Hi there! You are currently browsing as a guest. Why not create an account? Then you get less ads, can thank creators, post feedback, keep a list of your favourites, and more!
MTS has all free content, all the time. Find out how YOU can help to keep it running. Tell me how...

Food Stand Improvements

by jonasn Posted 5th Mar 2024 at 12:49 AM - Updated 31st Mar 2024 at 12:26 AM by jonasn
 
12 Comments / Replies (Who?) - 11 Feedback Posts
Test Subject
#2 Old 5th Mar 2024 at 9:15 AM
I like the idea of being able to change the menus of food stands (hoping we'll be able to do that for podiums on unowned lots too, someday). Though seems that this mod conflicts with Simler90's Business Mods according to HCDU+
that chaos-loving Yosh'
staff: trainee moderator
#3 Old 5th Mar 2024 at 4:07 PM
I would like to report two conflicts of my own here, but getting to choose my own menus at food stands on owned business lots would be amazing so I'd love to have this mod.
(By the way, will it work for bienchen83's custom food stands from her Community Lot Revolution mod too, or does each food stand carry its own functions?)

Mods conflict report for 'C:\Users\Yoshi\Desktop\TS2 Mods & Shit\NewStuff\test' at 05.03.2024 17:05

~\LTWs\Set1\lamare_LTW_VacationsMementos_x2.package --> Food_Stand_Improvements.package
BHAV: 0x2001 - Interaction - Buy Food (0x7FE3E694)

~\restaurantbarfix.package --> Food_Stand_Improvements.package
BHAV: 0x2019 - Interaction - Browse - TEST (0x7FE3E694)
Lab Assistant
#4 Old 5th Mar 2024 at 4:22 PM
This is awesome! I have so many custom Japanese foods that I downloaded for my sushi restaurant. Now I can set the food stands in Takemizu Village to sell them too!

Am I understanding this part correctly? On owned businesses, a "food stand chef" NPC will no longer be generated to run the stands, and you need to assign an employee or household member to cook? But you can change this using debug options, so if I wanted to generate the chef NPC on my Sim-owned restaurant I could?

Quote: Originally posted by FieryFoxtail
hoping we'll be able to do that for podiums on unowned lots too, someday

Me too!! It's so hard to visit Sim-owned restaurants, the staff are so useless and the manager is constantly telling them to change jobs lmao.
Inventor
Original Poster
#5 Old 5th Mar 2024 at 5:28 PM
Those other food stands won't work because they use a mixture of private functions that contain a list of the custom foods and semiglobals which now expect a food menu object. They would need to be modified. Can you tell me which one has the brown club room counters on the picture? It would fit in more places than the vanilla ones. I should devise a way how mods could provide a list of foods that go with their stand by default.

Some time ago I had an idea of making a better cafeteria. So far my cafeteria doesn't have a custom food menu, but you pay for the usual pancakes. The food stand proved to be an more easy starting point to build on, because the food is just created fully ready. Looking at those counters, I think it might still be possible to create a chef who would serve component counters. But not today.

When a business manager comes to reassign the employee he goes to food stand, can't enter, and walks away without route failure feedback. If he manages to reassign, then the worker will not be pulled away from the other task. There will be no NPC on an owned lot. You have to assign a worker. If you use the cheat option "Make an NPC Work", then one will spawn. I see that managers spend too much time assigning employees.

Lamare could provide a compatibility "Interaction - Buy Food - Unlock Vacation" 203D for the Mementos. I can't easily understand what it is supposed to do, and am not interested in mementos. The Luas are a curse. The Buy Food action is critical part of my mod.

What is the "fix" supposed to fix? Should be fixed in my mod.
Needs Coffee
retired moderator
#6 Old 5th Mar 2024 at 9:56 PM
I am going to try this out. I just opened a new cafe and I am always after different ways to sell food that is not a restaurant. I take it the owner makes money each time a sim gets given a plate of food?

Will this work along side of jackisims93 food stands? https://jacky93sims.tumblr.com/post...-for-the-sims-2 She has a number of different ones.

"I dream of a better tomorrow, where chickens can cross the road and not be questioned about their motives." - Unknown
~Call me Jo~
Inventor
Original Poster
#7 Old 5th Mar 2024 at 10:41 PM
The owner receives the price paid. But materials cost is also subtracted from the owner, so in the end he will not make much. The materials cost is the Wholesale Price divided by 4. And the default price for customers is Wholesale Price divided by 2.3. In the default food stand, the materials cost was always 30, and the customer paid 25. This price is what you see in hotels. If you raise it too much above the default, people won't buy the food.

Custom foods might not have the wholesale price set correctly, and that will impact how much the owner makes.

The Korean Street Food Stand looks to be an independent object without a chef and is not impacted by my mod.

The bienchen83 objects need a small modification. Without it, unfortunately, no cloned stands will work.
that chaos-loving Yosh'
staff: trainee moderator
#8 Old 6th Mar 2024 at 2:18 PM
Quote: Originally posted by jonasn
Can you tell me which one has the brown club room counters on the picture?

That's the neat thing, it doesn't. The mod lets you use your own counters, actually.

Quote:
What is the "fix" supposed to fix? Should be fixed in my mod.

Official documentation:
Code:
1. Sims no longer obsessed with eating at restaurants in endless loops when not full, or drinking coffee when not tired. Also cuts down desire for sims to commit bladdericide from the above. 2. Seats occupied by your sims & bar patrons less likely to clash with host seating assignments, resulting in queue stompage. Queue stompage BAD!

AKA: Sims will only drink or eat when actually hungry, and hosts won't try to assign occupied seats to new guests. The first function is indeed covered by your mod, and extended upon, if I understand correctly. The rest of the functions should not conflict.

Quote:
Lamare could provide a compatibility "Interaction - Buy Food - Unlock Vacation" 203D for the Mementos. I can't easily understand what it is supposed to do, and am not interested in mementos. The Luas are a curse. The Buy Food action is critical part of my mod.

I've posted a comment to Lamare's mod. I think it just keeps track of all mementos a Sim has, and three of those include eating all the local food, and of course, if the food is the last thing a Sim did, it should fulfill the Lifetime Want.
Inventor
Original Poster
#9 Old 11th Mar 2024 at 12:23 PM Last edited by jonasn : 15th Mar 2024 at 10:41 AM.
Excessive consumption was only a problem on business lots. The Food Stand revealed to me that there is a simple way way of preventing meals from being taken without new attributes. Set the meal to be in-use, and have the patron remove the flag when he is ready to push on himself and handle eating (instead of the server pushing).

I will ask to the creator of Revolution, if I can upload the mods adapted to work.

* Allow downtown dining foods.
* Remove the array holder when the stand is sold.
* Allow cloned food stands to supply a default menu & work outfit.
* Document how to adapt cloned food stands.
* Statistics about business earnings.
* Push reassigned employee back to work if visiting the business with another family, but not as the employee's family, or when the shop is closed.
* Completely stop autonomous reassignments by a business manager, Apartments greet and secret network.
* Free employee on exit to replenish motives.
* Do not set food in use if the patron has left; call him back to eat.
* Can place a chair to use or a counter on the back tiles.
* Permit walking over invisible cloned stands.
* Walk out after work more reliably.
* Option to satisfy wants and consider the food learned.
* Subtract food points for low cooking skill and set burnt.

* List all family members as workers.
* Reduced the default price for nectarine tartlette.
* Don't motivate employees with shopping.
Field Researcher
#10 Old 24th Apr 2024 at 9:36 PM
My conflict report (as I see others have mentioned but I thought I may as well express my desire for patches too):

LdDarcy_PieMenuTextStringsFix.package --> Food_Stand_Improvements.package
STR: 0x012E - MakeActionString prim string set (0x7FE3E694)

Simler90_BusinessMod-UPDATE39.package --> Food_Stand_Improvements.package
BHAV: 0x2002 - Interaction - Buy Food - TEST (0x7FE3E694)

New_LTWs\zzPatch_BusinessMod39_MementosLTW.package --> Food_Stand_Improvements.package
BHAV: 0x2001 - Interaction - Buy Food (0x7FE3E694)

From the Business Mod description, it sounds like "when a sim pays for food at a food stand, the game only credits the owner if the owner is selectable, which also doesn't make any sense. This has been fixed", "the game didn't properly charge the customer when the customer bought food from a food stand before, that's been fixed", and "Sims will not try to autonomously buy food from food stands if they can't afford it." are the food stand related features in that mod, are they all also included in this one in which case this one should simply overwrite Business mod?
Inventor
Original Poster
#11 Old 25th Apr 2024 at 2:07 AM
The owner is credited always. First he is charged an expense for the materials, which is around 2/3rds of the default price, and then he is credited the selected price when the food is delivered. Visitors don't lose money, just like when eating on regular commlots. So they can always afford. A family member should not attempt to buy when he can't afford. But this is so rare that I'm not sure I've seen it.
Field Researcher
#12 Old 25th Apr 2024 at 9:04 PM
Quote: Originally posted by jonasn
The owner is credited always. First he is charged an expense for the materials, which is around 2/3rds of the default price, and then he is credited the selected price when the food is delivered. Visitors don't lose money, just like when eating on regular commlots. So they can always afford. A family member should not attempt to buy when he can't afford. But this is so rare that I'm not sure I've seen it.


Thanks for the info. Sounds like its best to let this mod overwrite the Business mod. However, I think the affordability thing is because Business Mod is based around Simler90's Townie Budget Mod which I also use and love the feature of.
Inventor
Original Poster
#13 Old 25th Apr 2024 at 10:37 PM
The money at normal prices (§20-40) doesn't make that much difference one way or another. I have added a statistics counter for the number of customers, revenue and expenses. The counter should increment in memory also while visiting the lot as another family. I think it would be cool if we could have something like that on all business objects to see what is making or losing money. And the money gained is just so small compared to salaries or the owner's bills.

Originally the owner would pay §30 per any meal served. And then sell it for less (§25) or not much more. This object serves well to keep guests happy on an Electrono Ticket bussiness, even if it loses money.

Perhaps the affordability would become an issue if you decided to charge $100 or more. This should make people prefer other hunger sources, or cheaper foods on the same food stand. I don't like visitors losing money on businesses. They have no way of earning any while not being played, and don't make intelligent decisions on their own.