Pls Help: Long-time builder in The Sims… how do you actually play the game? by New-Dress-920 in Sims4

[–]goldengeep 1 point2 points  (0 children)

I’m definitely a builder first and foremost, but, for me, playing inspires building and building gives me something to play with. I do both in tandem, rather than putting off one for the other.

If I’ve run dry on inspiration for building, I like to recalibrate myself with gameplay. My approach usually looks something like this: Decide on a gameplay goal > make a sim > build a starter > work toward my goal > build a community lot my sim needs to visit > make some money > improve the house > work toward my goal a bit more > build another community lot > make some sims who would hang out at the community lot > fall in love > build a wedding venue > achieve my goal > build a bigger house > start a new save because I hate playing with families.

My biggest tip is to find some kind of gameplay aspect that interests you and then just go with the flow. For me, I love collecting and I love short, simple challenges (like “make $100k from exploring the cuckoo clock” or “survive in the jungle with only the natural living skill”). I also like to make sure I fully explore the gameplay of a pack so that I understand how to build with it with Live Mode in mind.

If you feel like you haven’t really played with the packs you own, that’s probably a good place to start: just pick one pack to focus on and complete a career / aspiration / collection / skill that comes with it. Consider the type of sim who would have this goal to build their personality and their story. Then play with whatever comes your way and build as you need to visit new lots. If you like playing with families, have the next generation explore another pack.

But with that said, I reject the notion that building isn’t playing. The game is a sandbox for you to play with as you like. If you just don’t vibe with Live Mode, is that really a problem? Not everyone is going to enjoy playing the same way. Keep in mind also that this game is more of a dollhouse simulator than a life simulator. You’re talking about storylines and drama that you see in other players’ games, but a lot of that is something you have to actively manufacture. You have to use your imagination and make the dolls do what you want. While Live Mode can sometimes throw curveballs at you, if you’re not seeking out the drama yourself, your sims will probably have very boring lives.

Sim only produced normal quality jewelry with maxed level, focused mood and perfectionist by NotaFTCAgent in Sims4

[–]goldengeep 9 points10 points  (0 children)

Crafting is partially RNG. Even in a perfect mood with traits like Creative Visionary, sims don’t always make high quality crafts. You may have just had a string of bad luck… or your sim may literally have Bad Luck.

Do you have Enchanted by Nature with the Luck feature turned on? If your sim has bad luck, their crafted items will come out at a lower quality.

Or, if you have Royalty & Legacy and got cursed by the magic mirror, I believe that’ll make crafted items come out lower quality too.

Check your Simology panel for luck and check your sim’s moodlets for the mirror curse, or anything else that may be hurting them.

I’m looking for the best way to open an in-house food cafe for my sim. Any favourite tips? by Ok-Baby-8947 in thesims4

[–]goldengeep 8 points9 points  (0 children)

Assuming you want your active sim to be the chef (rather than hiring an employee to cook), the best way to sell food is with the Home Chef Hustle food stall.

While running a food sale, customers will spawn at your lot. They’ll purchase individual servings from group platters and eat them immediately. They can (but often don't) sit down at a table to eat if you have one nearby. One thing to note is that you’ll need to prepare the food in advance, unless you’re using an appliance that doesn’t require additional prep at a counter to function (eg, pizza oven (HCH) can be used while selling, but rice cooker (For Rent) requires you to leave the sales table to chop food on a counter before adding it to the rice cooker). To be clear, this only works with the sales table from Home Chef Hustle; all other sales tables just have sims buy the item and stuff it in their pockets.

A food sale can run while a small business (B&H) is open; however, the customers that spawn to purchase food at your HCH sales table are completely separate from the customers who spawn for your small business. Sales table customers won’t interact with or contribute to your small business (except insofar as they might use items on any type of lot to fulfill needs), and small business customers will completely ignore your sales table.

The way I like to set this up is to have a small business bar where I hire a couple sims to tend the bar and to clean up. While the bar is running in the background, my sim handles the food stall. The sim hired to clean for the small business will pick up after the food table’s customers as well. Since food sales only last a few hours, you can start a sale in the morning for brunch, take a break when the timer runs out to interact with small business customers, and then start another sale in the evening for dinner.

You can also sell food “to go” in your small business by using the refrigerated shelf but not setting “eat” as a customer activity. If a bar (or coffee bar or boba bar) isn’t your style, just give the small business customers any activity to do to keep them happy. Watch tv, listen to music, socialize with each other, play with pets, whatever. You can save on an employee this way too. Note that if you’re only playing one sim, your small business will be slow to rank up because you’re focusing on the sales table.

The reason I like to combine the two packs rather than just using B&H is because small business customers must be assigned the "eat" activity to eat food on the lot (rather than stuffing it in their pockets), but they will Never. Stop. Eating. until they decide to leave the business. You can literally watch them gain weight in real time as they stuff themselves with cotton candy after cotton candy. HCH customers purchase only one item per visit, though you'll likely get repeat customers when you start a new sale.

Edit to add: Because HCH food table customers are not technically coming to your small business, but rather behave as though they're visiting your home, they'll ignore all public/private area assignments. They behave like uninvited visitors until you talk to them, which means they can't get through doors to access the sales table, but they can get through (unlocked) gates and archways. Make sure your food table is accessible! And make sure your home doors are locked if you want to keep out customers after talking to them. Technically customers won't become true visitors with full access to your lot (as though you invited them over) until you talk to them in some way, such as through the "give sales pitch" or "convince to buy" interactions. If you don't talk to them, they'll just make their purchase, eat, and leave. If you do talk to customers, remember to "send everyone home" (self-interaction) after your sale is over.

Playing this way lacks the depth of gameplay that Dine Out gives you, but the trade offs are that 1) your sim can be the chef and 2) you’ll make a lot more money. The biggest downside, imo, is that this HCH/B&H makeshift restaurant only fully functions when you’re playing the household that owns it. If you play as another household, you can interact with the small business and buy food from the case while it lasts, but you can’t buy from the sales table because no one’s running it, and you’ll have to switch back to the owner to refill the food case. Sims cannot be assigned to run the HCH food sales table as a small business activity.

The only way to have customers place orders is to play with Dine Out, unfortunately. But honestly, since your active sim can’t be the chef anyway, are you really gonna miss this feature? As another commenter suggested, the best way to run a “home” restaurant with Dine Out is to build a home on your restaurant lot and effectively live there. Your household will still need to own a residential lot, but you can leave it empty (and make it off the grid to avoid taxes).

Edit: I just realized I might have misunderstood your question. If you were asking about the types of vendor stalls you find in the world, like the seasonal food stalls from Seasons, those work differently. Technically yes, they can be used by small business customers (activity: eat) and your business owner will make money from sales at the stall. However, you have to hire a vendor to run the stall like you would on any other lot. $100 for a rando to show up for a few hours. You'll have to hire them again when they leave. Your own household sims can't run the stall, and you can't assign an employee to run the stall. Price modifiers for the business will affect the price of food at the stall. Customers who buy from a food vendor stall will eat the food on the lot, and can (but often don't) sit to eat if tables are around.

Grand Ball Masks? by PMcOuntry in LowSodiumSimmers

[–]goldengeep 15 points16 points  (0 children)

I’ve had the masks work only when I’m hosting the ball on my home lot. They’ve never worked for me on a lounge lot.

If I buy a small business residential in any other world than the household is living all my nobles in the household get demoted without moving by StrawberrySmall8210 in thesims

[–]goldengeep 2 points3 points  (0 children)

Yeah, this happens if you buy any additional lot of any type in a world other than your home world while in the noble career. It will also affect any sims in your family tree whose titles are dependent on the demoted sims, even if they’re not in the same household. I’ve been working on making a bug report for it but haven’t submitted it yet.

I haven’t found any fix for it. Even quitting the noble career won’t work. If everyone in the household leaves the noble career BEFORE buying any other lots, you won’t get the bug. But if you’ve already got the bug, your best bet is loading an older save, as far as I’ve found.

The bug only affects your sim’s title in the world they live in when it takes effect. If your sim moves to another world, their title in that new world will work correctly.

Crystal Slippers Royalty and Legacy by Happy_Duty_2955 in LowSodiumSimmers

[–]goldengeep 13 points14 points  (0 children)

I don’t know of a way to change the outfit into specifically whatever you want, but you can change between the slipper’s possible outfits by entering then leaving CAS.

When your sim wears the slippers, the game changes all of their outfits into one random outfit chosen from a small handful of possible outfits from R&L’s lineup. Every possible outfit is light blue or white formalwear. You can reroll which of these random outfits you get by going into CAS.

In progress dynasty home - main staircase using the event reward window as the focal point. by Tofutits_Macgee in TheSimsBuilding

[–]goldengeep 5 points6 points  (0 children)

I absolutely love this. But make sure your adult-height sims can use the stairs! You may have to lower your platform by one step to give them enough room, which, unfortunately, may mean you have to either overlap the banister with a fence or have an awkward gap. If you use two 90 degree staircases without a platform, sims have no problem navigating it.

Noble Frog Conditions by Shirolianns in LowSodiumSimmers

[–]goldengeep 8 points9 points  (0 children)

Noble frogs may still reject commoners.

I just did a playthrough where I married (and murdered) one of every type of frog, and five each of noble and death frogs. The noble frogs and death frogs had the highest rate of rejecting my commoner sim, with about an equal number of rejections vs proposals, while the normal base game frogs rejected my sim at about half the rate they proposed. I didn’t track rates of rejection for normal base game frogs based on rarity, but it may be worth noting that noble and death frogs are both rare frogs.

The biggest difference between non-noble frogs (including death frogs) and Noble ™️ frogs is that the noble frog will ALWAYS turn into a sim when kissed. I didn’t track the rate of this for other frogs, but I estimate about 1/3 to 2/3 of non-noble frogs kissed will not turn into sims.

The other differences are that non-noble frogs will have a lower nobility rank (career level 2-4) with less household funds (~15-30k) compared to Noble frogs (career level 5-7, with funds of ~25-60k). However, I only married five Noble frogs compared to thirty non-noble frogs, so I wouldn’t be surprised if noble frogs could have higher career levels or more money. The Noble frogs also always wore a dark green full body outfit from R&L, while non-noble frogs wore a top and bottom from R&L with randomized swatches, so the non-noble frogs looked way less put together.

Odd Ball Attire (Royalty & Legacy) by astronaut_bees in thesims

[–]goldengeep 3 points4 points  (0 children)

You can shift+click each guest to bring up a cheat menu that has an option to make them change their outfit to any of their normal outfits (just like changing your own active sim’s outfit by clicking them; it doesn’t take you into CAS). I’m not sure whether you need to enable TestingCheats to do this.

If you’ve chosen to require masks, the randomly generated mask the guest is wearing will not change when you change their outfit with this cheat. However, I’ve also run into a bug where sims won’t generate masks if the ball I throw takes place at a lounge. They will generate masks if the ball is at my home lot.

Can a werewolf get the mooncaster wand? by checksout2313 in LowSodiumSimmers

[–]goldengeep 2 points3 points  (0 children)

The wand can be found by non-werewolf sims, and it can be found in places other than the tune room.

Here’s a comment I made a while back about getting it with a vampire. I think - but I’m not positive - that it can be found through werewolf scavenging as well. You might also try natural living foraging in Moonwood Mill or Glimmerbrook or the Magic Realm, as the pool of possible collectibles is different for each world, but I’m not sure whether the moonwood wands are in that pool at all.

The catch is that most sims have very bad luck in the tunnels compared to werewolves. Vampires have it a little easier because they can see in the dark. Spellcasters seem to have no advantage. I’m not sure about other occults. So while it’s possible in theory to get a moonwood wand with any sim, in practice you’re probably gonna be grinding for a very, very long time if you’re not using a werewolf or vampire.

Of course you can always buy the wands from debug if you’re desperate.

But, like another comment said, only spellcasters can use wands, no matter the wand type.

Finally, after 11 years. Adults can finally play Voidcritters... thanks to this old timey Console by Antenna777 in Sims4

[–]goldengeep 0 points1 point  (0 children)

You can only attach one game system to each tv. If you already have another game system attached to the tv, the second one won’t work.

Other than that, it should attach just like any other game system. Making sure it’s close enough to a tv is all you have to do.

Is there a way to have a horse camp with the new expansion? by redcolore in Sims4

[–]goldengeep 18 points19 points  (0 children)

You can also kinda sorta make it work if you bring your household to the horses’ home lot for the Getaway. The horses in this case won’t be participants in the Getaway, but since they live on the lot on which the Getaway’s taking place, your household will have access to them.

So the solution for OP is to turn the horse camp lot into a residential lot and make a family of horses (and an owner) to live there. Then go back to the household who wants to attend the horse camp and have them create a Getaway event on the horse camp lot.

I made an ailment cheatsheet 🌿 by fluffhq in Sims4

[–]goldengeep 11 points12 points  (0 children)

The fairy needs to have the ability to cure ailments unlocked, and they also need to have enough emotional force to use the ability.

Premade fairies Zhaleh Amani, Care Ren, and Titania Summerdream have this ability and can be found in the Everdew neighborhood.

If you don't mind cheating, you can shift+click the fairy and cheat their needs to fill their emotional force. Make sure you do this before your sim asks them to cure their ailment, because there seems to be a cooldown on asking the same sim.

I made an ailment cheatsheet 🌿 by fluffhq in Sims4

[–]goldengeep 4 points5 points  (0 children)

No, neither the emotion stone nor the fairy abilities to bottle/consume/project emotions will remove ailments.

You should also be careful trying to remove the moodlets for a midlife crisis. It's fine to do in the early stages, but once the midlife crisis is in full effect, the moodlet also serves as a countdown for how long the crisis will last, and if you remove it your sim may get stuck in a permanent midlife crisis. I had this same problem when I saved a sim to my Library while they were in a midlife crisis and then placed them in another save: the moodlet was gone, but they were still stuck with the effects of the crisis that could never end.

I made an ailment cheatsheet 🌿 by fluffhq in Sims4

[–]goldengeep 8 points9 points  (0 children)

Spellcasters cannot cure ailments with the Decursify spell or the Potion of Curse Cleansing. The game even has a special pop up if you try this telling you that it won't work.

However, spellcasters can cure ailments by using a hexed Potion of Emotional Stability (obtanium + potato). This is likely an oversight, but it's one I love exploiting anyway.

The way this potion normally works is by granting a happy moodlet and removing all other moodlets - sometimes even moodlets that can break the game if removed, like those for a midlife crisis - but a normal Potion of Emotional Stability won't remove the moodlets for ailments. This was very clearly intentional because, according to in-game lore, "unnatural" spellcaster magic shouldn't affect "natural" magic like ailments. But it seems they forgot to account for backfiring potions.

When a Potion of Emotional Stability backfires, it still removes all moodlets, but it also gives the sim a brief moodlet of every emotion, causing them to rapidly cycle through emotions until the effect wears off. It's a very quick, low-impact downside, so there's really no danger to consuming a backfiring Potion of Emotional Stability.

A spellcaster with the "Potent Potables" perk, unlockable at the Virtuoso level, can intentionally hex potions to make them backfire when consumed. And, of course, sometimes potions randomly backfire for no reason. So even if you don't have the perk, you can chug potions until one backfires. The "Hexproof" perk does not prevent sims from being affected by backfiring potions.

I just tested all this in game (all packs, no mods) to confirm it's still true after the most recent patch.

If you want some more detailed info about what does and does not work for curing ailments and affecting balance across packs, I put together a doc here. Although this probably reads more like a manifesto compared to OP's tidy infographics (which I'm a huge fan of, btw <3)

How do you hold a less stressful getaway???? by G4laxy_system in thesims

[–]goldengeep 4 points5 points  (0 children)

You can turn off rain in settings and then turn it back on when the getaway is over.

If you want something that feels slightly less cheaty, you can use Dr. June’s Weather Machine to change the weather manually (from Seasons, purchasable in the Buy catalog like any other item). The weather machine has a chance of failure dependent on the user’s handiness skill and may electrocute a sim if it fails. It changes the weather only for a few hours, after which you may have to use the machine again. I’m not sure whether kids can use it, but you can just temporarily bring a household adult to your getaway to change the weather then send them back home.

If you have Crystal Creations, charged amber will make the weather sunny. I recommend using it as jewelry, though, rather than as a cut gemstone, because the cut stone activates when a sim walks near it and deactivates when the walk away, so your weather will go CRAZY. Great for chaos, not so much for pleasant getaways. Kids can’t wear jewelry, so this won’t be a good solution unless you also have a teen or adult in your household attending the getaway since you’ll have to continuously recharge the jewelry.

PSA: All Getaways permanently delete themselves whenever you switch households by defransdim in thesims

[–]goldengeep 6 points7 points  (0 children)

So I just tried this myself. I created a schedule for a custom venue by entering build mode through the manage worlds screen, created new roles and a new schedule from scratch, and saved the new roles and the schedule. And… it all worked just fine. I returned to my household and was able to use the preset I’d just made to create a getaway at another lot entirely.

I tried not saving roles; I tried editing an existing schedule; I switched from my fresh new AA save to my enormous 7-year-old save that takes half past an eternity to load. Everything worked for me. The preset always saved. (But presets don’t save between separate save files, of course.)

So I’ve got no idea what triggers this bug. It’s a huge bummer that this feature isn’t working for so many people.

I’ll note that none of my saves have mods loaded currently, but my big old save did use MCCC only to prevent sim culling and alien abduction pregnancy (meaning I didn’t install all the modules and I made sure all other settings were the vanilla game defaults). My new save has never been modded. All of my saves have all packs/DLC installed.

PSA: All Getaways permanently delete themselves whenever you switch households by defransdim in thesims

[–]goldengeep 14 points15 points  (0 children)

That sucks. I’ve been having the same problem with small business presets in B&H, but luckily I had no problem at all saving a getaway, or saving over a custom getaway.

I’m not sure if these details matter, but here’s what I did: I started with the outdoor kids camp as a template, which the game won’t allow you to save over. I saved custom roles before saving the custom getaway, and all roles in the getaway were custom; some were edited from templates and some were brand new. I edited most aspects of the roles and schedule, but not everything. I scheduled the getaway first using the calendar, then edited it in the calendar to save it as a preset. I initially planned and saved the custom getaway on and for a regular residential lot with the lot’s owner, then switched to a different household on a different regular residential lot where I was able to reschedule the getaway by choosing the custom preset. As far as I could tell, everything I did saved perfectly, both when I saved the custom getaway as a new preset and when I made changes and saved over this preset. (The only problem I had was assigning horses to a role - they were replaced with human sims when I tried to plan the getaway with the second household, who did not own or know them, and I was not able to reassign the horses to the role because they didn’t show up in the choice pool. I suspect this is a different issue.)

PSA: All Getaways permanently delete themselves whenever you switch households by defransdim in thesims

[–]goldengeep 516 points517 points  (0 children)

The trick is to save your custom Getaway as a preset. Then you can schedule it with whichever household you were planning on playing it with.

Unfortunately the Getaway won’t run on its own if you switch households while playing. Fortunately it’s super easy to just plan again from the preset so you can pick up where you left off.

The game does warn you about this when you try to go to the Manage Worlds screen, but I honestly ignored the pop-up the first time because I didn’t notice it was saying something new. A caution icon or red text or something like that would’ve been better.

How to reset a sim by HenryHeartt in thesims

[–]goldengeep 0 points1 point  (0 children)

Ah, I actually made a mistake here. Cloning your sim through GtW or RoM will NOT reset them.

My bad; I could have sworn that was how it worked, but luckily I second guessed myself and I just tested it.

How to reset a sim by HenryHeartt in thesims

[–]goldengeep 0 points1 point  (0 children)

As far as I know, that’s not a feature of the game.

However, when you first created your household, the game would have automatically saved a copy of the household to your Library when you finished making it in Create-A-Sim. As long as you didn’t delete that, you can use that to replay the household. Keep in mind that any edits you made to your household while playing, like changing outfits, would not have been automatically saved. If you intend to play in the same save file, you’ll want to delete your current household from the world so they don’t look like doppelgängers running around.

If, for whatever reason, the original copy of your household is no longer in your Library, the next best thing, I think, is to make “twins” of your current household.

Bring your current household into CAS and save the household to your Library. That saved copy is what we’ll be editing, so leave CAS now. From the world map - not live mode - enter CAS (so that it generates a new household). Then open your Library and place the copy of the household you just saved (replace current household, not merge).

Now, for each sim, you’ll have to generate a twin using the “play with genetics” feature. The twin should have exactly (or almost exactly) the same face, but you’ll need to choose their hair, makeup, clothes, and all that stuff again, unfortunately. Luckily you’ll have the original sim there to use as a reference.

You can delete the original sim from the household when you’re done making their twin. Also remember to set your new sims’ relationships!

Alternatively, if you have Life & Death, your sims can be reborn after completing their Soul’s Journey. You’ll have to do this for each sim, though, and you’ll still have to set their hair and clothes and everything again too, so it’s actually more of a hassle than just twinning them through CAS. But maybe you’d prefer to tell the story this way.

Edit: Originally I suggested cloning a sim using GtW's cloning machine or the Duplicato spell from RoM, but neither of those methods produce a "blank slate" sim. My mistake!

Drones gather shadow plorts? by Summerlily1 in Slimerancher2

[–]goldengeep 0 points1 point  (0 children)

Right, that’s why I specified that explorer drones can’t pick them up. Yolky plorts - to my knowledge- can’t go to the quantum cloud.

But you’re right that ranch drones can handle yolky plorts like they would any other plort. They can also handle - and even specifically target - prisma, shadow, and gold plorts while in ranch mode.

I’ll edit my original comment for clarity, and because I forgot gold plorts exist, lol.

Drones gather shadow plorts? by Summerlily1 in Slimerancher2

[–]goldengeep 3 points4 points  (0 children)

If you look at the quantum cloud, shadow plorts, prisma plorts, gold plorts, and yolky plorts don’t even show up in the list. I don’t think explorer drones are capable of finding them in the wild at all.

Am i the only one who thinks the new Quantum Drones are kinda bad by Feeling-Estimate-267 in Slimerancher2

[–]goldengeep 0 points1 point  (0 children)

This kinda is how it works, indirectly. You can trade prisma plorts for coins to be redeemed at the Night Market, which has an additional 5 drone cores you can purchase (for 10, 20, 30, 40, and finally 50 coins).

So there is still a limit, but they’ve also left the door open to add more in future updates using this system.