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Scholar
#8876 Old 16th Jan 2021 at 9:57 PM
Quote:
Originally Posted by AndrewGloria
Sunbee and I seem to have discovered that the game checks the work/school hours of Sims, when selecting visitors for the Welcome Wagon. It appears to only send Sims who are available at the time. See recent posts in the What do you make of the Welcome Wagon? thread.


I've suspected this for a while, as elders and pregnant women are disproportionately represented in the Wagon. Nice to have it confirmed.
Top Secret Researcher
#8877 Old 16th Jan 2021 at 11:34 PM
That may explain why the Welcome Wagon seemed to be deterministic in my test hood.
Theorist
#8878 Old 24th Jan 2021 at 10:15 PM
Two of my YA sims got sick with a mysterious disease using the biotech station.
This was a first for me. I don't use career rewards much.
I also discover that you can't take the medicine to give it to the sick sim. The sim must be on the lot to use it.
Top Secret Researcher
#8879 Old 24th Jan 2021 at 10:49 PM
Simler actually fixed the biotech station so that the medicine actually works and can be sold in OFB. I haven't gotten a chance to try it out yet, though.
Lab Assistant
#8880 Old Yesterday at 3:24 AM
I discovered (after playing the game off and on for about fourteen years) that a sim can stand naked having an interaction with another sim, then suddenly look down and "discover" they are naked, give an embarrassed little noise, spin around and be dressed. Never saw (or noticed) this before, but saw it twice today.
Scholar
#8881 Old Yesterday at 5:12 PM
I discovered that service NPCs can be brought home from work, after teenager Robert Riddle brought home the papergirl. Weird that it's never happened before. Robert and Julie bonded over a shared love of pizza, and if she's lucky he might be her ticket to university.
Field Researcher
#8882 Old Yesterday at 7:54 PM
Yeah, I had a sim bring that blonde Downtown DJ home and near enough panicked because I thought he was unsafe. Turns out, he was fine.

When a game is predictable, it's boring.
That goes for any medium that isn't life.
That's why The Sims 2 is my favourite sims game.
It has elements of unpredictability and everything feels more involved.
The Sims 4 is another story altogether...
Mad Poster
#8883 Old Today at 12:06 AM
Quote:
Originally Posted by kestrellyn
Simler actually fixed the biotech station so that the medicine actually works and can be sold in OFB. I haven't gotten a chance to try it out yet, though.
I read the description for that mod, but am now totally confused. It's on to its 10th update since November 2017! I am very far from understanding what it does and doesn't do. There are things in there that let Sims can make a deadly virus and then trick other Sims into drinking by pretending it's a medicine. That's even worse than real life!. All I want is for my poorly Sims to be able to go to a chemist's shop run by a kindly old scientist, who can sell them a medicine that will make them healthy, happy and safe. I don't want deadly mysterious diseases released into the community to kill everyone. There's more than enough of that in Real Life just now!

I got my Covid-19 vaccine last week and my mother gets hers tomorrow. So I'm now reasonably hopeful that I can postpone my final fateful meeting with the Grim Reaper, and get to hang out with my Sims for a few years yet.

I would really like a fix for this object, as my young friend Andrew wants to become a mad scientist after university, and, much though he likes to enjoy himself in his youth, I know he'd like to achieve something of value to Simkind as his Life's Work. But please no more deadly viruses and mystery diseases. I think we've had enough of them in the last year to last for a century of Sims' lifetimes.

All Sims are beautiful -- even the ugly ones.
My Simblr ~~ My LJ
Sims' lives matter!
Top Secret Researcher
#8884 Old Today at 12:11 AM
Making a virus is just what happens when you fail to use it correctly, I believe. Normally it should make medicine.
Mad Poster
#8885 Old Today at 1:59 AM
Quote:
Originally Posted by kestrellyn
Making a virus is just what happens when you fail to use it correctly, I believe. Normally it should make medicine.
That was the way the Maxis biotech station was originally meant to work. As I recall, if a Sim with low logic skill tried to make the medicine, they were likely to cause an outbreak of mysterious disease instead.

But, as I read it, Simler has changed that so that any Sim who uses the station, can intentionally give a virus to a sick Sim provided their combined logic and charisma score is greater than their victim's. There's a huge moral difference between accidentally killing somebody through lack of skill, and deliberately murdering somebody who trusts you, by giving them a deadly virus instead of a medicine, when they're already ill. Andrew is appalled that anyone might think him capable of such a dastardly crime. "That's pure evil!" he says. "I don't think there's anyone in all Veronaville who would do such a thing."

I'd prefer it if they just fixed it so that the medicine worked. Personally I wouldn't care if the whole "mysterious disease" thing was modded out. I've had more enough of killer viruses and mysterious illnesses. The Covid-19 death toll in the UK passed 100,000 today. Surely the Grim Reaper can be content with that for a while, and leave our sims alone.

All Sims are beautiful -- even the ugly ones.
My Simblr ~~ My LJ
Sims' lives matter!
Top Secret Researcher
#8886 Old Today at 2:06 AM
No, that's the logic for determining if a sim giving a virus that was already created to another sim actually succeeds. As far as I'm aware, simler hasn't changed anything about the conditions under which the virus is created, and if your sim does create a virus, there's no reason they have to consume it and give themselves a disease.
Mad Poster
#8887 Old Today at 2:18 AM
I probably should post in the mod thread and ask simler90 if it's possible for a moral and skilled Sim to use the biotech station safely for the benefit of the community. I am confused by the 10 updates to the original mod. If it is safe (or can be used safely) then I suppose there's no reason why I shouldn't get it.

Have you tried it yet, kestrellynn?

All Sims are beautiful -- even the ugly ones.
My Simblr ~~ My LJ
Sims' lives matter!
Top Secret Researcher
#8888 Old Today at 3:26 AM
I just tried it out for you, and it works exactly the way it says it's supposed to work. Making the virus isn't even possible as a simple failure, it's an intentional interaction that can only be taken when the sim has 9 or 10 logic. It's impossible to make it accidentally, it's impossible to take the virus unless aspiration is low, and it's hard to give other sims the virus unless the sim has high skill levels.
Mad Poster
#8889 Old Today at 4:53 AM
Thanks kestrellynn! It sounds as if it is right for me after all. I presume it's non-autonomous. Andrew won't be needing it for a long time as, despite being married, he's to go back to finish school before university. And university, when he does get there, won't be rushed, as he intends to enjoy it to the max. So it will probably be a few real years before he starts in the Science career. Of course as a teen he already has maxed his logic skill -- because he loves playing chess.

But it is of course quite likely that some other Sim will get on far enough in the Science career to qualify for the career reward long before Andrew gets it. (And the Beakers have a Biotech Station in their lab in Strangetown.) So it's good to know I can get the mod and let Sims use the Station.

Thanks again!

All Sims are beautiful -- even the ugly ones.
My Simblr ~~ My LJ
Sims' lives matter!
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