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Post by simsonianlibrary on Jun 9, 2021 7:10:58 GMT -5
Ever wonder what's under the ground in Windenburg or Sulani? Now you can find out. The Archaeology Kit mod expands the Sims 4 archaeology features from Jungle Adventure to work in every region (even Sixam). Your sim archaeologist can now find over 50 region-appropriate artifacts drawn from Sims lore in every world. Find medieval artifacts in the ruins in Windenburg, pirate treasure on the sandbars of Sulani, and ancient relics in the Magnolia Delta regions! Archaeology Kit 2 is a massive update to the original Archaeology kit with many new features, new game play and more Sim lore! Features- Archaeologists of skill level 4 or higher can now Survey for Dig Sites in any world, just like in Selvadorada
- Archaeology Site lot trait to randomly spawn region-specific dig sites to help you build your own archaeological site lots for beginning archaeologists or archaeology clubs
Almost 50 new artifacts with backstories drawn from the lore in all Sims versions and several historical eras - Menoset IX Period War Hammer
- Komorebian Trade Vase
- Yacothian Sword Rack
- Hou Dynasty Pig Statuette
- Brindleton Pirate Cutlass
- Loot from Oasis Eleven Robbery
- Buried Treasure Chests with more treasure inside
- And many more
Artifacts are from ten different historical eras, each with their own unique legends and relics specific to the era. Regions contain artifacts from one or two different historical eras. - Prehistoric
- Ancient
- Shang Simla
- Medieval
- Komorebi
- Sulani
- Pirate
- Modern
- Sixam
- Magic
Thirteen unique and powerful magical artifacts with legendary back stories of their own that can only be found on specific lots. Clues to find them are included in the game! - Wand of Lightning
- Gloves of Thievery
- Six Demon Bag
- Hand of Simca
- Yacothian Armor, +2
- And more
Historical books that provide clues about where different types of artifacts can be found - The Ecclesiastical History of the Simlish People (Volumes 1-3), by Venerable Smede
- The Book of Hou, by Man De Zhao
- Omiscan Book Of the Dead, by Felix Psyded
- And more
More New Features- New Sim Lore skill that provides the abilities to understand and use magic relics, read the Moon cipher and more
- New Museum Docent venue staff in Museums give tours, answer questions, purchase artifacts, and provide missions
- New Museum Contractor mission career provides 26 targeted missions (17 of which are repeatable) to find and authenticate different sorts of artifacts and retrieve legendary relics. Bonuses paid upon completion!
- Three new magic spells uniquely useful to Archaeology: Identify, Divination and Dig.
- Extensive in-game notebook integration to help you keep track of all of this stuff!
- Archaeology Dig social event available
- No overrides were used in the creation of this mod, Jungle Adventure features remain untouched!
How to useThis mod uses the same Archaeology Skill and same activities as Jungle Adventure. It enables your sims to Survey for Dig Sites (and then dig them up) in any region in the game. All current regions are set up to provide artifacts from specific historical periods in Sims historical lore. If your sim has an archaeology skill of level 4 or higher, they can Survey for Dig Sites anywhere outside on the terrain. They can establish an excavation site once they find a dig pile, just like in Selvadorada. If your sim has less than skill 4 in archaeology, you can add an Archaeology Site lot trait to a lot to have it spawn random dig piles on the lot's terrain at periodic intervals.
- Your sim dig up dirt clumps from the dig piles that have artifacts or magical relics inside.
- You can click on the dirt clump or extracted artifact in your inventory and queue up an Uncover or Authenticate interaction on it. Your sim will route to a nearby archaeology table and begin work. When completed, the artifact will end up back in your inventory.
- Artifacts can be sold for cash directly from inventory, on Plopsy, in a retail store or directly to Museums. If they are Rare they can be donated to the Simsonian Museum for increased fame and access to the Museum Contractor mission career.
Known Issues (Current Bugs and Differences from Jungle Adventure)- When you extract or authenticate an artifact, it ends up in your inventory instead of remaining on the archaeology table. This is by design, since it allows you to queue multiple items for extraction or authentication.
- Unauthenticated artifacts are tinted darker brown, instead of having a stuccoed appearance. The name of the item will also begin with 'Unauthenticated...'.
- The Extract and Authenticate pickers on the Archeological work benches only handle Selvadoradan artifacts. I didn’t want to override those, and I didn’t like the idea of duplicates for this mod’s artifacts, so I skipped that functionality.
IMPORTANT: This mod conflicts with LittleMsSam's Small Archaeology Override mod. The symptom is that you will not find anything in dig piles from this mod no matter how long you dig.Required InstallationIn order for the included magic spells to work, you'll need the Spellbook Injector V2, available on my website. Sims 4 Pack RequirementsFrankly, it needs a lot of them, primarily due to the objects cloned or referenced as artifacts. - Jungle Adventure
- Get to Work
- City Living
- Realm of Magic
- Seasons
- Pets
- Paranormal
- Get Famous
- Get Together
- Discover University
- Island Living
- Snowy Escape
- Nifty Knitting
- ...I may have missed some. I don't have My First Pet, so not that one, and Batuu is not required (but if you have it, you can dig there...it’s a theme park just outside Del Sol Valley in my world, lol).
Additional Packs Used in MissionsThe missions provided by the Museum Docents reference most of the regions that have maps. If you take a mission that requires you to travel to a region that you don’t have, you can cancel the mission. There aren’t any missions involving Moonwood Mill or Copperdale, but there are some that involve Tartosa and the rest of the regions. Debug CheatsStuck in a mission? Bored? You can set the region, artifact era and rarity of any dirt clump or artifact by shift-clicking the item to show the debug menu. This will let you quickly give yourself artifacts with the correct source attributes to fulfill any mission (eg, Pirate era artifacts from Sulani, etc). You can also ‘cheat authenticate’ an artifact by selecting Authenticate Immediately from the debug menu. This makes it a lot easier to populate museums full of Archaeology Kit artifacts, should you wish to do so (they make great places to analyze artifacts and increase Sim Lore). If you run into a rare bug that might cause the archaeology table to become non-functional (you’ll know it if it happens), you can quickly replace the table for free by shift-clicking on the table and select Replace Table from the debug menu.
Change Log2021-06-06 1.0.0, Initial Release 2021-06-06 1.0.1, Inevitable post-release patch. Grammar and spelling corrections, reduced value of a few artifacts since archaeology isn't usually a money machine. 2021-06-10 1.0.2, Fixed tuning conflict between two artifact eras that resulted in empty dirt clumps. Fixed issue where pirate cutlasses weren't draggable, so they couldn't be dragged to the archaeology table. Made relics more likely to be found on the top of Mt Komorebi (since you need to go to the trouble of making the trip to find them...), also made finding rare books in Britechester more likely. 2021-06-14 1.0.3, Fixed exception when extracting artifact from Age of Pirates era dirt clump, Pirate Cask not being draggable, missing tuning on Brindleton Pirate Cannon. Also modified magical relics to draw on occult energy (or increase charge) instead of draining energy motive when used by vampires or spellcasters. Also decreased relic energy drain by about 20%. 2021-06-20 1.0.4, Uncover Artifact and Authenticate Artifact interactions are now available from items in inventory. Sims will route to a nearby Archaeology Table, slot the item on the table and get to work. In both cases, the finished product is returned to inventory, allowing queuing of multiple Uncover and Authenticate operations. Removed Pirate Cannon and Komorebi Shrine from artifact finds for now, since they don't easily slot onto Archaeology Table -- they're too big! The objects have been left in the distribution in case one of your sims already have one. Related Note: You need to be an a medium or tall height room in order to authenticate the Yacothian Armor or the Neadersim Skeleton, due to their height. Outside also works. Game play improvements and bug fixes for several magical relics, artifact discovery distributions further tuned, spelling improvements. 2021-07-20 1.0.5, Fixes for Patch 177.131 2022-06-23 2.0b, First beta Patreon preview release 2022-06-26 2.0.1b, Added Send Away for Authentication interaction, more Moonwood Mill integration, added the ability to sell artifacts to Museum Docents. 2022-07-07 2.0.2b, New Sulani cultural artifacts, relic bug fixes and improvements, improvements to museum docent situation, improvements to Study for Historical Insights interaction, Brindleton Bay mission objective label corrected 2022-07-17 2.0.3b, Fixed Ancient era mission objective for Forgotten Hollow, further work on archaeology dig social event and museum docent interactions, increased chance of finding relics on specific lots from 1:25 to 1:15, some missions moved from level 2 to 3 in the museum archaeologist mission career, additional bug fixes 2022-07-22 2.0.4b, Converted Yacothian Armor and Komorebi Scroll to relics, finished drafts of three tutorial sections, bug fixes to relic interactions, as well as additional ones 2022-07-27 2.0.5b, Minor fix for patch 1.90.358, added DeathEater trait for vampires who read the Ordinary Necromancy relic 2022-08-17 2.0.6b/RC1, Added support for Copperdale in region artifact mapping and local history interactions, bug fixes 2022-08-26 2.0.7/V2 Public Release, Fixed bug involving archaeological finds in Glimmerdale, speling corrections, other text changes. 2022-08-28 2.0.8, Fixed bug involving autonomous excavations outside of social event, improvements to museum docent venue situation. #archaeology #magic
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Post by simsonianlibrary on Aug 14, 2021 9:10:35 GMT -5
Simsco Instant Lunchroom
I really like putting a cafeteria station on various types of commercial lots. Museums, for example. I've never been to a museum that didn't have a cafeteria somewhere. Retail lots, from big department stores to little bodegas, are also great places to have a place to eat. It's perfect on Community Lot venues.
I didn't want to have to 'Hire a Vendor' every time. I wanted the server to show up automatically, like they do in the Student Commons in Britechester. So I came up with this mod.
If you want to put a lunchroom in your house, be my guest. Who am I to stop you? The screenshot above is from a bodega on the ground floor of residential apartment building lot.
Anyway, I've found it to be a versatile Sim appliance, and am happy to share it with you.
Schedule (Everyday)
Breakfast: 5:30 AM - 10:30 AM Lunch: 11:00 AM - 2 PM Dinner: 4:00 PM - 9 PM
Requires Discover University
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Post by simsonianlibrary on Sept 3, 2021 12:27:45 GMT -5
Patasimnia Adventure Toilet
The last thing you want to worry about when you’re scaling Mt Komorebi or charting the unknown depths of the Forgotten Grotto is having to find a bush to go to the bathroom.
Well, search no more! Outdoor equipment manufacturer Patasimnia proudly introduces the Patasimnia Adventure Toilet that you can keep in your inventory right next to your tent and cooler (and camping chairs, bicycle, jet ski, sailboat, 72 apples, etc…). Ready to place in the world anywhere for use, but look for somewhere private, since your sim won't want to go to the bathroom in the middle of a crowd ( probably ).
When you flush the toilet after you use it, you’ll get a bag of trash in your inventory to pack out with you so that you leave the wilderness clean instead of leaving a bunch of stinky bushes behind.
INSTRUCTIONS You can buy it in both plumbing and outdoor equipment. Place in your inventory and carry it wherever you want. When you want to use it, place it somewhere out of sight (some privacy rules apply) by selecting Place in World, just like you do with a tent.
When you're done with it and you flush, you will end up with a bag of ..."trash" in your inventory to carry to a proper garbage can. Put the toilet back in your inventory, and you're ready for your next adventure.
Change Log 1.0, 2021-08-30 Initial release
Mod Packs Required Eco-Lifestyle#camping
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Post by simsonianlibrary on Oct 31, 2021 14:06:01 GMT -5
Are you a wizard with too many chores around the house to have enough time for wizarding? Try the new Sorcerer's Apprentice! Let it take care of your mundane cleaning, repairing and gardening needs while you spend your time stirring the cauldron.
This buyable item is usable only by spellcasters, since it's powered by magic. Put it on the floor, charge it with magical energy and it will roam around your lot cleaning, repairing things and doing your gardening chores. Recharge it quickly and easily with magic, and it will run for hours unattended.
FUNCTIONALITY
This item is based on the Hoverbots from Discover University and combines the functionality of the Cleaning, Repair and Gardening bots. It's waterproof (since it's made from wood and straw) and requires no robotics bench to recharge or repair it.
Simply have a spellcaster Sim click on the Apprentice and choose Activate to activate it. To recharge it, click on it to deactivate it, then select 'Charge Sorcerer's Apprentice'.
If the charge runs out while it is running, it will deactivate and slowly recharge on its own from the ambient magical charge in the atmosphere. You can also recharge it again manually to put it back in service. The Apprentice must be deactivated before charging it.
In between chores, it will roam your lot looking for work to do.
Expansions required: Realm of Magic, Discover University
Release History
1.0.0, 9/28/2021, Initial Patreon release 1.0.1, 9/29/2021, Bug fix to allow placement without 'move objects' enabled. 1.0.2, 10/31/2021, Some invisible tuning errors fixed, adjustments to wander cycle. 1.0.3, 11/01/2021, Fixed issue with blank strings in non-English localizations.
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Post by simsonianlibrary on Oct 31, 2021 14:22:28 GMT -5
The Classic RPG Spells collection contains a selection of nine Sims 4 spells inspired by old school role playing games, with an emphasis on making them useful in-game in one way or another. Also requires: Spellbook Injector V2 Mod to load the custom spells. PACK REQUIREMENTSAll spells require Realm of Magic to function at all (plus the Spellbook Injector V2). To use all of the full functionality of the spells, you may also need: - Pets
- City Life
- Cottage Living
- Vampires
- Paranormal
- Jungle Adventure
I've listed the packs required for each spell below, so you can skip the ones you don't have packs for if you wish. However, if you are missing some of the packs, some of the spells may still have partial functionality. For example, without Cottage Living, the Animal Friendship spell won't be able to make friends with rabbits (since they don't exist in your game), but you could still make friends with Dogs and Cats (assuming you have Pets). Animal FriendshipNeophyte-level Practical spellTo use, click on a rabbit, 'Flock of Birds' tree, chicken, cow, llama, fox, cat or dog and select the Animal Friendship spell under the Magic category. The animal will instantly become best friends with your Sim. It is up to you to maintain the relationship over time. Packs Required: Realm of Magic, Cottage Living, Pets BlessAcolyte-Level Untamed SpellTo use, cast on yourself or another Sim. Bestows an Ancient Joy buff that is contagious to other Sims (as it is in Jungle Adventure). It's an awesome party trick, since everyone ends up in a good mood for a few days after the buff gets passed around. Packs Required: Realm of Magic, Jungle Adventure Detect AlignmentNeophyte-level Practical spellTo use, cast on yourself. Good sims will get a light colored aura, while sims with the Evil trait will get a dark colored aura (effects from City Living's festival tuning). Sims who have neither trait will not get an aura. Packs Required: Realm of Magic, City Living Dispel FearAcolyte-level Practical spellTo use, cast on yourself or another Sim. Will immediately reduce fear and provide the Sim with a short term Brave buff, like the reward trait. Packs Required: Realm of Magic, Paranormal SleepNeophyte-Level Mischief SpellTo use, cast on another Sim. Their energy will be reduced immediately, and they will fall asleep until they recover. Packs Required: Realm of Magic EarthquakeAdept-Level Untamed SpellTo use, click on the ground, and you'll see a spell come up under the Magic category named Summon Earthquake. It will trigger a major earthquake based on the Quake zone lot trait. It's a little more powerful than the lot trait, though, since it will not only panic sims on the current lot. It will cause all sims in the area to panic, so you can cast it somewhere like an outdoor festival. NOTE: This is the first time I've released a mod with one of my own scripts, so do let me know if it doesn't work for you. Don't forget that it still requires the Spell Injector V2 as well. Packs Required: Realm of Magic, City Living KnockAcolyte-Level Mischief SpellTo use, click on the front door of a residence before you knock on the door (your sim needs to be in the 'ungreeted' state) and you'll see a spell come up under the Magic category named Knock. It will open the door and allow you to enter without being greeted, in a similar fashion to the Vampire 'Always Welcome' perk. You can also open locked vaults. Click on the locked vault door (it needs to have been locked by some other household's sim), and under the Magic submenu, you'll see Knock. Select it, and you're in. Finally, Knock can disarm the traps in the temple in Selvadorada. Cast the spell directly on the trapped doorway to disarm the trap and open the next area. NOTE: If you are seen breaking into a Sim's house or vault by another Sim, there is a large reputation loss. Obviously.Packs Required: Realm of Magic, Get Famous (for vault), Jungle Adventure (for temple traps) Lightning StrikeAdept-Level Untamed SpellTo use, click on an object that is capable of being struck by lightning (not all are) or a Sim, and select Lightning Strike from the Magic pie menu. A bolt of lightning will strike that object or sim a few moments later. This has the same effect as 'regular' lightning (since it is, in fact, 'regular' Sims lightning). It shouldn't kill Sims, but it might set them up for disaster the next time they try to repair something. It will also short out electronic equipment, which is handy for those times when someone with a Singing skill of 1 takes a turn at Karaoke. Packs Required: Realm of Magic, Seasons Turn UndeadMaster-Level Untamed SpellTo use, click on the active sim that you are playing, and select Turn Undead from the magic submenu. Vampires and Ghosts will leave the lot more or less immediately, and if it's a Haunted House, the Serenity of the lot will increase. This spell is kind of a superpower for Paranormal Investigators. NOTE: I'm experimenting with using one of the animations from seances for casting this one. Packs Required: Realm of Magic, Vampires, Paranormal New in version 1.1.2Protection From Heat Acolyte-level Practical SpellTo Use, cast on another Sim or yourself. Target of spell will be protected from extreme heat in a manner similar to the Burning Man reward perk. Packs Required: Realm of Magic, Seasons Protection From ColdAcolyte-level Practical SpellTo Use, cast on another Sim or yourself. Target of spell will be protected from extreme cold in a manner similar to the Iceproof reward perk. Packs Required: Realm of Magic, Seasons Cure DiseaseAcolyte-level Practical SpellTo use, cast on yourself, another Sim, a Dog, or a Cat. All built-in illnesses including food poisoning, Ancient Sicknesses and other rare diseases, should be cured. Packs Required: Realm of Magic Charm PersonAcolyte Mischief SpellTo use, cast on another sim, either before or after you've introduced yourself. You will immediately gain a moderate friendship boost with them, equivalent to the 'Incredibly Friendly' reward trait. Packs Required: Realm of Magic Tiny HutAdept-level Practical SpellTo use, cast on the ground. A spectral tent will appear that will recharge all of the motives of the sims sleeping or napping inside of it, as well as removing tense and uncomfortable moods. The tent will vanish in about 4 hours. Any sims still in the tent when it vanishes will simply get kicked out of the tent. NOTE: Tiny Hut mesh adapted from original 'Fairy House' by Enure Sims (current site: enure-style.tumblr.com/). Packs Required: Realm of Magic, Outdoor Living Protection From VampiresMaster-level Practical SpellTo use, cast on a sim or yourself. Target will be protected from all Vampire powers, such as mesmerize or drink plasma, for the duration of the effect (about 8 hours). Packs Required: Realm of Magic, Vampires Stinking CloudMaster-level Mischief SpellTo use, cast on the ground. A choking cloud of stinky gas will appear and cause all Sims who come near it to lose hygiene. The cloud persists for about 1 hour. Packs Required: Realm of Magic, Paranormal INSTALLATION INSTRUCTIONSTo install, you will need to have the Spellbook Injector V2 installed. Change Log1.0.0, 10/31/2021, Initial public release 1.0.1, 11/01/2021, Fixed issue with blank strings in languages other than English, also incorporated Chinese localization (thanks to MTS user GreenOnionC for the translation!). 1.1.0, 11/29/2021, Patreon prerelease. Added new spells: Haste, Tiny Hut, Cure Disease, Protection From Heat, Protection From Cold, Protection From Vampires and Stinking Cloud. Various minor bug fixes to existing spells. 1.1.1, 12/3/2021, Patreon prerelease update. Changes to Tiny Hut and Stinking Cloud. 1.1.2, 12/12/2021, Public Update. Added Charm Person.
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Post by simsonianlibrary on Dec 29, 2021 9:41:35 GMT -5
Pirate Treasure ModPirate Treasure is my take on treasure maps and buried treasure chests. Because beachcombing isn't quite lucrative enough. WHAT THIS MOD DOESIt adds a new type of treasure map, named 'Pirate Treasure Map', that is labeled with a location that refers to a specific Base Game or Island Living neighborhood. If you travel to that neighborhood, then click on the appropriate Pirate Treasure Map, your Sim will search for and find a dirt pile to dig up and find a Pirate Treasure chest. Opening the chest will give your Sim three Sulani treasure items, as well other potential bonuses if they have the Collector or Treasure Hunter trait. HOW TO FIND A PIRATE TREASURE MAPYou can find a pirate treasure map by beachcombing, digging up random dirt or sand piles (in any region), diving for treasure in the ocean in Sulani (you can also find a sunken treasure chest this way), or by exploring the cave near Mua Pel'am in Sulani. Also, pirate treasure chests that you find and open may have another pirate treasure map inside them. You can also buy the maps in build/buy mode. HOW TO FIND THE TREASURE FOR A MAPEach pirate treasure map is labeled in the tooltip with a Location label that indicates where the treasure can be found. This location will be a specific Base Game or Island Living neighborhood. To find the treasure, you go to any lot in the neighborhood indicated on the map, click on the map in your inventory and select Find Pirate Treasure. Your Sim will look around for a moment, then a dirt pile will appear and your Sim will walk over to it. You can then dig up the dirt pile to find the treasure chest. Open it, and your Sim will receive the treasure inside. What is a neighborhood?In case you haven't noticed it before, each cluster of lots in each region is labeled with a neighborhood name. You can view them by clicking on the little neighborhood icons on the map. You can walk between each of the lots in a neighborhood, such as within Willow Creek's Foundry Cove or San Myshuno's Spice District, but you cannot walk between different neighborhoods. This mod hides buried treasure in all 19 Base Game plus Island Living neighborhoods, including the parks and hidden lots. Required Packs: Island Living REQUIRES THE XML INJECTOR MODscumbumbomods.com/xml-injectorChange Log:* 1.0.0, 12/6/2021, Initial Patreon Release * 1.0.1, 12/29/2021, Initial Public Release #treasure #pirates
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Post by simsonianlibrary on Mar 13, 2022 16:17:32 GMT -5
Magazine KitThe Magazine Kit adds functional magazines to the Sims 4. Instead of empty props or imagined activity inside a tent, the Magazine Kit has magazines with useful effects. I tried to avoid making this a cheat mod, since you can just cheat your skills already. I was hoping to simulate the effect of reading a magazine. There are currently ten magazines. Each one provides a buff that speeds up skill increases 50% for the skills that are appropriate to the magazine, eg. reading Fitness Magazine makes it easier to learn fitness skills. Aside from granting the initial skill if not present, reading a magazine doesn't increase the skills themselves, like a skill book. They just make learning the skill easier for about two hours after reading the magazine. They also provide a skill appropriate mood to go along with the magazine, such as Energized for Fitness Magazine. The magazine's effect also makes the reader have a higher effective value in the related skill and they will be more likely to autonomously perform actions related to that skill. Note: Some actions take the effective skill level into account, but some don't. Most of the Base Game activities do (fishing, gardening, programming). Many pack-related activities, such as Rock Climbing, do not, but the effect will still cause your Sim to learn Rock Climbing faster. Some magazines also provide recipes, such as food or fabricator designs, or fishing tips in your Sim's notebook. Each magazine will only provide one recipe per reading session. Many of the magazine effects also allow use of social conversation topics reserved for higher skill levels in the related skill (such as 'Provide Advice on...'), since we all know that reading a magazine article makes you an expert (at least for a little while). Reading a magazine is considered a preference activity, meaning that Sims who like cooking will enjoy reading Better Food and Beverage, while Sims who don't like cooking will not. Finally, many of the magazines will satisfy the urges for traits related to the magazine. Sims with the Art Lover trait can get their 'art fix' from looking at the pictures in the Journal of Visual Arts. Reading a magazine is also meant to be a warm up activity. Before you workout, read Fitness Magazine first for tips, before going to an art gallery, read the Journal of Visual Arts, etc. You will gain more skills and receive more positive mood buffs. Reading Better Food and Beverage before cooking results in higher quality food and drinks. The magazine's effects kick in about 10-20 minutes after a Sim starts reading, and lasts for two hours each time (currently, but may tweak the duration a bit). Buying a MagazinePlace the Magazine Vending Rack (included with this mod) on any lot, then select Purchase Magazines. You can also buy them in Build/Buy mode if you use the bb.showhiddenobjects console cheat first. PACK REQUIREMENTSThe basic functionality should only require the Base Game. All of the magazines provide at least one BG skill, and I'm hoping that much will work if you don't have the packs that the rest of the effects are from. I've listed the packs that are referenced by the magazine's tuning below each magazine. If the magazine tries to give you recipe from a pack you don't have enabled, it should just skip it (though you won't get a recipe that reading session). Let me know if you run into problems or LE errors! List of Magazine-Related Skills and Effects Better Food and Beverage- Cooking/Baking
- Gourmet Cooking
- Mixology
Packs used: City Living, Dine Out, Pets, Jungle Adventure. Recipes Provided: All from City Living, Dine Out, Pets and Jungle Adventure (27 total). If you only have the BG, you won't get any recipes at all, only the buffs and skill learning bonuses. Reading satisfies Foodie trait needs. Wilderness Digest - Fishing
- Herbalism
- Rock Climbing
Note: This is the magazine that the game says that you read inside a tent. I haven't connected the tuning from this version of the magazine to the tent interaction yet. It's still a very handy magazine to bring along on a fishing trip.Recipes Provided: Fishing bait tips added to notebook Packs used: Outdoor Living, Snowy Escape Reading satisfies Outdoor Lover trait needs. Popular HandinessRecipes Provided: Fabricator designs Packs used: Eco-Lifestyle for fabricator designs Reading satisfies Maker trait needs. Literary DigestTrivia note: This is the magazine that your authors send books to for review.Packs used: None Reading satisfies Bookworm trait needs. Also reduces Writer's Block Journal of the Visual ArtsPacks used: None Reading satisfies Art Lover trait needs. Fitness MagazinePacks used: None Reading satisfies Active trait needs. Erratic MagazinePacks used: None Success rate on telling jokes is greatly improved for two hours after reading. Computer WorldPacks used: None Farm and Garden MagazineRecipes Provided: Livestock Feed recipes Packs Used: Cottage Living (for recipes) SpaDayPacks Used: Spa Day Version History- 1.0.0b, 12/26/2021, Initial Patreon preview release (beta).
- 1.0.0, 3/8/2022, Initial Public Release
- 1.0.1, 7/26/2022, Changes for Patch 1.90.358
#magazines
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Post by simsonianlibrary on Apr 2, 2022 15:00:58 GMT -5
The Food & Beverage Supplier License is available in the Aspiration Rewards Store for 500 satisfaction points. Once you acquire the Food & Beverage Supplier License reward trait, here's what you can sell and who you can sell it to: Sell Produce, Fish, Meat, Spices- Any restaurant Host
- Produce market stalls vendor in San Myshuno
Sell Juice Fizzes, Seltzer- Any bartender (but not hired ones)
Sell Fresh Fish- The Daily Catch market stall vendor in Brindleton Bay
- The Poke market stall vendor in Sulani
- You can also sell fish at restaurants and the produce market stalls
Sell Platters of baked pastries from the Cupcake Factory, Bread, Pie, Cakes, Jams & Jellies- Any Barista (but not hired ones)
- Coffee cart vendors (such as in Discover University)
Sell Wedding Cakes- Patisserie vendor in Tortosa
You need to have a friendly relationship with the person you are selling the items to, and they need to be 'at work' during the sale. Click on them while they are doing their job, and a 'Sell <type of good>' menu option will be available. It will bring up a picker that you can use to sell the items out of your inventory. Sales Instructions- Have your sim purchase a Food & Beverage Supplier License in the Rewards Store for 500 satisfaction points
- Make crafts like gardening produce, pies, fizzies, wedding cakes and fish
- Make friends with Restaurant Hosts, Bartenders, Baristas and appropriate market stall vendors
- Sell your crafted goods at restaurants, produce stalls, cafes, bars and coffee carts
- Profit
Sale CooldownSince businesses need to sell the products that they buy from you, you can only sell to a particular sim once every 6 hours in normal cases (unless they are Impressed, see below). Post Sale EventsA few hours after you sell to a supplier, or the next day if that's after business hours, they might contact your sim and tell you one of two things: - They are impressed by your products. Since they are selling well, they are willing to buy an unlimited number of times for the next 24 hours, and will pay a 2x premium as well. When a customer is impressed like this, you can see the Impressed relationship in the customer's Profile panel. Lasts 24 hours.
- They found a cheaper supplier. They are still willing to buy your products on the same schedule (every 6 hours), but you will have to provide a 35% discount off the normal supplier price. These customers will display a Discounted relationship in their Profile panel. Lasts 12 hours.
Each of these has a chance of occurring each time you sell to a business, but most of the time there will be no special event. You also won't trigger one of these after a sale if the customer is already in one of these states. Customer RelationshipsIf you have a good relationship with a supplier, they are much less likely to use a cheaper supplier. If they are your BFF, they will never use cheaper suppliers. If you have a good relationship, the supplier is also more likely to be impressed by your products and pay a bonus. Conversely, if you have a bad relationship, they are more likely to look for a cheaper supplier, and they will never be impressed. Good relationships with customers lead to more money. Bad relationships lead to less money. Selling to a customer provides a small relationship benefit, so if you sell to your customers on a regular basis, you should end up with a positive relationship over time. Asking them how their day is going when you drop off the shipment isn't a bad idea, either. The price that customers are willing to pay is also affected by certain traits. The Marketable, Entrepreneurial, and Business Savvy traits all provide bonuses to the amount that you are paid for products. Check Up On Customers InteractionThere is a Check Up On Customers option on your sim that will allow you to pick one of your customers and call them to see if they need anything yet. They will also tell you if they are currently Impressed or Discounted in their answer. CHANGE LOG1.0.0, 3/13/2022, Initial Patreon release 1.1.0, 3/22/2022, Added post-sale events with price modifiers 1.1.1, 4/2/2022, Public release, tuning of post-sale events and effects of relationship status 1.1.2, 7/26/2022, Fixes for Patch 1.90.358
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Post by simsonianlibrary on Apr 2, 2022 15:10:42 GMT -5
The Simsco Canning Factory can be loaded with produce and dairy ingredients, then used to convert them into boxes of canned and processed products, such as boxes of jars of jam, canned vegetables, wheels of cheese and more. It looks like the Cupcake Factory, but is industrial safety yellow. The Canning Factory pulls all of its ingredient requirements from its own inventory, not your sim's, so you need to load it first. This is meant to allow you to better decide what portion of that huge haul of apples goes toward fruit, which part toward Jam, and which part gets saved for brewing into a 'fizzy' or some other use. You need to put the ingredients into the machine before you can make the recipes with the machine. You can Open the inventory like a refrigerator and drag things into it, you can drag and drop items onto the machine, or you can use the Load ingredients option with a dialog. Select Bulk Food Processing, and choose one of the recipes for which you have ingredients. The machine will chug and flash and belch smoke in a remarkably steampunk way, and your box of processed food will come rolling down the conveyor belt. Your sim will wait until it is done then pick up the box and look for a surface or a shelf to place it on. You need to clean the machine about every 6 uses. This is the same as the Cupcake Factory for now. Recipes adapted from Cottage Living- Box of 6 Jars of Apple Jam (6 Apples, 6 Sugar)
- Box of 6 Jars of Raspberry Jam (6 Raspberries, 6 Sugar)
- Box of 6 Jars of Strawberry Jam (6 Strawberries, 6 Sugar)
- Box of 6 Wheels of Cheese (6 Milk)
- Box of 6 Jars of Chocolate Syrup (6 Chocoberries)
- Box of 6 Jars of Mayonnaise (6 Eggs)
- Box of 6 Jars of Meat Substitute (6 'meat substitute' ingredients)
- Box of 6 Jars of Tomato Sauce (6 Tomatoes)
New Recipes/Foods- Box of 6 Meals Ready-to-Eat (with Meat: 6 Vegetables, 6 Fish)
- Box of 6 Meals Ready-to-Eat (Vegetarian: 6 Vegetables)
- Commercial-Sized Sack of Sugar (6 Fruit)
- Box of 6 Cans of Green Peas (6 Green Peas)
- Box of 6 Cans of Green Beans (6 Green Beans)
- Box of 6 Jars of Dried Sage (6 Sage Leaves)
- Box of 6 Cans of Fishcake (6 Fish)
MREs: A box of vacuum-packed food with a built-in self-heating element. You can open it up, and you get a plate of hot food in your inventory (same recipe lists as the Delicioso spell from Realm of Magic). Sugar: The factory can convert 6 fruit into a large, commercial-sized sack of sugar, which can be opened to get 6 small bags of sugar that can be used in recipes. Canned vegetables and Dried Spices: You can use the canned ingredient directly in recipes (at least that's the goal...), or you can Open it Up and get actual ingredient back to use. Canned Fishcake: A mixed, processed fish cake in the shape of a fish. It can be used in any recipe that calls for 'any fish', such as Fish Tacos, or even Fish on a Stick. Change Log1.0.0, 1/14,2022, Initial Patreon Work in Progress release as Farm Factory Mod 1.1.0, 4/2/2022, Initial Public Release, renamed to Canning Factory Mod 1.1.1, 4/6/2022, Fixed issue when on lots with Simple Living lot trait, canning supplies issue
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Post by simsonianlibrary on Apr 12, 2022 7:30:17 GMT -5
This download includes versions of 14 kitchen cabinets found in the base game and various packs modified to each have their own inventory, so that you can store things in it, like canned goods, repair parts, blocks of soy wax and all the other stuff your Sim hauls around in their pockets since they don't have anywhere better to put it and don't want to buy a storage chest to tuck in a corner somewhere.
The cabinets act like storage chests, specifically like the Dorm Storage Boxes from Discover University (although it doesn't require that pack). This allows them to each have separate inventories. Since this is likely to lead to losing things when you forget which cabinet you put them in, you can also give each cabinet a name (e.g. Canned Goods or Upgrade Parts) that shows up in the tooltip for the cabinet when you hover over it.
There are two versions of each cabinet available for each pack that has cabinets. One contains cloned versions that are standalone objects, and the other contains overrides of the game versions, so that lots that already have those cabinets installed will automatically have inventory available in them now.
Caution: If you have a really enormous lot with a lot of cabinets on it (like a big apartment building with a dozen kitchens), you might run into lag if you use the override version -- not sure yet. That's why I did both versions. You can have both versions installed and they won't conflict, but you will see a lot of duplicate-looking cabinets in the build/buy screen.
You must install the CabinetsWithInventory_MainMod.package, as it contains the object tuning. It also contains clones of the Base Game cabinets modified to have inventory. I packaged and labeled the rest of the cabinets by pack. If you don't have a pack, don't install the files for that pack.
Change Log 4/6/2022, 1.0.0, Patreon Preview Release 4/12/2022, 1.0.1, Public Release
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Post by simsonianlibrary on May 4, 2022 5:38:00 GMT -5
Perfumery adds the Perfumery Skill that enables your sims to make functional perfume from flowers. There are 14 different scents that each have different effects on moods. The effects also get applied to any sim that is talking to a sim that is wearing a scent (although not as strongly). Wearing a scent affects your sim for 4 hours, and it will affect sims they talk with for 30 minutes (since they can smell it too). You make the perfume on your stove, and each recipe requires 6 flowers of a particular type. The bottles of perfume you make each hold 6 'doses' of scent. You can remove a scent (and it's effects) by bathing or swimming. At Perfumery level 2, you can Analyze Scent on flower arrangements and flower bushes to gain Perfumery skill. There are also three skill books, and a small Perfume Display that can be placed in retail stores (or anywhere else) that has a purchase picker to buy the perfumes. If you shift click on it and have cheats on, you can also access a Buy Flowers picker that sells all the flowers needed for these scents. The only scent you can make at first is Deodorant from Snowdrops. Once you gain the Perfumery skill, you learn to make 1-2 new scents every level. With each level, the scent values goes up and the effects tend to be more pronounced. Scent Recipes Deodorant ScentImproves hygiene. This one is not transmitted to others. Unfortunately. Ingredients: 6 Snowdrop Skill Level: 0 Base value: §100 Focusing ScentAdds a +1 Focused buff Ingredients: 6 Bluebell Skill Level: 1 Base value: §100 Playful ScentAdds a +1 Playful buff Ingredients: 6 Daisy Skill Level: 1 Base value: §100 Happy ScentAdds a +1 Happy buff Ingredients: 6 Tulip Skill Level: 2 Base value: §300 Energizing ScentAdds a +1 Energized buff Ingredients: 6 Chrysanthemum Skill Level: 2 Base value: §250 Inspiring ScentAdds a +1 Inspired buff Ingredients: 6 Lily Skill Level: 3 Base value: §850 Mourning ScentAdds a +1 Sad buff Ingredients: 6 Dahlia Skill Level: 3 Base value: §250 Flirty ScentAdds a +1 Flirty buff Ingredients: 6 Rose Skill Level: 4 Base value: §600 Angry ScentAdds a +1 Angry buff Ingredients: 6 Snapdragon Skill Level: 5 Base value: §300 Calming ScentAdds a +1 Focused buff, removes all stress Ingredients: 6 Christmas Rose Skill Level: 6 Base value: §350 Friendship ScentAdds a +1 Happy buff, increases speed of relationship building (similar to Gregarious trait) Ingredients: 6 Crocus Skill Level: 7 Base value: §550 Evil ScentAdds a +1 Confident buff, Adds temporary Evil trait (similar to Begonia trait from flower arranging) Ingredients: 6 Begonia Skill Level: 8 Base value: §650 Confident ScentAdds a +2 Confident buff Ingredients: 6 Bird of Paradise Skill Level: 9 Base value: §1200 Eternal ScentAdds a +2 Focused buff, freezes motives for duration of buff. Ingredients: 6 Orchid Skill Level: 10 Base value: §6500 The base value of each recipe is based on the cost of the flowers needed. The final value of the bottles of scent is affected by the quality of the final product, which is affected by Perfumery skill and the mood of the sim making it, as one would expect. At Perfumery Skill level 7, you have a chance to create a Masterwork. Once you reach level 10, you will earn 'The Nose' reward trait, which ensures that all of your scents are Excellent quality and greatly increases your chances of creating a Masterwork. At this level, making a bottle of perfume worth tens of thousands of simoleons is quite possible, so maybe you can afford a professional gardener now (in case I didn't mention it, you might want to grow your own flowers for maximum profit. The retail cost of Orchids is about §225 each). OBJECTS INCLUDED14 different bottles of scent Perfume Display for retail sales Skill Books - Making Scents
- Put the Petal to the Metal
- Scents and Scentsibility
There's also a custom cooking pot that is (automatically) used when making scents. PACK REQUIREMENTSRequires Seasons, Outdoor Retreat CHANGE LOG1.0.0, 4/28/2022, Initial Patreon Preview 1.0.1, 5/3/2022, Initial Public Release, removed flowers from debug purchase picker that aren't needed in recipes
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