Forum Discussion

LadyGray01's avatar
LadyGray01
Seasoned Hotshot
2 years ago

Moving "necessary" lots, is it possible?

I have my worlds set up more like neighborhoods within the same world. Neighborhoods in their own little biomes. They are all residential except Windenburg, Magnolia Promenade, and Newcrest. Those are filled with community lots.

The only community lots that are in the residential worlds are parks and the ones that seem to be necessary- The Bluffs, Strangerville Information Center, The Ancient Ruins, The Moonwood Mill collective bunker, etc. And honestly, it drives me nuts that they aren't in my commercial neighborhoods.

My question is, has anyone tried to move these lots and make their prior lots residential? If so, what happened? Did the lots still work as intended? Were your Sims actually able to live in the former locations?

The only lot I've experimented with was the Von Haunt estate, and I discovered that I can remodel it and Sims can "stay" there, but I can't make it a residential lot.
  • LadyGray01's avatar
    LadyGray01
    Seasoned Hotshot
    "EnkiSchmidt;c-18235294" wrote:
    Any bar in Strangerville will attract military sims, and any library will attract scientist sims. The bookshelves will also generate some evidence for the story. You can change those lot types freely. If you copy 8 Bell and Information Center to a different world, they won't attract the special Strangerville sims anymore.

    Military and scientist sims as well as conspiracy nuts will always be generated as walkbys in Strangerville, re-zoning the lots won't stop that. Because you can catch scientists and military sims "in the wild" to help with your story tasks, you don't strictly need a bar or libary in this world.


    I remodeled the library already, into The Bloated Toad, and just put computers and bookshelves upstairs. :smiley: I'll have to think about whether I want to leave it for the books that spawn... I'm okay chatting up walkbys though if that's what I have to do and I've already done the quest twice anyway. So I'll definitely move the bar to one of my commercial worlds then.

    "EnkiSchmidt;c-18235294" wrote:

    The underground bunker in Moonwood Mill isn't an official hangout, it is just a part of the bar lot. The Wildfangs' hangout is the trailer with the bonfire nearby, and the Moonwood Community's hangout is the tree in the forest, both of which we cannot edit or remove.

    I don't know what happens in regards to tunnel traveling if you bulldoze the bunker or move it to another world. I've had a sim exit in the bunker only a single time. If I had to guess, I'd say the tunnels can connect to any of the special werewolf doors, but take that with a grain of salt.


    I bet you are right, that travel is connected to the doors and not where the door is located. Guess the best way to find out is move that lot and find out.

    "EnkiSchmidt;c-18235294" wrote:

    The library in Moonwood Mill seems not to have any special function, I changed it to residential and so far haven't felt I'm missing out.

    The bar on the other hand will always generate a werewolf bartender who can give you the werebies cure. If you don't care about that, you may get away with changing the bar lot to something else. (I didn't try so far.)

    I don't know about the pub in Henford, but would like to know, can I have a pub elsewhere in that world (in the Bramblewood, for example) and will the pub owner with their special errands spawn there?


    I already bulldozed the library and made it residential too. In fact, the one in Strangerville is the only one in my game. I don't have much use for them. If I can get a werebies cure elsewhere, then I'll move the bar, if I can't I'll leave it. I didn't know about that, so thanks.

    I didn't even know about the errands in Henford on Bagley, or if I did I'd forgotten because it wasn't something I've done. I've just had Sims live there and occasionally go to fairs. I already moved The Gnomes Arms to Windenberg and made the Scotts townies. Guess I won't be doing those errands.