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Instructor
Original Poster
#26 Old 17th Jan 2019 at 2:43 AM
Quote:
Originally Posted by LauriMizutani
Ahhh. Well, good luck! I've managed to get two wagons through the host house. And we're starting on getting businesses to unlock things. Good too, because I've got families with 4 and 5 kids in a one room house and there's not a lot of room for beds. They tend to sleep in shifts.

But spring is coming, so a chance to make more produce boxes to go with the wood and household goods they've collected! I'm also going to have to put ponds on their lots, since they can't get badges on community lots.


Can't get badges on community lots? My sims do that just fine, actually- at least the fishing, and all the other badges at their businesses. In fact, they often camp out at the pond (I've set it up with a campsite) and will hang out there for a few days, cooking out, hunting, fishing - a little fishing trip if you will. I also put the harvestable trees on the lot and have them collect any leftover wood they might need. If you aren't getting fishing badges on community lots, I'm wondering if you have a hack conflict. Recently a particular Sun & Moon object was conflicting with getting badges. It was updated here:

https://sunmoon-starfactory.tumblr....-was-brought-to
Lab Assistant
#27 Old 17th Jan 2019 at 3:00 AM
Well, I did do quite a lot of fishing on that one lot and never got a bronze. I could be wrong. And you're right, that I do tend to get OFB badges on owned lots, I had forgotten that. It could be a conflict. As for what you linked, I saw that, I didn't download that particular one until after it was updated, but it could be another conflict. I'll check it out. And if I still have issues, I'll just build a pond on their home lot. :D
Instructor
Original Poster
#28 Old 18th Jan 2019 at 12:50 PM Last edited by child_of_air : 18th Jan 2019 at 1:20 PM.
Quote:
Originally Posted by LauriMizutani
Well, I did do quite a lot of fishing on that one lot and never got a bronze. I could be wrong. And you're right, that I do tend to get OFB badges on owned lots, I had forgotten that. It could be a conflict. As for what you linked, I saw that, I didn't download that particular one until after it was updated, but it could be another conflict. I'll check it out. And if I still have issues, I'll just build a pond on their home lot. :D


Of course, that works too! It's probably a lot more peaceful that way- I know my sims are always up to no good and causing mischief with their antics when left to their own devices. Can you imagine walking up to someone you don't know and "Joy Buzzing" them? LOL. Totally absurd. I <3 this game.

ETA: Updated 1/18/19- I have added a new building (Blacksmith) unlocking the Science career. Wagon #4 will contain up to 8 sims and 6 pets. I hope everyone is enjoying this
Lab Assistant
#29 Old 18th Jan 2019 at 2:35 PM
Most of what I'm seeing indicates that you can improve your fishing on an "owned" community lot, but not on an unowned one unless you have a mod. That might be the issue.

Updates sound good. I'll have to look them over.

I'm enjoying it so far.
Lab Assistant
#30 Old 19th Jan 2019 at 1:04 AM
I do have a question. "[T]he farming area must be larger than the lot itself". By lot, I'm guessing you mean the house, but when you say farming area are you talking about individual farm plots, or do you just mean that there needs to be more outdoor area than indoor area? To me the latter makes more sense, but I wanted to be sure. Up till now I've been adding more individual plots so that I had both options covered, but I thought I'd get a clarification as I'm adding more (and bigger) homesteads.
Instructor
Original Poster
#31 Old 19th Jan 2019 at 9:09 PM
Quote:
Originally Posted by LauriMizutani
I do have a question. "[T]he farming area must be larger than the lot itself". By lot, I'm guessing you mean the house, but when you say farming area are you talking about individual farm plots, or do you just mean that there needs to be more outdoor area than indoor area? To me the latter makes more sense, but I wanted to be sure. Up till now I've been adding more individual plots so that I had both options covered, but I thought I'd get a clarification as I'm adding more (and bigger) homesteads.


Sorry, I should be more clear. Yes, it's the latter. The outdoor space needs to be bigger than the indoor space, otherwise it wouldn't be much of a farm. In real life a lot of these homesteaders just started with small cabins and one room houses, but their farming land was huge. So yeah, you cannot build a huge house with just a tiny space for farming. Here's a real-life example of a typical 19th century homestead:

Lab Assistant
#32 Old 20th Jan 2019 at 1:24 AM
Thanks for the answer. Yeah I figured that was why you did it. I grew up in a rural area, so I know exactly what you mean. Even when they built up their houses, it still was just a small fraction of the entire plot of land. In fact they usually tried to buy/homestead a lot more land than they could actually farm so they would have room to grow, and could have land to give more than one child when they died. Of course that part won't work as well with the sims. And honestly it didn't always work too well in real life when things like Dust Bowls hit.
Test Subject
#33 Old 22nd Jan 2019 at 12:07 AM
I started this challenge yesterday since I wanted to start a new historical game but didn't want to do a prosperity which is what I usually default to.

I'm not strictly speaking playing in any of the eras you suggested, based on the garments my sims are wearing it looks like it's the regency era but I tend to mix and match (I like pretty historical CC but dislike limiting myself too much on the era) so there's a pretty good chance there'll be some Georgian and/or Victorian stuff eventually as well. I think "historical-esque" is probably the best term. I do kind of want to merge this and the By George! challenge together eventually once my settlement is more... well, settled.

Anyhow, I have played for a little bit now, though it took my sims ages to get around to actually settling down, but on the flipside they did get a chance to harvest and gain some skills in the meantime.

Right now I'm just about to move two families into my first two homesteads. The first family only has enough to build the basic homestead, but the second one actually has enough to go for the one above that. I actually have one male sim that is only missing some produce and some homewares to be able to get the top level house, but he's a knowledge sim that only seemed to notice sims of the opposite sex the last day I played just now.

My founder is married though, and expecting his first child so I'm really happy that four of the sims in the house are leaving, but I know I'll have more sims soon once wagon two arrives so that will keep me preoccupied.

But before any of that can happen I have to actually build the two homesteads my sims are moving into, make wagon two sims and then look into what else I'll be doing
Instructor
Original Poster
#34 Old 23rd Jan 2019 at 9:04 PM
Glad you are enjoying the challenge. Part of the challenge is not to move sims out before they meet all requirements. I think that's pretty important, because otherwise- what's the point of playing the challenge? Also, I recommend ARC, if you want your sim to have some sort of sexuality beyond the one that EAxis gave our sims. That's of course up to you, but I find that it helps matters such as the one you mentioned. Good luck!

Quote:
Originally Posted by Valneanne
I started this challenge yesterday since I wanted to start a new historical game but didn't want to do a prosperity which is what I usually default to.

I'm not strictly speaking playing in any of the eras you suggested, based on the garments my sims are wearing it looks like it's the regency era but I tend to mix and match (I like pretty historical CC but dislike limiting myself too much on the era) so there's a pretty good chance there'll be some Georgian and/or Victorian stuff eventually as well. I think "historical-esque" is probably the best term. I do kind of want to merge this and the By George! challenge together eventually once my settlement is more... well, settled.

Anyhow, I have played for a little bit now, though it took my sims ages to get around to actually settling down, but on the flipside they did get a chance to harvest and gain some skills in the meantime.

Right now I'm just about to move two families into my first two homesteads. The first family only has enough to build the basic homestead, but the second one actually has enough to go for the one above that. I actually have one male sim that is only missing some produce and some homewares to be able to get the top level house, but he's a knowledge sim that only seemed to notice sims of the opposite sex the last day I played just now.

My founder is married though, and expecting his first child so I'm really happy that four of the sims in the house are leaving, but I know I'll have more sims soon once wagon two arrives so that will keep me preoccupied.

But before any of that can happen I have to actually build the two homesteads my sims are moving into, make wagon two sims and then look into what else I'll be doing
Instructor
Original Poster
#35 Old 27th Jan 2019 at 10:04 PM
I have updated the challenge and changed the numbers around a bit. This means you don't have to have as many homesteads to complete the challenge, and your third wagon will come sooner. I also clarified what hacks and aspiration rewards are allowed, and what is not allowed. Cheers!
Forum Resident
#36 Old 30th Jan 2019 at 2:10 AM
Thanks for the updates!

"If it's in you, it's got to come out."
Simblr
Forum Resident
#37 Old 30th Jan 2019 at 7:26 PM
Quote:
Originally Posted by child_of_air
Can't get badges on community lots? My sims do that just fine, actually- at least the fishing, and all the other badges at their businesses. In fact, they often camp out at the pond (I've set it up with a campsite) and will hang out there for a few days, cooking out, hunting, fishing - a little fishing trip if you will. I also put the harvestable trees on the lot and have them collect any leftover wood they might need. If you aren't getting fishing badges on community lots, I'm wondering if you have a hack conflict. Recently a particular Sun & Moon object was conflicting with getting badges. It was updated here:

https://sunmoon-starfactory.tumblr....-was-brought-to


I noticed at the Sun Moon Star Factory site that they have various fires and fire places ; I currently have Carrigon's forever burning fire place and Sunnis' invisible fire place with and without logs ---- do any of them conflict with each other ?
Tia.

" Inama Nushif "
Instructor
Original Poster
#38 Old 30th Jan 2019 at 8:30 PM
Quote:
Originally Posted by Tleilaxu3
I noticed at the Sun Moon Star Factory site that they have various fires and fire places ; I currently have Carrigon's forever burning fire place and Sunnis' invisible fire place with and without logs ---- do any of them conflict with each other ?
Tia.


Carrigon's hack only works on Maxis fireplaces, and does not work on any of the Sun & Moon ones. I also have that hack and they work fine together. Check out the set and everything that is included, and you'll see what I mean.
Instructor
Original Poster
#39 Old 4th Apr 2019 at 11:07 PM
Default New Update!
I have updated the challenge to include a new schoolteacher after you build the schoolhouse. The schoolteacher has been hired to attend to the schoolhouse and can either teach the children using hacks, or work in the education career. Since nobody else can work in the education career, it made sense to add a new person. Roll for random creation as you normally would, but skip #8, as the new teacher doesn't know anyone in the settlement.
Instructor
Original Poster
#40 Old 12th Apr 2019 at 2:16 AM
I'm thinking of speeding up the arrival of the last wagon with families on it. Feedback? What does everything think of this challenge so far?
Instructor
Original Poster
#41 Old 15th Apr 2019 at 8:55 AM
Updated on 4/14/19- I divided the wagons into two different types- Homestead Wagons and Special Wagons. Homestead Wagons contain homesteaders, and the special wagons are reserved for when you hit particular milestones in the challenge which trigger sims that are there to serve in a particular capacity such as doctor, teacher, or military. I've added an additional wagon with a doctor and their family, plus a doctor's office you can build. Please read through the rules and let me know if you have any questions. I'm here to help
Field Researcher
#42 Old 30th Apr 2019 at 7:47 AM
Very intriguing! I'd like to use this challenge to restart my edwardian castaway neighbourhood. My host will be a noble settling on their own private island in the tropics. I did have to adjust a few rules to fit the theme but it's mostly the same.

I'm a little confused about the host family and lot. Are we allowed to use money cheats to build the lot? How much money should we leave them with? And how many luxury items can they have? Do we roll for the amount of pets/farm animals or are they only allowed the pair?

~~like a dirty dog
Instructor
Original Poster
#43 Old 6th May 2019 at 11:47 PM
Quote:
Originally Posted by delonariel
Very intriguing! I'd like to use this challenge to restart my edwardian castaway neighbourhood. My host will be a noble settling on their own private island in the tropics. I did have to adjust a few rules to fit the theme but it's mostly the same.

I'm a little confused about the host family and lot. Are we allowed to use money cheats to build the lot? How much money should we leave them with? And how many luxury items can they have? Do we roll for the amount of pets/farm animals or are they only allowed the pair?


Hi there! That part of the challenge is up to you, but you're allowed to use cheats because the host is essentially the owner of all the community properties. Since the sims on your wagon will eventually be buying their community lots from the host, you'll need quite a bit of money. I started mine out with $150,000. After they've bought up your downtown area, or main part of town, furnished their large house with beds and special items for everyone, you probably won't have a lot leftover. Money doesn't mean that much in this game until later, as it's goods and resources such as wood that sims really need to get started in life. You can make your host's estate as luxurious as you want, but you must remember that most resources won't be available until you unlock them. So, until you unlock wallpapers, your host's house won't be able to use them. This goes for just about anything that needs to be unlocked. If you want luxury though, you're free to do that, provided it's within the confines of the rules.

Regarding animals, the host is only allowed the pair to begin with, until someone opens up a farm supply, whereupon sims will be able to buy other animals such as cows, pigs, horses, and of course, pets. I hope this explanation answers your questions, have fun! I'll be watching this thread if you have any more questions.
Test Subject
#44 Old 11th May 2019 at 2:41 AM
This challenge looks super interesting... I'm so excited to try it!!! There's just something about the growing/crafting/producing things aspect that always appeals to me (which must be why so many of my favorite games are centered around it somehow), and I love the Sun & Moon mods that add more of that type of activity to the Sims, because I also enjoy having to maintain your characters' life needs at the same time as well as being able to use the finished products in doing so. All in all, this is a really great way to bring all that in but in a more structured way... y'know, that gives you the sense of working towards something! So thank you for putting so much thought and care into this and sharing it. It's super cool!!!
Instructor
Original Poster
#45 Old 11th May 2019 at 2:15 PM
Quote:
Originally Posted by fwookies
This challenge looks super interesting... I'm so excited to try it!!! There's just something about the growing/crafting/producing things aspect that always appeals to me (which must be why so many of my favorite games are centered around it somehow), and I love the Sun & Moon mods that add more of that type of activity to the Sims, because I also enjoy having to maintain your characters' life needs at the same time as well as being able to use the finished products in doing so. All in all, this is a really great way to bring all that in but in a more structured way... y'know, that gives you the sense of working towards something! So thank you for putting so much thought and care into this and sharing it. It's super cool!!!



Awww, shucks! That's so nice of you to say. I feel the same way you do in terms of building/making things. That's one of the reasons I decided to write this, besides my love of history. It's my way of honoring those that actually had to do this in real life! I hope you enjoy it and I would love to see pictures of your hood at some point!
Instructor
Original Poster
#46 Old 9th Aug 2019 at 9:03 PM
I decided I wanted to play this challenge and tweak a few things to fit a Medieval or Colonial style hood. I'll be working on that soon.
Test Subject
#47 Old 4th Sep 2019 at 5:01 AM
I definitely want to try this challenge! I love this sort of prairie western style... I had a look through the links for recommended mods and I was couldn't find the actual asset for the covered wagon, where would I be able to download them? I think they are perfect for screenshots
Mad Poster
#48 Old 13th Sep 2019 at 2:21 AM
I have a "chopping tree' (birch & pine) - but you can't DO anything with the wood (except sell it). But you talk about using them for FIRE; I can't find you link. I think these settlers would have chickens, pigs, cows, goat (and milk them, make butter, and meat); and they would be able to harvest berries, mushrooms, and wild honey, as well as fish & hunt. But they should do this on a community lot (the woods), and I don't know if that will work. Mostly I don't like any of these, as all they are good for is to put in a (non-existant) refrigerator. I like the rock that lets them collect water, and another rock that lets them collect reeds - and make baskets (useless), and furniture - which they can make into wicker furniture, but they don't look "frontier".
Do you know of a work-station that lets them make crude furniture out of wood?

Namaste
Instructor
Original Poster
#49 Old 21st Sep 2019 at 3:57 AM
Quote:
Originally Posted by CharlesRin
I definitely want to try this challenge! I love this sort of prairie western style... I had a look through the links for recommended mods and I was couldn't find the actual asset for the covered wagon, where would I be able to download them? I think they are perfect for screenshots


I hope you end up playing and sharing, I would love to see more people do this challenge. Those are from Sims Design Ave I believe. It's a now defunct site, so you'll have to go digging around in the archives here: http://www.medievalsims.com/forums/...hp?f=165&t=3172

@grammapat: You missed a set for the firewood to work, it's here: http://www.medievalsims.com/forums/...hp?f=240&t=9239

There is a new cheese set, and a new grain set, but yes- mostly these sets are about food, and different varieties of food. Personally, if I were living on the frontier I would want the luxuries in life- honey, fresh fruit and exotic herbs, etc. You can sell these to other sims and they can use them as a fail-safe in case of their own crops failing.

Once they get their homestead, they can raise pigs, chickens, and pretty much do whatever they want. Their only limitations are the size of their homesteads, as some can handle lots of animals and crops, and others don't have the space. Did you read the part about the homesteads themselves? The initial settlers only go to the forest lots before moving out of their host's house. It's what gets them the supplies they need in the first place- a forest for wood, and I always have them collect herbs, a honey bee Queen cell, and other things I think they may need. Please reread the instructions, and hopefully it will become a little clearer to you. You can have one of your families open up a furniture shop, and your residents can buy furniture from them that fits within the theme of the game. Otherwise, what they have in their Hope Chests will have to do for awhile- but there are some things that will come with the homestead, such as a bed. I do know of a furniture crafting station, but it's mostly modern furniture from the game and sticks out even more than the wicker furniture does.
Part of the point of the challenge is to get your sims to open businesses of their own, that way you can bring them the supplies they need to their own town. Until then, it's rough livin'.
Instructor
Original Poster
#50 Old 27th Sep 2019 at 8:36 PM
**Updated 9/27/18**
I have updated this challenge to include a Grand Estate, which is the largest homestead your sims can get. There are no building or furniture restrictions on it at all, but the requirements are heavy and include owning a level 10 business. I wanted to do this because some of my sims are getting so rich that it seemed like the obvious thing to do- and there's always room for a bit of luxury in the new world, yes? Let me know if you have any questions, files have been updated.
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