Forum Discussion
27 Replies
- Psychotps6 years agoSeasoned Ace
I understand, but the problem is, they're all broken. I mean, look at the major features of ECO Living. What are they?
ECO Footprint - The ability to make lots "green", "Industrial", and get benefits from this.
- BROKEN - ECO footprint constantly goes up and down. As far as I can see, it's not possible to get a hood to "green" or "industrial". I put all kinds of plants, green flooring, walls, roofs on a community lot, and it ALWAYS stays neutral. If I do it on a residential lot, it goes green for maybe 30 minutes then goes back to neutral. If we can't get it to stay green or industrial, what's the point?
N.A.P.s - The ability to add new policies to hoods that add cool new neighborhood actions.
- BROKEN - Townies and sims in hoods end up being governed by ALL NAPs in ALL hoods, and since there are 42 hoods in the game with 4 NAPS per hood, the sims end up being a COMPLETE MESS. Sims end up stealing critical items from commercial lots, completely breaking them. Sims constantly interrupt ALL actions to bake cakes, play with lumps of clay and future cubes, leaving them all over the place and making it impossible to do even the simplest tasks.
New off-the-grid power and water generation items - Makes off-the-grid living actually viable! Generate and use your own power and water to go even more green!
- BROKEN - Power generation items like wind generators and solar panels generate NEGATIVE power when used, even without a SINGLE powered object on the lot. I had a completely empty lot with nothing but 6 solar panels and a wind turbine. NOTHING ELSE AT ALL. and was generating -4.93 power.
Fabricator - Create your own items from scraps
- BROKEN - (Fixed?) The sound gets stuck after a few uses. The sound is so severely grating and annoying, the item cannot be used. Haven't tested since the latest patch "claimed" to fix it.
Juicer - Create your own fizzy juices from your own plants!
- BROKEN - After a few uses, the device simply locks up. Occasionally after 3 or 4 days, it'll suddenly start working again, but sometimes won't. The item then needs to be sold and re-purchased, wasting money.
New Planters - Hydroponic auto-watering planters and vertical planters!
- BROKEN (kinda) - Vertical planters are on their own system. If you "sell all" on a ground planter, you have to do it again on the vertical. Hydroponic auto-watering planters don't auto-water all plants. Some aren't auto-watered which makes it no better than a standard planter.
(I would list the new broken billing system that was released with ECO, but technically that's an update for the base game and not a part of the pack. And if I listed ALL the bugs in the base game too, we'll be here for weeks...)
I really wanted this pack to work. There are so many things here I wanted, solar panels and turbines to make bills cheaper and actually play an off-the-grid lot... the ability to actually change the neighborhood, make it better or worse. More crafting options...
But none of it works. None of it.
- kreatora6 years agoHero (Retired)
I agree that it works great with one family in the save. It's worse if you have two families and the other one is in a different neighborhood and you don't play this family often.
The player must understand how the green footprint works before he gets it for the whole district.
And these are very simple rules:1. Your house bills must earn you income, not losses.
2. A communal lot must have the status of a municipal garden. The option to change the purpose of this lot is only on the board that is exactly on this communal lot. This option will not be available on another board in your district or on your mailbox.
Unfortunately, if you play with two or more families when you start a new game, you must immediately enter the gameplay option and disable NPC voting, when choosing the world. This must be done before settling the sim on the plot.
In the end, if you can't win the vote, you can use "testingtrue on' cheat and Shift-click on the board, but I don't use it.Edit:
Power generator has an industrial footprint and you can't use it unless you want the neighborhood to have an industrial footprint. Every footprint whether green or industrial has its advantages and disadvantages
- Psychotps6 years agoSeasoned Ace@kreatora And how are you supposed to "earn income" on a lot if the power generation items generate negative power? These items actually INCREASE bills.
Not having them won't give you positive bills, but having them actually increases your bills so you're F'd either way. - kreatora6 years agoHero (Retired)
@Psychotps
You use it when you want the neutral footprint to change to industrialYou can lower your bills using power generators and by adding recycled particles to the cells in your equipment - then you will get an industrial footprint.
You can do it in an ecological way to get a green footprint.You start with a neutral footprint.
- Psychotps6 years agoSeasoned Ace@kreatora You misunderstand.
I completely bulldozed a lot, placed down 6 ground solar panels and 1 ground wind turbine, and nothing else. Not even a building. Just the grass, the 7 items and a mailbox. I waited until it was a sunny day in summer. Clicked on the mailbox and looked at the bills, it said "-4.93" power generation. - kreatora6 years agoHero (Retired)
@Psychotps
What about water? The electricity and water consumption in your home must be covered by the production of it on your lot.
if you still have minus power generated instead of plus, it means that the device does not provide you with power consumption coverage. At my other family's home - I don't play there - I put 12 turbines and 12 water condensers before it gets green footprint without improvemen - Psychotps6 years agoSeasoned Ace@kreatora I give up. You're either not reading or not understanding. I'm moving on.
- kreatora6 years agoHero (Retired)@Psychotps
OK, I understand - no sims on your lot no home.
Probably the basic assumptions of the game are that there are some electricity and water consumption on each plot. It's not logical - I know that. But don't expect this type of logic in the game - PugLove8886 years agoHero (Retired)
@Psychotps, I'm still not sure if the Eco Footprint is broken, or just that it doesn't work like we would expect it to. I see evidence for both.
I have not had that problem with the NAPs. But like I suspected and @kreatora confirmed, that is probably because I've been playing only one household per save file. ๐ค This is how I play 98% of the time anyway. I've been playing that way since almost the beginning since I didn't like playing the rotational way. I'm planning on doing some tests with me playing more than one household in a save so I can better understand what other people are dealing with. ๐
I've had mixed results with bills and the wind turbines and dew collector, and solar panels. On one household It reduced my bills but on 2 others if didn't. But I can see how having no appliances and having the power saving equipment increasing your bills would be a failure in this area!
I still have yet to have problems with the Fizzy juicer. I had one family use it everyday (sometimes more than once) for 2 weeks and haven't had problems with it yet. ๐ค๐
I did have the Fabricator sound bug on one of my family's lots, but not on my other family and not on the one at the community Maker Space lot. I've had them break down a few times, but I had used them a lot before that happened. Nothing out of the ordinary.๐
I have only used the vertical planters (other than having garlic in a single pot ) so far. I was playing with new Sims so their gardening skill isn't high enough to Sell All just yet. But so far I haven't had problems with them. Have not tried the hydroponic planters yet, but yes, by definition they should waler the plants! ๐
And while you didn't mention it , I did have some problems with the bug boxes. I can usually keep one alive, but if I have 2 of them one always dies. Still, I can usually get one harvest of bio fuel or cricket flour, or beetle nuggets out of the one that ends up dying.
I haven't had any problems with the candle maker or the machine that gives you Bits & Pieces so far.
I've also been able to successfully apply some eco upgrades to existing appliances! ๐ - Psychotps6 years agoSeasoned Ace@PugLove888
I new you'd understand. It doesn't make any sense. If I have no powered objects and SEVEN things generating power, how can it possibly go negative? It should be like +50 or +60. Even IF there is a latent power usage on every lot like @kreatora said, it WON'T be THAT high. I understand that during nighttime or during cloudy days, the solar panels should be 0, and maybe during non-windy days the wind turbines should be 0... But on a bright-sunny day in summer, at like 11am, the solar panels should be generating a TON of power, not negative. This is definitely broken.
The eco footprint? Maybe. If this is how they designed it to work, then it doesn't make any sense to me. The way I expect it to work is this... If I design say a bar and put down a lot of "green" walls, floors, trees, grass, and remove anything with "industrial", I expect it to show as a "green" lot. Not neutral. If I select the "green" community lot, I expect it to show as "green", not neutral. If I redesign my residential lot to include all green and no industrial, I expect it to show as "green", not neutral. And I expect it to REMAIN that way. Not fluctuate up to green, back down to neutral, and back to industrial for no reason at all. This tells me that the ECO footprint is RANDOM, not fixed based upon objects you put down. So, if it's random, what's the point in doing anything? I'm still considering this broken.
Regarding the NAPs, I'm not sure what caused it, but my sims didn't start getting severely corrupted until I started moving them. I started with a single sim. Wanted to do the rags to riches thing. off-the-grid lot, started gardening and working, eventually got married and enough money to move from the new world to Willow Creek. This is where things started going wrong. When their kids grew up and moved out and I started playing THEM, then they went completely bonkers. They were completely unplayable. It may not be multiple households, but moving maybe? Although the kids were considered a new household... If that helps your testing... I also had no mods in at the time.
The fabricator sound bug occurred every single time I had it in a house. Usually every 5 or 6 tries it would happen. I'd have to delete it, save and exit, delete cache, re-load, and buy it again. Every 5 uses? It's not worth it. I can't test it at the moment, I got sick of ECO Living causing so many problems so I removed it. I'll re-install it once they decide to fix it.
The sell-all thing is more of an annoyance. It's supposed to be a convenience, do it once and everything's done. It becomes useless if I have to do it multiple times.
The hydroponic planters water most plants, but not all. But if they don't auto-water everything then they're useless to me. Hydroponic planters for plants A, B, & C, but regular planters for X, Y, & Z? I don't think so.
I tried the bug boxes for a while, but it appears that they are simply re-skins of the bee-box. A new animation for "bond with bees" called "nurture", but it's basically the same thing. I never saw much use in it... And I'm NOT having my sims eat BUGS. Gross. I didn't play with it enough to find any bugs... (no pun intended) ๐
The scrapping machine itself may not be broken, but the bits and pieces it gives you are. At certain times, they just empty out. I'm not sure what causes it but I've had it completely clear out three times on one family. What's the point in scrapping if your store of them gets completely wiped out at random times?
I can't tell if the eco upgrades for the appliances works because the other power generation objects are giving false or bad returns. I tried it but when I saw the power generation constantly giving negative numbers, I deleted ALL powered devices, sinks, showers, everything to test it. Waited several days until a sunny day and it was still negative. So, I have no idea if the eco upgrades work or not.