June 2020
This is happening with me too and idk how to fix it
June 2020
I have this happening as well, despite having all my appliances upgraded with eco parts, having solar panels, wind turbines, dew collector and a garden, every visit of the inspector results in a fine announcement.
Interesting twist is that those fines are not actually reflected on my bills, I get a tax break (probably due to objects on my lot), but no penalties or participation to the Green Initiative and Modern Development NAPs, I doubt there are enough objects on the lot to compensate these costs. It is still very unclear to me how those bills are calculated.
July 2020
I finally stopped getting fines as soon as I put a bug box at the front of my house. Now the inspector comes, reacts to it immediately and it seems good enough.
July 2020 - last edited July 2020
I just tested a bunch with a nearly empty lot, and it seems the inspector has some very specific things he's looking for (and doesn't care about anything else).
My poor test Sim feels like Bill Murray in Groundhog Day now.. (and she's not done yet, because now I'm going to try to make myself a mod to make garden plants count - with the autonomy NAPs being buggy, I've decided to stick with these four on my main save).
July 2020
I think that the test performed for the eco friendly upgrades NAP inspection is wrong.
This is the test from the tuning file for the NAP inspector final checks:
<L n="test"> <L> <V t="state"> <U n="state"> <V n="fallback_behavior" t="always_pass" /> <E n="operator">EQUAL</E> <T n="value">235688<!--upgrade_Completed_EcoUpgrades_AtomizedMist--></T> </U> </V> <V t="state"> <U n="state"> <V n="fallback_behavior" t="always_pass" /> <E n="operator">EQUAL</E> <T n="value">235474<!--upgrade_Completed_EcoUpgrades_CompostingContainer--></T> </U> </V> <V t="state"> <U n="state"> <V n="fallback_behavior" t="always_pass" /> <E n="operator">EQUAL</E> <T n="value">233852<!--upgrade_Completed_EcoUpgrades_EnergyEfficientDrive--></T> </U> </V> <V t="state"> <U n="state"> <V n="fallback_behavior" t="always_pass" /> <E n="operator">EQUAL</E> <T n="value">233853<!--upgrade_Completed_EcoUpgrades_FuelCell--></T> </U> </V> <V t="state"> <U n="state"> <V n="fallback_behavior" t="always_pass" /> <E n="operator">EQUAL</E> <T n="value">233854<!--upgrade_Completed_EcoUpgrades_Siphoner--></T> </U> </V> <V t="state"> <U n="state"> <V n="fallback_behavior" t="always_pass" /> <E n="operator">EQUAL</E> <T n="value">235475<!--upgrade_Completed_EcoUpgrades_WaterRecycler--></T> </U> </V> </L> </L>
The way it is written, in order to pass the inspection, the appliance would have to have ALL upgrades that it runs the test for in order to pass, which in the case of a sink for example, it would need both the fuel cell and the water recycler upgrades at the same time to pass inspection.
I think that instead of requiring ALL items in the test list, it should be checking for ANY items in the test list, so that, in the example of a sink, having either fuel cell OR water recycler should allow it to pass. When I rewrote the test so that each upgrade was tested separately like below, my upgraded appliances passed the test by having ANY eco upgrade installed:
<L n="test"> <L> <V t="state"> <U n="state"> <V n="fallback_behavior" t="always_pass" /> <E n="operator">EQUAL</E> <T n="value">235688<!--upgrade_Completed_EcoUpgrades_AtomizedMist--></T> </U> </V> </L> <L> <V t="state"> <U n="state"> <V n="fallback_behavior" t="always_pass" /> <E n="operator">EQUAL</E> <T n="value">235474<!--upgrade_Completed_EcoUpgrades_CompostingContainer--></T> </U> </V> </L> <L> <V t="state"> <U n="state"> <V n="fallback_behavior" t="always_pass" /> <E n="operator">EQUAL</E> <T n="value">233852<!--upgrade_Completed_EcoUpgrades_EnergyEfficientDrive--></T> </U> </V> </L> <L> <V t="state"> <U n="state"> <V n="fallback_behavior" t="always_pass" /> <E n="operator">EQUAL</E> <T n="value">233853<!--upgrade_Completed_EcoUpgrades_FuelCell--></T> </U> </V> </L> <L> <V t="state"> <U n="state"> <V n="fallback_behavior" t="always_pass" /> <E n="operator">EQUAL</E> <T n="value">233854<!--upgrade_Completed_EcoUpgrades_Siphoner--></T> </U> </V> </L> <L> <V t="state"> <U n="state"> <V n="fallback_behavior" t="always_pass" /> <E n="operator">EQUAL</E> <T n="value">235475<!--upgrade_Completed_EcoUpgrades_WaterRecycler--></T> </U> </V> </L> </L>
That is the way I believe most people expect the eco upgraded appliances inspection to work.
I hope that lets EA see what the issue is and decide whether or not it's meant to work that way or not.
July 2020 - last edited July 2020
The NAP inspector has been through two sim weeks, and has said I am in compliance and will see a reduction in bills. I have a reduction in weekly bills. BUT every time I open a fridge, any time they change tasks on the computer ex. chat - stop - minus 25 simoleons - research guitar - stop - minus 25 - check social media status - stop - minus 25, cook, put a plate in the dishwasher, use the recycler, fabricate, watch tv, listen to the radio... I've upgraded with energy efficient eco upgrades, and the NAP inspector says I'm in compliance, so I expect this fine to stop now.
EDITED TO ADD: I went to the maker's space lot to dumpster dive. There are tv's that have been dumped. They've been repaired, so my sim went to watch tv, because his fun was low. He was fined 25 simoleons on that lot for watching tv. I know technology and bugs are not easy to fix in a big project like this game, but this is one that I hope they fix soon, because it is probably the worst when you're trying to be a freegan who doesn't need a real income.
August 2020
Going with this thread to report my issue because I'm not sure which it most resembles
I figured that getting the water/dew collectors would make my Sim's bills lower, because of getting the water, but the water portion of the bills gets more costly every time I buy one. The exact opposite of what I hoped!
I tried the mod which fixes the lot tax cap, and it seems to have also changed my water so that now (although I am still massively in the red at present) it shows a daily gain in water for the future.
Happy to do some testing without mods (and in the right thread, whichever it might be) and make some proper notes; but essentially, something isn't counting properly for the power.
September 2020
September 2020
No, I did not. At least not in the neighborhoods I was visiting. However, I did notice other neighborhoods would get automatic and random NAPs. I didn't visit them all. But I finished that rags to riches and built my house from dumpsters and building things myself, so I just went on to a new game, and it isn't happening anymore.