Title: Tuning XML Data - (Traits, Rewards, Plants, etc.) Post by: Zucabr on 2009 June 13, 12:24:04 Game Defaults Information for Base Game
Perhaps people who've gone through xml files can share any interesting data here? Wow, this thread is getting tl;dr. GTFO my head, Tealdeer! Going through the xml tuning files in The Sims 3\Game\Bin\Gameplay\GameplayData.package yields some interesting data. For instance, in S3_0333406C_00000000_2F781FBC26BB4D8A_SimDescription, a line exists: Code: <kNumUserDirectedSameSexGenderPreferencesBeforeSameSexAllowedAutonomously value="6" /> Another few lines in S3_0333406C_00000000_BCCBC0480683938B_SimUtils state: Code: <kPercentChanceOfSameSexHousehold value="1"> Now for the bulk of this post. Note that these are EAxian defaults, and will not reflect any changes made by mods. They are also derived from as single XML file, and may not provide all the data for any given trait. According to data extracted from S3_0333406C_00000000_C4E3FD010A0B7DB0_TraitTuning: AbsentMinded Sims:
Ambitious Sims:
Angler Sims:
AntiTV or Technophobe Sims:
Artistic Sims:
Athletic Sims:
BookWorm Sims:
Brave Sims:
Burglar Sims:
CanApprehendBurglar Sims:
CanSalute Sims:
CantStandArt Sims:
Charismatic Sims:
Childish Sims:
Clumsy Sims:
CommitmentIssues Sims:
ComputerWhiz Sims:
CouchPotato Sims:
Coward Sims:
Daredevil Sims:
Code: <kDaredevilOnFireTimeout value="180"> DislikesChildren Sims:
EasilyImpressed Sims:
Evil Sims:
Excitable Sims:
FamilyOriented Sims:
Flirty Sims:
Friendly Sims:
Frugal Sims:
Genius Sims:
Good Sims:
GoodSenseOfHumor Sims:
GreatKisser Sims:
GreenThumb Sims:
Grumpy Sims:
Handy Sims:
HatesOutdoors or HatesTheOutdoors Sims:
HeavySleeper Sims:
HopelessRomantic Sims:
HotHeaded Sims:
Hydrophobic Sims:
Inappropriate Sims:
ImmuneToFire Sims:
Insane Sims:
Kleptomaniac Sims:
LightSleeper Sims:
Loner Sims:
Loser Sims:
LovesTheOutdoors Sims:
Lucky Sims:
MakesNoMesses Sims:
MeanSpirited Sims:
Mooch Sims:
NaturalCook Sims:
Neat Sims:
Neurotic Sims:
NeverNude Sims:
NoSenseOfHumor Sims:
OverEmotional Sims:
PartyAnimal Sims:
Perfectionist Sims:
PizzaAppreciator Sims:
Pyromaniac Sims:
Rocker Sims:
Schmoozer Sims:
Slob Sims:
Snob Sims:
Unflirty Sims:
Unlucky Sims:
Vegetarian Sims:
Virtuoso Sims:
Workaholic Sims:
(Note: LTR refers to the relationship value between two Sims, and (de)buffs refer to moodlets) Title: TraitTuning xml Data for Rewards Post by: Zucabr on 2009 June 13, 12:25:09 SteelBladder Sims:
PermaClean Sims:
HardlyHungry Sims:
ProfessionalSlacker Sims:
SpeedyCleaner Sims:
FastMetabolism Sims:
MultiTasker Sims:
ExtraCreative Sims:
HighRoller or Acclaimed Author Sims:
SuperGreenThumb Sims:
NeverDull Sims:
DiscountDiner Sims:
ComplimentaryEntertainment Sims:
BookshopBargainer Sims:
OfficeHero Sims:
Vacationer Sims:
LegendaryHost Sims:
Haggler Sims:
LongDistanceFriend Sims:
FastLearner Sims:
Attractive Sims:
Observant Sims:
Opportunistic Sims:
FertilityTreatment Sims:
Title: S3_0333406C_00000000_D9C59893373DEB17_Plants%%+UNKN Post by: Zucabr on 2009 June 13, 12:25:51 I don't really know how to read some of this data, so don't ask me. :P
Plant Name: Tomato Plant Rarity: Common Skill Points Gained When Planted: 175 Skill Points Gained When Harvested: 125 Performance Threshold Between Average and Good: 95 Performance Threshold Between Good and Great: 105 Performance Change in Dry Soil: -40 Performance Change in Neutral Soil: 40 Performance Change in Wet Soil: 90 Water Decay: 3 Weed Chance: 0.2 Harvest State Duration Minimum: 2 Harvest State Duration Maximum: 4 Number of Harvestables in Lifetime: 20 Minimum Harvestables Per Harvest Cycle: 2 Maximum Harvestables Per Harvest Cycle: 4 Plant Model Type: GardenPlantBush Plant Name: Apple Tree Rarity: Common Skill Points Gained When Planted: 175 Skill Points Gained When Harvested: 125 Performance Threshold Between Average and Good: 95 Performance Threshold Between Good and Great: 105 Performance Change in Dry Soil: -30 Performance Change in Neutral Soil: 45 Performance Change in Wet Soil: 90 Water Decay: 2 Weed Chance: 0.1 Harvest State Duration Minimum: 3 Harvest State Duration Maximum: 8 Number of Harvestables in Lifetime: 40 Minimum Harvestables Per Harvest Cycle: 3 Maximum Harvestables Per Harvest Cycle: 5 Plant Model Type: PlantLargeTree Plant Name: Grape Vine Rarity: Common Skill Points Gained When Planted: 175 Skill Points Gained When Harvested: 125 Performance Threshold Between Average and Good: 85 Performance Threshold Between Good and Great: 95 Performance Change in Dry Soil: -50 Performance Change in Neutral Soil: -5 Performance Change in Wet Soil: 80 Water Decay: 3 Weed Chance: 0.2 Harvest State Duration Minimum: 2 Harvest State Duration Maximum: 4 Number of Harvestables in Lifetime: 15 Minimum Harvestables Per Harvest Cycle: 2 Maximum Harvestables Per Harvest Cycle: 4 Plant Model Type: PlantSmallVine Plant Name: Lettuce Plant Rarity: Common Skill Points Gained When Planted: 175 Skill Points Gained When Harvested: 125 Performance Threshold Between Average and Good: 95 Performance Threshold Between Good and Great: 105 Performance Change in Dry Soil: -50 Performance Change in Neutral Soil: 30 Performance Change in Wet Soil: 90 Water Decay: 3 Weed Chance: 0.2 Harvest State Duration Minimum: 2 Harvest State Duration Maximum: 4 Number of Harvestables in Lifetime: 15 Minimum Harvestables Per Harvest Cycle: 1 Maximum Harvestables Per Harvest Cycle: 3 Plant Model Type: PlantSmallVine Plant Name: Onion Plant Rarity: Uncommon Skill Points Gained When Planted: 225 Skill Points Gained When Harvested: 175 Performance Threshold Between Average and Good: 60 Performance Threshold Between Good and Great: 65 Performance Change in Dry Soil: -25 Performance Change in Neutral Soil: 15 Performance Change in Wet Soil: 40 Water Decay: 1.2 Weed Chance: 0.05 Harvest State Duration Minimum: 4 Harvest State Duration Maximum: 6 Number of Harvestables in Lifetime: 25 Minimum Harvestables Per Harvest Cycle: 1 Maximum Harvestables Per Harvest Cycle: 3 Plant Model Type: GardenPlantBush Plant Name: Potato Vine Rarity: Uncommon Skill Points Gained When Planted: 225 Skill Points Gained When Harvested: 175 Performance Threshold Between Average and Good: 60 Performance Threshold Between Good and Great: 65 Performance Change in Dry Soil: -25 Performance Change in Neutral Soil: 15 Performance Change in Wet Soil: 40 Water Decay: 1.2 Weed Chance: 0.05 Harvest State Duration Minimum: 4 Harvest State Duration Maximum: 6 Number of Harvestables in Lifetime: 15 Minimum Harvestables Per Harvest Cycle: 1 Maximum Harvestables Per Harvest Cycle: 3 Plant Model Type: PlantSmallVine Plant Name: Watermelon Vine Rarity: Uncommon Skill Points Gained When Planted: 225 Skill Points Gained When Harvested: 175 Performance Threshold Between Average and Good: 65 Performance Threshold Between Good and Great: 70 Performance Change in Dry Soil: -70 Performance Change in Neutral Soil: -20 Performance Change in Wet Soil: 40 Water Decay: 3 Weed Chance: 0.25 Harvest State Duration Minimum: 2 Harvest State Duration Maximum: 4 Number of Harvestables in Lifetime: 10 Minimum Harvestables Per Harvest Cycle: 1 Maximum Harvestables Per Harvest Cycle: 2 Plant Model Type: PlantSmallVine Plant Name: Lime Tree Rarity: Uncommon Skill Points Gained When Planted: 225 Skill Points Gained When Harvested: 175 Performance Threshold Between Average and Good: 65 Performance Threshold Between Good and Great: 70 Performance Change in Dry Soil: -40 Performance Change in Neutral Soil: -5 Performance Change in Wet Soil: 40 Water Decay: 3 Weed Chance: 0.25 Harvest State Duration Minimum: 3 Harvest State Duration Maximum: 8 Number of Harvestables in Lifetime: 40 Minimum Harvestables Per Harvest Cycle: 3 Maximum Harvestables Per Harvest Cycle: 5 Plant Model Type: PlantLargeTree Plant Name: Bell Pepper Plant Rarity: Rare Skill Points Gained When Planted: 325 Skill Points Gained When Harvested: 250 Performance Threshold Between Average and Good: 60 Performance Threshold Between Good and Great: 70 Performance Change in Dry Soil: -70 Performance Change in Neutral Soil: -25 Performance Change in Wet Soil: 30 Water Decay: 3 Weed Chance: 0.2 Harvest State Duration Minimum: 2 Harvest State Duration Maximum: 4 Number of Harvestables in Lifetime: 15 Minimum Harvestables Per Harvest Cycle: 2 Maximum Harvestables Per Harvest Cycle: 4 Plant Model Type: GardenPlantBush Plant Name: Garlic Plant Rarity: Rare Skill Points Gained When Planted: 325 Skill Points Gained When Harvested: 250 Performance Threshold Between Average and Good: 60 Performance Threshold Between Good and Great: 70 Performance Change in Dry Soil: -35 Performance Change in Neutral Soil: -5 Performance Change in Wet Soil: 30 Water Decay: 1.2 Weed Chance: 0.1 Harvest State Duration Minimum: 4 Harvest State Duration Maximum: 4 Number of Harvestables in Lifetime: 30 Minimum Harvestables Per Harvest Cycle: 3 Maximum Harvestables Per Harvest Cycle: 5 Plant Model Type: PlantSmallVine Plant Name: Death Flower Bush Rarity: Special Skill Points Gained When Planted: 375 Skill Points Gained When Harvested: 300 Performance Threshold Between Average and Good: 60 Performance Threshold Between Good and Great: 65 Performance Change in Dry Soil: -30 Performance Change in Neutral Soil: -5 Performance Change in Wet Soil: 25 Water Decay: 1.2 Weed Chance: 0.025 Harvest State Duration Minimum: 5 Harvest State Duration Maximum: 12 Number of Harvestables in Lifetime: 2 Minimum Harvestables Per Harvest Cycle: 1 Maximum Harvestables Per Harvest Cycle: 1 Plant Model Type: DeathFlowerBush Plant Name: Money Tree Rarity: Special Skill Points Gained When Planted: 375 Skill Points Gained When Harvested: 300 Performance Threshold Between Average and Good: 65 Performance Threshold Between Good and Great: 75 Performance Change in Dry Soil: -60 Performance Change in Neutral Soil: -30 Performance Change in Wet Soil: 30 Water Decay: 2 Weed Chance: 0.25 Harvest State Duration Minimum: 5 Harvest State Duration Maximum: 10 Number of Harvestables in Lifetime: 10000 Minimum Harvestables Per Harvest Cycle: 2 Maximum Harvestables Per Harvest Cycle: 5 Plant Model Type: MoneyTree Plant Name: Life Plant Rarity: Special Skill Points Gained When Planted: 375 Skill Points Gained When Harvested: 300 Performance Threshold Between Average and Good: 65 Performance Threshold Between Good and Great: 75 Performance Change in Dry Soil: -60 Performance Change in Neutral Soil: -25 Performance Change in Wet Soil: 30 Water Decay: 3 Weed Chance: 0.25 Harvest State Duration Minimum: 2 Harvest State Duration Maximum: 4 Number of Harvestables in Lifetime: 12 Minimum Harvestables Per Harvest Cycle: 1 Maximum Harvestables Per Harvest Cycle: 3 Plant Model Type: GardenPlantBush Plant Name: Flame Plant Rarity: Special Skill Points Gained When Planted: 375 Skill Points Gained When Harvested: 300 Performance Threshold Between Average and Good: 60 Performance Threshold Between Good and Great: 70 Performance Change in Dry Soil: -10 Performance Change in Neutral Soil: 35 Performance Change in Wet Soil: 30 Water Decay: 1 Weed Chance: 0.05 Harvest State Duration Minimum: 2 Harvest State Duration Maximum: 4 Number of Harvestables in Lifetime: 20 Minimum Harvestables Per Harvest Cycle: 1 Maximum Harvestables Per Harvest Cycle: 3 Plant Model Type: PlantSmallVine Plant Name: Omni Plant Rarity: Special Skill Points Gained When Planted: 400 Skill Points Gained When Harvested: 300 Performance Threshold Between Average and Good: 60 Performance Threshold Between Good and Great: 70 Performance Change in Dry Soil: -40 Performance Change in Neutral Soil: 15 Performance Change in Wet Soil: 40 Water Decay: 2 Weed Chance: 0.15 Harvest State Duration Minimum: 2 Harvest State Duration Maximum: 4 Number of Harvestables in Lifetime: 25 Minimum Harvestables Per Harvest Cycle: 2 Maximum Harvestables Per Harvest Cycle: 5 Plant Model Type: OmniPlant Plant Name: Egg Plant Rarity: Special Skill Points Gained When Planted: 150 Skill Points Gained When Harvested: 100 Performance Threshold Between Average and Good: 65 Performance Threshold Between Good and Great: 85 Performance Change in Dry Soil: -30 Performance Change in Neutral Soil: 20 Performance Change in Wet Soil: 65 Water Decay: 3 Weed Chance: 0.25 Harvest State Duration Minimum: 2 Harvest State Duration Maximum: 2 Number of Harvestables in Lifetime: 15 Minimum Harvestables Per Harvest Cycle: 2 Maximum Harvestables Per Harvest Cycle: 5 Plant Model Type: GardenPlantBush Plant Name: Cheese Plant Rarity: Special Skill Points Gained When Planted: 150 Skill Points Gained When Harvested: 100 Performance Threshold Between Average and Good: 65 Performance Threshold Between Good and Great: 85 Performance Change in Dry Soil: -30 Performance Change in Neutral Soil: 20 Performance Change in Wet Soil: 65 Water Decay: 3 Weed Chance: 0.25 Harvest State Duration Minimum: 2 Harvest State Duration Maximum: 2 Number of Harvestables in Lifetime: 15 Minimum Harvestables Per Harvest Cycle: 2 Maximum Harvestables Per Harvest Cycle: 5 Plant Model Type: GardenPlantBush Plant Name: Burger Plant Rarity: Special Skill Points Gained When Planted: 150 Skill Points Gained When Harvested: 100 Performance Threshold Between Average and Good: 65 Performance Threshold Between Good and Great: 85 Performance Change in Dry Soil: -30 Performance Change in Neutral Soil: 20 Performance Change in Wet Soil: 65 Water Decay: 3 Weed Chance: 0.25 Harvest State Duration Minimum: 2 Harvest State Duration Maximum: 2 Number of Harvestables in Lifetime: 15 Minimum Harvestables Per Harvest Cycle: 2 Maximum Harvestables Per Harvest Cycle: 5 Plant Model Type: GardenPlantBush Plant Name: Steak Plant Rarity: Special Skill Points Gained When Planted: 150 Skill Points Gained When Harvested: 100 Performance Threshold Between Average and Good: 65 Performance Threshold Between Good and Great: 85 Performance Change in Dry Soil: -30 Performance Change in Neutral Soil: 20 Performance Change in Wet Soil: 65 Water Decay: 3 Weed Chance: 0.25 Harvest State Duration Minimum: 2 Harvest State Duration Maximum: 2 Number of Harvestables in Lifetime: 15 Minimum Harvestables Per Harvest Cycle: 2 Maximum Harvestables Per Harvest Cycle: 5 Plant Model Type: GardenPlantBush Title: Seed Spawners Post by: Zucabr on 2009 June 13, 12:26:25 Notes: It says nothing about whether or not Unknown seeds have predetermined plant types, or just randomly grow into a plant of that rarity upon planting in a dirt pile. Locations of spawners also undocumented.
Format: A: Spawner Name B: <MaxSpawnCapacity>Max number of untaken objects that this Spawner can have in-world. C: <SpawnFrequency>The bounds of the 'spawn timer' frequency in sim hours. Values: (1) Min, (2) Max. A different random number within this range is chosen as the 'spawn timer' duration each loop. D: <SpawnChance>Each time the 'spawn timer' goes off (and we're under this Spawner's max capacity) this chance determines whether or not we spawn something. Range: 0.0 to 1.0. Zeroing this number will disable the spawner. E: <DeleteUntakenObjectFrequency>Number of sim hours in between this spawner reaching max capacity and automatically deleting the oldest untaken spawned object. F: <SeedRarityChances>When we know we're going to spawn a Seed these are the percent chances the Seed will be of a given rarity. Format: (1) Common, (2) Uncommon, (3) Rare, (4) Special. The code will normalize probability values that sum to greater than 1.0f. Zeroing all probabilities will disable the spawner. G: <QualityCommonMin>-<QualityCommonMax>When the Spawner is about to spawn a seed, the seed's Quality is randomly chosen using a bell curve with this value as the minimum and maximum bounds of the bell curve. H: <QualityUncommonMin>-<QualityUncommonMax> I: <QualityRareMin>-<QualityRareMax> J: <QualitySpecialMin>-<QualitySpecialMax> A: Spawner Name: SeedSpawnerRare1 B: <MaxSpawnCapacity>3 C: <SpawnFrequency>10,20 D: <SpawnChance>0.65 E: <DeleteUntakenObjectFrequency>12 F: <SeedRarityChances>0.2,0.4,0.4,0 G: <QualityCommonMin>-<QualityCommonMax>Nice-Excellent H: <QualityUncommonMin>-<QualityUncommonMax>Neutral-Great I: <QualityRareMin>-<QualityRareMax>Nice-Excellent J: <QualitySpecialMin>-<QualitySpecialMax>Neutral-Neutral A: Spawner Name: SeedSpawnerRare2 B: <MaxSpawnCapacity>3 C: <SpawnFrequency>10,20 D: <SpawnChance>0.65 E: <DeleteUntakenObjectFrequency>12 F: <SeedRarityChances>0,0.5,0.5,0 G: <QualityCommonMin>-<QualityCommonMax>Nice-Excellent H: <QualityUncommonMin>-<QualityUncommonMax>Neutral-Great I: <QualityRareMin>-<QualityRareMax>Nice-Excellent J: <QualitySpecialMin>-<QualitySpecialMax>Neutral-Neutral A: Spawner Name: SeedSpawnerRare3 B: <MaxSpawnCapacity>3 C: <SpawnFrequency>12,32 D: <SpawnChance>0.65 E: <DeleteUntakenObjectFrequency>12 F: <SeedRarityChances>0,0.2,0.8,0 G: <QualityCommonMin>-<QualityCommonMax>Great-Outstanding H: <QualityUncommonMin>-<QualityUncommonMax>VeryNice-Outstanding I: <QualityRareMin>-<QualityRareMax>Nice-Outstanding J: <QualitySpecialMin>-<QualitySpecialMax>Neutral-Neutral A: Spawner Name: SeedSpawnerSpecial3 B: <MaxSpawnCapacity>3 C: <SpawnFrequency>12,32 D: <SpawnChance>0.65 E: <DeleteUntakenObjectFrequency>13 F: <SeedRarityChances>0,0,0.25,0.75 G: <QualityCommonMin>-<QualityCommonMax>Nice-Perfect H: <QualityUncommonMin>-<QualityUncommonMax>Nice-Perfect I: <QualityRareMin>-<QualityRareMax>Nice-Perfect J: <QualitySpecialMin>-<QualitySpecialMax>Great-Outstanding A: Spawner Name: SeedSpawnerSpecial2 B: <MaxSpawnCapacity>3 C: <SpawnFrequency>10,20 D: <SpawnChance>0.65 E: <DeleteUntakenObjectFrequency>13 F: <SeedRarityChances>0,0.25,0.25,0.5 G: <QualityCommonMin>-<QualityCommonMax>Nice-Perfect H: <QualityUncommonMin>-<QualityUncommonMax>Nice-Perfect I: <QualityRareMin>-<QualityRareMax>Nice-Perfect J: <QualitySpecialMin>-<QualitySpecialMax>Neutral-Great A: Spawner Name: SeedSpawnerSpecial1 B: <MaxSpawnCapacity>3 C: <SpawnFrequency>10,20 D: <SpawnChance>0.65 E: <DeleteUntakenObjectFrequency>13 F: <SeedRarityChances>0.25,0.25,0.25,0.25 G: <QualityCommonMin>-<QualityCommonMax>Nice-Great H: <QualityUncommonMin>-<QualityUncommonMax>Nice-Great I: <QualityRareMin>-<QualityRareMax>Nice-Great J: <QualitySpecialMin>-<QualitySpecialMax>Neutral-VeryNice A: Spawner Name: SeedSpawnerCommon4 B: <MaxSpawnCapacity>2 C: <SpawnFrequency>12,32 D: <SpawnChance>0.7 E: <DeleteUntakenObjectFrequency>10 F: <SeedRarityChances>0.6,0.3,0.1,0 G: <QualityCommonMin>-<QualityCommonMax>VeryNice-Outstanding H: <QualityUncommonMin>-<QualityUncommonMax>VeryNice-Excellent I: <QualityRareMin>-<QualityRareMax>Nice-Excellent J: <QualitySpecialMin>-<QualitySpecialMax>Neutral-Neutral A: Spawner Name: SeedSpawnerCommon1 B: <MaxSpawnCapacity>2 C: <SpawnFrequency>4,10 D: <SpawnChance>0.7 E: <DeleteUntakenObjectFrequency>6 F: <SeedRarityChances>0.75,0.25,0,0 G: <QualityCommonMin>-<QualityCommonMax>Bad-Nice H: <QualityUncommonMin>-<QualityUncommonMax>Bad-Nice I: <QualityRareMin>-<QualityRareMax>Neutral-Neutral J: <QualitySpecialMin>-<QualitySpecialMax>Neutral-Neutral A: Spawner Name: SeedSpawnerCommon3 B: <MaxSpawnCapacity>2 C: <SpawnFrequency>10,20 D: <SpawnChance>0.7 E: <DeleteUntakenObjectFrequency>10 F: <SeedRarityChances>0.6,0.3,0.1,0 G: <QualityCommonMin>-<QualityCommonMax>Neutral-Great H: <QualityUncommonMin>-<QualityUncommonMax>Neutral-Great I: <QualityRareMin>-<QualityRareMax>Bad-VeryNice J: <QualitySpecialMin>-<QualitySpecialMax>Neutral-Neutral A: Spawner Name: SeedSpawnerCommon2 B: <MaxSpawnCapacity>2 C: <SpawnFrequency>4,10 D: <SpawnChance>0.7 E: <DeleteUntakenObjectFrequency>6 F: <SeedRarityChances>0.6,0.4,0,0 G: <QualityCommonMin>-<QualityCommonMax>Bad-VeryNice H: <QualityUncommonMin>-<QualityUncommonMax>Bad-VeryNice I: <QualityRareMin>-<QualityRareMax>Neutral-Neutral J: <QualitySpecialMin>-<QualitySpecialMax>Neutral-Neutral A: Spawner Name: SeedSpawnerUncommon2 B: <MaxSpawnCapacity>2 C: <SpawnFrequency>10,20 D: <SpawnChance>0.7 E: <DeleteUntakenObjectFrequency>10 F: <SeedRarityChances>0.25,0.75,0,0 G: <QualityCommonMin>-<QualityCommonMax>Neutral-VeryNice H: <QualityUncommonMin>-<QualityUncommonMax>Neutral-VeryNice I: <QualityRareMin>-<QualityRareMax>Neutral-Neutral J: <QualitySpecialMin>-<QualitySpecialMax>Neutral-Neutral A: Spawner Name: SeedSpawnerUncommon3 B: <MaxSpawnCapacity>2 C: <SpawnFrequency>12,32 D: <SpawnChance>0.7 E: <DeleteUntakenObjectFrequency>10 F: <SeedRarityChances>0,0.75,0.25,0 G: <QualityCommonMin>-<QualityCommonMax>VeryNice-Outstanding H: <QualityUncommonMin>-<QualityUncommonMax>VeryNice-Outstanding I: <QualityRareMin>-<QualityRareMax>Nice-Excellent J: <QualitySpecialMin>-<QualitySpecialMax>Neutral-Neutral A: Spawner Name: SeedSpawnerUncommon1 B: <MaxSpawnCapacity>2 C: <SpawnFrequency>4,10 D: <SpawnChance>0.7 E: <DeleteUntakenObjectFrequency>6 F: <SeedRarityChances>0.5,0.5,0,0 G: <QualityCommonMin>-<QualityCommonMax>Bad-Nice H: <QualityUncommonMin>-<QualityUncommonMax>Bad-Nice I: <QualityRareMin>-<QualityRareMax>Neutral-Neutral J: <QualitySpecialMin>-<QualitySpecialMax>Neutral-Neutral Title: RockGemMetal Spawners Post by: Zucabr on 2009 June 13, 14:04:27 Spawner Name: RockGemMetalSpawner1
Spawn List: Iron, Silver, Gold List Probability: 25,3,1 Maximum Spawn Capacity: 2 Minimum Time Between Spawns: 14 Maximum Time Between Spawns: 50 Spawn Chance: 0.5 Time Before Deleting Untaken: 25 Spawner Name: RockGemMetalSpawner2 Spawn List: Iron, Silver, Gold List Probability: 1,25,2 Maximum Spawn Capacity: 2 Minimum Time Between Spawns: 14 Maximum Time Between Spawns: 50 Spawn Chance: 0.5 Time Before Deleting Untaken: 30 Spawner Name: RockGemMetalSpawner3 Spawn List: Iron, Silver, Gold List Probability: 1,1,20 Maximum Spawn Capacity: 1 Minimum Time Between Spawns: 14 Maximum Time Between Spawns: 50 Spawn Chance: 0.5 Time Before Deleting Untaken: 22 Spawner Name: RockGemMetalSpawner4 Spawn List: Iron, Silver, Gold List Probability: 9,3,1 Maximum Spawn Capacity: 3 Minimum Time Between Spawns: 14 Maximum Time Between Spawns: 50 Spawn Chance: 0.5 Time Before Deleting Untaken: 25 Spawner Name: RockGemMetalSpawner5 Spawn List: Iron, Silver, Gold, Palladium List Probability: 1,3,4,1 Maximum Spawn Capacity: 3 Minimum Time Between Spawns: 14 Maximum Time Between Spawns: 50 Spawn Chance: 0.5 Time Before Deleting Untaken: 26 Spawner Name: RockGemMetalSpawner6 Spawn List: Silver, Gold, Palladium, Plutonium List Probability: 1,1,7,1 Maximum Spawn Capacity: 1 Minimum Time Between Spawns: 14 Maximum Time Between Spawns: 50 Spawn Chance: 0.5 Time Before Deleting Untaken: 28 Spawner Name: RockGemMetalSpawner7 Spawn List: Tiny Space Rock List Probability: 1 Maximum Spawn Capacity: 3 Minimum Time Between Spawns: 14 Maximum Time Between Spawns: 50 Spawn Chance: 0.5 Time Before Deleting Untaken: 31 Spawner Name: RockGemMetalSpawner8 Spawn List: Large Space Rock List Probability: 1 Maximum Spawn Capacity: 1 Minimum Time Between Spawns: 14 Maximum Time Between Spawns: 50 Spawn Chance: 0.5 Time Before Deleting Untaken: 33 Spawner Name: RockGemMetalSpawner9 Spawn List: Tiny Space Rock, Large Space Rock List Probability: 5,1 Maximum Spawn Capacity: 2 Minimum Time Between Spawns: 14 Maximum Time Between Spawns: 50 Spawn Chance: 0.5 Time Before Deleting Untaken: 20 Spawner Name: RockGemMetalSpawner10 Spawn List: Tiny Space Rock, Large Space Rock, Zucabr Space Rock List Probability: 10,90,1 Maximum Spawn Capacity: 1 Minimum Time Between Spawns: 14 Maximum Time Between Spawns: 50 Spawn Chance: 0.5 Time Before Deleting Untaken: 50 Spawner Name: RockGemMetalSpawner11 Spawn List: Aqua List Probability: 1 Maximum Spawn Capacity: 2 Minimum Time Between Spawns: 40 Maximum Time Between Spawns: 80 Spawn Chance: 0.5 Time Before Deleting Untaken: 25 Spawner Name: RockGemMetalSpawner12 Spawn List: Aqua, Emerald, Yellow, Diamond List Probability: 7,5,2,1 Maximum Spawn Capacity: 3 Minimum Time Between Spawns: 14 Maximum Time Between Spawns: 35 Spawn Chance: 0.5 Time Before Deleting Untaken: 25 Spawner Name: RockGemMetalSpawner13 Spawn List: Smoky Quartz, Ruby, Yellow, Tanzanite List Probability: 7,5,2,1 Maximum Spawn Capacity: 3 Minimum Time Between Spawns: 14 Maximum Time Between Spawns: 35 Spawn Chance: 0.5 Time Before Deleting Untaken: 40 Spawner Name: RockGemMetalSpawner14 Spawn List: Aqua, Smoky Quartz, Diamond,Luminorous List Probability: 4,3,3,2 Maximum Spawn Capacity: 2 Minimum Time Between Spawns: 14 Maximum Time Between Spawns: 35 Spawn Chance: 0.5 Time Before Deleting Untaken: 30 Spawner Name: RockGemMetalSpawner15 Spawn List: Emerald, Ruby, Yellow, Tanzanite,Luminorous List Probability: 1,2,4,2,2 Maximum Spawn Capacity: 2 Minimum Time Between Spawns: 14 Maximum Time Between Spawns: 35 Spawn Chance: 0.5 Time Before Deleting Untaken: 28 Spawner Name: RockGemMetalSpawner16 Spawn List: Yellow, Tanzanite, Diamond, Rainbow List Probability: 1,2,2,1 Maximum Spawn Capacity: 1 Minimum Time Between Spawns: 14 Maximum Time Between Spawns: 35 Spawn Chance: 0.5 Time Before Deleting Untaken: 30 Spawner Name: RockGemMetalSpawner17 Spawn List: Ruby, Tanzanite, Diamond,Pink List Probability: 1,2,3,1 Maximum Spawn Capacity: 1 Minimum Time Between Spawns: 14 Maximum Time Between Spawns: 35 Spawn Chance: 0.25 Time Before Deleting Untaken: 30 Title: Re: Tuning XML Data - (Traits, Rewards, Plants, etc.) Post by: ciane on 2009 June 13, 16:11:35 I put the data on the traits and rewards into a Word 2007 document (the top choice). I used Calibri 12 font and a few hanging indents and single line spacing to get the data unto six pages. I also put the rewards in alphabetically order. I thought others might like the list on their computers, so I saved in different formats.
http://www.4shared.com/file/111590613/700150f2/XML_traits_by_Zucabr.html http://www.4shared.com/file/111590640/947ff50d/XML_traits_by_Zucabr_-_pdf.html http://www.4shared.com/file/111590668/a8921fbd/XML_traits_by_Zucabr_-_Word_97-2003.html http://www.4shared.com/file/111590699/580d33e4/XML_traits_by_Zucabr_text.html It is good to know the hard numbers. Your efforts are greatly appreciated. Title: Re: Tuning XML Data - (Traits, Rewards, Plants, etc.) Post by: Czezechael on 2009 June 14, 05:32:46 Wonderful, thank you for the data. I can confirm effectively what the bits about skill points are saying with the plants, I'd copied a neighbourhood with a previous fambly that had a life fruit orchard and, by chance, parked the second iteration of mine and my partner's selfsims next to it. I realised quickly that gardening levels hilariously fast with an eternal and massive source of life fruit.
How difficult is it to extract and mod these? I've tooled around a bit with GCFScape and some Valve games, but I'd like to change that 1% chance for same sex households for certain neighbourhoods, if possible and without breaking compatibility with Awesomeware. Title: Re: Tuning XML Data - (Traits, Rewards, Plants, etc.) Post by: Zucabr on 2009 June 14, 06:41:39 How difficult is it to extract and mod these? I've tooled around a bit with GCFScape and some Valve games, but I'd like to change that 1% chance for same sex households for certain neighbourhoods, if possible and without breaking compatibility with Awesomeware. It's pretty easy to mod the Tuning XMLs. I have no previous experience in modding, but I already have maybe 2 dozen personal hacks (okay fine, they're CHEATS :P) that I learned to make simply from reading two paragraphs. From http://www.customsims3.com/forum1/YaBB.pl?num=1243910942/0#0 (http://www.customsims3.com/forum1/YaBB.pl?num=1243910942/0#0): Quote S3PIDemoFE Which can be found at Inge's Sims 3 Tools site here http://www.simlogical.com/Sims3ToolsForum (http://www.simlogical.com/Sims3ToolsForum) Quote you need the s3pi library installed http://www.simlogical.com/Sims3ToolsForum/index.php?topic=20.0 (http://www.simlogical.com/Sims3ToolsForum/index.php?topic=20.0) then install the s3pi program (again) Quote Well frankly for me, it is quite easy to use. All you do is open a package like gameplaydata.package and it will bring up a bunch of numbers, you click the display resources name checkbox and that helps you out some. What I did was I just opened gameplaydata.package, selected all of them using the shift key, and went to file, export, and made a new folder called gameplaydata. I then sift through the data to see if I can find anything that is moddable. Then I copy that file to another folder and I open it in word pad. When I am done editing it I open S3PIDemoPe and I hit file, new, file, import, which will import the bnry file that i edited. Then you go to file, save, and type in the name. Title: Flame Fruit Post by: Sage on 2009 June 25, 22:42:43 I was looking through the XML files and found that based on quality, the Flame Fruit had a limited lifespan.
Horrifying/putrid - 1 sim hour Foul - 2 hours Bad - 4 hours Neutral - 8 hours Nice - 16 hours Very Nice - 24 hours Great - 32 hours Excellent - 40 hours Outstanding - 54 hours Perfect flame fruits do not lose their benefits. Title: Re: Tuning XML Data - (Traits, Rewards, Plants, etc.) Post by: blackcat on 2009 June 26, 09:09:02 Tombstones
I found this in S3_0333406C_00000000_8332D3EDECE83E1E_Urnstone_0x8332d3edece83e1e%%+_XML.xml: Code: <kLifetimeHappinessWealthyTombstone value="150000"> Though I don't know if it counts all lifetime happiness points, or just those you have at the moment. Personally I think it counts all points you earned through your life, cause I remember using all sim’s points before her death and she got medium 'poor' tombstone, and not the simplest one. And this: Code: <kGhostBurialGroundDurationHours value="24"> I find the last one interesting for moding. Setting this to zero might allow moving those tombstone at graveyard by any sim. Mail and Bills This is from S3_0333406C_00000000_894944A6DAD4A2CF_Mailbox_0x894944a6dad4a2cf%%+_XML.xml: Code: <kPercentageOfWealthBilled value=".013"> This one I think allows modding of bills. I wonder how assets are calculated. Code: <kBillingDaysOfWeek value="Monday, Thursday"> This can also be modded, to get bills every day maybe. Code: <kChanceOfGettignJunkMail value="0"> And this is strange. Maybe it got obselete? Title: Re: Tuning XML Data - (Traits, Rewards, Plants, etc.) Post by: Zucabr on 2009 June 27, 15:11:04 Tombstones I found this in S3_0333406C_00000000_8332D3EDECE83E1E_Urnstone_0x8332d3edece83e1e%%+_XML.xml: Code: <kLifetimeHappinessWealthyTombstone value="150000"> Though I don't know if it counts all lifetime happiness points, or just those you have at the moment. Personally I think it counts all points you earned through your life, cause I remember using all sim's points before her death and she got medium 'poor' tombstone, and not the simplest one. If you mouseover the treasurebox in the Lifetime Happiness tab of the UI, the total amount of points earned throughout the Sim's life is recorded there -- the game tracks total points separate from current points. It stands to reason that the tombstone calculator would use the total points. Title: Insect Spawners Post by: Zucabr on 2009 June 28, 21:10:55 Wow, is this getting tl;dr. Lorelei? Are you dead? Am I channeling you? Please stop infecting me with Tealdeeredness!
Spawner Name: InsectSpawner1 Spawn List: ButterflyMoth List Probability: 1 Maximum Spawn Capacity: 3 Minimum Time Between Spawns: 14 Maximum Time Between Spawns: 30 Spawn Chance: 0.5 Time Before Deleting Untaken: 120 Spawner Name: InsectSpawner2 Spawn List: ButterflyMonarch List Probability: 1 Maximum Spawn Capacity: 2 Minimum Time Between Spawns: 14 Maximum Time Between Spawns: 30 Spawn Chance: 0.5 Time Before Deleting Untaken: 120 Spawner Name: InsectSpawner3 Spawn List: ButterflyMonarch, ButterflyRed, ButterflyBlue List Probability: 2,2,1 Maximum Spawn Capacity: 2 Minimum Time Between Spawns: 14 Maximum Time Between Spawns: 30 Spawn Chance: 0.5 Time Before Deleting Untaken: 120 Spawner Name: InsectSpawner4 Spawn List: ButterflyMonarch, ButterflyGold, ButterflyGreen List Probability: 2,2,1 Maximum Spawn Capacity: 2 Minimum Time Between Spawns: 14 Maximum Time Between Spawns: 30 Spawn Chance: 0.5 Time Before Deleting Untaken: 120 Spawner Name: InsectSpawner5 Spawn List: ButterflyGold, ButterflyRed, ButterflyGreen, ButterflyPurple List Probability: 1,6,3,2 Maximum Spawn Capacity: 1 Minimum Time Between Spawns: 14 Maximum Time Between Spawns: 30 Spawn Chance: 0.5 Time Before Deleting Untaken: 120 Spawner Name: InsectSpawner6 Spawn List: ButterflyGold, ButterflyBlue, ButterflySilver List Probability: 5,3,1 Maximum Spawn Capacity: 1 Minimum Time Between Spawns: 14 Maximum Time Between Spawns: 30 Spawn Chance: 0.5 Time Before Deleting Untaken: 120 Spawner Name: InsectSpawner7 Spawn List: ButterflyRed, ButterflyBlue, ButterflyGreen, ButterflyPurple, ButterflySilver, ButterflyZebra List Probability: 1,2,2,2,1,1 Maximum Spawn Capacity: 1 Minimum Time Between Spawns: 14 Maximum Time Between Spawns: 30 Spawn Chance: 0.5 Time Before Deleting Untaken: 120 Spawner Name: InsectSpawner8 Spawn List: ButterflyGold, ButterflyRed, ButterflyPurple, ButterflySilver, ButterflyZebra, ButterflyKite List Probability: 1,2,3,3,2,1 Maximum Spawn Capacity: 1 Minimum Time Between Spawns: 14 Maximum Time Between Spawns: 30 Spawn Chance: 0.5 Time Before Deleting Untaken: 120 Spawner Name: InsectSpawner9 Spawn List: ButterflyMoth, ButterflyMonarch, ButterflyGold, ButterflyRed, ButterflyBlue, ButterflyGreen, ButterflyPurple, ButterflySilver, ButterflyZebra, ButterflyKite List Probability: 4,1,1,1,1,1,1,1,1,1 Maximum Spawn Capacity: 2 Minimum Time Between Spawns: 14 Maximum Time Between Spawns: 30 Spawn Chance: 0.5 Time Before Deleting Untaken: 120 Spawner Name: InsectSpawner10 Spawn List: ButterflySilver List Probability: 1 Spawn Time Start Hour: 8 Spawn Time Stop Hour: 16 Spawn on Days of the Week: R,F Maximum Spawn Capacity: 1 Minimum Time Between Spawns: 14 Maximum Time Between Spawns: 30 Spawn Chance: 0.5 Time Before Deleting Untaken: 8 Spawner Name: InsectSpawner11 Spawn List: ButterflyZebra List Probability: 1 Spawn Time Start Hour: 12 Spawn Time Stop Hour: 23 Spawn on Days of the Week: T,W Maximum Spawn Capacity: 1 Minimum Time Between Spawns: 14 Maximum Time Between Spawns: 30 Spawn Chance: 0.5 Time Before Deleting Untaken: 8 Spawner Name: InsectSpawner12 Spawn List: ButterflyKite List Probability: 1 Spawn Time Start Hour: 0 Spawn Time Stop Hour: 7 Spawn on Days of the Week: S Maximum Spawn Capacity: 1 Minimum Time Between Spawns: 14 Maximum Time Between Spawns: 30 Spawn Chance: 0.5 Time Before Deleting Untaken: 8 Spawner Name: InsectSpawner13 Spawn List: BeetleCockroach List Probability: 1 Maximum Spawn Capacity: 3 Minimum Time Between Spawns: 6 Maximum Time Between Spawns: 11 Spawn Chance: 0.8 Time Before Deleting Untaken: 18 Spawner Name: InsectSpawner14 Spawn List: BeetleLady List Probability: 1 Spawn Time Start Hour: 9 Spawn Time Stop Hour: 20 Maximum Spawn Capacity: 2 Minimum Time Between Spawns: 6 Maximum Time Between Spawns: 11 Spawn Chance: 0.8 Time Before Deleting Untaken: 9 Spawner Name: InsectSpawner15 Spawn List: BeetleJapanese List Probability: 1 Spawn Time Start Hour: 12 Spawn Time Stop Hour: 20 Maximum Spawn Capacity: 1 Minimum Time Between Spawns: 6 Maximum Time Between Spawns: 11 Spawn Chance: 0.8 Time Before Deleting Untaken: 8 Spawner Name: InsectSpawner16 Spawn List: BeetleWater List Probability: 1 Spawn Time Start Hour: 0 Spawn Time Stop Hour: 6 Maximum Spawn Capacity: 2 Minimum Time Between Spawns: 6 Maximum Time Between Spawns: 11 Spawn Chance: 0.8 Time Before Deleting Untaken: 14 Spawner Name: InsectSpawner17 Spawn List: BeetleLight List Probability: 1 Spawn Time Start Hour: 18 Spawn Time Stop Hour: 2 Maximum Spawn Capacity: 2 Minimum Time Between Spawns: 6 Maximum Time Between Spawns: 11 Spawn Chance: 0.8 Time Before Deleting Untaken: 11 Spawner Name: InsectSpawner18 Spawn List: BeetleRhino List Probability: 1 Spawn on Days of the Week: F,S,U Maximum Spawn Capacity: 1 Minimum Time Between Spawns: 6 Maximum Time Between Spawns: 11 Spawn Chance: 0.8 Time Before Deleting Untaken: 30 Spawner Name: InsectSpawner19 Spawn List: BeetleJapanese, BeetleStag List Probability: 1,1 Spawn on Days of the Week: T,W,R Maximum Spawn Capacity: 2 Minimum Time Between Spawns: 6 Maximum Time Between Spawns: 11 Spawn Chance: 0.8 Time Before Deleting Untaken: 30 Spawner Name: InsectSpawner20 Spawn List: BeetleLady, BeetleSpotted List Probability: 1,1 Spawn on Days of the Week: R,F Maximum Spawn Capacity: 2 Minimum Time Between Spawns: 6 Maximum Time Between Spawns: 11 Spawn Chance: 0.8 Time Before Deleting Untaken: 30 Spawner Name: InsectSpawner21 Spawn List: BeetleWater, BeetleTrilobite List Probability: 4,1 Spawn on Days of the Week: M,T Maximum Spawn Capacity: 1 Minimum Time Between Spawns: 6 Maximum Time Between Spawns: 11 Spawn Chance: 0.8 Time Before Deleting Untaken: 30 Spawner Name: InsectSpawner22 Spawn List: BeetleLight, BeetleRainbow List Probability: 5,1 Spawn on Days of the Week: S Maximum Spawn Capacity: 1 Minimum Time Between Spawns: 6 Maximum Time Between Spawns: 11 Spawn Chance: 0.8 Time Before Deleting Untaken: 30 Spawner Name: InsectSpawner23 Spawn List: BeetleLady, BeetleCockroach, BeetleJapanese, BeetleWater, BeetleLight, BeetleRhino, BeetleStag, BeetleSpotted, BeetleTrilobite, BeetleRainbow List Probability: 10,10,8,8,6,6,4,4,1,1 Maximum Spawn Capacity: 2 Minimum Time Between Spawns: 6 Maximum Time Between Spawns: 11 Spawn Chance: 0.8 Title: Re: Tuning XML Data - (Traits, Rewards, Plants, etc.) Post by: blackcat on 2009 June 29, 09:51:03 From :S3_0333406C_00000000_77DD4301B72C350A_Metal_0x77dd4301b72c350a%%+_XML.xml
Code: <kSmeltMultiplier value="1.75" /> From: S3_0333406C_00000000_0BC598D3D67B7E74_RockGemMetal%%+_XML.xml Code: <GemCuts> It means that if I have silver that costs 40$, then after smelting I'll get 40*1.75 = 70$. Not worth it. Basicly Iron and Silver are never worth it. With this information one can decide if it is worth to cut or smelt something or not. Title: Re: Tuning XML Data - (Traits, Rewards, Plants, etc.) Post by: LVRugger on 2009 June 29, 22:48:35 It means that if I have silver that costs 40$, then after smelting I'll get 40*1.75 = 70$. Not worth it. Basicly Iron and Silver are never worth it. With this information one can decide if it is worth to cut or smelt something or not. Finding all the types of ore will result in getting more ingots back from smelting than you send. I've made more off of smelting silver and getting extra ingots than the cost of the smelting, but not much more. I just sell silver and iron, smelt gold, palladium and plutonium. Extra plutonium ingots is a nice perk. Title: Re: Tuning XML Data - (Traits, Rewards, Plants, etc.) Post by: Czezechael on 2009 June 30, 01:32:20 Code: <kChanceOfGettignJunkMail value="0"> And this is strange. Maybe it got obselete? As far as I can tell, it's obsolete or completely boring. In one week of game time, nothing happened when I changed the value. Hm, I'd no idea there were so many gem cuts. How atrocious some of those values are, I'm totally going to "de-skill" that. You should only have to cut gems multiple times to get more cut varieties if you are A) in a mummorpuger, or B) cutting the gems yourself. Since you're mailing them off to get cut I find the latter rather doubtful, but given the development team's history, point A seems a bit likely. Title: Re: Tuning XML Data - (Traits, Rewards, Plants, etc.) Post by: blackcat on 2009 June 30, 08:23:57 Code: <kChanceOfGettignJunkMail value="0"> And this is strange. Maybe it got obselete? As far as I can tell, it's obsolete or completely boring. In one week of game time, nothing happened when I changed the value. I tested this by changing the chance to 1(100%), I got junk mail with bills. It looked the same and the only option, surprisingly :P, was to throw it away. Boring. Title: Re: RockGemMetal Spawners Post by: mindtempest on 2009 June 30, 13:40:38 Spawner Name: RockGemMetalSpawner10 Spawn List: Tiny Space Rock, Large Space Rock, Zucabr Space Rock List Probability: 10,90,1 Maximum Spawn Capacity: 1 Minimum Time Between Spawns: 14 Maximum Time Between Spawns: 50 Spawn Chance: 0.5 Time Before Deleting Untaken: 50 Title: Re: Tuning XML Data - (Traits, Rewards, Plants, etc.) Post by: blackcat on 2009 June 30, 14:31:25 I can't find it in my game, only this from S3_0333406C_00000000_0BC598D3D67B7E74_RockGemMetal%%+_XML.xml:
Code: <Spawners> EDIT: Oopsie, didn't see, that it was a quote, thought it was a found code. Title: Re: Tuning XML Data - (Traits, Rewards, Plants, etc.) Post by: Roflganger on 2009 June 30, 14:35:29 The Large Space Rock has been dubbed the Zucabr rock by some, due to some amusing pictures Zucabr posted of one.
Title: Re: Tuning XML Data - (Traits, Rewards, Plants, etc.) Post by: Czezechael on 2009 June 30, 17:37:32 I tested this by changing the chance to 1(100%), I got junk mail with bills. It looked the same and the only option, surprisingly :P, was to throw it away. Boring. Weird, I'd never received any junk mail with the bills the fambly got when I was testing it with it on (I'd had it on 1, of course). Title: Re: Tuning XML Data - (Traits, Rewards, Plants, etc.) Post by: blackcat on 2009 June 30, 17:54:01 I got it on monday will bills, it looked exactly like bills, was in the inventory with bills only it was SPAM ;D
Title: Re: RockGemMetal Spawners Post by: Zucabr on 2009 July 02, 06:54:31 Spawner Name: RockGemMetalSpawner10 ????Spawn List: Tiny Space Rock, Large Space Rock, Zucabr Space Rock List Probability: 10,90,1 Maximum Spawn Capacity: 1 Minimum Time Between Spawns: 14 Maximum Time Between Spawns: 50 Spawn Chance: 0.5 Time Before Deleting Untaken: 50 (http://i733.photobucket.com/albums/ww337/Zucabr/ScreenShot036.jpg) Title: S3_0333406C_00000000_05B0C7B83279EDE5_TrashCanOutside Post by: Zucabr on 2009 July 04, 17:40:27 From S3_0333406C_00000000_05B0C7B83279EDE5_TrashCanOutside_0x05b0c7b83279ede5%%+UNKN:
Code: </kRummageBroadcastParams> Title: RockGemMetal Post by: Zucabr on 2009 July 07, 02:10:17 S3_0333406C_00000000_F59BD95D972E646F_RockGemMetalBase:
On mailing a Rock/Gem/Metal to be Analyzed/Cut/Smelted, if the Sim reaches the minimum Collecting hidden "skill" level then there is a chance that it will turn out to be a Mysterious Magical Gnome. (I forget what they're actually called.) Magic Gnome Chance: 0.05 or 5% or 1:20 Magic Gnome Minimum Level: 7 S3_03B33DDF_00000000_63BCDE354B512280_GetSmelt_Metal: Cost To Smelt Metals: 40 Chance of Getting An Extra Ingot: 0.2 or 20% or 1:5 Chance of Getting An Extra Ingot As A Metal Collector: 0.5 or 50% or 1:2 If this succeeeds this chance is used again for more until... Max Number of Ingots Per Ore: 5 There doesn't seem to be a tuning value for how much more a smelted ingot costs than an unsmelted ore, so this chance of extra ingots may be all there is to gain from smelting. S3_0333406C_00000000_0BC598D3D67B7E74_RockGemMetal: Metals: Maximum Price Smelted is derived from how much you could theoretically get, if you are able to roll successfully for the maximum 5 ingots per ore on a rock that has Maximum Price. So, in theory, your possible selling value may range from 7 to 100 on Iron, barring the chance to turn out to be a Magic Gnome. Ore/Metal Type: Iron Minimum Weight: 1 Maximum Weight: 52 Minimum Price: 7 Maximum Price: 20 Maximum Price Smelted: 100 Ore/Metal Type: Silver Minimum Weight: 1 Maximum Weight: 52 Minimum Price: 25 Maximum Price: 35 Maximum Price Smelted: 175 Ore/Metal Type: Gold Minimum Weight: 1 Maximum Weight: 52 Minimum Price: 40 Maximum Price: 120 Maximum Price Smelted: 600 Ore/Metal Type: Palladium Minimum Weight: 80 Maximum Weight: 300 Minimum Price: 300 Maximum Price: 500 Maximum Price Smelted: 2500 Ore/Metal Type: Plutonium Minimum Weight: 0.1 Maximum Weight: 5 Minimum Price: 1000 Maximum Price: 1800 Maximum Price Smelted: 9000 Gems: __ Cut Profit is extrapolated data. 'Nuff said. Gem Type: Aqua Minimum Weight: 1 Maximum Weight: 105 Minimum Price: 9 Maximum Price: 21 Gem Type: Smoky (Quartz) Minimum Weight: 1 Maximum Weight: 105 Minimum Price: 15 Maximum Price: 25 Gem Type: Emerald Minimum Weight: 1 Maximum Weight: 105 Minimum Price: 20 Maximum Price: 30 Gem Type: Ruby Minimum Weight: 1 Maximum Weight: 105 Minimum Price: 25 Maximum Price: 35 Gem Type: Yellow Minimum Weight: 1 Maximum Weight: 105 Minimum Price: 35 Maximum Price: 60 Gem Type: Tanzanite Minimum Weight: 1 Maximum Weight: 105 Minimum Price: 65 Maximum Price: 95 Gem Type: Diamond Minimum Weight: 1 Maximum Weight: 105 Minimum Price: 100 Maximum Price: 200 Gem Type: Rainbow Minimum Weight: 1 Maximum Weight: 105 Minimum Price: 450 Maximum Price: 700 Gem Type: Crazy (Luminorous) Minimum Weight: 1 Maximum Weight: 105 Minimum Price: 150 Maximum Price: 350 Gem Type: Pink Minimum Weight: 1 Maximum Weight: 105 Minimum Price: 1200 Maximum Price: 1650 Gem Cuts: Cuts to Gain means how many previous gems (of any type of gem) must have been cut (with any type of cut) to gain this particular Cut Type. Cut Type: Emerald Multiplier on Gem Price: 1.25 Cuts To Gain: 0 Cut Cost: 10 Cut Type: Oval Multiplier on Gem Price: 1.5 Cuts To Gain: 4 Cut Cost: 20 Cut Type: Pear Multiplier on Gem Price: 1.75 Cuts To Gain: 8 Cut Cost: 35 Cut Type: Plumbbob Multiplier on Gem Price: 2 Cuts To Gain: 16 Cut Cost: 50 Cut Type: Marquis Multiplier on Gem Price: 2.3 Cuts To Gain: 30 Cut Cost: 75 Cut Type: Crystalball Multiplier on Gem Price: 2.6 Cuts To Gain: 45 Cut Cost: 100 Cut Type: Brilliant Multiplier on Gem Price: 3.5 Cuts To Gain: 60 Cut Cost: 250 Cut Type: Heart Multiplier on Gem Price: 5 Cuts To Gain: 1000 Cut Cost: 1000 Space Rocks: Rock Type: Tiny Space Rock Minimum Weight: 1 Maximum Weight: 65 Minimum Price: 10 Maximum Price: 30 Rock Type: Large Space Rock Minimum Weight: 100 Maximum Weight: 1050 Minimum Price: 50 Maximum Price: 200 Rock Type: Zucabr Rock (Gigantic Space Rock) Minimum Weight: 50000 Maximum Weight: 1001000 Minimum Price: 2000 Maximum Price: 4500 Rock Type: SpecialMazzadrayte Value Multiplier: 2.1 Rock Type: SpecialRodiekceous Value Multiplier: 2 Rock Type: SpecialDukeadite Value Multiplier: 2.2 Rock Type: SpecialHolmberic Value Multiplier: 1.8 Rock Type: SpecialCusterousGossticite Value Multiplier: 1.9 Rock Type: SpecialBellacite Value Multiplier: 1.6 Rock Type: SpecialPearsonite Value Multiplier: 2.1 Rock Type: SpecialLlamatite Value Multiplier: 2 Rock Type: SpecialSporecite Value Multiplier: 1.7 Rock Type: Howardite Value Multiplier: 0.7 Rock Type: Eucrite Value Multiplier: 0.8 Rock Type: Diogenite Value Multiplier: 0.9 Rock Type: Shergottite Value Multiplier: 1 Rock Type: Nakhlite Value Multiplier: 1.1 Rock Type: Chassignite Value Multiplier: 1.2 Rock Type: Lunar Value Multiplier: 1.3 Rock Type: Aubrite Value Multiplier: 1.4 Rock Type: Acapulcoite Value Multiplier: 0.7 Rock Type: Lodranite Value Multiplier: 0.8 Rock Type: Ureilite Value Multiplier: 0.9 Rock Type: Angrite Value Multiplier: 1 Rock Type: Brachinite Value Multiplier: 1.2 Rock Type: Winonaite Value Multiplier: 1.3 Rock Type: Hexahedrite Value Multiplier: 1.6 Rock Type: Octahedrite Value Multiplier: 1.8 Rock Type: Ataxite Value Multiplier: 1.5 Rock Type: Pallasite Value Multiplier: 4 Rock Type: Mesosiderite Value Multiplier: 10 Rock Type: Rumurutite Value Multiplier: 3 Rock Type: CarbonaceousChondrite Value Multiplier: 5 Rock Type: OrdinaryChondrite Value Multiplier: 0.5 Rock Type: EnstatiteChondrite Value Multiplier: 6 Rock Type: Kamasite Value Multiplier: 1.75 Title: Re: Tuning XML Data - (Traits, Rewards, Plants, etc.) Post by: Miao on 2009 July 11, 00:17:24 I noticed these lines in S3_0333406C_00000000_BCCBC0480683938B%%+_XML.xml:
Code: <kNumberFamilyNames value="3127"> Is there a known way to edit the name lists in Sims 3, and what are the effects of changing the values in the XML tuning file, if any? |