CLASSIC SIMS REVIVAL UPDATE INFORMATION (Patreon)
Content
I've made some improvements to the needs mod and I'd like to share more with you about that in today's post!! (Remembering that this version should be available by the end of this week, I'm making a few more small adjustments)
Hunger Decay:
Much of the feedback I received included the difficulty of dealing with this need dropping so quickly and frequently throughout the day, mostly causing Sims to interrupt their actions early to try to resolve the dilemma.
In the new update the hunger decay speed in the first stage that leads to the hungry buff (which enables autonomy) has been changed from 60 to 50. However the intensity of the need has also been reduced from 6000 to 5000.
A quick explanation of the hunger decay: Your Sim can go more than a day without eating, however the need revolves around 12 hours. Which means it will always be falling and you will feel it throughout the day. The reason I set it up this way is because I was inspired by The Sims 1 where most of the time the Sim needed more than one plate of food to feel satisfied. This is also the reason why when the bar is halfway down, the Sim is already autonomously looking for a way to solve it. The name of this is: Autonomy. The Sim will only starve if the player incessantly discourages them from taking care of themselves. This is because when the Sim has Buff Starving, instead of the need falling at pace 50, it drops at pace 1.2 which will considerably reduce the chances of the Sim dying of hunger without your consent. (I don't think you should consent to that kind of thing, by the way)
Energy Decay:
I changed the main feature that I thought would be more didactic: Before, when reaching 70% on a scale of -100 / 100, the Sim would go to bed and sleep. I noticed that people thought there was something wrong like "Why sleep when there is energy?" (Maybe because it's part of the routine?) So I brought back the default trait, the energy requirement will be reduced up to -70 throughout the day (giving back the feeling that your Sim is not a Super Sim, and also gets tired) however, from then on, the need will drop at a considerably slower rate, so you can keep your Sim awake for 36 hours (at an emotional cost, of course). I appreciate the feedback around this, because it makes more sense that way, after all, no one arrives at the end of the day full of energy (at least not without a good tea / coffee)
Hygiene decay:
The default setting was a little... weird? It's okay that a single shower a day is more than enough, but the need falls so slowly... I gave a little push, increasing its intensity. Previously, the default decay was 42. Which means, if your Sim is effortless, a shower every 2 days is fine. Now the value is 24.
The intensity has also been increased from 700 to 1500. Maybe you wonder why?
And now comes the trump card. I want to make diseases more deadly. So it made sense, raising Sims' hygiene awareness, to make them smarter when diseases get more...deadly. Seemed like a good joke, but that was it xD
Social decay:
Social remains as before, dropping quickly within a single day, to encourage Sims to interact more with each other as much as they do with objects.
And I think that's it. I've also toned down the need for a bathroom, just to prevent Sims who live in large families in a one-bathroom house from kicking each other out all the time. However, I recommend: Build more BATHROOMS! Thanks.
Overall, these are the main changes. The other changes involve a ton of behaviors and autonomies. Yielding to a separate mod. This project will unfold into my next project, I look forward to talking more about it soon!
Did you like the changes?
Do you have any suggestions? Feel free to share with us! (before I forget the image above is a preview of my next project (and no, it's not just a new map, it's much more interesting)