Chasing Down.
Twitter / Instagram / Gumroad / Patreon
KnownOrigin / SuperRare / OBJKT / Zedge
One Nice Bug Per Day
Alisa U Zemlji Chuda
h
dirt enthusiast
Jules of Nature
TVSTRANGERTHINGS


Janaina Medeiros
NASA

⁂

Discoholic 🪩

oozey mess
let's talk about Bridgerton tea, my ask is open
🪼
PUT YOUR BEARD IN MY MOUTH

shark vs the universe
RMH
d e v o n

@theartofmadeline

Andulka
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@kizzikissinger
Chasing Down.
Twitter / Instagram / Gumroad / Patreon
KnownOrigin / SuperRare / OBJKT / Zedge

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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Super Cold Moon © astronycc
Saw my recent rock tutorial blow up a bit, wanted to also share this mountain painting tutorial I‘ve made!
You can find more tutorials on my Ko-Fi Shop if you've found this helpful and would like to support me in making more! 🫶🍃

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can’t buy me love (1987)
“I can sense your presence. I feel you lurking on my page. There are ripples in time and space – you travel to me in my dreams. I like to think, somehow, you dreamt your way to me.”
— Grazia Curcuru
In Drinking You
I yearn for your air to inhale what you whisper while shuddering bliss
consuming friction as the souls of our bodies sweetly coalesce
and here I can die for the meaning of living redeems every cell
.
3in1 haiku #347
.
Sinuous Fence TS1 style Fence for Spiral Stairs - for TS3
A sinuous fence, initially designed as complement for the spiral staircases.
Used in combination with the TS1 Monticello Balustrade, it allows you to create fascinating fences for your garden. Both fences are included in Simsville, so you don’t need to download them if you already own the custom world. Under Fences, fully recolourable (3 channels), 25§. >>>DOWNLOAD HERE (zip file - packages only)
Reality Bites (1994)

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Crystal eyeliner - 2D lashes (TS4)
DOWNLOAD (ModCo) @onemodco
2D lashes in Eyeliner category
Female, teen-elder
HQ mod compatible
CC NAVIGATION
CC blog I Main blog
TOU
@sims4ccsthebest @sssvitlanz
Sims 3 Settings Setter
Proper release notes and beta edition
I've added support for setting any Config or Option setting, plus live editing of many many others, so it's now release time. Full feature explanation below, but essentially this lets you edit lots of settings ingame directly instead of having to make .package mods, and provides a "better" and more shareable way of editing GraphicsRules.sgr settings (IMO). Sorry if a new post is annoying idk what I'm doing
THIS IS A BETA, I haven't tested a lot of the settings, there are bugs, etc.
DOES NOT CURRENTLY WORK WITH THE EA VERSION
Downloads: Sims File Share Sims File Share - Less stutter config GitHub
More info about what it is (I yap a bunch) under :)
"Luck manipulation" is not quite a stock superpower, but it shows up in fiction a fair amount, and I always think ... okay, how is this working on a physical level?
Like, okay, the luck manipulator is playing poker and the dealer shuffles a deck of cards and gives you pocket aces, then there are two more aces on the flop, how does this work? Obviously shuffling is a physical process, and the randomness comes from ... microscopic variations in friction, imperfections in finger movements, something like that?
But for this to actually work, for "luck manipulation" to produce good cards, the "luck" needs to be anticipating future events, needs to know what the flop is going to be, needs to know that it's good for the flop to be two aces. This is a lot of required secondary powers.
I find luck manipulation interesting mostly because it seems neatly contained when you say it, and incredibly messy once you think about it for a few seconds, because "luck" itself is a concept that's so divorced from physical reality.
I think of "luck manipulation" as having two components. One is the ability to just straight-up rewrite reality, but only when nobody's looking - so you can do things like change air currents, or make small tweaks to coefficients of friction, or generate random tiny forces, as long as nobody is paying attention and would notice the change.
The other is that the power somehow knows what it is best for you and makes these changes without your conscious control, or even your awareness of the things it's changing (you don't need to know that someone is trying to shoot you for the gun to suddenly jam, for example).
That last point is what always seemed weirdest to me. You can kind of handwave the "intelligent" parts of other magic systems by using the intelligence of the person using the power - e.g. if you can transmute an object into gold, then your power turns the whole axe and nothing but the axe into gold because you think of the axe as "an object", instead of thinking of it as a head and a handle moving in formation, or as a huge number of individual atoms that happen to be next to each other, or as just one small bit of the axe-on-a-weapons-rack-in-a-building object.
But for luck to jam a gun that you didn't even know was being aimed at you, the magic needs to "know" things that you don't and react to them in a way that benefits you, which definitely implies that the magic itself needs to be able to make decisions about the world around you.
You can maybe sidestep this by making it more of a precognition power - it's not that everything leading up to the shuffling of the deck conspires to ensure that you get two aces, it's that on some subconscious level you know that getting two aces is good, and you also just have a sudden urge to sneeze at exactly the right moment to interrupt the dealer's shuffle at a point that ensures you get those aces. This, at least, doesn't require you to be able to change the world around you, it just helps you take the luckiest action. So e.g. the gun won't jam when someone tries to shoot you, you'll just have a sudden urge to step to one side just as they pull the trigger.
"Luck" is a value judgement people make on probability. If probability works out favorably for you, you were "lucky." If probability sends you up the creek without a paddle, you had "bad luck."
So, let's take "luck" as a construct out of the equation and look at how probability and time work. Probability is simply an estimate for what will happen, so really, this is about how time works.
You're in LUCK, then, because time doesn't work very linearly. Causality does seem complex and it is complex, but linear time and linear reality is a construct of the human (and other living beings') brain's need to put things in a linear order to be able to create logical thoughts and anticipate the environment around it. Clocks are things humans make. Calendars are things humans make. The concept of being "on time" is a thing humans made at some point. So, time itself, linear time, is already being constructed around the clock (heh) by your human brain anyway. it's already doing the job, already doing calculations.
A couple different areas of the human brain do this. The hypothalamus, deep inside the brain nearer the stem, determines your internal timing, the ebb and flow of brain chemicals, tells your organs when to digest and even decides when you get to go to the bathroom. This is the internal clock. and it's different for every biological creature that exists, and it has no idea "what time it is" according to clocks and such. This is what determines the chemicals and energy and basically supplies that the body has to work with and rations those supplies and meters out how fast they're used. This area also gets to decide when and why you get the dopamine hits, so don't piss off the hypothalamus. It has the cookie jar.
Outside time? Determined by a couple of other brain areas. Your cerebellum's motor circuits determine time in milliseconds. Quick reactions, reflexes, etc. Let's say you cross the precognition barrier and manage to see a couple milliseconds into the future, and your body's reflexes use this to dodge a bullet. That's the sort of superpower you'd likely get from the cerebellum, if you want it in superhero terms--in psychic ability terms, the cerebellum can precog in very tiny chunks of time that would result in very precise adjustments to the events in space-time that you participate in.
Your parietal and prefrontal lobes of the brain (all that forehead junk, also where the third eye lives incidentally, it's in your middle prefrontal cortex) figure out what happens in "minutes" and also handle your conscious attention and memory. These would be more likely to do the precog needed to affect more complex events that seem like linear time--they are, in fact, CREATING the illusion of linear time for you by organizing your thoughts and perceptions into an illusion that becomes what seem to you to be conscious waking linear reality.
All three systems (internal biological regulatory clock, millisecond-sized instinctual reaction calculator, and orderly linear reality computer) are linked together and can work in concert, using all three time perception and calculation abilities to manipulate how events SEEM to you and how you SHOW UP in those events.
As for how to influence the activity around you that isn't inside your body, these three timing mechanisms would use abilities based around the electromagnetic field your body projects at all times and use that field to interact with the fields of other people and objects to influence their actions physically and psychologically. Telepathy could inject a stray thought that interrupts the dealer's shuffle. Telekinesis could affect the micromovements of the dealer's hands to put the advantageous card where you need it to be. There's other abilities that could come into play and how each individual would exhibit and use those abilities subconsciously will change and vary with the body, brain, life experience, and surrounding circumstances.
"Luck" is a bit of an illusion in and of itself. You create it the same way as a stage magician creates their illusions--manipulation of the forces and materials that you have on-hand, and deep knowledge of the stage you're on and what the audience can see. The subconscious handles quite a bit of it.
That's why it gets to decide who gets the dopamine.
Sims2Tools - All Apps Updated
As mentioned previously, all apps have now been updated
HCDU Plus
What Caused This
Log Watcher
Object Relocator
Outfit Organiser
Repository Wizard
SceneGraph Checker
Hood Exporter
BHAV Finder
BSOK Editor
DBPF Viewer
The configuration dialog now checks the three paths. Invalid paths are highlighted and the OK button disabled.
George is no longer available for download.
Dropbox has taken it down - they didn’t contact me or tell me about it. So I don’t know why they did it, although I can make a good guess.
Does anyone have some good ideas on where I could put it?
In the meantime - if you need George, email me.
George is available for download:
https://files.fm/u/suyczxza

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Tonight is Nook family game time 🙌 🌿🌦️
Sims2Tools - Major Updates Due
TL;DR; I'm going to have to recompile every one of my apps and I will no longer be supporting SimPe versions later than 75.69
Sims2Tools and Newer Versions of SimPe
Various sub-functions of my applications need to locate game files. To do this they need to know where the base, EP and SP files are located on disk. To find these, the applications use the information held within the simpe.xreg file (in the Data sub-folder) of your (hopefully) correctly configured SimPe install.
Unfortunately, versions of SimPe later than 75.69 do not have this file, or have moved it elsewhere.
In addition, versions of SimPe later than 75.69 have also relocated/renamed component .dll files and this means that I can no longer create my SimPe Primitive Wizards for these versions without a lot of effort on my part. (They are available for 77.69.7/9, but 77.69.11 has changed again and I have better things to do with my time.)
As I do not use any of the versions that are causing me problems, I have reluctantly decided to stop supporting them.
Fortunately, you can have multiple versions of SimPe installed, so you can pick-and-choose which version you use for the task at hand.
Currently, only the Repository Wizard and the SceneGraph Checker need to locate game files, although Outfit Organiser and Object Relocator will probably need to in the medium term. Edit: Object Relocator now needs to locate game files for the Hood View feature.
Users of versions of SimPe later than 75.69 will therefore need to do ONE of the following EITHER 1) Create a Data sub-folder under the newer SimPe install and copy the simpe.xreg file from the Data sub-folder of a previous version into it. Depending on how you upgrade SimPe, you may need to do this for every new release. OR 2) Configure my applications to read the simpe.xreg file from a previous version of SimPe, you need only do this once as the applications share this information. OR 3) Manually edit the UtilsLibrary.dll.config for every application (as they do not share this information) and enter the correct paths under the userSettings element.
On a positive note, it has highlighted a bug in the UtilsLibrary that was trying to access the DbpfLibrary's .config file, the upshot of which is that every one of my apps will need to be re-compiled and updated to support option 3 above.
Sims2Tools and Compressed Resources
A .package file contains one or more resources (BHAV, OBJD, TXMT, CRES, TTAB, etc).
Individual resources can be compressed. The act of compressing a resource causes two effects; 1) the resource is compressed, and 2) an entry is created in the CLST resource. The CLST lists all compressed resources in the .package file along with their decompressed size.
Compressing a .package file is the same as compressing each uncompressed resource it contains (except for the CLST) individually.
Contrary to popular belief, a (correctly) compressed .package file will never contain only compressed resources, as the CLST will always be uncompressed.
Decompressing a resource is the reverse process, that is, the resource is decompressed and the resource's entry in the CLST is removed.
Decompressing a .package file is the same as decompressing each compressed resource it contains individually.
Other than the non-trivial issue of decompressing a compressed resource, there are two problems faced by code trying to read resources from a .package file.
1) The resource is compressed but has no entry in the CLST - this results in using compressed data as if it was uncompressed data.
2) The resource has an entry in the CLST but is not actually compressed - this results in trying to decompress data that is not compressed.
Unfortunately it is very easy to create problem; 1) open the .package file with SimPe, 2)delete the CLST resource and. 3) save the .package file!
There also seems to be at least one 3rd party utility that writes decompressed resources back into a .package file without removing the associated CLST entry.
My DbpfLibrary has been able to handle the second problem for some time.
Weirdly, the incidence of the first problem has increased dramatically in the past six months - there's probably a video/tutorial out there that suggests it, possibly because the CLST resource is never compressed.
And as my apps then get blamed for "not working" due to other's errors, I've had to find a solution.
The upshot of all of this is every one of my apps will need to be re-compiled and updated to handle both of the incorrect CLST problems.
Huge thanks to bowedy, sgthebee and brattyful for helping me track the SimPe issue down.