Author Topic: New Harvestables & Their Moodlets  (Read 108959 times)

Offline Ricalynn

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New Harvestables & Their Moodlets
« on: March 06, 2013, 08:16:52 AM »
I took the time to gather all the new herbs and coffee beans then I had two of my Sims eat all of them to see what their moodlets would be.    Eating them gives you a 8hr moodlet and using them on a fire keeps them for as long as the fire is burning and then 3 hours after your Sim has left the bonfire's vicinity.

Herbs
Basil - Artie is feeling quite ambitious and opportunistic.  Now's the time to show work who's boss and earn that promotion!
Bumbleleaf - Artie feels invincible! He won't get caught tagging and cheating and can withstand fire for a few hours too.
Buzzberry - Getting more athletic has never been easier for Artie!
Chamomile - Artie feels rather social right now, and will have no trouble fitting in with any social group.
Cinnamon - Spicy. Saucy.  Brave.  Artie is feeling all of these right now and he is ready to get romantic.
Ginseng - If there's ever a time for late night studying or antics, it's now! Artie won't be crashing due to low energy anytime soon.
Greenleaf - Losing weight won't be difficult for Artie.  He's feeling quite motivated to shed some pounds.
Lavender - Sleep is for the week and Artie isn't weak.  He can spend more time doing stuff and less time sleeping.
Licorice - Artie isn't feeling hungry right now.  Actually, he probably won't be hungry for a while.
Peppermint - Everybody loves the fresh taste of Peppermint including Artie.
Sweetgrass - No Moodlet but it gets rid of the Buzz crash moodlet after having coffee or an energy drink.
Wonderpetal - Artie is in quite the studious mood.  A little studying and paying attention during class will go a long way!

Coffee Beans - these are from eating the coffee beans raw.
Cortado Buzz - The decadent taste of the Cortado Bean left Hebe feeling ready to face the world again! This time with fewer bathroom breaks.
Kona Lift - The myserious Kona Bean has given Artie a serious buzz.  He feels ready to run through walls!
Maui Slappucino - Hebe's loving the effect of the Maui Bean yet doesn't feel a post coffee crash coming.  She couldn't feel better.  (Do not receive Buzz crash from this one)
Midnight Buzz - The effects of the Midnight Bean left Artie's reflexes primed for any gaming challenge.  Bring it on!
Red Rocket Buzz - The Red Berry Bean flooded Artie with B-vitamins, X-foliants and oxidaziants to create an explosion of flavor in his mouth.
Coffee Breath - That raw coffee bean was delicious but now Artie's breath smells like stale coffee beans.  (From eat a raw coffee bean)
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Offline Autumn Morning

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Re: New Harvestables & Their Moodlets
« Reply #1 on: March 06, 2013, 09:10:17 AM »
Thanks for this, Ricalynn. Can you plant and grow coffee beans, or are they collectibles more like gems or wildflowers? I got mixed impressions from pre-release information.



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Offline Ricalynn

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Re: New Harvestables & Their Moodlets
« Reply #2 on: March 06, 2013, 09:16:57 AM »
Thanks for this, Ricalynn. Can you plant and grow coffee beans, or are they collectibles more like gems or wildflowers? I got mixed impressions from pre-release information.

They're all plantable.  Then you can use the coffee beans to operate your own in home barista.    I found out after collecting that everything is also available in buydebug.   The only plant you can't get form buydebug is the forbidden fruit.
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Offline Autumn Morning

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Re: New Harvestables & Their Moodlets
« Reply #3 on: March 06, 2013, 09:21:52 AM »
Great! :) I love new plants to use at home! Thanks.

Offline heatherliz2002

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Re: New Harvestables & Their Moodlets
« Reply #4 on: March 06, 2013, 09:33:40 AM »
Can you buy any of these in the grocery store, or do they all have to be found in the world?  I haven't had much luck finding collectables, but I haven't spent too much time on it yet.

Offline Ricalynn

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Re: New Harvestables & Their Moodlets
« Reply #5 on: March 06, 2013, 09:56:12 AM »
I found all of them but the forbidden fruit at the grocery store.  They're also possibilities of finding them as seeds around town.

Kona Bean, Sweetgrass = §14
Maui Bean = §17
Peppermint, Wonderpetal, Midnight Beah = §18
Ginseng, Licorice = §20
Basil = §23
Cinnamon = §24
Lavender = §26
Buzzberry = §27
Greenleaf = §29
Cortado Bean = §33
Bumbleleaf = §39
Chamomile = §44
Red Berry Bean = §75
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Offline mappam

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Re: New Harvestables & Their Moodlets
« Reply #6 on: March 06, 2013, 01:45:27 PM »
Great info! Thanks so much for sharing!

Question(s):

1) Can you make "tea" - I did not see a tea set or tea maker in inventory for small appliances? Or coffee pot does both?
2) Does the coffee maker or espresso give you the option on what kind of coffee you want?

The herbs are something I am really interested - I have been waiting For Ever for decaf LOL (no buzz effect). Can't wait to try them all out.
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Offline Ricalynn

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Re: New Harvestables & Their Moodlets
« Reply #7 on: March 06, 2013, 01:51:37 PM »
The coffee pot hasn't changed.  To get the new coffees and teas you have to place a barista bar on your lot.
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Offline mappam

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Re: New Harvestables & Their Moodlets
« Reply #8 on: March 06, 2013, 01:55:13 PM »
Ah Ha! Thanks Ricalyn I appreciate the info!!

Is the Barista bar in with the other "bars" or separate?
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Offline Ricalynn

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Re: New Harvestables & Their Moodlets
« Reply #9 on: March 06, 2013, 01:58:03 PM »
It is or you can just choose the Uni Life collection to find it as well.
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Offline Kasumitkhs

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Re: New Harvestables & Their Moodlets
« Reply #10 on: March 06, 2013, 02:51:07 PM »
I'm interested to know if these teas and coffees will be allowed in the Dynasty Challenges and also for any other challenges.
Speaking of which, how is the official verdict on what we can and cannot do from University Life coming along?

Offline Ricalynn

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Re: New Harvestables & Their Moodlets
« Reply #11 on: March 06, 2013, 02:56:17 PM »
Questions about dynasties are off topic for this thread and will not be answered.  All things dynasty will be released in time on the appropriate threads.
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Offline MarianT

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Re: New Harvestables & Their Moodlets
« Reply #12 on: March 06, 2013, 03:20:06 PM »
Thanks so much for putting together this list, Ricalynn.

I have one thing to add: my Sim got a moodlet lasting only 3 hours from drinking herbal tea, so it's probably better to just buy the herb and eat it. Also, there's a day job opportunity to gather herbs and take them to the Science Building. You can satisfy it by buying the herbs at the Night Owl grocery store, and it pays $1000.
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Offline geekchic

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Re: New Harvestables & Their Moodlets
« Reply #13 on: March 06, 2013, 05:13:22 PM »
I wonder if drinking wonderpetal tea and eating wonderpetal would up the moodlet length to 12 hrs.

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Re: New Harvestables & Their Moodlets
« Reply #14 on: March 06, 2013, 05:19:37 PM »
As far as I know it just changes the moodlet length but when I tried something similar I kept getting herb sickness from too many herbs.
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Offline Branr

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Re: New Harvestables & Their Moodlets
« Reply #15 on: March 06, 2013, 05:24:41 PM »
I wonder if the quality makes a difference, or is it like the alchemy harvestables, where normal quality and perfect quality make no difference (or do they? Never checked).

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Re: New Harvestables & Their Moodlets
« Reply #16 on: March 06, 2013, 05:41:24 PM »
Take that back...

Normal quality plant gave an 8 hr moodlet and a Nice quality gave a 9 hr moodlet.   It's going to take me a long time to boost the plants up to perfect but I'll let you know when they finish growing.

Edit:  A perfect wonderpetal when eaten raw gives a moodlet that lasts for 20 hours.  It's still only +10 though.
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Offline Branr

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Re: New Harvestables & Their Moodlets
« Reply #17 on: March 06, 2013, 05:59:21 PM »
Glad I asked!

Offline Sinnfinity

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Re: New Harvestables & Their Moodlets
« Reply #18 on: March 06, 2013, 06:10:44 PM »
Do you know if the Wonderpetal moodlet only increase the effects of studying for class performance in Uni, or is it like the Power Study moodlet that helps increase skill learning rate too?

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Re: New Harvestables & Their Moodlets
« Reply #19 on: March 06, 2013, 06:38:26 PM »
I think this is the correct percentages.  Seabody or someone equally smarter than me in coding will say if it isn't.

Basil: Opportunity award multiplier 110%; Promotion bonus multiplier 120%; Career gain multiplier 105%
    <kOpportunityAwardMultiplier value="1.1">
      <!--Range: Float.  Description: Opportunity award multiplier while Sim has Basil moodlet.-->
    </kOpportunityAwardMultiplier>
    <kCareerPromotionBonusMultiplier value="1.2">
      <!--Range: Float.  Description: Career promotion bonus multiplier while Sim has Basil moodlet.-->
    </kCareerPromotionBonusMultiplier>
    <kCareerGainMultiplier value="1.05">
      <!--Range: Float.  Description: Career gain multiplier while Sim has Basil moodlet.-->
    </kCareerGainMultiplier>

Bumbleleaf: Length of time a sim would survive on fire 4 hours
    <kOnFireTimeout value="240">
      <!--Range: Float.  Description: Length of time (minutes) a Sim can survive being on Fire while having Bumbleleaf moodlet.-->
    </kOnFireTimeout>

Buzzberry: Athletic Skill rate increase 15%
    <kAthleticSkillRateBump value="0.15">
      <!--Range: Float.  Description: Athletic skill rate bump while having Buzzberry moodlet.-->
    </kAthleticSkillRateBump>

Chamomile: Skill Rate Increase 15%
    <kInfluenceSkillRateBump value="0.15">
      <!--Range: Float.  Description: Influence skill rate bump while having Chamomile moodlet.-->
    </kInfluenceSkillRateBump>

Cinnamon:  Doesn't have any coding beyond the nausea coding they all have

Ginseng:
    <kBuffDurationMultiplier value="0.25">
      <!--Range: Float.  Description: Multiplier applied to Ginseng Buff duration.-->
    </kBuffDurationMultiplier>

Greenleaf: Weight loss increase 20%
    <kWeightlossRateBump value="0.2">
      <!--Range: Float.  Description: Weight loss bump while having Greenleaf moodlet.-->
    </kWeightlossRateBump>

Lavender: Energy increase rate while sleeping 110%
    <kEnergyRateWhileSleepingMultiplier value="1.1">
      <!--Range: Float.  Description: Energy regeneration multiplier while sleeping when Sim has Lavender moodlet.-->
    </kEnergyRateWhileSleepingMultiplier>

Licorice: Hunger decays 70% slower
    <kHungerDecayMultiplier value="0.7">
      <!--Range: Float.  Description: Hunger decay multiplier while having Licorice moodlet.-->
    </kHungerDecayMultiplier>

Peppermint: Same as Cinnamon nothing but the nausea multiplier

Sweetgrass: Same as Cinnamon, nothing but the nausea multiplier

Wonderpetal: 10% bump to study rate
    <kStudyRateBump value="0.1">
      <!--Range: Float.  Description: Study rate increase for Sims with Wonderpetal moodlet.-->


Other coding regarding the quality and buff duration when using an herb.

8 hr base for eating an herb raw
5 hr base for eating an herb with food
3 hr base for drinking an herb
2 hr base for inhaling an herb

Multiply the base times the quality multiplier to get how long the moodlet will last.

    <kBuffLength value="8, 5, 3, 2">
      <!--Range: Floats.  Description: Hours a Herb's buff will last based upon ingestion method. (Raw, With Food, Drink, Inhale)-->
    </kBuffLength>
    <kBuffLengthQualityMultiplier value="0.3, 0.5, 0.7, 0.9, 1, 1.1, 1.3, 1.5, 1.7, 2, 2.5">
      <!--Range: Floats.  Description: Quality-based effect duration multiplier (Horrid-Putrid-Foul-Bad-Neutral-Nice-Very Nice-Great-Excellent-Outstanding-Perfect).-->
    </kBuffLengthQualityMultiplier>
    <kHerbNauseaChance value="15">
      <!--Range: Float.  Description: Base chance that taking a Herb will give you the Herb Nausea moodlet.-->
    </kHerbNauseaChance>
    <kEatRawMultiplier value="2.5">
      <!--Range: Float.  Description: Multiplier applied to the Nausea chance when eating an Herb raw.-->
    </kEatRawMultiplier>
    <kHerbNauseaQualityMultiplier value="4, 3.5, 3, 2, 1, 0.9, 0.8, 0.7, 0.6, 0.5, 0.3">
      <!--Range: Floats.  Description: Quality-based Nausea chance multiplier (Horrid-Putrid-Foul-Bad-Neutral-Nice-Very Nice-Great-Excellent-Outstanding-Perfect).-->
    </kHerbNauseaQualityMultiplier>



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Offline ladyaya

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Re: New Harvestables & Their Moodlets
« Reply #20 on: March 06, 2013, 07:08:22 PM »
Does basil work for a rabbithole career, as well as one like a firefighter?

Offline Ricalynn

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Re: New Harvestables & Their Moodlets
« Reply #21 on: March 06, 2013, 07:12:34 PM »
Does basil work for a rabbithole career, as well as one like a firefighter?

The coding doesn't say one way or the other so we won't know until someone tries it.  I haven't been not in Uni since the game came out so I won't be able to try it until I actually start working.
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Offline Seabody

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Re: New Harvestables & Their Moodlets
« Reply #22 on: March 07, 2013, 12:54:19 AM »
Does basil work for a rabbithole career, as well as one like a firefighter?

The coding (I'm looking at the core files, the script, not the tuning, where it looks like Rica's looking) says yes, yes it does. The variables Rica mentioned are used in both XP Based (firefighter, etc) and Rabbit Hole careers.

Offline Gabsiela

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Re: New Harvestables & Their Moodlets
« Reply #23 on: March 07, 2013, 01:35:29 AM »
What are the Forbidden Fruit and how does one find them?

Offline ChaiLatte

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Re: New Harvestables & Their Moodlets
« Reply #24 on: March 07, 2013, 04:54:34 AM »
The Simmunity reward seems to prevent herb sickness, but I can't get more than one herb moodlet to stick. Every time my Sim eats a different herb, the moodlet from the newest herb replaces the older one. Am I doing it wrong?

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Re: New Harvestables & Their Moodlets
« Reply #25 on: March 07, 2013, 07:07:35 AM »
The coding (I'm looking at the core files, the script, not the tuning, where it looks like Rica's looking) says yes, yes it does. The variables Rica mentioned are used in both XP Based (firefighter, etc) and Rabbit Hole careers.

Thanks Seabody - Unfortunately I'm afraid to go into too many of the files.   I'm always worried I'll accidentally do something that will make my game invalid for challenges since you can't change any of the coding tuning or script and be eligible for HOF in dynasties.

What are the Forbidden Fruit and how does one find them?

Forbidden fruit are the plant that can give you PlantSims.  You have to create the seed using the science skill and it's station.   Or woohoo with a PlantSim and they create a seed instead of anyone getting pregnant.   More information on PlantSims available in the First Impressions thread.

The Simmunity reward seems to prevent herb sickness, but I can't get more than one herb moodlet to stick. Every time my Sim eats a different herb, the moodlet from the newest herb replaces the older one. Am I doing it wrong?
You're not supposed to have more than one herb moodlet at a time.  It doesn't work that way. 
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Offline mappam

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Re: New Harvestables & Their Moodlets
« Reply #26 on: March 07, 2013, 11:04:51 AM »
Can you use any of the new herbs in cooking recipes?

Someone on a different forum said that the Supernatural Coffee Pot allows you to choose the kind or blend = can anyone confirm this? Or now of a "mod" or CC that allows this? I REALLY want to use the new coffees/teas as a drink!

Thanks.
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Offline Autumn Morning

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Re: New Harvestables & Their Moodlets
« Reply #27 on: March 07, 2013, 11:07:42 AM »
Can you use any of the new herbs in cooking recipes?

Someone on a different forum said that the Supernatural Coffee Pot allows you to choose the kind or blend = can anyone confirm this? Or now of a "mod" or CC that allows this? I REALLY want to use the new coffees/teas as a drink!

Thanks.

The new barista bar from University Life will let you pick which type of coffee to buy or make. I can't speak to Supernatural, as I don't have it.

Offline Serena Darrin

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Re: New Harvestables & Their Moodlets
« Reply #28 on: March 07, 2013, 11:28:16 AM »
Speaking of the Barista Bar, I've noticed it give an option for 'Energy Drinks' too.  Are those just mixes of the herbs, or do they have their own recipies?  Does anyone know yet?

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Re: New Harvestables & Their Moodlets
« Reply #29 on: March 07, 2013, 11:36:51 AM »
Can you use any of the new herbs in cooking recipes?

Someone on a different forum said that the Supernatural Coffee Pot allows you to choose the kind or blend = can anyone confirm this? Or now of a "mod" or CC that allows this? I REALLY want to use the new coffees/teas as a drink!

Thanks.

You can add herbs to any plate of food to get the same moodlet.

The Coffee/Barista Bar does coffees and teas that you drink.   Why would you need a Coffee pot to do it? Or am I misunderstanding you?  The way it's coming off to me is you think that you can't get them as drinks right now.   The Coffee/Barista Bar is a bar you can place in your home like a juice bar.  It's not just a community lot object.  So you don't need CC or a mod to make those drinks at home.   They already come as drinks!

 As for the other thing,   Coffee Pots have always allowed you to choose a blend of coffee that you wanted but none of them are the ones that are offered by the Coffee bar. 


Edit: I just put Ol' Steamy into the dorm and yeah it didn't offer anything different from the other coffee pot that already came in the dorm.

Also we don't discuss CC so if someone does know of CC that can help Mappam please PM her.

Speaking of the Barista Bar, I've noticed it give an option for 'Energy Drinks' too.  Are those just mixes of the herbs, or do they have their own recipies?  Does anyone know yet?

You can't learn the recipes so I'm guessing that they are all just one herb each.  I'm thinking it's at a reduced cost though to not buy ingredients unless you grow your own.   Chamomile is worth §44 at the grocery store but the energy drink "Chamomile Kick" only costs §29 in your own private home.

I did notice that the Coffee Bar still offers the drinks that you get on the already in game coffee pots.   The "Hot Beverages" category seems to be exact same.

Edit 2: Serena - Yeah it's just one herb or fruit that you can get from the garden per Energy drink.   The prices are reduced from the grocery store price but it's free if you have the available item in the inventory.    I'm buying one of each fruit now to make at home to see what the different drinks do to see if they have new moodlets I should add to the first post.
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Offline mappam

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Re: New Harvestables & Their Moodlets
« Reply #30 on: March 07, 2013, 02:16:46 PM »
SOO Sorry about the CC comment!

I just want to be able to make the new coffee/teas offered in Uni AT HOME. I know you can get coffee from Barista - But I REALLY want a way to make the Decaf (no buzz Sumpacchino ((sp?)) coffee in a regular home.

Sorry again and hope I didn't offend anyone.
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Offline Ricalynn

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Re: New Harvestables & Their Moodlets
« Reply #31 on: March 07, 2013, 02:20:56 PM »
SOO Sorry about the CC comment!

I just want to be able to make the new coffee/teas offered in Uni AT HOME. I know you can get coffee from Barista - But I REALLY want a way to make the Decaf (no buzz Sumpacchino ((sp?)) coffee in a regular home.

Sorry again and hope I didn't offend anyone.

You didn't offend anyone we just don't link to CC on the forum that's all.

I don't think you're understanding what I'm saying though.   You can make the Maui Slappacino at home with the coffee bar.   Just like you can make drinks with a juice bar in your backyard.

The barista bar is an object out of buy mode.  Not a venue.
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Offline mappam

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Re: New Harvestables & Their Moodlets
« Reply #32 on: March 07, 2013, 02:29:55 PM »
Yeah - I get it - I just want a small appliance to put on the counter. Not a large "bar". Sorry again for the confusion!
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Re: New Harvestables & Their Moodlets
« Reply #33 on: March 07, 2013, 07:29:25 PM »
Quote
You can add herbs to any plate of food to get the same moodlet.
...
...
Even the desserts?
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Offline MissPlumbBob

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Re: New Harvestables & Their Moodlets
« Reply #34 on: March 07, 2013, 08:09:20 PM »
Do you know at what Gardening level each harvestable can be planted?
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Re: New Harvestables & Their Moodlets
« Reply #35 on: March 07, 2013, 08:11:29 PM »
Do you know at what Gardening level each harvestable can be planted?

It shows you in the game collection journal.
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Offline McNuggle

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Re: New Harvestables & Their Moodlets
« Reply #36 on: March 11, 2013, 08:08:05 AM »
What does Ginseng actually do??  And can you explain basil a bit more, all I understand is your performance goes up faster, but what are the other two percent changes?

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Re: New Harvestables & Their Moodlets
« Reply #37 on: March 11, 2013, 07:20:10 PM »
Thanks Seabody - Unfortunately I'm afraid to go into too many of the files.   I'm always worried I'll accidentally do something that will make my game invalid for challenges since you can't change any of the coding tuning or script and be eligible for HOF in dynasties.

Rica, if you open the files while the game is running, it says that it is in use, and asks if you would like to open it as 'read only'. That way you have no worries that you can break something :) Which resource did you get the information from? I'm currently waiting for mine to export all the new XMLs so that I can search through them in Notepadd++ so I may be able to find something useful, but it looks as though you've got all the information that we'll be able to use without in game testing.

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Re: New Harvestables & Their Moodlets
« Reply #38 on: March 11, 2013, 07:29:48 PM »
Rica, if you open the files while the game is running, it says that it is in use, and asks if you would like to open it as 'read only'. That way you have no worries that you can break something :) Which resource did you get the information from? I'm currently waiting for mine to export all the new XMLs so that I can search through them in Notepadd++ so I may be able to find something useful, but it looks as though you've got all the information that we'll be able to use without in game testing.

I use s3pe and it doesn't open while the game is open.  Not even for read only anymore.  I literally copied everything from the xml files..
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Re: New Harvestables & Their Moodlets
« Reply #39 on: March 11, 2013, 07:37:21 PM »
Perhaps mine is an older version. I haven't updated it. My version is 12-0114-2320. Every time the game is updated now, I export all the files to a folder so that I can search within the files using notepad ++. Provided I use the right search words, it is very useful in locating information about game mechanics.

EDIT:

Basil: When you get a promotion, your sim always gets a bonus. This bonus is increased by 20% when your sim eats basil. When you get rewarded for completing an opportunity, you get 10% more simoleans/ancient coins/experience etc.

Ginseng: I'll get back to you on that, but I suspect it has something to do with how fast energy drains, or it may stop the appearance of the tired/exhausted moodlet. The ginseng buff lasts only 1/4 of the time of other herb buffs. EDIT: It seems that if you eat it just before your sim gets tired, it stops the tired/exhausted buff from appearing BUT their energy still drains, so beware!


EDIT: The forbidden fruit is not in the ingredient list, so is likely treated the same as money tree seeds and death flowers.

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Re: New Harvestables & Their Moodlets
« Reply #40 on: March 14, 2013, 07:28:09 PM »
What's the coding for coffee beans, or do they not have any other than the coffee breath?

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Re: New Harvestables & Their Moodlets
« Reply #41 on: March 14, 2013, 07:38:01 PM »
I already did the moodlets for eating each of the coffee beans.   
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Re: New Harvestables & Their Moodlets
« Reply #42 on: March 14, 2013, 07:57:00 PM »
The moodlets is all there is I think. I can't find anything else on them, though occasionally there are several bits of coding in different files. To try and pick that up I use a program that searches within all the files. This is what the coding for one of them looks like:

Quote
<Ingredient_Key>BlackBean</Ingredient_Key>
  <Ingredient_Name>BlackBean</Ingredient_Name>
  <DataVersion>EP9</DataVersion>
  <Rarity>Common</Rarity>
  <UiTab>Produce</UiTab>
  <Parent>Vegetable</Parent>
  <Model_Name>coffeeBeanBlack</Model_Name>
  <Thumbnail_Model_Name>coffeeBeanBlack#plantSurface</Thumbnail_Model_Name>
  <Plant_Name>Black Bean Plant</Plant_Name>
  <Fertilizer_Value>10</Fertilizer_Value>
  <Fertilizer_Days>5</Fertilizer_Days>
  <Price>12</Price>
  <CanBuyFromStore>True</CanBuyFromStore>
  <IsMushrooms>False</IsMushrooms>
  <SpawnAtNightOnly>False</SpawnAtNightOnly>
  <IsEdible>True</IsEdible>
  <PostIngestionBuff>OrganicMidnightMudBuzz</PostIngestionBuff>
  <PostIngestionBuffOrigin>FromEatingCoffeeBean</PostIngestionBuffOrigin>

Off-topic coding stuff: Using this new coding for buffs, you could add virtually any buff to an ingredient that you would like. You could put something like the 'completely at ease' buff on an apple if you wanted. No need to spend hours at the salon! You'd have to find the right code name for it though. Whilst trying to work out how to make SN ingredients buyable from the fruit and veggie cart, I made them edible and added a nauseous buff. It won't recognise just anything for the origin though. It has to be something already programmed in. I had put in 'from eating poisonous plant', but that didn't show up, just the nauseous buff.

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Re: New Harvestables & Their Moodlets
« Reply #43 on: March 14, 2013, 08:07:33 PM »
Chuckles - I removed the spoiler from your post.  We don't use them on the forum.  People come here for information.  If they didn't want to know, they wouldn't be reading.
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Offline sims96fan

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Re: New Harvestables & Their Moodlets
« Reply #44 on: March 14, 2013, 08:40:38 PM »
I've been using the indoor planters from Supernatural and all of the plants before Seasons grow fine in the fall and winter.  However, I just tried a chamomile plant indoors in the fall and it immediately planted as dormant.  I wonder why this is?

Also, my fairy grew a perfect Red Berry coffee bean and it sold for $200 each.  That turned out to be a good moneymaker with the bloom skill.

Offline McNuggle

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Re: New Harvestables & Their Moodlets
« Reply #45 on: March 14, 2013, 09:24:31 PM »
I know it is nice to finally have a real cash crop for farming! (aside from the hard to find life fruit.)

What does the coffee breath actually do??

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Re: New Harvestables & Their Moodlets
« Reply #46 on: March 14, 2013, 09:26:52 PM »
I think it's just a negative moodlet, but I don't know for sure.
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Re: New Harvestables & Their Moodlets
« Reply #47 on: March 15, 2013, 03:26:42 AM »
I bought a Nice quality chamomile from the grocery store and my sim ate it and received the 9 hour moodlet.  However, he just ate an Outstanding chamomile that my fairy grew, and this one gave a moodlet for 16 hours.

Edit:  I just had my sim eat a Perfect chamomile, and he got a moodlet for 20 hours.  I also noticed that eating herbs while full gives you the Overstuffed moodlet.

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Re: New Harvestables & Their Moodlets
« Reply #48 on: March 15, 2013, 03:52:18 AM »
Off-topic coding stuff: Using this new coding for buffs, you could add virtually any buff to an ingredient that you would like. You could put something like the 'completely at ease' buff on an apple if you wanted. No need to spend hours at the salon! You'd have to find the right code name for it though. Whilst trying to work out how to make SN ingredients buyable from the fruit and veggie cart, I made them edible and added a nauseous buff. It won't recognise just anything for the origin though. It has to be something already programmed in. I had put in 'from eating poisonous plant', but that didn't show up, just the nauseous buff.

Off the top of my head, the Origin field looks for a certain piece of coding (a constant, I think) in the Script, if you want to add in a new Origin, you have to add in a script piece of coding. It's all under NonaMena's custom moodlet tutorial, but that's offtopic. Sorry.

Offline cndneh

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Re: New Harvestables & Their Moodlets
« Reply #49 on: March 20, 2013, 01:14:37 AM »
What are the Forbidden Fruit and how does one find them?

Forbidden Fruit are related to Plant sims.  Plant Sims have their own post here.

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Re: New Harvestables & Their Moodlets
« Reply #50 on: March 20, 2013, 01:58:58 AM »
I am so excited to plant all of these things and grow them! My gardeners are going to have a field day!
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Re: New Harvestables & Their Moodlets
« Reply #51 on: March 20, 2013, 06:17:40 PM »
I know it is nice to finally have a real cash crop for farming! (aside from the hard to find life fruit.)

What does the coffee breath actually do??

Coffee breath is just a negative moodlet.

Offline simone23

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Re: New Harvestables & Their Moodlets
« Reply #52 on: March 21, 2013, 12:23:52 PM »
Is there any difference in effect between adding an herb while cooking and adding it after the dish is complete?  Has anybody tried this?

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Re: New Harvestables & Their Moodlets
« Reply #53 on: March 21, 2013, 12:25:41 PM »
I've never had the option to add while cooking, only after the dish is complete.  Like kicking it up a notch, the only thing I've ever used that on before it was cooked was ambrosia so I never tested it thoroughly if it could be done before completion.

Edit: I want to add according to the coding there is no difference of when you add the herb.  There is only the one set of "instructions" for when it's added to food.
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Offline jen2912

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Re: New Harvestables & Their Moodlets
« Reply #54 on: April 08, 2013, 08:54:29 AM »
Has anyone else noticeed when you buy from a barista bar sometimes it won't give you the drink and you have to buy again to get it?

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Re: New Harvestables & Their Moodlets
« Reply #55 on: April 13, 2013, 02:15:23 PM »
I noticed that the buy interaction didn't complete two or three times when my witch wanted to buy a cuppa at the rebel hangout, though I don't remember if she was actually charged for the aborted attempts. During the first two times the interaction was dropped, she was waiting in line behind her girlfriend, but the third time there was no customer in front of her. Said girlfriend got her cup on the first attempt, though.

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Re: New Harvestables & Their Moodlets
« Reply #56 on: April 17, 2013, 07:01:40 PM »
Thanks for all the info, I was lost about the new herbs and harvest too.

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Re: New Harvestables & Their Moodlets
« Reply #57 on: June 14, 2013, 09:15:58 PM »
I'm very sorry for thread necro'ing, but does the quality of the coffee bean matter like it does herbs?
And is the quality of the moodlet affected by whether or not you make it into a drink?
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Re: New Harvestables & Their Moodlets
« Reply #58 on: June 14, 2013, 09:50:57 PM »
No.  It's still 3 hours no matter if it's Outstanding or Nice.  I just tested it.
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anything