Welcome to the First Actual installment of the Coffeesmith project, this first part is all about (Mostly) Espresso Bars, and it is the core foundation this project was developed over:
So the options I have to offer are the Sims 3 Espresso Bar (with and without the counter) Nynaeve’s Espresso Bar that was converted by Mari, the Sims 4 Big Espresso Machine + Grinder, Fallout 4′s “The Sicilian” Espresso Machine and the Fallout 3 + New Vegas Coffee Urn, originally converted by ThatScaryChick, aside from the ones where credit was given, these were mostly converted by me, and are all working Espresso Bars (And compatible with Barista Plus *hint hint*)
The Sims 4 one comes with 7 Recolors for both the Machine and Grinder so you can mix and match
The Sims 3 Bar comes with 3 Recolor options for the Bar itself and 2 Recolor options for the machine
And the Fallout 4 one comes with two Recolor Options. Btw, the counterless ones are floating because they are based off of HugeLunatic’s Espresso Machine CEP, so please do put a counter beneath these if you don’t want a case of floating cups (but if you do, by all means go ahead). However, remember I said that mostly these were espresso bars? well, as a throw in extra, here, have some Regular espresso machines for home espresso:
Yeah, these are the same as the espresso bars, but these do require counters and don’t spawn any baristas (and the grinder is just deco), but while I was at it, it would be a shame to not make the regular home version of these.
the Nynaeve espresso and the coffee urn are slaved to the Deco Originals, which are included for convenience, the rest are slaved to the Espresso Bar versions.
At least two stations were cut from this, but it is because they are yet to be meshed, so expect 1.2 later down the line
But without further ado: Download Special Thanks: HugeLunatic for the Espresso Bar CEP and a lot of the Resource Material I checked for this, Fireflower, Frac and probably a lot of people from The Keep who gave me help and support for doing this.
Note: I'm really sorry for the cheap, bad pun, but i couldn't come with anything.
WCIF areas in a forum are the best source of ideas one can find, expecially those things no one has made and you think "Hey, this is actually a neat idea", One of Kimmi's WCIF was a version of the Store Basketball Hoop, withouth the floor marks and the pole, so i did it, then Cloudwalker asked if i could do a version withouth the Board, i said no problem, one/two weeks later, here it is (If it wasn't for Cloud to explain me how to import package files to Workshop, my guess would be that the boardless hoop wouldn't have been released)
(Sorry for the picture wonkiness, i required two floors to do this)
Details:
- They aren't attachtable to the wall, the reason for this is that if they were, the hoops would stand in the oposite direction of the wall, i recomend the use of the "Moveobjects on" cheat to place them right were you want.
- They require the ORIGINAL Store Basketball Hoop (be it .package or .sims3pack), it doesn't come with the file but... it shoudn't be hard to find ;)
Terms of use (Boring Part):
- You can use them for whatever you want, but don't claim it is yours and post them at paysites and the exchange, that is just cheap.
Credits:
-EA for the original mesh
-Me for the Edit
Download:
Mediafire: http://www.mediafire.com/file/p99p9hkh3t6m6u4/BasketballHoops.rar/file SimFileShare: http://www.simfileshare.net/download/563476/
Here it goes Kimmi and Cloud, hope you enjoy!
Published: 9-14-2024 | Updated: N/A SUMMARY MoneyMAT is a collection of modified objects for financial operations and storytelling in your game. The series includes functional cash clutter, as well as tools for banking, loans, and investments. #CO2MONEYMAT This is a crossover with the #CO2CDKSERIES. Cubic Dynamics by John B. Cube and Marcel Dusims forged the future with furnishings that were minimalist in design and maximalist in erudite pretension. Generations later, the company continues to produce edge-of-cutting-edge designs. Celebrate the 20th anniversary of the Sims 2 (EA/Maxis, 2004) by adding various currencies from the simsverse to your game – simoleons, magicoin, simoles, OMEGA, neo simoleons, simoleon sprouts, war simoleons, and more. Canon currencies and extra recolors allow you to create a color-coded banking/investment system. All items are grabbable, sellable and available in the catalog as well. Watch out for robbers!
The newly enhanced Cashpointe ATM (Honeywell, 2019; Katy76/PC-Sims, 2007) can be used for small loans, currency exchanges, and investments: (1) LOANS of §250, §500, §1K, §5K, §10K, §20K, or §30K with no payment schedule! After repaying in full, sims can take out new loans, (2) GET CASH by converting household funds to individual cash notes, coins, rolls, stacks, cards, or palettes, and (3) INVEST in virtual currencies which increase/decrease in value over time. Children can do everything except take/repay loans.
Collector’s coins can be sold and make great gifts for investors. Simoleon, Magicoin and Simoleon Sprout coins always increase in value over time while NeoSimoleons and other CryptoCoins increase AND decrease daily (sometimes they fluctuate twice in one day). DETAILS Requires Sims2 and all EPs/SPs. §1 - §30K | Buy > Electronics/Misc You need the Company Expo (Mesh Pack) set (Simmons, 2024) for TXTRs to show properly in game. ALL files in the CASHPOINTE set with “MESH” in their name are REQUIRED. Apply a recolor of your choice to cards or cryptocoin piles AFTER purchasing them from the ATM (or select directly from the catalog). Investment objects will NOT change in value while stored in a sim’s inventory – they must be placed on a surface for that effect. IMPORTANT: The individual cash notes (§1, §5, §10, §20, §50, §100, §500, and §1000) share the same GUIDs as those in Honeywell’s Money Jar (2019). The money Jar will use the notes from this set instead. Remove the originals. ITEMS Notes (§1, §5, §10, §20, §50, §100, §500, and §1000) (4-6 poly) Rolls (§1000, §2K, §5K, and §10K) (168-170 poly) Stacks (§1000, §2K, §5K, and §10K) (20-62 poly) Coin Piles (§100, §500, §1000, §5K, §10K) (660-1904 poly) Cards (§100, §500, §1000, §5K, §10K) (4 poly) Palettes (§10K, §20K, §30K) (286-710 poly) Collector Coins (§300, §500, §1000, §2K, §5K, §10K, §20K, §30K) (76-732 poly) Signs (332-376 poly) Card Shelf (9 slots) (104 poly) DOWNLOAD (choose one) CASHPOINTE OBJECTS from SFS | from MEGA RECOLORS from SFS | from MEGA MoneyMAT COLLECTION FILE from SFS | from MEGA
CREDITS Thanks: SimCrafters, Chocolate City, and Sim Shenanigans Discord communities. Sources: Beyno (Korn via BBFonts), EA/Maxis, Offuturistic Infographic (Freepik). Other Sources: Pierre, G. via Jovan, 2014); Applesee, 2023; Cgoodw, 2024; Iamsosha 2024; Kalagoglu, 2023; Olena_Skrypka, 2024; Oliveira, 2023a-b; Sam, 2024; Solsnare, 2024; Katy76/PC-Sims, 2007; D_dgjdhh, 2019/2011; THe Ninth Wave, 2019; Tvickiesims, 2019, Honeywell, 2019.
This is pretty serious stuff. Bayer might be about to overturn the EC’s decision to ban the pesticides implicated in killing off the bees! If they win this case, it could be truly disastrous for both the bees and our own future. Please share, and please see the SumOfUs link (no affiliation) to make a donation to help the campaign to save the bees.
Early in 2013, the European Food Safety Authority stated that three specific neonicotinoid insecticides (imidacloprid, clothianidin, and thiamethoxam) pose an acute risk to honeybees, and the European Commission proposed a two-year ban on them.
This is due to go into effect on Dec 1st – and the ban was introduced because of mounting scientific evidence that these insecticides, produced by Syngenta and Bayer, have been the agents responsible for Colony Collapse Disorder – a major problem threatening both the bees and the safety of our own food supply!
However in a horrifying twist, and despite huge public opposition, Syngenta and Bayer are now suing the European Commission over their “right” to continue to produce the pesticides which have been implicated in the massive die-off of millions of bees. Yes, their “right”. Because as we know, corporations’ sole agenda is to make money. They cannot let a trivial thing like nature get in their way.
These insecticides continue to be produced and used on a vast scale in the USA and in other countries and are huge moneymakers for the chemical corporations…
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Happy 20th Birthday, The Sims 2! may we keep having fun for years to come!!
Due to many factors, not just financial, and after careful consideration, it has been decided that Plumb Bob Keep will close its doors on March 1, 2024.
This extra year has been given to us so we can properly archive the site and ensure that the content is still accessible. We will be launching a kickstarter or similar donation drive to repay Stas, Sunni's widower, for this bonus year.
The staff of PBK would like to thank the community as a whole for their amazing creations over the years, the way you all pulled together to help archive the site, and the comraderie and friendship that we have shared as historical simmers.
Looking forward, there are ideas in the works for a new, "spinoff" site where we can continue to host downloads, and the Discord will go on as well, possibly under a new name. We hope many, if not all of you, will make this transition with us.
Thank you again for 12 wonderful years of simming, and for proving that there was definitely enough interest for a forum dedicated to medieval and other historical content!
--The PBK and Discord Mods
A Shader Edit/Default Replacement "StandardMaterial" is the shader commonly used by sims objects. It tells the game how to render them, and by default offers features such as making them glowy or transparent. However, most of its effects apply to the whole material at once. I figured out how to edit it! So here is my improved version. It now supports: - An "additive" texture map, lighting up specific areas of the material. - An envCube mask, controlling the intensity of this effect via a texture. - Two new envCube modes, and improvements to an undiscovered one. + "Blend" replaces the base texture by the envCube's. + "Multiply" multiplies them together (duh). + "DiffuseRadiance", which already existed in the shader, adds the envCube texture to the light received by the material rather than its already lit texture. All three of them support the envCube mask and the envCubeCoef parameter. The envCube modes are mutually exclusive, but all effects can otherwise be used with each other. The download itself contains the shader package, a pdf ReadMe listing features and material parameters, and examples showcased on my envCubeTesterObject (also included). The readme lists the specific shader files I've edited, in case anyone else made an incompatible mod. (I've not included the recolours from the first preview pic as they're kind of lame lol + I had to make a CEP extra for the robot.) I'm hyped to see what cool objects and recolours people will make with this! And I'm probably forgetting information.
-> Download at SimFileShare
Reblog if you're an active TS2 Simblr.
My dash is kind of empty
Could the reason the hair is so fug simplistic is because it will be animated? If so, I wonder what this would mean for CC hair creators like Newsea. Pardon my ignorance, I know nothing of meshing and animating. I’m just assuming the more simple the hair, the easier to animate. (Really not a fan of the textures and shine though tbh.)
The hair is literally the only thing I don’t like about what I’ve seen from Sims 4 so far. I mean, look at those brows! They’re fab! And those eyes! They look so much better than the EA defaults in TS3. Even the skin looks better (from what I can see, kinda hard to tell without close ups).
(He/Him) I share mostly Sims 2 content, not at a consistent rate. (Also known as Sonikku3 and jdps18 on different websites)
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