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Reason To Opt For QA Automation Software
The internet and digitization have made it crucial to have a stable online platform. Thus, business owners are launching apps and websites to connect with potential customers and clients. In the production of a quality product, testing plays a vital role. The automation testing helps the team of developers and QA deliver a high-quality product. Testjet is a QA automation company that provides functional and non-functional testing tools to manage your work efficiently and deliver the best app to your client. Visit here for more information - https://penzu.com/p/13762a27
#QA automation company#mobile app automation testing tools#functional testing tools#Web UI automation testing
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i don't even think one has to go as far as to unravel the whole idea of breed, registry and stud books, because i know for a fact that in other animals one has managed to have all of these things without going fckn batshit
#my ideal would be for something like the current outcross strategies to be the norm#there are dog breeds - working ones primarly - that function like this#some of the reindeer breeds come to mind#wherein you bring your dog to a specialist show and the breed specialist has a go at it and if he says hmm yep looks about right#congrats your dog is now in the stud book#makes it a lot easier for those breeding for a purpose to have access to a registry - accessibility and everything that comes with that#without having to make concessions for conformity#because i do believe very. very strongly in pedigrees in the same way i believe in health testing#not for the sake of blood purity so much as for known history#these are tools that can and should be used to the benefit of our dogs
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PrimeQA Solutions: Comprehensive Functional Testing Types for Superior Software Quality
PrimeQA Solutions, a leading software functional testing services company in India and the USA, specializes in evaluating the functionality, usability, and accessibility of your software applications. Our expert team uses a diverse range of functional testing types, including automated and manual approaches, to ensure your software meets end-user expectations and requirements. Leveraging tools like Selenium, Cucumber, Appium, and JMeter, we meticulously cover all test scenarios to deliver robust, bug-free products. Whether you need to validate core functionality, assess usability, or ensure comprehensive accessibility, PrimeQA Solutions provides thorough and effective testing services to enhance software quality and performance. Trust us to deliver solutions that not only meet but exceed your software’s functionality needs.
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Evolution of Software Testing Tools: From Manual to Automated
Introduction:
Software testing has undergone a remarkable transformation over the years, evolving from manual processes to highly automated systems. This evolution has been driven by the need for faster delivery, higher quality, and greater efficiency in software development. In this article, we will delve into the journey of software testing tools, tracing their evolution from manual methods to the sophisticated automated solutions of today.
The Era of Manual Testing:
In the early days of software development, testing was predominantly a manual process. Testers meticulously executed test cases, often relying on spreadsheets and documents to record results. While this approach allowed for thorough testing, it was time-consuming and prone to human error. Testers faced challenges in maintaining consistency and repeatability across tests, leading to inefficiencies in the testing process.
Emergence of Test Automation:
As software development practices evolved, the need for faster and more efficient testing became apparent. Test automation emerged as a solution to streamline the testing process and improve overall efficiency. Initially, automation tools were limited in functionality, offering basic record-and-playback features. However, they paved the way for more advanced automation frameworks that enabled testers to write and execute automated test scripts.
Rise of Automated Testing Frameworks:
With the advent of automated testing frameworks such as Selenium, Appium, and JUnit, test automation entered a new era of sophistication. These frameworks provided testers with powerful tools for creating and executing automated tests across various platforms and devices. By leveraging scripting languages like Java, Python, and JavaScript, testers could develop robust test scripts capable of simulating complex user interactions.
Shift-Left Testing and Continuous Integration:
As agile and DevOps practices gained prominence, testing began to shift left in the software development lifecycle. Test automation became an integral part of continuous integration and continuous delivery (CI/CD) pipelines, enabling teams to detect defects early and deliver software updates rapidly. Automated tests were integrated into build pipelines, allowing for quick feedback on code changes and ensuring the stability of software builds.
Introduction of AI and Machine Learning in Testing:
In recent years, artificial intelligence (AI) and machine learning (ML) have revolutionized software testing. AI-powered testing tools can analyze vast amounts of data, identify patterns, and predict potential issues in software applications. These tools enable intelligent test generation, adaptive test maintenance, and autonomous test execution, leading to greater efficiency and accuracy in testing processes.
Conclusion:
The evolution of software testing tools from manual to automated systems has been driven by the need for faster delivery, higher quality, and greater efficiency in software development. From the early days of manual testing to the sophisticated AI-powered tools of today, testers have embraced new technologies and methodologies to meet the evolving demands of the industry. As software development continues to evolve, the role of automated testing will remain pivotal in ensuring the reliability and performance of software applications.
#functional testing tool#software testing tool#mobile app testing#test automation#automated testing tool
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#Google Keyword Planner is a powerful and well-known tool in the Paid Media industry. The Keyword Planner supports millions of PPC analysts e#the free tool that enables you to discover new keywords#see monthly searches#determine costs#organise keywords and create new campaigns will receive a new function called “Organise keywords into ad groups”.#The option has already been tested for some time by a small number of users but finally successfully leaves the beta phase and should be av#who shared his discovery on his Twitter.#business#usbusiness ukbusiness website
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[JK] My first job was as an Assistant Producer for a video game company called Interplay in Irvine, CA. I had recently graduated from Boston University's School of Fine Arts with an MFA in Directing (I started out as a theatre nerd), but also had some limited coding experience and a passion for computers. It didn't look like I'd be able to make a living directing plays, so I decided to combine entertainment and technology (before it was cool!) and pitched myself to Brian Fargo, Interplay's CEO. He gave me my first break. I packed up and moved out west, and I've been producing games ever since.
[JK] I loved my time at EA. I was there for almost a full decade, and learned a tremendous amount about game-making, and met the most talented and driven people, who I remain in touch with today. EA gave me many opportunities, and never stopped betting on me. I worked on The Sims for nearly 5 years, and then afterwards, I worked on console action games as part of the Visceral studio. I was the Creative Director for the 2007 game "The Simpsons", and was the Executive Producer and Creative Director for the 2009 game "Dante's Inferno".
[JK] I haven't played in a long while, but I do recall that after the game shipped, my wife and I played the retail version for some time -- we created ourselves, and experimented with having a baby ahead of the actual birth of our son (in 2007). Even though I'd been part of the development team, and understood deeply how the simulation worked, I was still continually surprised at how "real" our Sims felt, and how accurate their responses were to having a baby in the house. It really felt like "us"!
Now for some of the development and lore related questions:
[JK] So I ended up in the incredibly fortunate position of creating the shipping neighborhoods for The Sims 2, and recruiting a few teammates to help me as we went along.
Around the same time, we started using the Buy/Build tools to make houses we could save, and also bring them into each new build of the game (correcting for any bugs and incompatibilities). With the import tool, we could load Sims into these houses. In time, this "vanguard QA" process turned into a creative endeavor to define the "saved state" of the neighborhoods we would actually end up shipping with the game.
On playtesting & the leftover sims data on various lots:
Basically, we were in the late stages of development, and the Save Game functionality wasn't quite working. In order to test the game properly, you really needed to have a lot of assets, and a lot of Sims with histories (as if you'd been playing them for weeks) to test out everything the game had to offer. So I started defining a set of characters in a spreadsheet, with all their tuning variables, and worked with engineering to create an importer, so that with each new build, I could essentially "load" a kind of massive saved game, and quickly start playing and testing.
It was fairly organic, and as the game's functionality improved, so did our starter houses and families.
The thought process behind the creation of the iconic three neighborhoods:
I would not say it was particularly planned out ahead of time. We knew we needed a few saved houses to ship with the game; Sims 1, after all, had the Goth house, and Bob Newbie's house. But there wasn't necessarily a clear direction for what the neighborhood would be for Sims 2. We needed the game to be far enough along, so that the neighborhood could be a proper showcase for all the features in the game. With each new feature that turned alpha, I had a new tool in my toolbox, and I could expand the houses and families I was working on. Once we had the multi-neighborhood functionality, I decided we would not just have 1 starter neighborhood, but 3. With the Aging feature, Memories, a few wacky objects, plus a huge catalog of architectural and decorative content, I felt we had enough material for 3 truly distinct neighborhoods. And we added a couple of people to what became the "Neighborhood Team" around that time.
Later, when we created Strangetown, and eventually Veronaville, I believe we went back and changed Pleasantville to Pleasantview... because I liked the alliteration of "Verona-Ville", and there was no sense in having two "villes". (To this day, by the way, I still don't know whether to capitalize the "V" -- this was hotly debated at the time!)
Pleasantview:
Anyway, to answer your question, we of course started with Pleasantview. As I recall, we were not quite committed to multiple neighborhoods at first, and I think it was called Pleasantville initially, which was kind of a nod to Simsville... but without calling it Simsville, which was a little too on the nose. (There had also been an ill-fated game in development at Maxis at the time, called SimsVille, which was cancelled.) It's been suggested that Pleasantville referred to the movie, but I don't think I ever saw that movie, and we just felt that Pleasantville kind of captured the feeling of the game, and the relaxing, simple, idyllic world of the Sims.
Pleasantview started as a place to capture the aging feature, which was all new to The Sims 2. We knew we had toddlers, teens, and elders to play with, so we started making families that reflected the various stages of family life: the single mom with 3 young kids, the parents with two teens, the old rich guy with two young gold-diggers, etc. We also had a much greater variety of ethnicity to play with than Sims 1, and we had all new variables like sexual orientation and memories. All these things made for rich fodder for a great diversity of families. Then, once we had family trees, and tombstones that carried the actual data for the dead Sims, the doors really blew open. We started asking ourselves, "What if Bella and Mortimer Goth could be characters in Sims 2, but aged 25 years? And what if Cassandra is grown up? And what if Bella is actually missing, and that could be a fun mystery hanging over the whole game?" And then finally the "Big Life Moments" went into the game -- like weddings and birthdays -- and we could sort of tee these up in the Save Game, so that they would happen within the first few minutes of playing the families. This served both as a tutorial for the features, but also a great story-telling device.
Anyway, it all just flowed from there, as we started creating connections between families, relationships, histories, family trees, and stories that we could weave into the game, using only the simulation features that were available to us. It was a really fun and creative time, and we wrote all of the lore of Sims 2 within a couple of months, and then just brought it to life in the game.
Strangetown:
Strangetown was kind of a no-brainer. We needed an alternate neighborhood for all the paranormal stuff the Sims was known for: alien abduction, male pregnancy, science experiments, ghosts, etc. We had the desert terrain, which created a nice contrast to the lush Pleasantville, and gave it an obvious Area 51 vibe.
The fact that Veronaville is the oldest file probably reflects the fact that it was finished first, not that it was started first. That's my guess anyway. It was the simplest neighborhood, in many ways, and didn't have as much complexity in terms of features like staged big life moments, getting the abduction timing right, the alien DNA thing (which I think was somewhat buggy up until the end), etc. So it's possible that we simply had Veronaville "in the can", while we put the last polish on Pleasantville (which was the first and most important neighborhood, in terms of making a good impression) and Strangeville (which was tricky technically).
Veronaville:
But my personal favorite was Veronaville. We had this cool Tudor style collection in the Build mode catalog, and I wanted to ship some houses that showed off those assets. We also had the teen thing going on in the aging game, plus a lot of romance features, as well as enemies. I have always been a Shakespeare buff since graduate school, so putting all that together, I got the idea that our third neighborhood should be a modern-day telling of the Romeo and Juliet story. It was Montys and Capps (instead of Montagues and Capulets), and it just kind of wrote itself. We had fun creating the past family trees, where everyone had died young because they kept killing each other off in the ongoing vendetta.
[JK] You know, I have never seen The Lone Gunmen, and I don't remember making any kind of direct references with the Strangetown Sims, other than the general Area 51 theme, as you point out. Charles London helped out a lot with naming Sims, and I'm pretty sure we owe "Vidcund" and "Lazlo" to him ... though many team members pitched in creatively. He may have had something in mind, but for me, I largely went off of very generic and stereotypical ideas when crafting these neighborhoods. I kind of wanted them to be almost "groaners" ... they were meant to be tropes in every sense of the word. And then we snuck in some easter eggs. But largely, we were trying to create a completely original lore.
[JK] Well, I think we kind of pushed it with The Sims 2, to be honest, and I remember getting a little blow-back about Bunny Broke, for example. Bunny Broke was the original name for Brandi Broke. Not everyone found that funny, as I recall, and I can understand that. It must have been changed before we shipped.
We also almost shipped the first outwardly gay Sims in those neighborhoods, which was bold for EA back in 2004. My recollection was that we had set up the Dreamers to be gay (Dirk and Darren), but I'm looking back now and see that's not the case. So I'm either remembering incorrectly (probably) or something changed during development.
In general we just did things that we found funny and clever, and we just pulled from all the tropes of American life.
[JK] The alien abduction started in Sims 1, with a telescope object that was introduced in the "Livin' Large" expansion pack. That's when some of the wackier ideas got introduced into the Sims lore. That pack shipped just before I joined Maxis in 2001; when I got there, the team had shipped "House Party" and was underway on "Hot Date". So I couldn't tell you how the original idea came about, but The Sims had this 50's Americana vibe from the beginning, and UFOs kind of played right into that. So the alien abduction telescope was a no-brainer to bring back in Sims 2. The male pregnancy was a new twist on the Sims 1 telescope thing. It must have been that the new version (Sims 2) gave us the tech and flexibility to have male Sims become pregnant, so while this was turned "off" for the core game, we decided to take advantage of this and make a storyline out of it. I think this really grew out of the fact that we had aliens, and alien DNA, and so it was not complicated to pre-bake a baby that would come out as an alien when born. The idea of a bunch of guys living together, and then one gets abducted, impregnated, and then gives birth to an alien baby ... I mean, I think we just all thought that was hilarious, in a sit-com kind of way. Not sure there was much more to it than that. Everything usually came from the designers discovering ways to tweak and play with the tech, to get to funny outcomes.
[JK] Possibly we were just testing the functionality of the Wants/Fears and Memories systems throughout development, and some stuff got left over.
[JK] I can't remember, but that sounds like something we would have done! I'm pretty sure we laid the groundwork for more stories that we ended up delivering :) But The Sims 2 was a great foundation for a lot of continued lore that followed.
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I once again want to thank Jonathan Knight for granting me this opportunity and taking the time from his busy schedule to answer my questions.
#BURNING LORE QUESTIONS FINALLY ANSWERED!! :D#the sims 2#ts2#sims 2#ea games#ea#electronic arts#sims#the sims#strangetown#veronaville#pleasantview#jonathan knight interview#the sims 2 development#sims 2 development#sims 2 beta#I'm so glad I got this opportunity man.
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Master the Art of Software Testing: Tips and Tricks to Ensure Quality and Efficiency
Software testing is an essential step in any product’s development. Software testing ensures that software works as intended is error-free, and meets users’ needs. We will discuss some tips and tricks to help you master software testing and increase efficiency and quality in your testing. Before starting this tutorial, you should be familiar with the software development lifecycle (SDLC). It…
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#application quality#automated software testing#Automation#benefits of Software Testing?#Best practices for software testing#History of software testing#popular tools#regression testing Longtail Keywords: SAP testing tools#SAP functional testing#SAP load testing#SAP performance testing#SAP security testing#SAP testing#Software Testing#Testing Strategies in Software Development#Types of Software Testing#types of testing#What is the need of Testing
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StreamBuilder: our open-source framework for powering your dashboard.
Today, we’re abnormally jazzed to announce that we’re open-sourcing the custom framework we built to power your dashboard on Tumblr. We call it StreamBuilder, and we’ve been using it for many years.
First things first. What is open-sourcing? Open sourcing is a decentralized software development model that encourages open collaboration. In more accessible language, it is any program whose source code is made available for use or modification as users or other developers see fit.
What, then, is StreamBuilder? Well, every time you hit your Following feed, or For You, or search results, a blog’s posts, a list of tagged posts, or even check out blog recommendations, you’re using this framework under the hood. If you want to dive into the code, check it out here on GitHub!
StreamBuilder has a lot going on. The primary architecture centers around “streams” of content: whether posts from a blog, a list of blogs you’re following, posts using a specific tag, or posts relating to a search. These are separate kinds of streams, which can be mixed together, filtered based on certain criteria, ranked for relevancy or engagement likelihood, and more.
On your Tumblr dashboard today you can see how there are posts from blogs you follow, mixed with posts from tags you follow, mixed with blog recommendations. Each of those is a separate stream, with its own logic, but sharing this same framework. We inject those recommendations at certain intervals, filter posts based on who you’re blocking, and rank the posts for relevancy if you have “Best stuff first” enabled. Those are all examples of the functionality StreamBuilder affords for us.
So, what’s included in the box?
The full framework library of code that we use today, on Tumblr, to power almost every feed of content you see on the platform.
A YAML syntax for composing streams of content, and how to filter, inject, and rank them.
Abstractions for programmatically composing, filtering, ranking, injecting, and debugging streams.
Abstractions for composing streams together—such as with carousels, for streams-within-streams.
An abstraction for cursor-based pagination for complex stream templates.
Unit tests covering the public interface for the library and most of the underlying code.
What’s still to come
Documentation. We have a lot to migrate from our own internal tools and put in here!
More example stream templates and example implementations of different common streams.
If you have questions, please check out the code and file an issue there.
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well my compsci final is submitted. We will see how badly I do tomorrow when we demo it.
#.txt#my code isnt bad#its actually pretty good code#its just that since we were working with a bunch of new really complex tools#it took me forever to write that really good code#cuz it took so much trial and error#we also had two weeks to make a fully functioning small game FROM SCRATCH having NEVER DONE THIS BEFORE#i wish we just had like one extra week#like just one extra i wouldve been able to make it so good but#it was SO close#but my partner added in some extra features right at the end#and it fucked up the save function#so I think that a lot of our core functionality isnt gonna be working right#HOPEFULLY the shit I just added but didn't test will work#its copy and pasted so were gonna hope#well that was a lie#things broke LKFJASKLDJFL BUT its like#so easy to fix i can prolly do it in class tomorrow and it wont matter
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With customers enjoying and demanding better quality and experience of services, customer experience is becoming an important factor for every business, especially telecom. High customer volatility and competition make telecom companies' jobs even more difficult. In the telecom industry, customers normally change their operators very quickly if they are not satisfied with the digital experience offered. Owing to this customer behavior, telecom companies also change their business model very often to ensure a high-quality customer experience which guarantees better customer loyalty. Optimizing services and providing positive customer experiences will help telcos increase customer loyalty. In addition to customer loyalty and satisfaction, good customer experience can also ensure significant economic and strategic advantages for telecom enterprises. In order to enhance the customer experience in the telecom industry, telcos need to focus on building a flawless and efficient ecosystem that is conducive to communication between customers and telecom enterprises.
Moreover, with the looming threat of an economic recession, it has become imperative for telecom companies to deploy automation testing and deliver flawless customer experiences to recover faster from economic downturns than their competitors. Test automation is a method that enables telecom companies to mitigate recession risks by ensuring an increase in productivity and freeing up time of valuable resources. Not only does test automation help eliminate repetitive tasks, but it also enables analysts to utilize data to improve customer experience. Artificial intelligence and data science are also two technologies that can help telecom companies improve their customer experience to keep up in the highly competitive environment during the economic downturn.
#mobile app testing#testing tools#testing frameworks#functional testing#end to end testing#software testing#continuous testing#performance testing#end to end automation#regression testing#testing automation#retail app development
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Happy Disability Pride and awareness month! Let's talk about Epilepsy!
Hi there! I got tired of seeing my condition (that impacts my literal every day life) being left out or forgotten about during discussions about disabilities, so I made my own post about it! Let's go!
First Off! What the heck is epilepsy? Epilepsy is the fourth most common neurological disorder in the world, and it's a chronic medical condition. Epilepsy is a brain disorder that causes recurring, frequent, triggered, and unprovoked seizures to occur.
The official Epilepsy Foundation describes seizures as follows: "Seizures are sudden surges of abnormal and excessive electrical activity in your brain, and can affect how you appear or act. Where and how the seizure presents itself can have profound effects...Seizures involve sudden, temporary, bursts of electrical activity in the brain that change or disrupt the way messages are sent between brain cells. These electrical bursts can cause involuntary changes in body movement or function, sensation, behavior or awareness." (Source link)
Sounds like a lot of fun right? This is our life. Even with medication, we can be VERY limited to what can be safe for us. Seizure medications are NOT a cure, they only exist (at least as of now) as a tool to help have your seizures less often, or be triggered less intensely. Even on medication, seizures can still happen.
If you have epilepsy as a child like I did, it impacts your entire growing and developing experience. I spent MANY times as a child in and out of hospitals, neurologist and specialist offices, an getting so many EEG tests done. The pain of scrubbing the glue out of your hair for DAYS is horrible.
At a young age my seizures were so frequent and serious, it impacted my brain's ability to retain information. I had to re-learn the names of things at age 8 and 9. I had to re-learn HOW TO READ at age 10. I had to be home schooled because the public school system of my state at the time refused to work with me. I have VERY distinct and vivid memories of crying over my little baby ABC's book that I needed as a 4th and 5th grader. I knew I should've known this by this age. I knew that at one point I already did, and it was TAKEN FROM ME.
As an adult, I'M NOT ALLOWED TO DRIVE A CAR. And I can NEVER go to see a movie in theaters or go to see concerts or live music. There are entire TV shows I don't get to see. I can't go to clubs, arcades, dances, or raves. I miss out on A LOT of fun things. I always do, and I'm WELL AWARE of the fun I'm missing out on. The social, casual, and fun life experiences I'll never get to have. That WE'LL never get to have. And oh yeah! Seizures can KILL SOME OF US. Yep.
And the list goes on, and every person with epilepsy experiences it differently. There are multiple different types of seizures you can have, they're NOT always convulsing on the floor. For example, I have complex-partial-myoclonic-seizures. Meaning my muscles DO twitch when I have seizures, but I'm not always completely unconscious and sometimes I'm even able to stay sitting up. However, I'm still very "off" and can't focus or remember much for a good while after the fact. I can't talk or communicate during one, even with my slight bit of consciousness.
My experiences are not universal, I just wanted to talk about it and bring it up. It helps to talk about it even a little bit. Here's more about different kinds of seizures. Here's more about common seizure triggers. Here's more about CORRECT seizure first aid. And here's more general information/resources.
Please stop leaving us out of disability awareness. Please stop ignoring us or saying we're "not really disabled" or anything else like that. Please. Why does it always feel like the only people who care about epilepsy, are people WITH epilepsy? We're so tired of being ignored by others who don't have our condition.
If you're an epileptic person reading this, I see you. I love you. You're so strong, we all are. I believe in you, I believe in us. We're so much stronger than we get credit for, and it's going to be ok. Your anger and frustration are valid. Your emotions and struggles are real. You're valid, and I see you. Hang in there, we got this.
#epilepsy#epilepsy awareness#actually epileptic#disability pride month#disability awareness month#disability awareness#ok to reblog#disability pride
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Custom food commitment is a thing of the past!
I want to highlight a creation by someone else today, because I think it's super cool and very useful to the community! Have you ever wanted to use custom food, but were put off by the fact that once in, you shouldn't technically remove it because it creates broken memories and tokens and whatnots? Do you have food in that you wish you could remove but don't want to because of those aspects?
Well fret no more, because jonasn has posted an updated version of his Memory Commander, that now has an invalid food removal option under Mass Deletion.../Remove EVERYONE'S Invalid Food. It cycles through the entire hood, removing memories where the food subject no longer exists, leftover plates that are empty (does not include apartment lots, or secret society lot) and fave foods referring to non-existing dishes. It could already sort of do it for one Sim at a time, but now it can do the entire hood all at once! How amazing is that?!
Check out this great mod object here
I was a tester for this function and it's been working perfectly in my testing. That said, please know that I am in no means an expert on corruption or anything such. To me this seems like a great tool that is super useful, but use is at your own risk. I've run a number of tests for jonasn on the functionality, and he's done what he could to verify the outcomes to see it's all good, but as with anything complicated there's always a slight possibility that there is something you overlooked. The object pops up a dialog that informs you how many things were removed, and if you exit lot without saving then the actions aren't saved, so I recommend just testing it if you are interested :)
Aside from this one function, the Memory Commander is also basically a one stop shop for anything memory-related you could possibly want. It can assign any game memory, it can modify existing memories to change subject etc. You can even assign other custom memories with it, as long as at least one Sim has gotten it in the hood. It's such a handy tool for anyone that likes memories, and as you know, I am memory obsessed so I am a big fan!
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Lucio's Market [Restaurant, Grocery, Teaching Kitchen] ♥ The Sims 4: Speed Build // CC
Lucio's Market is where culinary passion meets community connection! Nestled in the heart of Anchorpoint Wharf, this venue seamlessly blends a fully stocked grocery store, a dynamic teaching kitchen, and a cozy restaurant—all under one roof. [Lot Can be set as a restaurant, generic, or retail]
➽ Speed Build Video
➽ Rheya's Notes:
♥This lot has been semi play-tested. ♥To make the Grocery part of the build functional, you can turn this into a retail lot. There are also grocery mods available such as SS realistic cooking mod and the Bulk Grocery Mod. Please keep in mind that I did not follow any requirements for these two mods as the grocery part of the build was made simply for aesthetics and storytelling. You are welcome to make adjustments! ♥We do not have a teaching kitchen venue option in the sims 4, however, the gameplay can be achieve with some imagination! You can turn this into a generic lot and simply have your sims cook/bake together on different stoves simultaneously. ♥Lastly if you want this lot to function as a restaurant, simply change the venue lot type in build mode. I would recommend downloading LittleMsSam's lock mod to lock the testing kitchen's door. This will prevent customers from using the kitchen appliances!
➽ Important Notes:
● Please make sure to turn bb.moveobjects on! ● Please DO NOT reupload or claim as your own. ● Feel free to tag me if you are using it, I love seeing my build in other peoples save file ● Feel free to edit/tweak my builds, but please make sure to credit me as the original creator! ● Thank you to all CC Creators ● Please let me know if there's any problem with the build
♥ Sim Featured in video Courtney Ajak & Tiara Robinson by @aashwarr Emi Grey by @jaxplaysthesims
➽Lot Details
Lot Name: Lucio's Market Lot type: Restaurant + Generic lot + Can be retail Lot size: 30x20 Location: Archorpoint Wharf, San Sequioa
♥ MODS:
TOOL MOD by TwistedMexi
♥ CC LIST:
Note: I reuse a lot of the same cc in all my builds, specifically cc's from felixandre, HeyHarrie, tuds, and Pierisim so if you're interested in downloading past, present, future build from me i suggest getting all their cc sets to make life a little easier! other creators include Sooky, Charlypancakes, Sixam, Thecluttercat, Myshunosun, awingedllama, peacemaker.
Awingedllama: Blooming Room plants
Lilis Palace: folklore (only deco jars)
Severinka: Grocery Store pt 1 (cash desk, display island only), Grocery Store pt 2 (all), Grocery store pt 3 (Shopping cart and basket only), Grocery store pt 4 (all)
Around the sims 4: Bulk grocery
FelixAndre x Harrie: Baysic, Harluxe, Orjanic, Kichen
Bbygyal123: Abstract Prints
FelixAndre: Berlin pt 3, Chateau, Fayun , Kyoto , Florence , Grove, Shop the look, Soho
Charlypancakes: Chalk
Thecluttercat: Dandydiary pt 2, Helloo horse, Sunny Sundays
Harrie: Brownstone, Brutalist, Coastal, Klean, Kwatei, Octave, Spoons
LittleDica: Rise & Grind, Delicious kitchen
Myshunosun: Harbalist Kitchen
Peacemaker: Pointless Renovation
Pierisim: Auntie Vera, Coldbrew, David Apartment, Domaine Du clos, Mcm, Oak House, Winter Garden, Woodland Ranch
Max20: Poolside lounge pack (floor pattern only)
S-imagination: Cottage kitchen (Decorative bag with scoop only)
Sixam: Home Improvement, Hote Bedroom
Syboullette: Boulangerie (chalk board only)
Taurus Design: Lilith Chilling Area (sul sul sign only)
Tuds: Cross, IND, NCTR, SHKR
● DOWNLOAD Tray File and CC list: Patreon Page ● Origin ID: anrheya [previous name: applez] ● Twitter: Rheya28__ ● Tiktok: Rheya28__ ● Youtube: Rheya28__
#ts4#sims 4#thesims4#sims#thesims#showusyourbuilds#sims 4 cc#sims 4 builds#sims 4 screenshots#builds#simblr#the sims 4 build#build#rheya28
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Posing Interaction for Babies (Newborns)
This mod adds an interaction to the bassinet to play poses with babies.
Based on my testing the interaction works wherever the sim is, even off lot. The baby spawns to your sim and afterwards back to the bassinet (little demo below).
As a placeholder I included a set of Gallery poses with babies. However, you can override them with your own. For that purpose, I’m including the pose files separately as well as the blend file I used that you can then use as a base (the blend file is saved in Blender 3.6). (You don't need to put the blend file into your mods folder.) Here is an alternative set of poses I made that you can use with the interaction.
XML Injector Required The XML injector is a tool/library that can be used to add interactions without the need to write your own script (another one that you might know is lot51’s core library). A script in my case would have been needed to add the posing interaction without overriding the existing game file with the baby tuning. The XML injector does that for me.
Download: SFS | Mediafire
This was just an experiment tbh but I was surprised that it works so well and so I ended up wrapping it up. But anyhow, in game interactions are pretty new to me, so let me know if there's any issue.
If you need any help making your own poses, you can also drop by in our Discord server for pose makers.
Some background information:
The baby is an object in-game that is connected to the adult sim via the stigmata bone for poses/animations – similar to poses with accessories, if you’re familiar with that. The difference is that you also need to pose the baby itself. I have some additional notes in this tutorial for Gallery poses with babies that I made a while ago.
Note that you can’t export baby poses or animations via S4S the standard way since you can’t select the baby rig in the S4S export options. I did this with a workaround by exporting the clips from the Game File Cruiser, then importing them to Blender using an add-on (it’s actually a deactivated part of the Blender add-on that S4S uses and it’s only functional in Blender 2.7).
However, you can import the blend files with baby poses to the package file like you normally would since the rig selection is not relevant for the import.
Below a little demo, sorry for the bad quality :D
@ts4-poses @luthsthings
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Well, the lichen test was successful in telling you that it isn't something that turns red when you put that chemical on it, so that's a win. Sort of.
to be honest i didn't realize how funny the lichen chemical spot test concept was until now. like when i was a student my lichenology professor just told us to do it and i was like Aye Aye, but now, like... having read a bit more about the known lichen-specific substances/chemicals, knowing that these specific chemicals number between 850-1,100 currently, knowing not all of these react to known chemicals but some are more common in specific species but don't always occur and have vague or as of yet unknown functions and causes, and finally, understanding that because of this the test boils down to putting known chemicals on unknown chemicals and referencing the reactions, which could be any number of things, with a book.... i'm not saying it's not a useful tool for ID, but i am saying it's really funny.
i think you understand this but listen. a guy walks into a store and is like, i would like to know who that man over there is. the store attendant is like, well if you ask him how hes doing and he tells you about his kids, its bob, he does that a lot i think. the guy goes over and asks and the unknown guy beats him over the head with a chair. we conclude from the test it is not bob, unless it was and he just didnt feel like it that time. in which case maybe it was him
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Occult Dorm Rooms for Download!
The original build is called the "NoCC Occult High School" and it's by Rubinrot97. You can find it on the gallery. The 8 rooms, I'm sharing are based on my teen occult townies.
List of CC items to grab! There's only a few items, but they're all optional! 1. You'll need my object overrides here and here. 2. Guitar Amp - Curseforge warning! Alternatively, SYB has one in their dorm set. 3. Vintage Tennis Racket 4. SYB Dorm Territory Rug 5. Fish Bowl (TV) 6. SYB Cottage Table Lamp 7. Skateboard 8. Junk Box Computer 9. Cow Rug
Download (sfs, free, no ads) <- there's cc free versions too!
More pics and info below the cut!
To turn the build into a boarding school, I removed the chess room and 1 class room and replaced them with 8 dorm rooms. Need more layout pics? See here.
More Pics of the other dorms:
Further recommendations:
Kuttoe's mod to make the cafeterias functional on a residential or residential rental lots (or really any lot).
I play-tested, but I may have missed things. The clutter on the floor will not cause routing errors if you use my overrides.
I didn't use TOOL but I did use MOO.
These are NOT pack limited. I made them for myself, but decided to share them after @forever-lbsims asked for the build.
If you use these rooms as residential rentals, this works as a great alternative to a mailbox! - shout out to @bearphase for making and sharing it! Some of the rooms have it, so you might get a missing item warning without it but it's no biggie. If the game replaces the item with a mailbox you can just delete it.
If you use these, I'd love to be tagged!
@publicvanillabuilds @s4realtor
Happy Simming!
#ts4#simblr#ts4 builds#ts4 download#ts4 occult#my cc#sims 4 vanilla#ts4 vanilla#ts4 cc free#cc free#mycc
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