Other than that, absolutely love the futuristic furnitures and windows, etc.Īll future stuff is in this world, if you refuse to go to the future or buy future stuff for your world, then the EP does not affect your game at all with the exception of the initial portal opening. If you bring a future sim back, use NRAAS MC to disable their future trait/occult. Eventually your whole town will be future sims. This is not a problem in itself, but this trait is passed on to any of their offsprings and offsprings' offsprings for. It means they will generate future tech in their inventory.
They all will have either a trait or occult something (I didn't check) which labels them future sim. DO NOT bring future sims back from the future. I think I use dresser and blacklist to ban all future clothes from the present and kept it in the future. So CASP editor and NRAAS blacklist is good for this. Well, clothing filter will have these future clothes randomized into your town. All future stuff is in this world, if you refuse to go to the future or buy future stuff for your world, then the EP does not affect your game at all with the exception of the initial portal opening. ITF like WA, simply creates a new world called Oasis Landing. I think I said the same thing, not sure if someone else said it above.
serious deja vu, but I can't find the thread. I swear I've read this exact same forum before. Maybe it's an offshoot of another larger colony and the service sims come from there to check in and they're all clones or androids and that's why they all have the same face?
#Sims 3 into the future new town how to
I'm kind of thinking about clearing out Lunar Lakes to try this there as a new colony, but I have no idea how to explain the service sims that spawn there. Of course that file has been crashing lately, so I may have to start over with new sims somewhere else. It's the only challenge to hold my attention past a generation. Each sim can only earn one lot, so if you have a sim master fishing to buy a fishing spot, then you can't turn around and have them master handiness and gardening to buy the science center afterwards. So if, for example, I wanted to have a science center in my town, then I must first master fishing, handiness, and gardening, and have the money to buy it (meaning partner and then buy it out). It's a really old challenge, but the gist of it is that you start with an empty map and build it up by earning it. I've been known to go to France to just read skill books, too. it makes the game easier, if you do it right. Similarly with ITF - only you age! But with a plumbot making Young Again potions on the chemistry bench aging doesn't matter! Another plumbot cloning a swarm of plasma bugs for $$, and 3 or 4 plumbots mining the mausoleum for alchemy stuff, genie lamps, tiberium, supernovium and so on, you can come back to the future with gobs of Lifetime happiness points (be sure to tag a statue to get either the plumbot or Simolian give away 20,000 LTW points before returning to the present!) The plumbot skill has a very rich dream tree too. you do NOT study out of those worthless textbooks! So, you get all leveled up and you go back and your sim nor you have aged a day! If you're a science major, for example, you read the science, alchemy, gardening or go fishing. I feel like it's a personal failure if my sim studies out of the textbook that he gets when going to uni. So when I want to level up, that's what University or ITF is for! Most of the useful skills have a university degree associated with it, so you pick a degree that matches the skill you want to learn. When I play a world with well designed sims, like Midnight Hollow, I don't want them to all age up and die on me before I can get some skills to interact with them. The good thing about these worlds is that I stay in them - I just don't care if they all age, die etc. pants from ITF, shirt from Diesel, other's dressed from showtime. Sometimes I play empty world's and use NRAAS master controller to populate them with random sims.