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Intern_Waffle_64's avatar
Intern_Waffle_64
Seasoned Veteran
23 days ago

"How does that work, anyway?" Ask me anything!

Are you curious how something in the game actually works under the hood? What a certain buff does? How a certain trait changes things? What benefits there are to something-or-other?

I have a series of posts on my patreon (free, don't worry!) explaining in-depth how game mechanics work. You can view a list of them with links here! (You may need to click the tab on the bottom)

I want to do a mish-mash post for smaller random things, so I'm doing an AMA! Tell me what little things you're curious about and I will peek into how they work. I think it's a lot of fun to find this information and explain it!

I am moving, so I won't be doing this constantly and I'll be away for all of tomorrow, but I'll try to answer anything that isn't too complicated. I probably won't explain whole features (Each of the linked posts takes a good amount of time to dig into) but I can explain smaller stuff!

Don't be afraid to ask mechanical questions, too, like "How does a trait, in general, make something-or-other happen" or whatever.

 

6 Replies

  • RheaFallout's avatar
    RheaFallout
    Seasoned Veteran
    19 days ago

    Hello! How do you get the Sulani Mana trait? (I think that's what it's called) And can mermaids have it? I've looked online but they all say different things on how to get it 🤔 I'd like it to be part of my mermaid legacy save. 

  • Maybe a bit of a technical question but what increases the loading times in the game? I understand that the game needs to load the lot but the amount of lots and sims in the entire save also seems to have an effect?

  • 3elllama's avatar
    3elllama
    Seasoned Novice
    19 days ago

    I really enjoy your explain it all posts - so many interesting details I've never noticed about the game.

    I have a couple of questions I hope will count as 'small.'

    - How does being added to a group affect the autonomy of non-active sims? (Do they still have any? Doesn't seem like it sometimes.)
    - Can a sim with the Tragic Clown role turn up in a non Tragic Clown situation, e.g. as a regular walkby or venue visitor? And is the clown outfit an everyday outfit for them, or is it a situation outfit only for when they are being a Tragic Clown?

  • TenebrousGloom's avatar
    TenebrousGloom
    Seasoned Adventurer
    14 days ago

    Hi, Waffle! :) 

    I just remembered an update from a while back where the devs said they made relationship gains from interactions work differently depending on the life stages of the participants. For instance, teens don't get along as well with kids or adults, or something like that. I was wondering if you had the numbers on how that actually works in practice. Is there a conditional multiplier added to every interaction or is it coded on a higher level?  Also, how big of a difference is it? 

  • Intern_Waffle_64's avatar
    Intern_Waffle_64
    Seasoned Veteran
    14 days ago

    Oh, that's a perfect example of the kind of question I was looking to answer. I'll make a post about that one right now.

  • Intern_Waffle_64's avatar
    Intern_Waffle_64
    Seasoned Veteran
    14 days ago

    Tragic Clown isn't a permanent entity- the game basically summons a Sim to be the clown when the situation happens, and when it's over, they go back to being normal or are deleted (not sure specifically in this case). The way the game handles situations like this is expressly designed so that certain NPCs are important and persist- like how it brings a Father Winter back if you remove, kill, move in, etc him- but other NPCs are situational and will basically be there when needed and don't really exist otherwise. The game might re-use the same sim the next time- thanks to hidden information jammed into that sim when they're created or picked- but the sim isn't really "that NPC" when they aren't "on the job"!

    If you look at my Venue posts you'll see a good few explanations of similar situational roles that don't really "exist" outside of "when they're happening", or you can think of how a bartender works- the sim isnt really a bartender when not tending the bar, right?

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