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SonofMiralius's avatar
4 hours ago

Sims 4 Eco Lifestyle Pack: Recent Lack of Cross-Pack Features

This conversation is specifically to address the lack of attention received by the 'Eco footprint' feature in recent packs, especially the industrial footprint. In several packs, especially recent ones, it seems all items in the plants category are automatically set to 'Eco Footprint Green: 2', and the rest of the items aren't considered for the footprint system. Notable examples include:

 

The Iverstad neighborhood in Nordhaven (Businesses and Hobbies), which is supposed to be built from what was once the  'industrial district of the city' lacks part of its industrial credit, (in terms of the footprint system), because many of the items that would be industrial under typical scenario, (Steel Appeal, Harder, Better, Stronger Brick Wall) are not counted as such. 

 

Speaking of neighborhoods, Port Promise, the industrial neighborhood from the Eco Lifestyle pack, fails to maintain its industrial status while playing within the neighborhood, which is a concern gameplay-wise. 

 

Many fences (Old Factory Fence and 'Keep Out' Chan-Linked Fence from Werewolves, especially) feel as if they should be industrial, especially considering fences that do have industrial footprints on them (Get to Work's Security Fencing, Chain Link Fence and Don't Fall Fence) follow a similar pattern.

 

A significant amount of walls in the masonry section are brick walls, which until recently, would be classified as industrial. 

 

Certain Kits (which generally don't have cross-Pack features anyways)  feature items that would ideally have footprints applied to them. (Castle Estate walls, Restoration Workshop walls, etc.) 

 

Lastly, it would be nice to see some small things for the industrial footprint, such as plastic and paper straws for Sims to use (similar to utensil preferences) (plastic could give evil Sims a happy moodlet, paper could give all Sims except good, green fiend, recycle disciple, etc, an uncomfortable moodlet.

 

Small features and fixes like these could make the Eco Lifestyle pack feel more important to a player's gameplay, and less like a jump from household to household adding water generators until the neighborhood is finally industrial, and even for people who like to have a green neighborhood, the lack of industrial threat causes green footprints to be less of a goal and more of an unintentional occurrence from owning too many plants. 

1 Reply

  • I had to turn this feature off, which was disappointing, as it was turning the Realm of Magic industrial, and I felt that magic/occult/nature based packs would tag more as green.

    There was an argument that cauldrons would be industrial as they are heated on wood fires, but the cauldrons that used "flaming crystals" so IMHO is magic, and wouldn't turn Realm of Magic brown... I just think that magic isn't industrial footprint.

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