#sims 4 store supplies
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simder-talia-blog · 2 years ago
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CC shoppers be aware that this creator makes both TS4 & TS3 creations on their page, if you go to look at more! Just saying so because the other day I was downloading a bunch of CC and realized after the fact lol. (my own fault, they are all tagged)
I made it to 1000 followers!! 🎉
As a thank-you present here is one object I had already made a long time ago which is part of another CC set I plan to release... someday!
I'm starting to like this routine of releasing a sneak peek object when I reach a milestone.
💾 DOWNLOAD (Google Drive)
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scodeeyodee · 9 months ago
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Deco Beauty Supply Store CC
Deco Beauty Supply Store 1
Deco Beauty Supply Store 2
Download: Patreon
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simbabetea · 9 months ago
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REALISTIC GROCERY STORE CC
STOCK YOUR SHELVES
WHATS A GROCERY STORE WITHOUT A LITTLE POP UP SHOP? YOU ALREADY BOUGHT GROCERIES BUT YOU NEEEEED TO GO OUT TO EAT TOO LOL
SIGNS! WE NEED TO KNOW WHERE WE ARE GOING!
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extracelestialsims · 6 months ago
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victorluvsalice · 1 year ago
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-->However, while Victor may not be in any particular danger of failing a spell thanks to being charged these days, the charge itself is still a danger to him -- so after discovering I could copy meat, I took a moment and had him discharge to avoid any potentially-fatal magical electrocutions. Before getting right back to it by copying Smiler's herbalism potions. :p Those shelves aren't gonna fill themselves! (Though I did also discover while he was doing this that you can set raw blocks of beeswax out for sale -- I forgot to get a picture, but I promptly set out a bunch and paired them with Victor's honey to make a "bees" shelf. Because why not.)
-->Smiler, for their part, kept fishing for a while, picking up a kissing gorami and another betta. The betta I turned into a plasma pack for them, while the gorami went into the fish freezer -- though, uh, I made a big error while trying to move it in there. See, BrazenLotus's produce and fish retail fridges have options on them that let you mass-move certain types of stuff stuff, like all harvestables, all meat and dairy, and all fish. I was trying to figure out how you automatically moved fish, when I accidentally clicked on "move all SUPPLIES." This did not move the fish. . .
But it DID move all of Smiler's insects, fertilizers, upgrade parts, and robot salvage parts. Not into the freezer, though, as it couldn't accept those items. Instead, they ended up in the worst place in the world -- household inventory.
Did I mention Smiler had 73 robot salvage parts? Along with 66 common upgrade parts? Yeah, getting all of THOSE out of the household inventory, along with all the other upgrade parts, insects, and fertilizers, was a pain. >( About the only plus was me discovering that robot salvage and other upgrade parts of that nature could be set for sale, along with fertilizers. So I set a few robot salvage parts out on the shelf Smiler's bots are living on. *shrug* Might as well get SOMETHING out of that whole mess, right?
-->ANYWAY -- even with that nonsense coming back to bite me in the ass (always watch what you click on, kids!), everyone in-game continued to have a most productive day at the store. Alice continued her adventures in canning, both in the Simsco Canning Factory sense (making boxes of meat substitute and dried sage) and the Cottage Living sense (making jars of mushroom and eggplant conserve, complete with some very fancy knifework on the latter). Smiler changed over from fishing to apothecary stuff, making more synthetic food tablets, then moved onto straight-up herbalism once I got all their stuff back from the depths of the household inventory, making more Tummy Therapy for Victor to Copypasto later. And Victor made some more perfume (trying out the "Happy" and "Energized" scents and developing a Like of Cooking in the process), created his first batch of kombucha by loading some snapdragons into the juice fizzer, and copypastoed some animal treats straight into another magical talent point! I had him grab the "A Little Extra Chemistry" talent to improve the quality and taste of any potions he may eventually make. :) I wrapped up shortly after the "Snapbucha" was ready and Smiler had made their latest thing of synthetic food tablets, but I was very happy with everyone's progress at the store this day -- seems we're getting closer to the actual opening day all the time!
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prettiedup · 11 months ago
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bf!megumi୨ৎ
megumi being a cute lil lover boy
bf!megumi ୨ৎ who meets you through yuji, he’s ranting about his long time bestfriend that he had unfortunately lost contact with and how you had just randomly messaged him, asking to reconcile.
bf!megumi ୨ৎ who notices that you’re hanging around the trio more often than not. he gets used to your presence as much as yuji and kugisaki does.
bf!megumi ୨ৎ who finds himself taking a liking to you. a liking that’s deeper than just friends.
bf!megumi ୨ৎ who finds himself buying everything for you. you're hungry? he’s paying. you're sick? don't worry he's already at the store buying you medicine. you're cold? what size are you in hoodies again? you just ran out of your favorite perfume? megumi has the website open, already pressing buy now.
bf!megumi ୨ৎ who outrights denies that he has a crush on you when yuji asks even though the tips of his ears are flushed. he denies it to gojo (who drove him there)when he asks even though he's in the store buying you menstruation supplies because you ran out and didn't realize until after you started."aren't friends supposed to help each other?" he responds while adding two packs of chocolate (share size) to the cart.
bf!megumi ୨ৎ who begins spending more time with you outside of the trio. he enjoys your company a lot, he realizes.
bf!megumi ୨ৎ who feels his heart thump wildly in his chest every time you snort or laugh at something he says.
bf!megumi ୨ৎ who allows you to lay your head on his shoulder whenever the four of you watch a movie together.
bf!megumi ୨ৎ who insists to yuji and kugisaki that he has to be around you at all times due to your nonexistent knowledge about curses. what if one sneaks you while you're walking home alone at night?!
bf!megumi ୨ৎ who blushes whenever you compliment him.
bf!megumi ୨ৎ who pretends he hates receiving hugs but finds himself opening his arms for you whenever you initiate one.(yuji tries to hug him also and doesn't receive the same treatment).
bf!megumi ୨ৎ who willingly shares his food with you no matter what he's eating.
bf!megumi ୨ৎ who shares his music playlist with you when admit that you like a specific song you heard him listening to.
bf!megumi ୨ৎ who spends hours researching hello kitty lore and characters just so he can having something mutual to talk to you about.
bf!megumi ୨ৎ who downloads roblox for you. (he gets upset whenever you laugh at him for being a bacon.
bf!megumi ୨ৎ who lets you use his gaming pc (gojo gifted him a crazy expensive one for christmas) to play the sims 4.
bf!megumi ୨ৎ who responds to your messages in seconds (if possible) whenever you text him.
bf!megumi ୨ৎ who finds himself growing jealous when he sees you and yuji hug for a second too long. you guys have never hugged for that long, are you guys in some secret relationship?!
bf!megumi ୨ৎ who can't help but asks yuji if you guys are dating. yuji responds with a loud laugh, he laughs for a looooong time too. “of course not! she's someone i consider a sister." he assures him, "though, she has been talking about some guy that's been trying to get with her for weeks now." he comments mindlessly.
bf!megumi ୨ৎ who uses yuji's words as motivation. he runs to your dorm and bangs on your door. the second you open it, he immediately crashes his lips onto yours.
bf!megumi ୨ৎ who stammers as he confesses to you, he keeps eye contact with you as he spills out every emotion he's been feeling for you lately. he finishes his confession off by asking the big question, "can i be your boyfriend?"
bf!megumi ୨ৎ who sighs in relief when you say yes and admit that you've felt the same for him since you've first met him.
bf!megumi ୨ৎ who silently promises to both you and himself that he'll do everything in his power to make you happy unconditionally.
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mxtxfanatic · 3 months ago
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No, every interpretation is not valid in a piece of media unless the creator has explicitly said somewhere that they have left their work open to interpretation. If you wanna “choose your own adventure” your way through a story, Minecraft exists, The Sims 4 was made free, a blank Word/Google document is a few clicks away, a pen and paper are easily found in the supplies section of most stores. A story for adults with a plot, characters, and conclusion is not your build-a-bear. You are looking for fanfics.
Someone else took the time to make a thing and share it with you so that you could understand the thing they are trying to communicate to you. If an author writes, “The sky is purple,” you don’t get to go, “Well, in the world that I live in, the sky is blue, so the sky in the story must be blue, too. Let’s discuss!” and treat that as “valid interpretation” that should be discussed with equal weight as the people discussing “ok, what’s the significance of the sky being purple? 🤔” I don’t give a singular fuck about whether you are familiar with the "cultural context" of the story or whether you can understand the original language it was written in or whether or not you know the creator on a person level. None of that shit matters, because nobody consumes media for the express purpose of finding out whether or not it conformed to the bank of knowledge Rando Number User #24,232 has learned in life. No person engaged in real critique ever has to take you seriously if your attempts at "analysis" begin and end at "I don't know the author irl to know what their intentions were, so anything goes!" That is a lazy copout, nothing "critical" to be found. Not everything in a general fandom space has to be canon-exclusive, no, but every claim to canon has to align with what is in the actual source material. There’s nothing wrong with either of those statements.
So no, you don’t get to waltz into a canon space going “Jiang Cheng is a great brother and uncle, let’s discuss” and then get upset when told “In this book, Jiang Cheng is an abusive uncle and childhood friend, and round these parts, we discuss the book.” Don’t wanna discuss Jiang Cheng's canon characteristics? The main tags never went anywhere. Get from round these parts.
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simmila · 11 months ago
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Willow Creek Archives.
by Simmila.
This Building was inspired by some nostalgic places from Buenos Aires, place where i lived in until 2020. I still visit from time to time, but i can't say that i go to these places as often as i used to. If you are curious, the vintage shop is inspired by San Telmo neighbourhood shops (x) (x) (pinterest), a library from Florida's street (x) (facebook), the National Fine Arts Museum (x) (pinterest) and National Museum of Decorative Art (x) (pinterest). The art supplies store was just an idea since the building has an art classroom, it doesn't have a particular inspo to it.
As i said, these are places that inspired me, i did not intend to do a 1:1 representation of them! Also, the exterior and shell was made thanks to this youtube speed build by Simsphony (x) which inspired me to do this building and start this save file.♡
Part 1: ( x ) - exterior. Part 2: ( x ) - vintage shop. Part 3: ( x ) - art supplies store. Part 4: ( x ) - library & coffee shop. Part 5: ( x ) - museum & art classroom. *** NOTE: This build will NOT be for upload for 2 reasons: 1) it's painly cc heavy with way too many creators and packs // 2) i did a playtest and my sims can't reach the museum floor or the bathroom, and a lot of bookcases seem to have the same problem. so its not gameplay approved sadly!
♡ -- This build is very cc heavy, so thank you to all cc creators that make these designs possible! -- ♡
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clouseplayssims · 1 year ago
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Oregon Trail Challenge
To begin with, randomize 8 families. One of these households will be the Leader and will pick one of the options below. You may choose to play all the households in rotation or play solely the Leader and install Story Progression to have the other households move forward.
It is advised that you install CC such as wagons, oxen, horses, etc. but not required. You can go full Mad Max if you want to - you do you!
It is advised to set up identical lots, place families, and then set family funds. There are no rules regarding the beginning lot.
Select a career for the Leader
Banker
Start off with $5,000 simoleons.
Carpenter
Start off with (3) wood planks, (3) nails, and all sims in household have 4 logic skill points.
Start off with $1,000 simoleons.
Farmer
Start off with extra fridge.
Once a career is selected sims can purchase supplies at Matt's General Store - oxen to pull the wagon, food, clothing, ammunition, and spare wagon parts.
Start off with $800 simoleons.
THE CHALLENGE
The challenge will take 16 sim days to complete. Due to delay mechanic, these will be referred to as tiles. Sims have 20 days to reach the end of the trail before winter sets in.
There are several landmarks such as a river crossing or a fort. Each landmark has different choices available to the player, such as purchasing supplies at a fort, talking to fellow travelers at a geographic landmark, or choosing how to cross a river.
Rivers can be crossed by fording the river, caulking the wagon and floating across, or in some cases by paying for a ferry; the chance of crossing without failure, which can result in losing supplies or damaging the wagon, depends on the state of the river and the weather.
As the party progresses further along the trail, the prices for supplies rise. At two landmarks, the player can choose to take a "cut-off", or shortcut; these paths are shorter but bypass the next landmark, a fort.
Sims have 20 days to reach the end of the trail before winter sets in. Once winter sets in, Winter Handicap applies.
Roll d6 every day to determine if a random event occurs. An odd roll means an event occurs - roll for event.
Sims may hunt any day on the trail, however hunting delays by 1 day.
THE TRAIL
Pre-Trail Matt's General Store Tile 1 - Trail Tile 2 - Trail Tile 3 - River Tile 4 - Fort Crumplebottom (5% markup on supplies) Tile 5 - Jail Rocks Landmark Tile 6 - Trail Tile 7 - River Tile 8 - Chimney Rocks Landmark Tile 9 - Fort Goth (10% markup on supplies) Tile 10 - Independence Rock Landmark Tile 11 - River Tile 12 - Fort Lothario (15% markup on supplies) Tile 13 - Trail Tile 14 - Trail Tile 15 - Fort Caliente (20% markup on supplies) Tile 16 - Trail
You've reached the Pleasantview Valley!
RIVER CROSSING
Rivers can be crossed by fording the river, caulking the wagon and floating across, or in some cases by paying for a ferry; the chance of crossing without failure, which can result in losing supplies or damaging the wagon, depends on the state of the river and the weather.
---Fording the River
Roll a d10 for survival. D1 is an automatic drowning. Having a body skill level of 4 or higher automatically ensures survival.
---Caulking the Wagon
Roll a d10 for survival. D1 is an automatic drowning. Having a body skill level of 3 or higher automatically ensures survival.
---Ferry
Costs $100 simoleons per wagon.
LANDMARK
Sims have an option to visit the landmark and talk to other travelers. Max motives to be used on all sims within the wagon train. Visiting landmark does delay by 1 day.
WINTER HANDICAP
If the wagon trail hasn't completed all 16 tiles after 20 days they will be handicapped.
Change all seasons to winter.
RoS to be rolled for all households every day.
If it snows in game, delayed an additional day.
HUNTING
If the player chooses to hunt they should go to community lot set up with Sun & Moon hunting objects. Must use ammunition (use whatever you'd like to represent this - for example, I used a deco rifle as an example for a day's worth of bullets) and remain on lot for 24 hours. Will delay wagon train by 1 day.
OTHER PENALTIES
There is a penalty for losing all livestock - it will take 2 days to complete 1 tile.
RANDOM OCCURRENCE SCENARIOS
Roll d6: D1/D4 Injury/Sickness, D2/D5 Event, D3/D6 Delay. Optional: roll D6 again for delay - odd the delay stands, even can disregard.
Injury/Sickness (d12)
1 Buffalo Stampede
Every sim has to roll a d6 for survival. Rolling a 1 means the sim will die. Drop energy of all impacted sims to 25%. -Having a body skill level of 4 or higher automatically overrules survival roll.
2 Hypothermia/Frostbite Every sim has to roll a d10 for survival. Rolling a 1 means the sim will die. Change sim temp to freezing. -Having a body skill level of 4 or higher automatically overrules survival roll.
3 Heatstroke Every sim has to roll a d10 for survival. Rolling a 1 means the sim will die. Change sim temp to heatstroke. -Having a body skill level of 4 or higher automatically overrules survival roll.
4 Accidental Gunshot Roll to determine which sim was shot. Roll a d6 for survival. Rolling a 1 means the sim will die. Roll d6 every day for the next 5 days to determine if infection sets in. -Having a body skill level of 4 or higher automatically overrules survival roll.
5 Animal Bite Roll to determine which sim was bit. Roll a d10 to determine extent of injuries. (1 extreme to 10 mild) Rolling a 1 means the sim has rabies. Roll d6 every day for the next 5 days to determine if infection sets in.
6 Mild Sickness (Cold, Flu) Roll to determine which sim is impacted, give them a cold via game mechanics.
7 Burned by Campfire Roll to determine which sim was burned. Roll d6 every day for the next 2 days to determine if infection sets in.
8 Broken bone (arm, foot, hand, hip, or leg) Roll to determine which sim was injured. Roll d6 every day for the next 2 days to determine if infection sets in. Impacted sim must rest in bed for the duration. Optional: use CC cast to indicate injury.
9 Serious Sickness (Cholera, Consumption, Diphtheria, Dysentery, Grippe, Malaria, Measles, Pneumonia, Scarlet Fever, Scurvy, Smallpox, Typhoid Fever, Water Poisoning) Roll to determine which sim is impacted, give them a pneumonia via game mechanics.
10 Food Poisoning Roll to determine which sims are impacted. Roll a d6 for survival. Rolling a 1 means the sim will die.- Having an interest level of 4 or higher in Health automatically overrules survival roll.
11 Snakebite Roll to determine which sim was bitten. Roll a d6 for survival. Rolling a 1 means the sim will die. Roll d6 for the next 1 day to determine if infection sets in. -Having a body skill level of 4 or higher automatically overrules survival roll.
12 Poison Ivy Roll to determine which sim is impacted, give them poison ivy via game mechanics.
-----INFECTION Infection sets in if a 1 is rolled. There are three levels of infection. If I sim rolls for an infection and reaches level 2, they must roll and go back down to 1 before getting better.
Level 1 - mild, fever/chills. Give sim cold via game mechanics.
Level 2 - more severe, all motives to drop by 50%.
Level 3 - death.
Event (d10)
1 Prairie fire Every sim has to roll a d6 for survival. Rolling a 1 means the sim will die. -Having a body skill level of 4 or higher automatically overrules survival roll.
2 Strangers Approach Roll a d6 to determine if this is a positive (odd) or negative (even) event. -Having a charisma skill level of 4 or higher automatically overrules negative roll.
Positive - roll to see what the party gains. 1 $100 in Simoleons 2 Wagon 3 Oxen 4 Food 5 Clothing 6 Equipment
Negative - roll to see what the strangers take from the party. 1 $100 in Simoleons 2 Wagon 3 Oxen 4 Food 5 Clothing 6 Equipment
3 Abandoned Wagons Roll d6 to determine which abandoned wagon they find. ***You may other create 6 abandoned wagon lots or randomize from buy mode what is found.
4 Missing Person or Livestock Roll to determine which sim or animal is missing. Can choose to delay travel and roll to look or to move on. If delay is chosen, roll a d6 to determine if sim/animal is found - rolling a 6 means the search is successful. -Having a logic skill level of 4 or higher increases chance of finding lost sim/animal by +2.
5 Theft Roll to see which sim gains thief trait. They must attempt to swipe an item every day they are on the trail.
6 Wild Fruits/Vegetables Gain d6 amount of food.
7 Death of Livestock Roll to determine which livestock die.
8 Drowning (almost) Roll to determine which sim is impacted. Drop energy to 25%.
9 Spoiled Food All meat has spoiled and must be removed from inventory.
10 Found Fresh Water Roll d10 to determine how many buckets to put in inventory.
Delays (d6)
1 Severe Weather (thunderstorm, fog, duststorm, hailstorm, etc.) Roll d4 to determine how many days the wagon train is delayed.
2 Quicksand Ahead Roll d4 to determine how many days the wagon train is delayed.
3 Obstructed Path (fallen rocks and boulders) Roll d4 to determine how many days the wagon train is delayed.
4 Livestock is injured. Can choose to delay or to put animal down.
5 Animals Exhausted Delayed 1 day.
6 Wagon accident (Tipped Wagon, wagon caught on fire, broken parts, Wagon stuck in mud or deep sand, etc.) Delayed 1 day. Must use wagon parts to repair or wagon must be abandoned. -Having a mechanical skill level of 4 or higher always wagon to be repaired without parts.
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thesims4blogger · 3 months ago
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The Sims 4 Announces Two New Kits: “Storybook Nursery” and “Artist Studio”
Following a leak earlier this week, EA has just officially announced two new kits for The Sims 4. Both had already been confirmed on the latest roadmap.
The Storybook Nursery Kit was developed in collaboration with CC creator @SixamCC. As its name suggests, it brings a whole new look to infants and toddlers bedrooms, including a changing table and a playmat (both had previously only been available on the Growing Together expansion pack).
And as for the Artist Studio Kit, there are several different options for you to build a creative space. And, for the first time in ten years, we finally get another woodworking table.
Both kits are coming out in a week (September 19th). Read the full announcement blogpost below.
Continue Adding to Your Sims Story with Artistic Spaces and Lavish Nurseries
The Sims 4 Storybook Nursery Kit created in collaboration with SixamCC and The Artist Studio Kit
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Whether you are continuing stories with your creative Sims and re-exploring their artistic side or ushering in your Sim’s newest bundle of joy to a beautiful nursery, answer the question of “What’s Next?” with these kits this season in The Sims 4.
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Design Colorful Retreats
Let your artistry flourish with The Sims 4 Artist Studio Kit.
Every design choice is yours to make as you embark on a journey of creativity. Set up your new easel in the center of your studio, surrounded by tools of the trade–a variety of brushes, colorful paint cans and new inspiring still-life objects that Sims can paint from reference or draw creativity from.
There is no limit to what your Sim can imagine, especially in a studio full of shelves stockpiled with supplies to fulfill their every artistic whim. Continue to make your mark on your studio and let creativity flow by setting up drawers and shelves that are overflowing with tubes of paint, sketchbooks and palettes. Sims will also be able to dive into other artistic endeavors through the new tablet and woodworking table, truly immersing themselves in all avenues of art.
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Surround Little Ones in Lavish Elegance
Welcome the newest addition to the family in a nursery. Made in collaboration with creator SixamCC, this collection of items in The Sims 4 Storybook Nursery balances the joy of a new arrival with elevated charm.Advertisement
Bring your newborns, infants and toddlers into a space that balances sophistication and whimsy with delicately crafted toys, appealing wallpaper, a dreamy mobile and more–available in colors that range from rich and moody darks to delicate pastels of a bygone era. These little ones will sleep soundly as they are surrounded by the refined elegance of ornate cribs, bassinets and beds, a sweeping canopy and a tasteful chandelier. Only the best for our little nooboos and the most pleasant dreams!
These objects were passed down through generations and will be passed down to future generations, ensuring a legacy of elegance within each family. With hints of The Sims legacy and lore, your new addition will have plenty to discover in these storybook-inspired rooms.
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The Sims 4 Artist Studio and Storybook Nursery Kits will be available on September 19, 2024 on PC via EA app™, Mac® via Origin, Epic Games Store and Steam®, PlayStation®5, PlayStation®4, Xbox Series X|S and Xbox One systems.Advertisement
The Sims 4 Artist Studio and Storybook Nursery Kits require The Sims 4 base game, available free to download with all game updates. See minimum system requirements for the pack.
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simdertalia · 2 years ago
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🌿 Planted Planter Set 🌿
Sims 4, Base game compatible. 2 items, a BGC version of the Planted Planter from Seasons, and a mesh edit so that it is double height with more plant boxes. Both items are BGC.
💗 Anyone here via SimFinds, please see THIS POST
📁 Download (SFS, No Ads): https://simfileshare.net/folder/180995/
📁 Alt Download (still no ads): https://mega.nz/folder/A95mkbxB#bi7yoG1fTYsp6jHiqBUFBw
Type “planted planter” into the search query in build mode to find quickly. You can always find items like this, just begin typing the title and it will appear.
As always, please let me know if you have any issues! Happy Simming! ✨ If you like my work, please consider supporting me:
★ Patreon 🎉 ❤️ |��� Ko-Fi ☕️  ❤️ ★ Instagram  📷
Thank you for reblogging ❤️ ❤️ ❤️ @sssvitlanz  @maxismatchccworld @mmoutfitters  @public-ccfinds  @coffee-cc-finds  @itsjessicaccfinds
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monocodoll · 1 year ago
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MonocoDoll's Vile Ventures (Drug Dealing) Mod Report (Small Additions, Additional Tunables, Animation Bloopers, Testing/Bug Fixes)
Another Month has passed. Which means another Mod Report for my Vile Ventures mod. This month I have been focusing on adding small additions, creating more tunables, attempt at first consuming animation, and testing the mod on a playthrough to find any bugs that may have been missed. Which I will go over these on the report.
[Small Additions]
-Shroom Harvestable
A new Shroom Harvestable has been created. As I honestly forgot to create one when I had previously made my other custom plants. The shroom seeds are obtainable through your NPC drug dealer after aquiring Drug Dealing Skill level 4.
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You are also able to craft your own baggies of Shrooms through obtaining 6 Shroom ingredients and one baggy.
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The Shroom Baggies are also obtainable through your Drug Dealer NPC, and there are no skill requirements needed to obtain the consumable shroom baggies.
-Illegally aquiring Drug Seeds
You are now able to obtain Drug Seeds Illegally via your NPC Drug Dealer. However, you must meet a certain threshold within your Drug Dealing Skill level. The prices for each seed is tunable.
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-Drug Dealing Skill Level 3: Unlocks White Widow and Purple Haze Buds
-Drug Dealing Skill Level 4: Unlocks Skunk and OG Kush Buds. As Well as Shrooms seed.
-Drug Dealing Skill Level 5: Unlocks AK47 and Amnesia Buds. As well as Coca Seeds.
-Drug Dealing Skill Level 7: Unlocks Opium Seed.
-Racket Inheritance
Any Rackets that your Drug Dealer Sim owns can now be passed down to someone in the case of your sim dying. You are able to ask any Teen or above sim to take over your operations when you pass. The sim being asked must not be against Illegal drugs and need to have at least a friendship relationship established. Otherwise they will not accept your offer.
In the case that your sim who owns the Illegal racket does not assign anyone to inheret the rackets. The Rackets will first be handed to a child of the sim. If no children are present, then a sibling. If No siblings are present, then a parent. Otherwise, the racket will be lost upon death.
-Added Extra Benefits For Completing Drug Dealing Challenges.
Completing the Cannabis Dealer Expert, Psychedelic Dealer Expert, Pill Dealer Expert, and Powder Dealer Expert challenges now provides an additional bonus on top of just increasing sale earnings for the category of the drug. Completing these category challenges will now net you high quality product when you are crafting your own supply. So collecting your cured weed while having the Cannabis Dealing Expert challenge completed will provide you with high quality cannabis baggy instead of normal quality cannabis baggy.
-Lean Is Craftable
Lean is now craftable. Select a Styfoam Cup. You will need Jolly Ranchers, Sprite, Styrofoam Cup, and Cold Medicine. The cold medicine has up to 4 uses. So with one cold medicine, you can create up to 4 Lean.
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-Using Baby Laxatives to Cut High Quality Cocaine
Baby Laxatives will be obtainable at the grocery store. On Drug Dealing Skill level 2, you will be able to utilize them to cut High Quality Cocaine Baggies into normal quality Cocaine Baggies. Which will either net you two or three Normal Quality Cocaine Baggies.
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-Finished Making Moodlet Images For each Custom Moodlet
At this moment, the total amount of custom moodlets provides by this mod will be 106. The images for these moodlets have been completed.
[Additional Tunables]
I also added some notable tunable's to certain features. There are many more, but I will notate the ones that were introduced during this month.
-Overdose Chances
Chance of overdosing on drugs are tunable. By default the values for each drug.
Lean: 60%
Adderall: 40%
PainKillers: 50%
Xanax: 45%
MDMA: 55%
Cocaine: 70%
Meth: 80%
Heroin: 90%
Overdosing can only occurs if your sim takes more than one dose of the substance when they are already under the effects of that substance.
-Fatal Overdose Chances
You can also determine the chances of an overdose being fatal. If the overdose is fatal, the sim will die. If it is not fatal the sim will be knocked out and fall asleep. By default the values for a fatal overdose are...
Lean: 40%
Adderall: 30%
PainKillers: 40%
Xanax: 20%
MDMA: 30%
Cocaine: 50%
Meth: 70%
Heroin: 80%
-Time it takes to Cure Weed
Previously, the time it took to cure weed in a jar was not a tunable. While I was playing a playthrough with my mod, I figured that some would appreciate this as a tunable. By default it is 24 hours.
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-Time It Takes for Cocaine Brick and Meth Package to finish
Previously, the time it took for Cocaine Brick and Meth Package to be completed in their respective containers was not a tunable. The time it takes is now tunable. By default, it takes 48 hours for a Cocaine Brick and Meth Package to be collected in their respective containers after filling it up.
-Drug Dealing Skill Points earned per Sale
You will be able to dictate just how much skill points your sim earns per type of drug sold. By Default selling Cannabis, Psychedelic, Pill, and Powdered type drugs net you 100 skillpoints. Which is a bit of a grind. For example at the moment during my playthrough I sold 139 drugs and I just got to Drug Dealing Skill level 5.
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[Animation Attempt]
There was an attempt during the month to at least produce one consumption animation for this month. However, the prop refused to appear in the correct location. I'm still unsure what went wrong, but I will continue to look into it. The attempt was made for the drink Lean animation.
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[Changes/Fixes Made During Testing]
I decided to perform a playthrough with my mod. To determine if I should make any changes or if there are any bugs that need fixing. Which there were a few I found.
-Fixed Bug Preventing my custom plants from growing overtime.
-Fixed a Bug Preventing the heat system from saving after reloading a save:
Example, my sim had a heat level of 15. Making him eligible to potentially have his residence raided. However, when I reloaded my save after saving. My sims heat level went back down to 0. This is resolved and heat level will be retained even after reloading a save.
-Fixed Empty Jars having a black substance inside of them:
This was a problem I had in the past, but didn't decide to expirement to try to fix it until it started to bother me in my playthrough. The black substance only appeared after you collected your cured cannabis. However, the empty jars are now truly empty.
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-Made a adjustment to crafting drugs via the Chemistry Table:
Previously when processing Coke Powder, Meth Tray, Heroin, and MDMA there were no Drug Dealing Skill Requirements. I decided to go back and add a Drug Dealing Skill requirement in order to produce these drugs via the Chemistry Table. Especially for Meth. Since all the ingredients to produce meth is obtainable through the grocery store. Which will make it too easy I thought. So now on top of the logic skills required to produce these substances. MDMA production will require a Drug Dealing Skill of 4, Cocaine/Meth Production will require a Drug Dealing Skill of 5 Heroin production will require a Drug Dealing Skill of 7. Cannabis and Shrooms still do not require a drug dealing skill. Just the necessary ingredients for now.
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And that is all I have to report on for this month. We went over creating a Shroom harvestable, Racket Inheritance, Crafting Lean, Obtaining Drug Seeds Illegally, Cutting High Quality Cocaine with baby laxatives, Adding more tunables, and making adjustments and fixing bugs found during my playthrough.
I had fun testing the early game of my mod. I managed to make it to drug dealing skill level 5 and was satisfied with the early game of the mod. I will continue to test my playthrough and attempt to make it to the late game of my mod. Where I will be attempting to own my own rackets and ensure that they work just perfectly. If all is well during my playthrough then everything is complete regarding my Drug Dealing side of the mod. And all that would be left are the final touches of the consumption of these substances. Which will include consumption Animations, reactions of nearby sims when smoking, and a rolling skill for joints and blunts, and possibly anything else that I may think of later on.
Now I'm going to go back to being a ghost. However, again thank you for all those that are patient.
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jellysimbean-blog · 4 months ago
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Sims 4 legacy challenge
~ Run the show~
This legacy challenge was solely created to play as the owner of different types of businesses
Rules
There is no set rules , just focus on having fun. Change this up or follow along, you choose.
You pick what Careers you want for each generation unless stated otherwise
Make money how ever you choose plus the ways listed for each generation.
Generation 1
*PetsCorner*
- Make money from selling puppies and or kittens
- Make money from pet shop
        Aspiration - Friend of the
          animals
       Suggested traits -  Cat lover, Dog lover, Loves outdoors
    
• Open a pet shop Brindleton Bay
• Adopt a stray
• Have at least 2 litter of puppies/kittens
• Sell puppies/kittens for profit
• Have twins/triplets
• Next gen sim Master pet training ( Optional )
Generation 2
                          *Veterinarian*
- Make money fishing 
- Make money from Vet clinic
    
           Aspiration - Your Choice
          Suggested traits - Overachiever, Generous, Proper
• Open a Veterinarian clinic anywhere but Brindleton Bay
• Master fishing
• Reach at least 4 star rating
• Have at least 1 child
Generation 3
*Music shop*
- Make money writing
- Make money through Music Media production
- Make money from Music shop
Aspiration - Musical Genius
Suggested traits - Music lover, Insider, Outgoing
• Start a Music Club
• Marry a music lover sim
• Have 5 children
• Write and publish at least 7 songs
• Get Music signed (Optional)
Generation 4
*Art Craft*
- Make money from art store
- Make money from flea markets selling arts and crafts
Aspiration - Painter Extraordinaire and Fabulously Wealthy
Suggested traits - Maker, Creative,
Art lover
   
• Master painting
• Only sell the artwork/Crafts you created and art supplies at shop
• Meet spouse at an art gallery
• Have at least 1 girl
Generation 5
*Bakery*
-Make money having Bake sales with sales table
-Make money from Bakery
Aspiration - Appliance Wiz
Suggested traits - Family Oriented, Perfectionist, Glutton
• Master Baking
• Enter pie contest at least once
• Have at least 1 child and Adopt at least 2 Child sims
• Have a Lemonade stand
• Have at least one Slumber party
• Get engaged but never marry to a sim with the Lazy trait
Generation 6
*GhostFuel Restaurant*
-Make money from restaurant
-Make money as a paranormal investigator
-Make money from side jobs
Aspiration - Your Choice
Suggested traits - Clumsy, Paranoid, Lovebug
• Have romance with at least 3 different
coworkers
• Be best friends with Parent(s) and or Grandparent(s)
• Marry a customer
• Sell your restaurant after reaching 3 stars
• Have at least 1 boy and 1 girl
• Become a paranormal investigator
Generation 7
*Clothing department*
-Make money through career
-Make money from shop
-Make money Knitting/Crocheting
Aspiration - Villainous Valentine
Suggested traits - Your Choice
  
• Join style influencer career
• Open retail shop at rank 3 in career, work at both jobs
• Never marry
• Have 3 children but all be half siblings
• Master Knitting
Generation 8
*Florist*
-Make money from shop
-Make money from flower arrangements
-Make money from Career
Aspiration - Soulmate
Suggested traits - Romantically Reserved, Green friend, Socially Awkward
•  Join gardening Career
• Master flower arrangement skill
• Have only 1 child less its twins etc.
• Have a Spring wedding
• Retire from career
• Plant and grow only and all types of flowers
Generation 9
*Farmers Market*
-Make money from Market
-Make money Canning
-Make money from stalls
Aspiration - Country Caretaker
Suggested traits - Rancher, Vegetarian, Animal Enthusiasts
• Open a Famers Market selling plant and animal products
• Own at least one cow and two Chickens
• Obtain the Golden treat
• Register as a Farmer with Ministry of Labor (Optional)
• Have 4 Children, 1 set being twins
• Win a ribbon from the Finchwick Fair
Generation 10
*Trailer Park landlord*
-Make money from renters
-Make money from Career
-Make money from woodworking, Flea markets( flip items there), and Dumpster Driving
Aspiration - Eco Innovator and/or Fabulously Filthy
Suggested traits - Recycle Disciple, Freegan, Cringe
• Join Civil Engineer Career
• Dumpster Drive, use any furniture found to decorate properties (Optional)
• Go to flea markets for used furniture, and decorate properties (Optional)
• Create furniture from woodworking , and decorate properties (Optional)
• Woohoo in a Dumpster
• Master handiness and woodworking
• Have 2 children
• Have second child before first child become a teen
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heartbreakheauxtelsims · 4 months ago
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HeartBreak Heauxtel Sims World
Location: Willow Creek
Status: In progress building, unfinished/empty plots
Families: Heartbreak Heautel Crew (Jiji, Kurse, Hime, Hina, Sterling, Zoei)
Businesses:
(Unnamed) Nail Salon (where Hime works)
(Unnamed) Hair Salon
(Unnamed) Beauty Supplies Store
(Unnamed) Mall (where Hina has a part time job)
Barbie Themed Hotel
Dungeon Mansion BDSM Club (where Kurse and Sterling Work)
Starry Bear Bakery (Jiji's bakery)
Every Witch Way (occult/spiritual crystal shop)
Weed Dispensary
Pleasure Point (Sex toy store)
About:
The Heartbreak Heauxtel Sims World is a modern day world build in WillowCreek. It follows 4 main friends; Jiji, a sweet pastel baker, Kurse, a goth stripper who works at a BDSM club and has a secret love for frogs, Hime (and her little half-sister, Hina) a Gyaru nail artist with a bolsterous personality, and Zoei, a boss bitch beauty guru influencer that's on a mission to make money. Then there's a monkey wrench, Sterling, the only guy that lives in the Heartbreak Heauxtel (apartments), who has a very big penchant for chasing skirts (especially Jiji and Kurse).
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suesimming · 8 months ago
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Dawn Of The Simfected: Let's Get Started
(4)
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DON’T READ AHEAD from where you are.
DAY 1
This day picks up directly from the prologue. The information you have is what has been given to you in news broadcasts you’ve already seen. You’ve been instructed to stay in your home; however, at 8:00 AM the following emergency message appears on your television and is announced over the radio:
"For emergency purposes only, the town is allowing residents to leave their home for a brief interval to gather supplies at an emergency outpost established at the local grocery store. Supplies are limited so each household may only spend up to $500 at the grocery store and get 2 books. Residents are being released on a street-by-street basis. Residents on your street are released at 4:00 PM and must be back in their home by 6:30 PM. Streets will be blockaded (impassible) until the indicated times. Anyone not returning in time will encounter the police and have all purchased items confiscated.” 
Note – Order groceries by clicking on the fridge when you return home. You can visit other areas in the city but you are not allowed to leave San Myshuno world. Your sims don't have weapons yet so if a zombie does attack them, you can not intervene. If they push them away, you can save your sim but if they get bitten then it's over for them.
DAY 3
The first cases of the R8-GE virus has been reported in your town. From this point forward, any ill sims must be checked for the virus. All supernatural are considered infected and cannot join the household or be interacted with.
Your neighbour comes knocking, very worried about the news. As you chat away about these new develoments, your neigbour notices a item in your apartment that they like. They are wiling to trade for a boardgame so you can be more entertained. Give them the keyboard for a the Don't Wake the Llama game table and some milk and bread (order groceries)
DAY 7
The citizens of your town have demanded an opportunity to leave their homes for leisure. Your street is free to go anywhere they like between the hours of 6P - 9P. Stores are not open; you are not allowed to buy anything. This is a great opportunity to get out, stretch your legs, take a drive, and meet someone new like the Sim you’ve noted gardening and crafting on the rooftop across the way. You have a strange feeling you might need a friend like him pretty soon. Remember, if you touch anyone, you must do a virus check.
You also aren't a city sim like the rest, you know how to fish and you can see where things are going. Your Sim sneaks out everyday to catch fish for your household and at night, you study things like cooking and gardening because you know things will only get worse from here. Your neighbour sees your catch and offers to clean and cook it for you if they can have some. As you share a meal, you get to know each other. You decide to team up and stick together. Your new roommate brings with them a handgun and ammo. You never know when you might need it. Click on a random young adult or teenage Sim and add them to your household. Don't create a Sims to add as you want this to be as random as possible. Give your Sim the fisherman part time job.
Try and find Bill the rooftop Sim and make friends with him.
DAY 10
While the virus seems to be widespread your city has managed to contain it. In an effort to allow citizens to refresh their supplies, your street is being permitted to go to the grocery store only from 8:00 AM – 10:00 AM. All other businesses are closed.
When you return home, you go to check on your downstairs neighbour. He's a army vet and you'd like to pick his brain about what is happing and maybe sneak some groceries into his fridge as you know he's too proud to ask for help. When you get to his apartment, there's a note on the door "I am not a coward, but I am so strong. It is hard to die. P.S Take care of Soldier." Your neighbour liked giving you history lessons when ever you stop to have a chat. You recognize the words as being the last words of explorer Meriwether Lewis. With a heavy hart, you slowly push open the door. Soldier's is in his cage, all his toys and food neatly packed in bags. The bedroom door is closed and you decide to not look, you'd like to remember the old man as he was.
A: you add a pet to your household. B: one of the other neighbours takes Soldier, looking after a pet now is more work than you can handle.
DAY 14
In an attempt to quell local protests springing up, the city has yet again agreed to open up the leisure facilities to you. Your street is free to leave from 8:00A - 11:00A.
At the park, a fight breaks out. You don't want to get involved and risk getting exposed but you see a little old lady get knocked into the street and a car coming full speed, you jump to pull her out of the way. You sit her down on a bench to check if she's okay. You strike up a conversation and make a new friend. Before she goes, she gives you a knitting bag and a book with canning recipes stating that where she's going, she won't need them. You hug her tightly not caring about the risk and go home realizing that the world will never be the same again. As you get ready to leave, you notice the little old lady left her bag full of groceries.
Note - you Sim can now start knitting and canning. Order $400 of groceries.
DAY 17
Many cases of R8-GE virus have been reported in your city and the situation continues to deteriorate. The city has managed to contain it but for how long? The increased number of sick Sims has made public services hard to provide. At this point:
All services, with the exception of police and fire department, are not available. (When getting groceries, you'll have to use the produce stand in the neighbourhood) Power & Water: Due to decreased staff, the power plant can no longer provide 24-hour services. Hope you have candles!
Shift + Click on the mailbox and inact the water and power NAP plans.
DAY 20
The morning news update flips on promptly at 8:00A. Your town is seeking volunteers to get help to those who need it. This will raise morale and help reduce the criminal acts of desperation that are threatening the streets. Volunteers will be able to leave their home at any time today.
Food must be presented as a gift to someone from another household; however, the assumption is you would not directly touch them to give them the food. It can be prepared or unprepared food or something else that would be considered critical need during a time like this.
Your Sims must do as many odd jobs as possible.
As you walk home that night, you notice a homeless Sim behind the dumpster fighting with someone. As you get closer to help, you notice the Sim is covered in blood, they reach out to you but multiple hands appear from the darkness and drag the screaming Sim deeper into the darkness. You run home, shaking and feeling a deep primal fear like you are no longer top of the food chain.
“Flu my ass” you mumble as you lock your door.
DAY 23
The army is distributing supplies. You receive $500 groceries, medicine and two sleeping bags. You ask the young soldier what’s with the sleeping bags seeing as everyone is staying indoors. He looks around nervously and whispers that you might need it soon. As you go back up to your apartment, you notice some of your neighbours are packing up and leaving. You hear glass break in one of the apartments, as you get closer to the door something slams into it growling and scratching. As much as you want to believe it’s a dog, you think of the homeless sim and something tells you its almost time for you to leave too.
DAY 26
Disaster! Due to the general lack of maintenance, the town’s power plant explodes leaking deadly toxic waste into the water supply. While water can be purified for drinking/bathing, the fish population is decimated and any that survived are toxic to eat. No more fishing.
You decide to go down to the camp to get more information about what to do next and notice the camp is empty. All the medical staff and soldiers are gone. A single truck drives by with a small group of soldiers, your run after them yelling qeustions and begging them to stop. You are ignored but just before the truck dissapears around the corner, a soldier yells "Get to the roof, they'll fly you out!" You run home and pack what you can carry. Food and a few other small items. Your building doesn't have rooftop access but your new friend Bill does. Bill is happy to see you all and although it's windy on roof and cold, you feel a little safer. From this point forward, Sims can’t do anything at night other than play games, cook and sleep as there are no lights and it’s not safe at night. Your Sims will also be tested for the virus as of today whenever they come in contact with new Sims. Quit all jobs. It’s time to choose which Sim will be a scavenger, home-maker and builder.
Scavengers will be the only Sim to leave the lot from now on, choose whoever has the highest athletic skill or klepto trait. They will go dumpster diving, collect harvestable, fight other scavengers for supplies and protect the lot against raiders. Give this Sim the zombie hunter trait from the Sac zombie menu. Select auto shoot zombies and collect loot.
Home-makers will never leave the lot. They will garden, tend to animals, cook, care for children and seniors, clean and make clothing. Choose a Sim with the family-oriented trait for this role. You home-maker needs to knit as much clothing as they can to use for trading.
Builders use what scavengers find to create what is needed. Builders do repairs, use the workbench, make candles and upgrade items. They are also responsible for beekeeping and keeping foxes away.
Only the Sims selected for these jobs can do them, you can’t have a Scavenger cook food or a builder go fishing,
All outfit categories must be changed to your Sims everyday outfit. Think of how you would dress in this type of scenario. You can sleep in your underwear and have a warm jacket for winter.
DAY 30
The police are no longer able to contain the streets! There is a mad run on the few remaining supplies at the grocery store. Watching the chaose erupt down below, you decide it's time to arm yourself before what is happening below finds it's way to your rooftop. You decide to skip the grocery run and go to the abandoned medical camp. Maybe they left some ammo and weapons behind. You (scavenger Sim) make a run for the camp. The streets are empty. Abondoned cars, doors open, luggage strewn all around. In the distance you can see buildings on fire. You double check the gun strapped to your leg and decide to go low and fast.
You get to the med camp and find it fairly intact. You manage to get some first aid spray and 5 units of food (3 items=1 unit). As you look around, you stumble into a restricted area. You look for supplies and stumble upon the mother load. Large guns, lots of ammo and a crate full of items marked with lables like "infected repellend" and "confusion mist". You also find a file about a secret lab, a possible cure and one name Sigworth. Before you can grab anything else, you hear footsteps…lots of footsteps. You take a peak outside and see a crowd of Sims walking into the camp but something looks very off with these Sims.
Clothes torn, blood smeared all over them and their eyes are clouded. You can see some are badly injured but the pain doesn't affect them. As you watch and listen it hits you
"Holy shit, their zombies." you whisper as you watch them, paralized by fear. You notice they move like a herd of sheep, one following the other without looking around. Its time to get the heck out of here so you grab for your backpack only to knock over a tray sending its contents flying and turing the herd towards you.
Roll the dice: Even numbers - you see a gap in the fence outside the mobile unit you are in. You grab the bag with guns, the medical supplies and manage to get out a window and out of the camp before the heard surrounds you. Uneven numbers - the herd moves fast, you only have enough time to grab your backpack and a gun or the med supplies.
Back home you tell the others what you saw, show them the file and decide to start keeping a diary. Maybe there is a way to fix all of this.
DAY 35
You hear a loud BOOM followed by the sound of laughter off in the distance. You awake in the dark, your best guess, around 3:00 AM. You peek down at the street and see nothing but darkness. In the interest of safety, your scavenger is chosen to go investigate (if you have two that share the same skill, pick one).
Your sim sneaks outside in darkness peering around for any signs of trouble. It doesn't take you long to find it. You see fire burning in the distance. It looks like the local hooligans have attacked someone. You hear the roar of an engine and duck behind the dumpster thankful your camp on the roof is completely dark. A car of screaming hoods drives right past as if they were chasing something. You breathe a sigh of relief then hear a timid voice from the darkness a distance behind you. "P…please help me".
CHOICE: You squint at the form of a small child, approximately 7 or 8 years old. She (or he if you choose) is in rags, dirty, and looks generally sickly. She is not close enough to you to do a virus check right now and you warn her to stay put. You strike up a conversation with her from a safe distance and learn that she was in the recently burned home. Her last remaining family member, her older brother, got involved with a group of bad kids and a rival gang attacked their home tonight. Her brother abandoned her and drove away. Do you…
Tell her to hit the street. No more mouths to feed and no more virus checks here. If so, she runs off sobbing in the dark. No need to do a virus check.
Help her. This means a virus check against the sim speaking to her ONLY (the rest of the household is tucked safely away).
A. If your sim is infected and survives the virus, you can, at your own peril, try to bring her into your home BUT each family member will have to make a virus check. If everyone dies you cannot add her.
B. If your sim passes the check, she is not infected and you may add her if you wish (no other family members need to roll). His/her traits must either be animal enthusiast or loves the outdoors and must be pale and thin. She takes you to her brother’s secret stash. You find 20 units of food, a tent, medicine and $500.
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lolathehuman · 6 months ago
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This is the first time I try a build a city challenge. I have read and watched a lot of this challenge journeys throughout many other players youtube channels, tumblrs and livejournals and was dying to try it. Now I finally gathered the energy to do it and I'm treating it as a bit of a creative outlet during my spare time. I created the terrain on sc4 and pookleted the settlers. I will also try to build everything, so let's see for how long I can keep this up lol. The set of rules I'll be using is a mix of Didly's, Katatty's, DeeDee's and MarmitePrinter's, in other words, a big mess of rules copied and pasted into a Word document. But all in a very loose way and always open to tweaking, so it's fun and makes sense to me. Also, English isn't my first language so please forgive any mishaps :)
All the way across from SimNation, far from the big city and between rocky green mountains, an old abandoned village which sprung many many years ago at the margins of a wide river that flows into the sea gets its train reactivated... now, sims can discover a beautiful land surrounded by forests and beaches and its neighboring island. Who will be brave enough to explore this far away land and turn it into a gorgeous thriving town?
A few things about how i play my game and some tweaks I've made to the rules:
1. My lifespan consists of each 1.5 sim days = 1 year (except for college, which is 2 sim days = 1 term, but I doubt I'll be playing college anytime soon), so it is long but I like to take things slow and love to play teens and children but do not like when their parents age unrealistically soon so this was the best solution for me.
2. My seasons last 7 days and I play rotations of 4 then 3 days, so its monday through thursday then friday through sunday.
3. I didn't like the "you can only sell stuff you craft because there's no way to stuff to get to the town" rule because the starting point of Moon River Island will be precisely the reactivation of a train line. Therefore I decided that the train arrives in the city once a week and that will be the frequency that the stores in the city that sells non-craftable items will be able to restock their items. Also, the type of items sold in the beginning rounds will be, like, "essentials", such as personal hygiene stuff, processed food, cleaning supplies and, during the first gameplay I figured that it'll sell hobby objects as well since they're kind of essential in a gameplay matter and it's just fun to have a Sim go out and shop for hobby supplies like I like to do in real life. I also decided to extend this rule to how many times a week residents can purchase items from the catalog and that's it, makes sense to me. Once downtown is unlocked this rule will be lifted.
4. I will try to use Beth's tax system that she shared on her discord server, but it is a bit complex so maybe I'll change it along the way. Already gave up lol I'm using the 10% over the household funds method. Might make it a little bit more complex in the future.
I guess that's it. Good luck to me :)
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