@PugLove888I 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) 😉
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.