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Option to allow more computer video games
I think there should be an option to have more video games available on the computers and gaming consoles without mods. I used a mod from SimmerWellPupper called Better Computer Games which would allow for realistic computer games to be played on the computers. Some of the ideas for more video games include (only EA titles listed): A realistic racing game (similar to Need for Speed). A spaceflight simulation/combat game (similar to Star Wars: Squadrons). A match 3 game (similar to Bejeweled 3). A snowboarding game (similar to SSX). More sporting games (the current title "Incredible Sports" only focuses on soccer).SerenityRune2 hours agoRising Rookie5Views1like0CommentsWild Horses and the Mystical Unicorn
I've been playing the Sims since 2000 and every version is better than the previous, but certain things always makes the game just better, like pool table the original version had pool tables, you should think about bringing those back. However this is not about pool tables, this is about wild horses, I see that Sims 4 has stray dogs and cats but no wild horses, this is a must have and it should come as an update sooner than later and you can include the Mystical Unicorn as well, the Sims 3 had wild horses and the Mystical Unicorn. This update would enhance the game play of not only the equine experience but also the fairy game play. Anyway I think it would be great, what do you think?6Views0likes0CommentsBase Game should include a slide
Just make a metal slide that's base game. It would be really nice. and yk since there's literally nothing for kids you could at least give us a playground equipment. It doesn't have to be a slide you make Ur own playground with but just one of those single slides that we had as kids. the ones that burned Ur butt when it was really hot outside. I think that would be a cool moodlet to have. and sometimes make the sims kids go a little to fast and have them fly off lol!kittykay1017 hours agoSeasoned Scout8Views0likes0CommentsNordhaven culture
Hey :) I'm a Scandinavian-American and I've always really enjoyed engaging in my cultural heritage, doing our traditional paintings, dressing up in folk dress for our holidays and generally just enjoying my maypole dancing, lefse eating, flower crown wearing hygge-rific time. so when i heard that there was a sims world based on Scandinavian culture, you can imagine how excited i was. i had seen what cool things they had done with Japanese culture, in snowy escape. and south-east Asian culture in for rent .and i was SUPER hyped to have my own culture represented and while i was blown away at what a good job they did depicting modern Scandinavia. i was honestly quite let down and saddened that none of our folk culture was included. i don't really know why? rosemaling painting is beautiful and who doesn't love Scandinavian food or Dala horses. i know that they added in some cool things for Chinese new year and for Diwali and i was wondering if anyone knows what the likely-hood is they might do something like that for a Scandinavian holiday like saint lucy's day or Midsommer or something? just so we can have the cute Scandi vibes29Views2likes2CommentsBeing able to change the Sims demeanor
i wish EA would make it possible to change the demeanor of our Sim characters 'cause sometimes ill make a character and i want them to act more calm and collected or more mature and elegant, but then i watch my Sims and they're always a bit goofy and really joyful (which i dont hate, it just sometimes doesnt match what i have in mind for when i make a character with a certain personality i have in mind.) PLEASE EA!! HEAR MY PLEA AND MAKE THIS A POSSIBILITYYYYYYYYYYY!!!!!!!!11Views2likes0CommentsSpecial Ghost/Vampire and Grim/Vampire Social Interactions Ideas.
I was watching my vampire sim sit with a ghost in Mourningvale and I thought to myself, I wonder if the Devs ever thought of special interactions between ghosts and vampires. Like they are similar in a way, they both have a former life and both can have 100s of years of memories, in which ghosts and vampires should be able to understand each other with and get sentimental more often when talking about memories. While with Grim, being a vampire could be considered a cheater of death and at the same time, the Grim Reaper could see potential in having good vampires as hires because they can't die easily, almost like ghosts. They won't need to find new hires if their staff are made up of ghosts and sun resistant vamps. Also, being a vampire with ability to turn others could have them starting off on the wrong foot with Grim when they first meet. I think it'll be funny to see Grim call Vladislaus Straud, a puny vampire.7Views1like0CommentsThe "Mentor" Interaction is Overpowered for Building Friendship
I've been using the "Mentor" interaction a lot lately, and while I love the concept, I think its effect on relationships is way too strong and needs some balancing. It makes building friendships feel trivial and unrewarding. What area of gameplay is your feedback about? Social Interactions (Specifically the "Mentor" interaction) Skills What works well right now? The core idea of the Mentor interaction is fantastic. It’s realistic and rewarding for a skilled Sim to be able to help another Sim improve in a skill like Logic, Video Gaming, or Programming. It creates a natural reason for Sims to interact and provides a useful boost to skill gain, which is especially helpful for challenges or when trying to quickly train a household. What isn’t working or feels frustrating? The rate at which mentoring builds a friendship relationship is extremely overpowered. A Sim can go from being complete strangers with someone to becoming their best friend in a single, multi-hour mentoring session. This completely trivializes the relationship system. It removes the need for any other kind of socializing, making friendships feel cheap and unearned. It's an exploit that bypasses the natural, multi-faceted process of getting to know someone. What new ideas or improvements would you suggest? I suggest rebalancing the relationship gain from the Mentor interaction to make it more realistic and balanced. Significantly Reduce Friendship Gain: The primary fix is to drastically lower the amount of friendship points earned per hour of mentoring. It should provide a small, steady trickle—enough to show growing respect—not a firehose of affection. Cap Daily Gain: Alternatively, the interaction could have a diminishing return or a daily cap on how much friendship it can generate between two specific Sims. Tie Gain to Skill Difficulty: Perhaps mentoring in a harder skill (like Logic) could yield slightly more friendship than mentoring in an easier one (like Video Gaming), but the overall gain should still be much lower than it is now. Increase Fun Decay: The mentoring Sim could lose Fun faster, making long, continuous sessions less viable and encouraging breaks for other social activities. Why would this improve your gameplay experience? This rebalancing would greatly improve the gameplay experience by: Restoring Challenge: It would make building and maintaining meaningful friendships a deliberate process again, requiring a variety of interactions instead of just one overpowered one. Increasing Realism: In real life, teaching someone a skill builds respect and acquaintance, but it doesn't instantly create a deep, personal friendship overnight. This change would make the social dynamics feel more authentic. Encouraging Diverse Gameplay: It would encourage players to have their Sims actually socialize—to tell jokes, have deep conversations, share meals—instead of just defaulting to mentoring as the most efficient path to a full relationship bar. Preserving the Feature's Purpose: The main focus of mentoring would return to its intended purpose: skill gain. The social benefit would become a nice secondary bonus, not the primary reason to use it. This change wouldn't remove the feature; it would simply balance it to be more in line with other social interactions, making the social ecosystem of the game healthier and more engaging. Please upvote 👍 this post so we can get this feature in the game.canelacaliente12 hours agoSeasoned Ace9Views0likes0CommentsI have to rebuy a pack?????
After some struggle with getting my packs to work I had noticed that I NO LONGER own Get to Work. I do not know why this happened and I cannot afford to rebuy it. It is just that one. I should NOT have to rebuy it.mizzlyndz2712 hours agoSeasoned Newcomer20Views0likes0CommentsGameplay Idea: Direct Ground Interactions for Stargazing, Sitting, etc.
I love having my Sims enjoy the outdoors, but I often get frustrated with the limitations of how they interact with the environment. I have an idea for a simple change that would make outdoor activities feel much more fluid and intuitive. What area of gameplay is your feedback about? Controls / Navigation Social interactions / Objects/Activities (specifically outdoor actions like stargazing) What works well right now? The interactions themselves—like "Stargaze," "Moongaze," or "Sit on Ground"—are great. They add wonderful atmosphere and allow for peaceful, romantic, or contemplative moments. The animations are lovely and fit perfectly within the game's style. What isn’t working or feels frustrating? The frustration comes from how we activate these actions. Right now, you can't just click on the ground where you want your Sim to go. You have to either: Use mods Use the interaction on your Sim themselves, which then forces the game to choose a spot. The Sim often walks to a strange or inconvenient location, like the middle of the street or a flowerbed, which breaks the immersion. It feels unnecessarily restrictive and clunky. If I see a perfect, clear spot on a hill for my Sim to stargaze, I should be able to send them directly there. What new ideas or improvements would you suggest? I suggest implementing a"Click on Ground"system for these specific interactions. Much like how we can direct Sims to "Go Here," a new set of interactions should be added to the pie menu that appears when you click on any valid, open area of ground. The options could include: Stargaze Here Moongaze Here Sit on Ground Here Cloudgaze Here The game would then route the Sim to that exact spot (if possible) and perform the action, using the existing animations. Why would this improve your gameplay experience? This change would offer a huge boost to player control, creativity, and immersion. Better Control: It gives us direct control over exactly where these activities happen, allowing for better storytelling and photo composition. Reduces Frustration: It eliminates the annoyance of your Sim choosing a terrible spot on their own, especially on large lots. Increases Spontaneity: It would make these actions feel more fluid and natural. If you see a nice spot, you can use it immediately without having to place an object first. Enhances Outdoor Gameplay: It encourages players to use the entire outdoor space of their lot, not just the areas where they've pre-placed specific objects. This feels like a natural evolution of the game's control system that would make outdoor activities much more enjoyable and intuitive. Please upvote 👍 this post so we can get this feature in the game.canelacaliente13 hours agoSeasoned Ace9Views1like0CommentsSmall but Mighty Idea: Let Us Name Our Frogs & Aliens!
I was playing around with my Sim's collections and noticed a cute, small inconsistency that I think would be a simple but wonderful quality-of-life improvement. We can name our Fish and Cowplants, so why not extend that love to other unique creatures? What area of gameplay is your feedback about? Collections (Frogs, Aliens) Personalization / Storytelling What works well right now? The ability to name certain pets and creatures is a fantastic feature! It adds a huge layer of personality and storytelling. Naming a fearsome Cowplant "Snuffles" or a prized fish "Bloat" creates a personal connection and makes our games feel more unique and lived-in. The feature itself works perfectly when it's available. What isn’t working or feels frustrating? It feels inconsistent and oddly limiting. My Sim can spend hours exploring space to find the perfect alien pet, but the Alien remains a nameless collectable in their inventory. Similarly, my Sim can carefully breed frogs to discover a rare Whirly Flower Frog, but it's just an object called "Whirly Flower Frog" with no option for personalization. This makes these creatures feel more like inventory items than the unique companions they could be. What new ideas or improvements would you suggest? The improvement is simple: Add the "Name" interaction to live Aliens and all Frogs. For Frogs, the interaction could appear when you click on one in your Sim's inventory. Just like with fish, you could choose "Name..." and give your prized Dirt Frog a fitting name like "Ember." For Aliens, the interaction should appear when clicking on a live alien, You could name your Live Space Porcupine friend from Sixam something truly unique. This would use the exact same naming UI that already exists for fish. Why would this improve your gameplay experience? This is a small change that would have a big impact on storytelling and player connection. Enhanced Storytelling: It allows for better stories. Is your Live Space Squid a weird oddity named "Glorp"? Is your Frog a frisky fiend named "Sir Hopsalot"? Naming them makes it real. Consistency: It fixes a frustrating inconsistency in the game's features. If we can name one type of collectible creature, we should be able to name others. Emotional Investment: It makes players more attached to their collections. A named rare frog feels more like an achievement than an unnamed one. It's Simple: This seems like a relatively easy implementation since the system for naming other entities already exists and works flawlessly. It's a tiny detail, but it's exactly these kinds of details that make The Sims so special and personal to each player. Who wouldn't want to name their alien? Please upvote 👍 this post so we can get this feature in the game.canelacaliente13 hours agoSeasoned Ace9Views1like0CommentsModern Tech UI Overhaul: Phones, Tablets & Computers Should Be Consistent
've been thinking about the technology our Sims use every single day. While the core functions are there, the way we interact with phones, tablets, and computers feels outdated and inconsistent. It's an area that could really use a refresh to feel more modern and intuitive. What area of gameplay is your feedback about? User Interface (UI) - Specifically for the Phone, Tablet, and Computer objects. Objects/Activities (Interactions with technology) What works well right now? The core idea is solid. Having a phone in your pocket for quick social calls, a tablet for portable fun, and a computer for more complex tasks like jobs and shopping makes sense. The phone's categorial menu is quick to navigate and having it always accessible is a great feature. The different designs for the objects themselves are also cool. What isn’t working or feels frustrating? The interfaces and available functions for these devices are wildly inconsistent and feel stuck in the early 2000s. Inconsistency: Why can I "Browse for Recipes" on a computer but not on a tablet? Why is "Research" for only on the computer? In the real world, you can do almost anything on any device. The arbitrary limitations feel artificial and frustrating. Outdated Design: The computer UI, with its large, pie wheel, makes navigating it a chore especially on console. It doesn't reflect the sleek, modern designs of real-word computers. Missing Modern Functions: There's no sense of a connected "ecosystem." Why can't I start writing a book on my computer and finish it on my tablet? Where are the modern apps? The functions feel very basic and don't reflect how integrated technology is in our lives. What new ideas or improvements would you suggest? I suggest a significant UI overhaul to create a consistent, modern, and unified experience across all devices. Unified Interface: Create a similar, sleek visual style and layout for the phone, tablet, and computer interfaces. Imagine a modern smartphone OS. Functional Consistency: Give all three devices access to the same core set of "apps" (functions), with perhaps the computer being slightly better for career-related tasks and the tablet being better for games, reflecting real-world use. A Sim should be able to "Browse the Web" or "Research" on any device. New "App" Icons: Replace the old text-based lists with modern app icons for things like Social, Games, Web, Career, etc. Cloud Sync: Introduce a simple "cloud save" concept. For example, a book started on one device could be continued on another. Why would this improve your gameplay experience? This change would massively improve realism and quality of life. Realism: It would make the game world feel more current and believable, reflecting how we actually use technology today. Player Choice: It would give players true freedom to choose how their Sim interacts with the digital world, rather than being forced to use a specific device for a specific task. Streamlined Gameplay: It would reduce frustration from having to remember which device does what. The rules would be logical and consistent. Visual Polish: It would modernize a part of the UI that players interact with constantly, making the entire game feel more polished and up-to-date. This wouldn't remove any existing gameplay; it would just make it more accessible, logical, and fun to use. Please upvote 👍 this post so we can get this feature in the game.21Views3likes1CommentScreenshot Manager Needs Better Organization - Filters & Sorting Please!
I use the in-game screenshot function constantly to capture moments for my stories and legacies. While the ability to take photos is great, the tool we have to manage them is seriously lacking in basic organization features. What area of gameplay is your feedback about? Game Tools / UI (The Screenshot Capture Manager) What works well right now? The fundamental ability to take screenshots and have them saved automatically in a central, in-game gallery is invaluable. It's fantastic that we can use the "c" key for quick snaps and the Tab key for more controlled camera shots, and that they all go to the same place. Keeping them separate from the regular save files is also a good design choice. What isn’t working or feels frustrating? The manager is essentially a giant, unsorted list with zero organizational tools. This becomes a massive problem for players who take hundreds of screenshots over multiple save files. The main frustrations are: No sorting: The newest images are always at the bottom, forcing you to scroll through hundreds of pictures to find your latest ones. No filtering: There's no way to filter screenshots by the save file they came from, the world, the specific household, or even if they were taken by a Sim vs. the "c" key. No information: You can't easily see how many screenshots you have total, or how many are in a filtered view. It feels disconnected and basic. What new ideas or improvements would you suggest? The Capture Manager needs a significant UI overhaul to include standard organizational features. I suggest adding: Sorting Options: Primarily by Date Taken (newest first or oldest first). Filter Tags: A sidebar with clickable filters for: Save File Name World (Willow Creek, Henford-on-Bagley, etc.) Household Sim Camera Type (Screenshot vs. taken by a Sim) Memory Type (e.g., happy, sad, angry, etc.) A Counter: A simple line of text that says "Showing X of Y images" so you know the scope of your collection. Search Function: Ideally, a search bar that can parse Sim names or other metadata. Why would this improve your gameplay experience? For players who use screenshots heavily, this would be agame-changing quality-of-life improvement. It would: Save a huge amount of time when trying to find a specific picture for a story or to share online. Make storytelling and legacy play much easier by allowing us to review the history of a specific household or save file without seeing everyone else's photos. Help manage storage space by making it easy to see which save files have the most screenshots and delete them in batches if needed. Bring the tool up to a modern standard that players expect from any photo management application. This isn't about changing how we take pictures, but about making the photos we take actually usable and manageable. Please upvote 👍 this post so we can get this feature in the game.canelacaliente13 hours agoSeasoned Ace6Views0likes0CommentsSocial Events UI Feedback: Add Recommended Objects for Event Success
I was really happy with today's update that added sorting for event locations by venue type—it's a great QoL improvement. It got me thinking about another area of the social event system that could use a similar clarity boost: the event setup itself. What area of gameplay is your feedback about? Social Interactions (Specifically planning Social Events like Parties, Dates, etc.) User Interface (UI) / Information What works well right now? The variety of social events is fantastic. I love having different goals for a dinner party vs. a house party vs. a wedding. The scoring system (Gold, Silver, Bronze) gives a clear objective and a fun challenge. The recent update to sort event locations shows the team is actively improving this area, which is awesome to see. What isn’t working or feels frustrating? The most frustrating part is thetrial and errorof figuring out what objects and set-up you need to achieve a high score. The event description gives goals like "Have 3 Sim conversations" or "Serve a Grand Meal," but it doesn't tell you how to best facilitate that. For example: What objects count for "Play Games" for a house party? (Is it a chess table? A video game? Both?) New players, in particular, can find it confusing and may fail events simply because they didn't place the right objects on their lot beforehand. What new ideas or improvements would you suggest? I suggest adding a "Recommended Objects" or "Tips for Success" section to the social event planning UI. When you click to plan an event (like a "House Party"), the description box should include a bulleted list of objects that you should add to the lot for a better party. For example: House Party Goals: Dance to music, Play Games, Tell Stories... Recommended Objects: A Stereo or DJ Booth A Card Table or Video Game Console Bar This would act as a helpful guide without being a strict requirement, giving players a clear idea of how to set up their space for success. Why would this improve your gameplay experience? This change would drastically reduce the initial frustration and guesswork associated with social events. It would: Lower the barrier to entry for new players, helping them understand the game's mechanics. Act as a helpful reminder for veteran players planning an event type they don't host often. Reduce reloading saves due to event failure from a simple lack of information. Empower players to plan better, leading to more successful and enjoyable events without spoiling the challenge of actually completing the goals. It wouldn't make the events easier—you'd still have to manage your Sims' actions and moods—it would just make the setup requirements clearer. This would be a fantastic next step in polishing the social event experience. What objects do you always forget to place for a party? Please upvote 👍 this post so we can get this feature in the game.9Views0likes0CommentsQoL Idea: Add a Frog Breeding Log/Tracker to the Notebook
I've recently gotten deep into the frog collecting and breeding aspect of the game, and while it's fun, it can also be a bit of a headache to track. I had an idea for a simple addition that would make it so much more enjoyable. What area of gameplay is your feedback about? Collections (Frog Breeding) Objects/Activities (The Notebook UI) What works well right now? The actual mechanic of hunting for frogs, breeding them, and discovering new types is a really unique and charming side activity. It’s a fun, passive way to earn some simoleons and gives Sims something to do out in nature. The fact that the different frogs have unique rarities and values makes completing the collection a satisfying long-term goal. What isn’t working or feels frustrating? The biggest frustration is the complete lack of in-game tracking for breeding combinations. Right now, players are forced to rely on external fan-made charts and wikis. You have to remember or write down on real paper that a "Spotted Eggplant frog + Dirt Frog" gave you a Spotted Dirt Frog or a Spotted Eggplant frog, for example. This feels clunky, breaks immersion, and turns what should be a fun in-game discovery process into a chore of alt-tabbing to a browser. The game already tracks similar information for gardening (splicing), so it feels like a feature that's missing for frogs. What new ideas or improvements would you suggest? I suggest adding a new section to the Sim's Notebook specifically for Frog Breeding. This section could work exactly like the Gardening panel: It would show icons for every frog type you've discovered. For each frog, it could list the breeding combinations that have successfully produced it (e.g., "Discovered by breeding: "Spotted Eggplant frog + Dirt Frog"). Why would this improve your gameplay experience? This would be a massive quality-of-life improvement that would make the frog collection process more engaging and self-contained within the game. It would: Eliminate the need for external guides, keeping players immersed in the game world. Add a fun sense of progression as you fill out your breeding log, similar to completing a collection or an aspiration. Reward experimentation by officially recording your discoveries. Make the feature more accessible to players who don't want to search online for answers. It's a logical addition that aligns with existing systems (like Gardening) and would turn frog breeding from a frustratingly opaque task into a truly fun and trackable mini-game. Does anyone else have to keep a notepad next to their computer for this? If so, please upvote 👍 this post so we can get this feature in the game.4Views0likes0CommentsExpand Handiness Skill to Craft Basic Furniture
I love playing off-the-grid and rags-to-riches challenges, and it got me thinking about the Handiness skill. It feels like it has the potential to be the ultimate self-sufficiency skill, but it's currently missing a key feature. Here's my feedback and suggestion. What area of gameplay is your feedback about? Skills (Specifically the Handiness skill) Objects/Activities (Crafting system) Base Game Compatibility What works well right now? The Handiness skill is already incredibly useful. I love that Sims can upgrade and repair objects, which saves money and adds realism. The ability to craft a few smaller items like decor or instruments is a great start and shows the system is there. It feels rewarding to level up the skill and gain new abilities. What isn’t working or feels frustrating? Right now, the crafting options for Handiness are limited to mostly decorative or niche functional items. A Sim can become a master of Handiness but still be utterly incapable of building their own basic bed or sofa. This feels like a missed opportunity, especially for gameplay styles like off-the-grid or rags-to-riches where self-sufficiency is the entire goal. You can't truly "live off the land" if you still have to buy a bed from the catalog. What new ideas or improvements would you suggest? I suggest adding a new branch to the Handiness skill that allows Sims to craft fundamental furniture pieces. This could be unlocked at various skill levels: Level 3: Craft a simple wooden chair or end table. Level 5: Craft a basic single bed and a dresser. Level 7: Craft a sofa/bench and a dining table. Level 8: Craft a simple sink and kitchen counters. The furniture would have a rustic, handmade aesthetic, perfect for a cabin or a starter home. Why would this improve your gameplay experience? This would completely transform the Handiness skill from a supportive skill to a core pillar of a self-sufficient playstyle. It would allow players to: Furnish an entire home from scratch using only their Sim's own labor and gathered materials. Deepen the off-the-grid experience by removing the need to shop for furniture. Make rags-to-riches challenges more engaging by providing a legitimate, skill-based way to make money without joining a career. Add immense satisfaction and storytelling to seeing a Sim literally build their home from the ground up. It would empower players to tell stories of survival, simplicity, and craftsmanship that just aren't fully possible in the base game right now. It makes logical sense and would be an incredibly fun and rewarding addition. What do you think? Would you craft your own furniture? If so, please upvote 👍 this post so we can get this feature in the game.7Views1like0CommentsLot Challenge Idea: "Volatile" - For When You Actually Want Fires
I've been thinking about the "Heist Havoc" lot trait and how it increases the chance of burglars. It made me wish there was a similar, more extreme option for players who want the chaos and drama of fires without having to constantly cheat to start them. Here's my idea. What area of gameplay is your feedback about? Lot Traits / Lot Challenges Chaos & Drama (Specifically fire events) What works well right now? The base game fire system is actually pretty fun when it happens! It creates moments of genuine panic and emergency that can break up routine gameplay. It forces Sims to react, tests their cooking skill, and can lead to unexpected (and sometimes hilarious) tragedies. The firefighter NPC service also works well as a response system. What isn’t working or feels frustrating? For players who actively want a "disaster" style of play, fires are far too infrequent. You can have a Sim with level 1 Cooking attempt to bake a cake every day and they might still never start a fire. Sims who are at level 5+ cook never start fires. The only reliable way to get a fire is to deliberately cause one with cheats, which feels artificial and breaks immersion. There's currently no legitimate, in-game way to significantly increase the risk of fire for a more volatile gameplay experience. What new ideas or improvements would you suggest? I propose a new Lot Challenge called "Volatile" or "Fire-Prone". The description could be something like: "This lot is a disaster waiting to happen. Faulty wiring, gas leaks, and spontaneous combustion are just part of the charm. Fires are significantly more likely to start here." This would work similarly to other lot challenges: It would be a toggleable option in the Lot Challenges menu. It would drastically increase the chance of fires starting from any source: cooking, fireplaces, electronics, and even a very small chance of starting completely randomly. It could even slightly reduce the effectiveness of sprinklers or fire extinguishers to make the challenge more real. Why would this improve your gameplay experience? This would be a fantastic option for storytellers and players who enjoy chaos and challenge. It would create natural drama and emergencies without resorting to cheats. You could use it for: A struggling restaurant that's a real safety hazard. A haunted house that is literally burning down. A legacy challenge where fire is a constant threat. Just making a simple cooking session feel high-stakes. It wouldn't affect players who don't want it, as it would be an optional challenge, but for those of us who do, it would add a thrilling layer of risk and unpredictability to our games. Would anyone else use a challenge like this? If so, please upvote 👍 this post so it can be added to the game.canelacaliente14 hours agoSeasoned Ace5Views1like0CommentsAdoption Game Play
I think it would be wonderful if there was more game play options surrounding adopted sims. For example the choice for open or closed adoption and for a sim to find their biological parents when they reach young adulthood. Could be really special for simmers with adoption in their own family story. :) thanks!13Views2likes2CommentsMake the Muncha Lunchbox Functional like the Always Has A Snack-Bag!
I was playing around with some base game objects and had a thought about the Muncha Lunchbox. It feels like it has a lot of untapped potential, especially when we already have a similar functional item. What area of gameplay is your feedback about? Objects/Activities (specifically the Muncha Lunchbox decorative object) Needs/Motives (Hunger motive) What works well right now? The Muncha Lunchbox is a cute and classic decorative item. It's perfect for adding a touch of realism to a child's bedroom or a kitchen counter. It visually suggests the idea of packed lunches and quick snacks, which is a fun part of everyday life. What isn’t working or feels frustrating? Right now, the lunchbox is just a decoration. This is frustrating because we already have a nearly identical functional object: the "Always Has A Snack-Bag" from the base game. The Snack-Bag allows Sims to grab a quick meal on-the-go. Sims can also place it in their inventory. It feels inconsistent and like a missed opportunity that the lunchbox, which is arguably an even more iconic symbol for carrying food, doesn't do the same thing. It's a prop, not a functional item. What new ideas or improvements would you suggest? My suggestion is simple: Give the Muncha Lunchbox the same functionality as the Always Has A Snack-Bag. This would mean adding interactions like: "Get a Quick Meal": Pulls a simple, packed meal (like a sandwich) from the lunchbox. "Get a Drink": Allows a Sim to grab a drink. This would make it a direct alternative to the Snack-Bag, giving players a choice of style while keeping the function consistent. Why would this improve your gameplay experience? This would add more fun and practical options for gameplay. It would make sending kids to school or Sims to work feel more immersive—they have another cute lunchbox to use. It provides another convenient way to manage the Hunger motive on the go without having to buy from a vendor or carry spoiled food. Most importantly, it would fix the current inconsistency between two very similar objects and finally make the lunchbox live up to its name! It seems like a small change, but it would add a nice layer of realism and functionality. What do y'all think? Would you use a functional lunchbox? If so, upvote 👍 this post so it can be added to the game.6Views1like0CommentsBuild Mode QoL: We Need Height Filters for Fences & Gates!
I've been spending a lot of time in Build Mode lately, working on everything from cozy cottages to modern mansions. One consistent pain point I've encountered is with fences and gates. I have a simple but, I think, crucial quality-of-life suggestion. What area of gameplay is your feedback about? Build Mode (specifically the Fences & Gates filters) What works well right now? The current filter system in Build Mode is generally great. Being able to sort by pack, color, and style is incredibly helpful for narrowing down choices and finding the perfect object. The variety of fences and gates we have is also fantastic, offering lots of creative options for different architectural styles. What isn’t working or feels frustrating? The biggest issue is the lack of a filter for height. When I'm looking for a short, picket-style fence for a garden bed, I have to scroll through dozens of options, including huge, towering walls. Conversely, when I need a tall privacy fence or wall, I have to manually hunt through all the short fences to find it. It's a time-consuming process of trial and error that breaks my creative flow. You can't tell how tall a fence is from its icon alone, leading to a lot of placing, deleting, and scrolling. What new ideas or improvements would you suggest? I propose adding three simple new filter tags to the Fences and Gates menu: Short (e.g., picket fences, little hedges) Medium (e.g., standard wrought iron fences, half-walls) Tall (e.g., privacy fences, high walls, the tall hedge) This would work alongside the existing style and pack filters, allowing us to combine them. For example, I could select Get Together + Tall + Ornate to immediately find the tall, fancy fences from that pack. Why would this improve your gameplay experience? This change would be a huge time-saver and make Build Mode significantly more intuitive and enjoyable. It would streamline the building process, reduce frustration, and allow players to execute their vision much faster. Whether you're a seasoned builder or new to the game, this small addition would make creating the perfect lot a smoother and more pleasant experience. Does anyone else find themselves wishing for this filter? If you do, please upvote this idea so it can be added to the game.8Views2likes0Comments
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Get help with your technical issues in The Sims 4 on Xbox and PlayStation in this community forum.The Sims 4 Mods & Custom Content
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