdoors on their residential lots either, which I also find a little dispiriting.


You're Welcome! They do not change state. I had used buydebug to toss down some in their yard then used debug enabler to get them to the harvest state to see how the inactives would do.
I use debug enabler to set the states and quality of plants all the time.
Top Secret Researcher
#9 Old 14th May 2025 at 2:38 PM
Story Progression does have a push to harvest. It also has an option to sell inventories. Maybe that could be a starting point?

Quote: Originally posted by Butterbot
The allotments mod is really neat (been doing lots of catching up; so many great new things released ), though not quite what I'm targeting, for the reasons you mentioned, amongst others.

An AMAZING amount of fabulous things have been released, have fun marvelling!

Quote: Originally posted by Butterbot
At any rate, know that Northeney remains one of my favourite places in the world

Scholar
#10 Old 14th May 2025 at 10:49 PM
Quote: Originally posted by Norn
Story Progression does have a push to harvest. It also has an option to sell inventories. Maybe that could be a starting point?


An AMAZING amount of fabulous things have been released, have fun marvelling!




I might have to check this out with Story Progression and see if I can find a way to do it.
Instructor
Original Poster
#11 Old 16th May 2025 at 9:00 PM
Quote: Originally posted by marydehoyos
I had used buydebug to toss down some in their yard then used debug enabler to get them to the harvest state to see how the inactives would do.
I use debug enabler to set the states and quality of plants all the time.

Good to know, I'll try that!

After some digging, I think the game is supposed to push inactives to garden. In the Lot XML (0x0333406C-0x00000000-0x66E02479706B771A), there are two values, kGardenOutsideBeginTime and kGardenOutsideEndTime, described in the comments as "The earliest[/latest] time (in Sim hours) at which neighbors will garden".
Scholar
#12 Old 16th May 2025 at 9:49 PM
Quote: Originally posted by Butterbot
Good to know, I'll try that!

After some digging, I think the game is supposed to push inactives to garden. In the Lot XML (0x0333406C-0x00000000-0x66E02479706B771A), there are two values, kGardenOutsideBeginTime and kGardenOutsideEndTime, described in the comments as "The earliest[/latest] time (in Sim hours) at which neighbors will garden".


Awesome..So with changing the values in the couple of files I did from falst to true and a push for them to do it in the lot file. This might work. Need a little more watching time and setting up some gardens on inactive lots. I am going to try the Story Progression idea as well and see what happens. Might be able to cobble it together with a few settings.
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