Reminder the original Sims 3 variation of the One Tomato challenge rules as created by Simmer SamelaRita can be found here on the forums. Scroll to the very bottom for an s4 slide show of a sim making it in s4 in Willow Creek. Rules: Original text; my changes and adjustments for Sims 4. One Tomato: a Sims 3 Challenge. Sims 4 Adjustemnts The aim of the challenge is for your sim to build a house for his or her self. Starting from owning only one tomato. Rules. The Sim. Must have the Mooch trait. Scratch this rule, the trait does not currently exist in s4. (06/21/2020) Can’t have Kleptomaniac. After that, it’s up to you for personality. Can only own: one tomato, and a bike (optional since your s4 is not an open world) which is their only form of transport other than walking or running. If they sell it, they have to go everywhere on foot until they can afford to buy another means of transport. They can't have any lifetime wish that gives them a money advantage: eg No Bills Ever. [ I'll add the others when I've checked them out] This also applies to Lot Traits. The Lot. Can’t have any building on it at all to start with. Not so much as a bus shelter. Can have: landscaping, trees, fences, rocks, flowers – BUT you can’t sell any of them (though you can move the plants around like you would in real life) or change the terrain heights. You can change the terrain paints though, as that's what would happen if you were gardening. You can replace the fencing with new fencing, as long as the new fencing costs more that the old sells for, so you can put new fencing up to protect your plants from animals and so on. Start with regular residential, off the grid & sunny aspect as only lot traits allowed until you get a very basic home built. Plant(s) must be excellent or better before good soil, homey, or micro home can be picked for lot trait. Penny Pixies and gnomes are not allowed at all. Pick your lot carefully, your sim can not travel anywhere outside of the lot roam zone until after the house is built. Settings. You can set the seasons to any length you like. You can set aging anyway you like – off, really long lifespan, it’s up to you. Gameplay. All your sim has is one tomato, and this is their only source of income. Your sim can mooch food for as long as they like. Your sim can mooch money to cover bills when they come in UNTIL they have some income from their tomato. They can’t mooch money in advance of the bills coming in either. When your sim gets some seeds for learning how to garden, they have to be sold to set against the bills. Your sim can buy other things to plant, but not harvest them from other places or collect seeds in the wild. No job of any sort or career. No collecting and selling. No making money from art or music or anything like that. No tips. You can fish, to use the fish as fertiliser or food only. No selling it. Any gifts that come in the mail have to be kept: they can’t be sold. You can put them in your house when you've built one though! You may only purchase plant packets from the home lot (via the cheap planter or buy/build mode after getting at least one tomato using tc & show hidden cheat codes to get a tomato 26?28$ from buybuild mode). You may only graft from plants you grow on your lot. You may keep seed packets gifted by gnomes to either plant the seeds or use as fertilizer/food to eat but not sold. No stacking the holiday calendar with gnome events or other events that give money. The gift stack may only be purchased on the day of the winter holiday. Add to this if you come across anything that gives unfair growing or money advantage over the base game or s3 mechanics. Don't forget to cheat funds to zero once you have a tomato to plant. (tc money 0) Also your sim may keep but not sell anything fished out of the river/lake/pond. No selling at flea market tables. Since part of the story dialogue is no papers/id no traveling outside of the neighborhood so pick your s4 lot carefully for what the neighborhood has to offer. Once you have a house built and can turn on power, presume/storyline that your sim has been able to get a basic id for traveling to different neighborhoods/worlds. Packing sack lunches from food left out at parks by townies is a good way to get free meals. Caution the glitches introduced with the latest update & patch (06/03/2020) are impacting plants and money from plants. To get the money sell from the plant not your inventory. Only "Good Friend - 60%+" and higher can be added to a gardening club before the house is built. The scarecrow should probably be off limits too, since you can get free help and seeds from him. Relationships. No asking anyone to move in or getting married until you have a house and furniture – bedroom, bathroom, kitchen, living room. However, there’s nothing to stop your sim getting pregnant if you want to add that twist to the story. And the offspring can help with the gardening when they’re old enough. Scoring – if you like scoring. Score at the end of every week. 1 point for each simoleon you made that week, and 5 points for each skill point you acquired. Who might like to play this? It’s quite relationship-heavy gameplay, owing to the need to mooch things, so would suit someone who likes playing friendships as much as building. There’s a lot of spare time for your sim to build skills, so if you like skill building as well, this might appeal. Who might like to build this? Someone who likes making landscapes, as there’s no actual building at the start of the challenge! And someone who likes making single sims with a fortune to seek. The adaptation to 4 changes are still pending approval. I was trying to go loosely off the 3 rules of no wild harvesting. I can't recall if there's a way to get dragon fruit outside of grafting. Same for cowplant, although sometimes you can get the cow plant while fishing sooo. The way I see it, is once a basic house is built (or 1/2 of the mansion baron ltw goals completed) along with a steady income the challenge is completed and obtaining specialty plants is allowed. Again pending feedback from @SamelaRita. Notes from play in both 3 & 4: when playing hidden springs, twinbrook, and other towns without resource books in the library make sure you add the book coral at the start of the game plus a kids corner if one isn't already in the library. Q&A From the gift Exchange thread: Questions answered by SamelaRita seaben wrote: » I have a question about your one tomato challenge @SamelaRita can you use the camera the game gives you to take photos to sell ? SamelaRita wrote: » No. It's a tough challenge! Everything you end up buying has to come directly from the one tomato - which is why you can buy other things to plant, but you can't collect seeds. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Ok may I ask one more thing can my sim fish if I don't sell the fish but use it for fertalizer or cooking SamelaRita wrote: » Yes. You can use fish for fertiliser or cooking no problem. You just can't make any money from it...! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ seaben wrote: » @SamelaRita I have another question about the one tomato challenge sense Ella has the mooch trait can she ask her friends for money I ask because it's fall in game all her plants are dead and she only has 20 simleons SamelaRita wrote: » She can mooch to pay her bills, once she's run out of tomato money. She can't mooch to help her build anything. She can only mooch once the bill has arrived, and once she's got enough to cover the bill, that's it, she has to stop mooching, so Mooch Small Amount works best. You can set the weather any way you like - really long summers and springs and short winters and so on. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SamelaRita wrote: » @seaben Nope. Basically, your sim can only make money from the tomatoes (and any other plants). No getting money from tips. And I played without accepting any opportunities that had money attached, so if it was just an improved relationship one, I'd do that one, or an improved skill one. Your sim can paint things for their own home if they want to, no problem. I love the garden in your build, especially the autumn trees against the colour of the house. Beautiful @MiaSkywalker I don't think I've thanked you yet for doing all this custard checking (oops!) and I know I haven't thanked you for all your kind comments on my builds. So thankyou, thankyou, thankyou! @Mmdrgntobldrgn @ADWilson and seaben of course, I've tweaked the One Tomato rules slightly to reflect the questions you've been asking as you've played the game. Thanks for the input and yay! for game testers! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ciane wrote: » @SamelaRita - In your rules, you say: The Lot. Can’t have any building on it at all. Then you say: Relationships. No asking anyone to move in or getting married until you have a house and furniture – bedroom, bathroom, kitchen, living room. So, I'm guessing you can't have a building when you start, but over time, with income from your one tomato, you'll be able to build a home. ... Yes - your aim is to build yourself a home and a life, from your one tomato! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Q&A from the mypages, but more Sims 3 related: Q: Just to clarify, no collecting also means no dumpster diving? yes or no :) Also no selling gifts, does that also apply to flowers received randomly? A: No selling any gifts! But think how pretty your home will look (when you've built it) with all these gifts in it and flowers on every surface. And no dumpster diving either. This one is sneaky torture! Q: One more question even though no house or furniture can a sleeping bag or tent be purchased once there are enough funds to do so from plant sales? Oh another question, if we have the stand from monte vista can they sell produce at the stand, or would that be considered working? Erm ... I keep running into questions "The Lot. Can’t have any building on it at all.". Does this mean we need to buy a second lot to build their home on? Further down you state no getting married until "you have a house and furniture". Can you clarify this bit. Also since you didn't mention opportunity challenges, I'm hoping it's okay to take gardening related opportunities that provide cash. If not ... oops, and I'll have to drop a few hundred out of Ella's earned funds. ;) Seed sold money only for bills no buying extra plants from the store? A: You start with no house, but the idea is to earn enough to build one (must make that clearer in the rules). I updated them to reflect the questions people have been asking, and it's no to any opprtunities that give you cash. Yes to ones that just boost skill or relationships. I think selling produce at the stand might be considered working - it's the sort of thing you'd need a permit for, isn't it, and they've got no work permits. I'll get back to you on that one though... Yes, you sell the early seeds to pay the bills. You can mooch food forever if you want, but you can only mooch to pay bills when you have no income whatsoever - i.e. fairly near the start. After that, you have to set aside money for the bills just like in real life. Q: I'm going to guess no selling gnomes either. ;p A: You guessed right about the gnomes. But think what an amazing collection you'll have in the end... I hadn't thought about doing pack lunches. I only bought Parenthood a couple of weeks ago, and I'm not used to it yet. Do those go bad the way regular meals do? Or does it give you more time to keep the meal? The packed lunches do go bad. I've played so many apocalypse challenges that I've learned that if there is no access to bathing that while the mood overall might be slightly tanked the sims don't care that they can't shower. In some ways this is similar to most people when roughing it while camping. The care about the shower only returns with the presence of bathing facilities. As to the spoiled food, the sims will eat it I haven't found the perfect cut off yet with s4 to prevent the ick from spoiled food. Note: Sims with the slob trait don't seem to mind spoiled food to much. I'm thinking another s4 run is in my future because I want to know if the herbs from outdoors can be bought from a planter on the home lot. I noticed an interaction for making herbal remedies on the bbq grill. Which means a micro book set is also in order so that skill books can be purchased. update: ok in s4 the Glimerbrook neighborhood doesn't have a park. I uploaded a lot with a single tomato plant to the gallery under the name One Tomato. tow actually ignore the first one without the #OneTomato in the description accidentally grabbed the wrong debug tomato (blush!oops!). Sims 3 related answers: 1st - I sell both at the store and from inventory. I think I saw that @ciane was selling hers at the apothecary. 2nd - Yeah no money from opportunities is allowed. It's one of the questions I had over on mypage. Which bummed me because it means I need to reboot Ella. I'm careful with the opportunities I allow the sim to take, if cash is part of the listed reward I decline it. oh and I had completely forgotten about napping on beach towels as a sleep option. :)
As promised Gameplay pictures and a few quick notes: As with all other run throughs normal aging and season lengths, no mods or cc. As of June 15th, 2020 I still have not added eco living(lifestyle), strangerville, moschismo, or luxury party to my s4 collection. I have all other available content. My poor sim, I picked the wrong neighbor hood, while there is fishing and a picnic area, sadly there were no public restrooms available in Courtyard Lane. Note - 73 pictures, a few of them point out my mistake with the mini fridge purchase sigh. Trying to cook tomato soup on the grill in the rain ended up being a bust. Clyde ran away and would never complete the interaction after that, until it was spoiled and had to be tossed. As of the 06/03/2020 patch there is a known glitch of sims not showering in the rain. Otherwise Clyde would have been able to clean up in the heavy rain like Estevan did in the reno challenge. Playing & slipping in puddles also seems to be missing from game play. One of Clyde's future purchases will be a bookcase so he can take advantage of the book lover trait. With the slob trait, Clyde doesn't seem to get negative moodlets from eating spoiled food. Some of the pictures are in to highlight s4 gameplay mechanics, interactions, and new features that are added to the base with the Eco Living(Lifestyle) release. What week two bills look like, week one Clyde owed 69 and paid the 69 listed under Unapid Bills.
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For the full rules, plus the s4 adaptations of the One Tomato Challenge check out this post from Simmer SamelaRita on the ea forums, part of the summer 2020 gift exchange https://forums.thesims.com/en_US/discussion/comment/17522835/#Comment_17522835 Take one pictures. I forgot about using debug in 4 to get a tomato so had opened herb packets for sage (year round) before wiping out her funds with Money 0. Lizbeth lived homeless at the park for the majority of the time. Take two pictures. Key note regarding tomatoes 8 produce per plant per harvest cycle (24 hours, once established).
Over the course of 7 sim days, she earned quite a bit. Tomatoes 8*6=48 and that's just the base before the plants are evolved. In part 4 I'm wrapping up the 3 to 4 experience of the rules, and will post a summary of the rules and what if any changes need to be adjusted from 3 to 4. As you'll notice I finally figured out how to get the ui images to show back up on in game pictures. Kaylee would make about 1 to 3 bouquets per day while Baylee was off at school, which helped to build the second bedroom upstairs so the downstairs room could be converted to a greenhouse. Which if your sim is going to need to rely on flowers for their income makes sense to do with seasons installed. Outside of the beds, the majority of decor, furnishings, wall finishes, and flooring were all on the low end. The observant simmer will notice that there has not been any mood enhancing objects on the lot for the entire run through. That was on purpose, to see how the sims would handle the challenge on their own without boosts, unless they boosted themselves through activity. Kaylee finally had enough money for the camping trip she'd been wanting to go on since day 1. Baylee was supposed to be with them, but I forgot how 4 does not always take the whole house on the trip, which is like 3, but unlike 3 you can have a sim left at home join you later on. Which gave Kaylee a few days alone with her special guy. Which yay, 4 brought back a ts2 feature, you can take friends on trips with you. For the duration of the trip her friend had an uncomfortable moodlet, which prevented them from advancing beyond a certain point in their relationship, and I could not figure out why. Within a sim hour of getting home Kaylee got a notification that he had died of old age .... augh! No wonder he couldn't get comfortable, she'd interrupted his appointment with grimmie. Which also killed all my further goals and plans, so even though her bedroom wasn't completely finished I was done. You can find the Stewarts and their home on the gallery. Yes the pictures are the gallery pictures. It was the best way to show the final enclosures on the ground floor. Rules Summary With Notes All rules in bold are Simmer SamelaRita's original rules, anything in red italic are my notes and recommendations for adjustments for the different mechanics. What’s a renovacy? And who might like it? It’s a renovation-legacy. The aim is to renovate the dilapidated living quarters your sims have found themselves in. Before the youngest child becomes an adult. The rules are simple.
Children have to be grade A students as soon as possible, and stay on the honour roll. You don’t want social services investigating your home life, and seeing the state of your home. Family relationships have to be good too, for the same reason – if they start off poor, then you have to improve them as a priority. The renovating rules.
For people who like scoring things, you can score the rooms: add up the points on the furniture for environment, energy, comfort, fun and stress relief. Hunger, bladder and hygiene don’t count. A total of 10 gives you a level 1 room, 20 a level 2 and so on. Garden area: if there are plants here that you want to get rid of, you can sell them, but you can only spend the money on fences or walls or other plants. The goal for the garden is to have it fenced and gated (to keep the children safe). You can score a garden like the rooms though, by adding things to it. Who might like it?
Building rules.
Creating a family rules.
As I noted in part 2, once you get past the first week or so of collecting and decide if your sim is going to continue living off findable items or start selling home made goods (painting, wood crafts, yard sale table, flowers, ?other) the challenge pretty much falls in line with the sims 3 rules very easily. As you might have guessed Kaylee did meet someone she liked rather a lot, friendship level shoots up fast if sims are compatible in 4. I however did not take them to the move in level, because I wanted to avoid the sudden influx of income which would pretty much kill the challenge. If anyone had noticed in post 2 I didn't allow the sims to travel until the exterior walls were up, even if the interior wasn't. My logic was this: Even if just down the road you would notice if someone is snooping around your lot. Even though there are no burglars or repo persons in 4. They made a wished for trip to the library, and Baylee got invited to a friends house in the city. Which is pretty much the extent of the traveling they did early on, as I'm not a big fan of the loading screen. It cut's my game time down, which is why I still prefer s3. So even though yes in 4 you can switch between sims who aren't at home, they don't continue the activity after you switch like in 3, and you have to deal with the constant loading screen even if the buildings are next to each other. :( Back to progress on the house. Like I noted in post 2, the flower station is quite the income earner. Especially when you stick to making arrangements from flowers you picked for free. I had maybe one low quality bouquet sell for the cost of the flowers out of the entire time she made floral arrangements. I was hoping for at minimum level 5 out of 10 on each child skill, which is part of why they got the computer. Baylee frequently drifted to her art table on her own. Kaylee's bed was the only item upgraded in terms of comfort at this time. (Yes, I totally forgot to put a railing on the stair case.) I tried to balance together time with income earning activities. The feast holiday and the gift of seeds from happy gnomes, was quite the pleasant surprise. Outside of one cleaning holiday (no gnomes on that day), I did not alter the holiday events on the seasons calendar since I hadn't played beyond one season yet since getting seasons and pets. Given the original set of rules doesn't factor for holidays with gift giving gnomes, I'm going to suggest that if/when altering the events on the calendar (1) be careful as there are no presets to default back to if you erase something you wanted to keep (2) no stacking the calendar with gnome days, try to keep it on pare with what's already on the default calendar. Somehow I managed to not get a good picture of Baylee's transition from child to teen. There was cake, and yes Bella Goth was one of the guests. Yes, seasonal decor got left up, long after the holiday was over. With seasons, if you want certain plants year round you will have to move them inside in planters, otherwise they are only available to harvest, and tend, during their specified season. Patchy is another nice addition, not only will he help out around the house, you can find random seed packets in his pockets, and improve gardening skill by discussing gardening with him. I think Baylee used the microscope once after wishing for it. (insert eyeroll and sarcastic comment about typical kids here. ;) ) Just like 3, 4 defaults to summer like appearance when in build/buy mode. Yes with Baylee's room upstairs and the one bath downstairs I could have focused in another direction, but I had a very specific direction I wanted the house to go in. A couple of key notes here:
That's pretty close to where I left off for those days of play.
The final bit's should be covered in part 4. As I previously noted for the renovacy to work as the challenge intended* it's best to start with a floor plan or unpainted walls. For the second run I used the Stewarts and the same challenge plan from Simmer Bree. It should be noted that for the first sim week or two, no lot traits where added to the lot. In the sims 4 it turns out that donations to charity are tied to charisma level & the computer, no wonder I couldn't find it. "Just in case someone finds this later on... It shows up on the computer after level 3 of charisma. " *The renovating rules. All flooring and walls have to be papered over – you can’t sell the floor or wall covering that’s already there. You can repaint things to make them look better, but you have to pay 25 simoleons for everything you paint – make a donation on the mailbox. After spending some time Baylee it was time for Kaylee to get down to work and start finding collectibles. If you're lucky your sim will find two frogs for breeding on day one. Not bad for a first day. Not shown is a small bit of roof that stretches over the space between the two wall panels. To feed the hungery Baylee, Kaylee pulls out food and sets it on the floor. By day three she's collected enough to get a toilet, a potty chair, and an adult bed. The first two nights were spent sleeping on a nearby park bench. As long as you don't travel the game mechanics really don't care that a toddler is unsupervised on the home lot. Kaylee fished the sim cube out of the river. With no visitors on the lot, your sim won't care if the toddler watches the parent bathe, and odly the single wall panel creates a false sense of 'no one can see me'. Kaylee rolled a wish for a crafting station, and the flower station was part of the big sell for seasons for me, that and not always static nice weather. With some expensive frogs to breed in her backpack, and flower arrangements bringing in a very pretty penny. Kaylee can take a moment to focus on Baylee's skills. The goal is to have all 5 toddler skills maxed at level 5 before her birthday. By the end of the 1st week start of the second, the exterior is 100% walled in. The Stewarts may now travel away from their neighbor hood. The only hiccup encountered during that time, was I missed maxing all of the toddler skills, and Baylee transitioned from tot to child before I could make a cake. Even though, I missed one of the 5 skills by half a skill point, I went ahead and added the "Child's Play" trait to the lot. At this point I also added the "Good Soil" and "Homey" traits. They go check out the warf area it's got a big play area in the community section without additional traveling. A perk of the pets ep is npc pets will dig up collectibles and leave them lying around for your sim to collect, Everything is moving along nicely at this point. In 4 lightening will create random crystals where it strikes. Can we talk about how much I Love! the new adjustable stairs that got patched into the base game when realm of magic came out. In 4 I also how easy it is to work with the roof when adding additional levels, and rooms. "Your aim is for everyone to have their own bedroom (spouses can share, and babies or toddlers can go in with someone else), with a bed, curtains, bedside table, lamp and dresser or desk or toybox." As you can see at this stage, their working on adding a second bedroom by going up. This is pretty much where I left off in the game for the first round of game play. These next two pics are out of order in the folder, blip, which is why the house suddenly looks unfinished.
Picking free flowers and then selling bouquets for 50 & up makes the expense of the bench well worth it. Over the course of the challenge Kaylee's skill got to where some of the bouquets she sold went for well over 1,000 simoleans. Way better than the money cheats. ;) For the other picture, sadly I don't have any good ones from the toddler perspective, I'm enjoying how they animated a child's view when toddler's and children are being imaginative. I got curious ... Could the renovation rules as written by Simmer SamelaRita be applied to the S4 game mechanics? Answer: Sort of... My unwitting tester's the Stewart's "Kaylynn thought that she and her daughter Baylee, would be making a fresh start of their life in a brand new home, only to discover things were not as they seemed. Created for a #renovation challenge, using simmer SamelaRita's s3 renovacy rules. Will they have better luck elsewhere outside of Brindleton Bay or not?" A couple of Updated Notes: It should be noted that for the first sim week or two, no lot traits where added to the lot. In the sims 4 it turns out that donations to charity are tied to charisma level & the computer, no wonder I couldn't find it. "Just in case someone finds this later on... It shows up on the computer after level 3 of charisma. " One of the factors I had to take into consideration is that s4 currently (11/29/2019) does not allow for casTing as we know and love it in S3. Which leaves two options when taking potential builds into consideration, 3 if you go with plain white walls that have to be replaced by color walls above a certain price point. Option 1: a build with wall but no paint, essentially a very rough shell, or an extremely basic shell. Option 2: a fenced floor plan. Happily for me I knew right where to find Option 2, the fenced floor plan. Simmer BreeMiles has been putting up monthly challenges. Sometimes it's nothing more than a rough floor plan such as the August Challenge lot shown above. As you can see the Stewart's started with next to nothing, and what little starting funds the game had provided quickly vanished with the help of the money cheat to set funds to zero. That is the only official cheat allowed for the full challenge run. Let us briefly discuss the failed first run. With barely 450 hours of gameplay in, even 5 years after the base game released, and then the addition of a few select ep's like Seasons & Pet's added on, I can honestly say that each time I load 4 it's an interesting exploration. Just not one that holds my attention as well as 3 does.
I either didn't take any game pics or deleted them. Sigh, honestly not sure which.
Being somewhat sleep deprived oddly makes s4 more palatable for me to play. Most likely due to the fact that when playing 4, largely in part because of how it's coded by ea, I use minimal cognitive function to play vs 3 where I'm trying to plot out scenarios and events, while simultaneously multitasking sims in and around town. (And minimal spelling errors today are thanks to all the hardworking people who created, coded, and maintain spell check functions.) I'm still playing around with how to compensate for not having access to the herbal-ism skill and the dry shampoo the sims can make. Tried having a sink on the lot but that interferes with trash production for trash fruit, so that's no bueno. I also need to go back and rework the base version of the hot springs again. I might have played longer but game was starting to freeze up, which might be because I might have forgotten to turn off testing cheats after placing the newest lot & household for Murkland. Oops! All in all Mel's had a good week, she focused more on making friends than accumulating wealth. She's made a fair bit of money but I've also spent some of it on her as well. She also finally met the hermit that I placed in the other town. One bit of coding made me sad and grumpy, a sim may not have more than one best friend. :( Enjoy the slide show. Apologies in advance the pictures are out of order due to how ea coded the saving of screenshots this time round. Not really to sure what it is about 4, but I can't seem to play a full week. Did manage to play through 3.5 to 4 days worth. Looks like I'll need to fix the hot springs lot. Mel can use the tub room but not the toilets. So far she's got one trash plant growing, and while I let her grill while visiting the festival lot I made her eat the food she'd rummaged from the trash. Eventually she'll have a crop of trash plants to feed herself from, but until then rummaged food it is. As you can see in the slideshow (set to 7 seconds, or scroll through at your own pace 50+ pics) I turned on the option to capture the ui in screen shots, it cuts down on remembering to take notes. Finished setting up the Base Game version of Murkland. Not sure if I'm going to re-up anymore of the base-under lots. 1) Don't feel up to play testing them, some of which is due to my current health 2) Outside of the hot springs & the Puffer Dome, really didn't need to do anything more than repaint a few bare walls, which takes all of a few seconds in game. Although in the case of cliff dwelling and Mad Mud's house I did remove some oversized furniture that the game placed in place of rocks from one of the ep's. Very essential bit of set up for any s4 game if you don't want ea's poorly coded story progression from wrecking your town. Make sure that box is unchecked. By making sure the box is unchecked it seems to slow down the infill of new npc/townies which can lead to the culling of your towns. Next bit of set up, even though currently it's not required by the challenge, I emptied Willow Creek out of all buildings. This also helps cut down on the addition of random townies by story progression. Since I don't have outdoor retreat (nor do I plan on getting it, at this time) I scoured the gallery for a hermit lot/house and decided this was the one to go with. I also downloaded the Hermit by the same creator. I placed the house and sim on the lot kitty corner from the lot that had been the Goth home in Willow Creek. So even though in the base game there is no herbalism skill to learn I can still befriend a Hermit. ;) Next I swung over to Nukecrest (Newcrest). I moved the Murked up museum over here and also placed a second starter camp with Dusty Boots moved in. I decided this was probably the better option. The other two I was considering were moving Dusty in with the Burners or Mad Mud, or placing her and her starter lot across the way from the current starter lot. Lastly I added the Crafts & Retreat Acres lot as well as the Nukecrest Ruins Park created by other simmers for the challenge in the same corner of Nukecrest as the museum.
So first base-under and base-undered aren't real words however they perfectly describe what I've done with Brennacan's lots, so I'm running with it. ;) Original lot, uses items from outdoor retreat as well as other packs The base-under Murkland Starter Base Only I placed an outhouse, and a 'tent' shelter that houses only a double bed. Additionally as you'll see on many lots as I get them made under and then uploaded the game thinks that a bunny sculpture is the perfect replacement for the bonfire. The Puffer Dome was my next base-under that got uploaded Original lot Base-under, as you can see the game thinks oversized pigs are good replacements for some objects. You'll be seeing them a lot, because I'm keeping changes to a minimal. I have the Murkland Hot Springs lot made-under, however I haven't play tested it yet. Once it's play tested I'll be uploading it and I'll add links and pictures here. The FuturesPast Remainder is ea's original museum murked under for the challenge. Contrary to the photo below, I have replaced the toilet with the poorly crafted wood one. On lot are two skilling items, the easel which has to be on a museum lot (ea rules), and the wood working bench. Eventually Brennachan will probably have something else built for this location, so it's suggested to place this lot in Nukecrest (New Crest). I stripped it down and then added just enough wood scrap piles and 0 environment score wall decals to keep the game from freaking out, since ea hard coded set requirments for the different lot types. (One of the reasons why I'm pissed at ea. "Play your way" Liars. If I have to have x - specific items on a lot for it to be counted as a park, museum, or other instead of free building from an idea I have then that's not playing my way.)
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June 2020
Mama Dragon
50s mother and grandmother, who also enjoys sims, writing, and creating. Along with analytical breakdown of why and how things work. Murkland Challenge 1 Goals:
Grow 16 trash plants from scratch: 7/16 Evolve all 16 trash plants to the perfect level: 0/16 Aspiration “Friend of the World”: 3/4 Save at least $15,000: $288/$15,000 |