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#sims 4 calculator
cinamun · 2 months
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Love, Love, Love | Next
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fizzytoo · 1 year
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all moved in!
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tricoufamily · 5 months
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in ilya’s clothes 🖤
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melunn · 5 months
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lochnesss · 5 months
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Nief Tilley *♱。⋆。˚
In the late 1600’s Nief’s lover Etta Warren was accused of witchcraft and shortly thereafter burnt at the stake. With nothing left but her immortatlity, Nief spent the following 325 years travelling the world looking for new re-incarnations of Etta. And when each one inevitably passes all too soon, she'll search for the next one. Decade after decade, over and over again.
For @birdietrait's coven of simblrs <3
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iolesims · 7 months
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Again? Please, you two, I'm begging.
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castawavy · 10 months
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4 days is canonically a year in the sims
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aorticsims · 4 months
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Kinda biggish update to my aspiration calculator
I know it's only been out for about a day or two, but I've added three other calculators which use the first sheet as a baseline:
One True Hobby Calc. - uses interests and personality to decide what hobby a sim should have. Includes the 4 extra hobbies from MissyHissy's Hobby Mod for those who want to recreate their TS2 saves in TS4.
TS4 Child Aspiration Calc. - another TS2t4 calculator for those who want to recreate their TS2 saves in TS4 but can't decide what aspiration to give their child sims. Uses interests only, as child sims can't have grown up aspirations.
3t2 Traits Calc. - originally by simgigglegirl, I took their 3t2 trait calculator and adjusted it to my aspiration calculator.
Note about the input values: you only need to input the values of your Sims in the first sheet in order to see the calculations in the other sheets. I did that so you don't have to repeatedly jot down every value in each spreadsheet.
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ratbubos · 10 months
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🌹
Lucie: Do you have anything stronger? Salem looks at her skeptically. Lucie: It’s fine, I’m not a lightweight. Salem: Yeah me neither.
Turns out anyone’s a lightweight when you split half a bottle of rum.
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umberandmochaagate · 1 year
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So how do you sue EA lmao 👀
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ravensilversea · 1 year
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On one hand, the fact that my Steam replay only includes percentages of how much of my overall playtime I spent in each game this year bothers me because percentages mean nothing if I don't have the total hours...
On the other hand, I played 25.7 hours of Jedi: Fallen Order this year and it wasn't in my top 5 games...
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taurusdesign · 1 year
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Elsa Kids Room (Availible for Everyone!)
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Hello! I was finally able to complete my new set before The Sims 5 came out. I thought I should publish it now before you swear at me. Just kidding. Thank you again and again for your understanding, support and beautiful messages. I love you guys so much. <3
Our set, as the name suggests, is about children. Actually, I don't play with kids in The Sims. (I don't even play in real life. I mean, I like kids, but sometimes they can be very noisy.) But if I want to make a room for children, I want it to be like this. Simple and stylish. It's more simple actually. Our set contains a total of 45 items. Apart from my own creations, I cloned Maxis's books from the game and included them in the set. But I will share it openly in the next post after that. Because I didn't make them, I just converted. Anyways. If we count them, there are 59 items.
The highlight of the set is the bunk beds. Bunk beds came late to The Sims 4, but it was also very nice when they arrived. It's really cool to place other items under the bunk bed. I've also designed suitable items for this. There are items such as seating groups, desk, dreseer / bookcase that you can use with bunk beds. And you can also hang curtains on the bunks if you want. (I didn't use the curtain slot type this time :)
When placing the bunk beds, you need to place the base part according to which side the ladder is on in the bedding part. It also works if you don't place it, but your sim will look strange when climbing a non-ladder side.
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The List Of Furnitures
Decorative Abacus
Decorative Box
Bunk Bed Base (Left, Right and Twin Ladders)
Bunk Bed Bedding
Bunkbed Chair (Seating and the Base)
Bunk Bed Curtains (Left and Right) - They are snapped right side automatically.
Bunkbed Desk
Bunkbed Dresser (Actually, it's a bookcase, but I gave it a dresser function because we can't place a bookcase under the bunk bed.)
Bunk Bed Loveseat (Seating and the Base)
Cabinets (9 pieces)
Decorative Calculator
Ceiling Light (Here's the thing about this. Normally, when making a lamp, we need to make a painting to spread light on the item. Since I couldn't spread the light as I wanted, I used the lights I used in my previous sets. If you place the lamp at the same angle where you placed it, it looks beautiful. Actually, it's not very important.)
Corkboards (These can also be snap to desk)
Desk
Desk Lamp
Dresser
Decorative Homework
Mr. Bloomy the Shining Bear
Nightstand (It looks like toilet)
2 Computers. (These two are the same, in fact, only one of them is compatible with the desk for the bunk bed.)
Decorative Pen Holder
Decorative Post-It.
Shelf
Single Bed Base and Bedding
Toy Box
Wall Mirror
I also added brass-gold swatch to the items on request. But I'm sharing it as a recolor because I added it later. If you want extra swatches, you should download the file called "TaurusDesign_Elsa_KidsRoom_BrassSwatch.package". These appear as two objects in the game, and the brass option is the one with the gold-plated taurus logo.
You can find everything by typing Elsa Kids Room.
By the way, if you have canceled your pledge and you can't see the set in the new month, please write to me. Again, thank you so much for everything. I'm going to sleep because I haven't slept in two days.
I hope you like it.
Love you guys 💖💖
Public Release: December 21st, 2022
CHECK IT OUT
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4w25-cc · 5 months
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Perfect Perimeter Furniture Set
Available on Patreon and CurseForge.
Started working on this set on November 24 and finished just now. The shadows I mentioned in the previous post turned out nice. I delivered.
I love low-poly modeling. Simulating and sculpting surely are awesome, but low-poly also covers my obsession with numbers. I can calculate exact coordinates for each face, and the only thing standing between me and perfection is -0.0000005 in the Transform field when something is moved to global 0. Man…
I meshed this cute set and adjusted it to the game's sizes. Tried something new with texture baking, approved the result. Visited Sims 4 Studio forum to read random tutorials and got a huge déjà vu feeling from witnessing someone trying to delete shadow groups. Does anybody still remember the apocalypse of glitching accessories in The Sims 2 caused by creators deleting lens group from cloned glasses instead of hiding it? Different year, same kind of tinkering. It was the first thing my best friend reminded me about when I was making my first ever ice cream earrings back in 2014, 9 years ago. They are lost and gone, just like my old content for The Sims 4, though. Speaking of it, I think a random person on the internet might have more of my files saved than I do.
The prices for these items are higher than usual because I added positive environment scores to all of them, which base game objects mostly don't have. This logic is a bit weird to me. You're buying an expensive piece of furniture, and it doesn't contribute to your mood? Guess I'll fix this for myself. The numbers are realistic, so you can still use this set in legacy challenges. You're paying extra for less comfort and more happiness, just like in real life.
I cloned objects with preferred tunings and removed occluders from them after reading about how problematic they are. All the items got their footprint and fading distance adjusted. I figured out logic for perfectly calculated slots, and I'm quite satisfied with it. The shelf is a functioning bookshelf with a bunch of slots.
Other than living room furniture, I want to create dining, kitchen, and bathroom sets. I do have pictures in my head already (I don't use references), so I just need to sit down and mesh them. Let's hope real life won't turn into yet another hell ride right after I post this. Actually, the ride never ended, I just got a grip.
There are the swatches and a detailed spreadsheet you can refer to to see what has been changed in the packages. My spreadsheet addiction from Genshin Impact kicked in at some point…
PATREON | INSTAGRAM | PINTEREST | DISCORD | CURSEFORGE
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anitmb · 10 months
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Here is another mod overview video - this time it's about the chicken mod.
Version 2 of the mod
Update 09.07.2023
It’s no big secret (I mean it reads in this instruction) that I was not very happy how the chicken movement was working in the original version of this mod. So when I was working on the Dig For Treasure -mod I use the chicken’s move code to calculate where to dig and managed to improve the code a bit so I decided to do this update.
Note: Please delete any old chickens you have in your game if you download version 2.
1. The chicken’s movement should now be a bit more random.
2. With testing cheats on you now have an option to toggle chicken movement on/off. Even if this is off the chicken will still do the animations and change directions once in a while, but they will not move from the spot you put them in. By default this option is off.
3. Added option to feed chickens using seeds and produce on top of the original 5§ food. This is for you medieval/off the grid players – who try to play this game with no or very little money. If feeding your chicken using seed or produce the mod will just take the first seed/produce it find in your inventory and use that. So if you have some super special thing you don’t want to end up in your chicken remove it from your sim’s inventory first. The animation for feeding is the same regardless what option you use. Note, that anything deemed produce (including fish) can be used to feed the chickens.
4. The mod now has sounds! In a form of a separate .package where I attached all the sound files.
Note: If you have the original chicken coop in your game you can delete the sound file and the chicken will still have sounds. The mod will just use the sound files from the coop.
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episims · 3 months
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A Peek to My SFS Stats
I know some creators prefer not seeing their download numbers and that's fair! This kind of stuff can easily cause pressure and/or feelings of underachievement.
For me though, it's just statistics. And since it's pretty precisely 5 years from when I first uploaded anything to SFS, I've gathered some data to play with.
So, this very self-indulgent post is solely about my SFS stats. Just because I'm a total nerd I find it interesting, and I like being open about things. It's long and blabbery so the rest is safely under the cut.
For the background: I tend to create whatever I need for my own game. I share my weird stuff because I feel like it's a trade for everything I download from others.
Probably due to the lack of any consistency or branding at all, my CC has a wide range in download numbers. I have some popular pieces, sure, but also some niche mods like no snow accumulation that has only interested 126 persons in nearly two years.
Even though saying "only 126" is an illusion created by the internet. Imagine if those 126 individuals would come to you in person. That's more people than I've probably even had a real talk with during the last year!
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The raw data of my SFS main folder is (calculated with a sheets program): it has 227 files and the average download count for each file is 1557, but 74% of the files have been downloaded fewer times than the average.
So even though my CC isn't usually downloaded that much, I've shared a handful of things that have been downloaded so much more than everything else that they pull the average up.
What are those things? Time is an important factor here, as most CC tends to gather downloads over time (not a single post from 2023 on this list).
1) Subtle wrinkles (January 2022)
17313 downloads (674 hearts; ~3,9% of all downloaders) Post notes: 1112
That's several thousand more than the second most downloaded thing I have, and it's such a random thing.
I'm sure most people have downloaded them to get those 4t2(ish) forehead wrinkles. I have no other explanation as the rest of them are hand-drawn by a person who can't draw. Also the preview is frankly hideous, I used about one minute to take it... safe to say I didn't expect this post to gather any attention at all.
2) Cellphone default (January 2021)
13547 downloads (565 hearts; ~4,2% of all downloaders) Post notes: 1133
Noteworthy that it's been updated a couple of times which pushes people to redownload.
This was a quick passion project, since at that time I couldn't find a cellphone default I was completely happy with. If it hadn't been a quickie, I would've used more time to find a good base mesh oof. Many thanks to @pforestsims for later improving it.
3) Tombstone defaults (December 2019)
12477 downloads (582 hearts; ~4,7% of all downloaders) Post notes: 1064
I was so proud of these when I made them. Those were my first mesh defaults ever! Today, I'm proud of my past self for doing them. That's crazy many meshes and subsets to handle for a total noob.
I couldn't do anything with BHAVs back then, so those defaults would've never ever happened without @midgethetree. She endured a lot, working with a noob who went through several meltdowns because of subset issues that didn't make any sense.
4) Baby personality mod (February 2020)
9724 downloads (489 hearts; ~5% of all downloaders) Post notes: 1193
The first mod on the list! Absolutely essential one for myself and apparently for some others too.
Also the actual first mod of my own ever. I can't really recommend starting with something this complicated, I had zero ability to perceive the scope of the mod when I asked if @midgethetree was willing to help me through it. She deserves all the praise for doing it, I've realized later that I couldn't ever teach anyone the way she taught me. So, if you read this: thank you, Midge.
5) Rabbit pen default (August 2022)
9628 downloads (442 hearts; ~4,6% of all downloaders) Post notes: 1305
This was completely @deedee-sims' idea and project! I just hopped in (hah) to help. I'm only hosting it for practicality, as the BHAVs most often need updating, and those are by me.
6) Turn On/Off replacements (July 2021)
8644 downloads (388 hearts; ~4,5% of all downloaders) Post notes: 1470
This post has more notes than any other post of mine, yet it's not even nearly the most downloaded thing I've done. The two don't always go hand in hand.
I've also shared an updated version of these lately in a new post. It's unlikely they'll get the same amount of attention, which on paper doesn't make much sense since it's practically the same thing but done better. But I'm sure everyone knows that the hype and the quality don't always match.
7) Pixelry’s KKB fridge recolors (February 2022)
8147 downloads (329 hearts; ~4% of all downloaders) Post notes: 662
This is such an oddity on this list since it's the only recolor set and the post has fewer notes than the other ones, too. People just (secretly) really like cute fridges, apparently.
8) Crib teeth anim fix (August 2022)
6157 downloads (431 hearts; ~7% of all downloaders) Post notes: 1408
This list is already long enough, but I wanted to show how fast the number starts dropping at this point.
This got posted a day before the bunnies, and I find it funny to think that for about 3000 people it's more pressing to have bunnies in their game than fixing their toddlers dropping teeth while crying lol.
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No point in continuing the list forever, but among my most note-gaining Tumblr posts are also:
Puppy/kitten want replacements (October 2022, 1114 notes, 3849 downloads)
Improved biotech station (July 2022, 1110 notes, 3893 downloads)
Camera overhaul mod (January 2024, 1059 notes, 1752 downloads)
Newspaper default (March 2022, 970 notes, 5052 downloads)
While I don't have a real conclusion to offer, it's clear that notes don't always get realized to downloads, and likewise many people download without interacting with posts.
One more thing I'd like to point out is that the percentage of people who hit that SFS heart button seems pretty constant. I feel like it shows that some people just have that habit and some don't, and it's not likely directly related to how much they like the thing.
The amount of SFS hearts that crib teeth anim fix has gotten doesn't follow this pattern lol. It's really not common to see the percentage change even that much.
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rottenshotgungames · 2 months
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I’ve spent three years working on a game about motion
Footfall Devlog 1
It’s really hard for me to talk about my games. It’s even harder to talk about something I’ve been keeping so close to my chest for so long, but it’s time to do so.
This Devlog will be covering the basics of what Footfall is and the first few challenges of making a game so heavily inspired by immersive sims.
So, without further ado:
What is Footfall?
Footfall is an occult-industrial stealth-action rpg inspired by Dishonored, Assassin’s Creed, and Bloodborne. It aims to emulate the systemic ecosystem and emergent gameplay of immersive sims, and particularly the fast, creative, movement-centric gameplay of Dishonored.
You play as Gifted of the Watchman, the god of stories and action. You are functional demigods, arcane in nature and forever part of a great cosmic play of chaos and change.
Some basics about how the game is played before going forward:
You get 3 Action Points at the beginning of your turn, each action point representing a period of 2 seconds.
Movement is measured in ~3 foot increments labeled "Strides." These are about the average length of a walking stride, and tend to be measured with one's arm.
You get powers which move you and others in interesting and unique ways (e.g. teleporting, creating portals, time manipulation, etc.)
Designing a Tabletop ImSim: or How I Learned To Stop Worrying and Love the Physics Engine
This game is, first and foremost, a stealth-action game, as such one specific thing was very important to get right: movement. My most important design goal, from the beginning, was to create interesting systems that interact in cool ways, particularly in regards to movement (otherwise, the stealth would just be boring and the action wouldn’t be bombastic enough). Generally speaking, there are a few ways to do movement in TTRPGs:
Narrative abstraction (PBtAs). The strength of this one lies in its lack of necessity of maps, which is not a strength particularly necessary for a game where movement mechanics are a core pillar.
Landmark-defined zones (ALIEN RPG and Celestial Bodies). This option’s strength also lies in its abstraction. You can have tactical combat and actual movement mechanics, but you don’t need codified distances (just a big rock that tells you where you are).
Short grid-based movement based on character stats (Tactics RPGs like Fire Emblem). The strength here is in the tactical importance of moving even one tile. Moving *feels* important because you get to do so little of it in one round, and it makes each tile moved feel like a long distance.
Simplified but simulatory grid-based movement (D&D). The strength of this system is, generally speaking, how thorough yet digestible it is. You’re given jump mechanics, falling mechanics, running mechanics, and they’re all simple enough that you can (usually) remember how they work without opening the book. The issue is that they don’t tend to be very interactive—“Yay, I can jump across a 10-foot gap without that impacting anything other than my positioning. Yay.”
Without beating around the bush, none of these options appealed to me for this project. Option 4 came the closest, but the issue with it is the same as with all of them: these movement systems tend to be very . . . “confined” to only affecting positioning, whether narratively or tactically. I pretty quickly realized that I had one option in front of me, make something I had never seen before:
5. A tabletop physics engine.
First thing’s first, I laid out a few key goals for my physics engine:
Strive for playability, not accuracy. People aren't computers, I don't want you to have to perform complex calculations constantly (unless you want to and therefore choose to).
Interactivity and impact. Even if those decisions aren't codified in the physics engine itself, I want the physics to inform multiple gameplay decisions through its interactions with other systems.
Flexibility of simulation. This is a physics engine, if it breaks when someone tries to jump (which it won't) then it's not working very well, is it? People should be able to toy around with it and get cool interactions out of it without it suddenly turning into a hell of, "WHAT DO YOU MEAN DRIVING A CAR KILLS ME???"
Pretty simple stuff altogether, right? . . . right?
Alright, so what went wrong the first time? Well, I took the last point too far, to the point that I shirked the golden rule: "Strive for Playability, not Accuracy." It would be impossible to accurately model how gravity works in real life without a single round of physics-heavy combat taking 4 hours, which may be your jam but definitely isn't mine. The first version of the physics engine included such awful rules as:
Ground acceleration to model running - "If you move in a direction using 1 action point, and continue moving in the same direction with the following action point you begin to sprint. Your sprint will continue as long as you keep following up one movement with another in the same direction. Your movement speed is considered to be double its base amount and any attacks made with a bow or powder arm that target you have a minor disadvantage to hit if your last action point on your turn was spent sprinting." This was just . . . way too confusing and difficult to track, to the point that it actively disincentivized going fast.
Just straight up incorrect gravitational-acceleration math - It's still not wholly accurate, but I tried for way too long to make it wholly accurate.
An attempt to model fall-damage based upon Momentum - People accelerate downward faster than most people think they do. You will fall about 96 feet (over 29 meters) in a matter of 2 seconds. 1 Action Point. Yeah, there's just no calculating fall damage without relying solely on distance or some over-complicated math that still relies on distance.
Listed out, specific momentums that add damage to your strikes - "When an object or creature lands a strike while in motion, the energy imparted onto their target deals additional damage. If you have a momentum equal to or greater than 24 feet per Action Point before making an attack with a melee weapon, you deal an additional d4 of damage on your strike. If you have a momentum equal to or greater than 48 feet per Action Point before making an attack with a melee weapon, you deal an additional d8 of damage on your strike instead. If you have a momentum equal to . . ." God, this was so stupid of me. It's a really simple formula now: "When making an attack, for each 4 Strides per Action Point of Momentum a creature has in the direction of their target (if the target is in some combination of directions, such as Forward and Left, use the higher of the two) they deal an additional point of damage."
There were more, but it's really not worth going on and on.
Upon revising the physics engine, which was part of a whole system overhaul in the year of our lord 2022, I had one goal: "Simplify the math without simplifying the impact." Which, as you can probably tell from the second to last bullet of the prior list, I did.
The physics engine, as it is, is actually quite simple in practice. You can read the whole thing if you decide to grab the free playtest (which will be releasing soon, just have to finish up some final adjustments and get some art in), but for now I present to you . . .
The Footfall Physics Engine Quick Reference
Momentum: Strides moved in a direction since the beginning of your last Action. Momentum is directional (Forward, Backward, Left, Right, Up, Down). You may change facing at the beginning of an Action. Changing facing mid-air costs an Action Point. Move in the direction of and Strides equal to Momentum when in the air.
Gravity: When not standing on solid ground, you fall. Creatures gain 32 Strides of Downward Momentum at the beginning of each Action Point spent falling. Gifted may choose to halve this to 16 Strides.
Concussive Force: +1 Damage on attacks for each 4 Strides of Momentum in direction of Target. When hit by an object, damage die = +1 die size per 7 Strides of Momentum (1d2 at 7, 1d20 at 42). Throwing an object increases its Momentum by 21 Strides.
Fall Damage: When you hit the ground, damage die = +1 die size per 4 Strides fallen (1d2 at 4, 1d20 at 24). +1d20 for each 4 Strides beyond 24. Gifted falling at 16 Stride Gravity cannot take more than 1d20 Fall Damage.
Wall Damage: When you hit a wall, damage die = +1 die size for each 5 Strides of Momentum beyond 9 (1d2 damage at 9, 1d4 at 14). If damage die > d20, add a new die and start over.
I'm actually really proud of this physics engine. So far, players have LOVED playing around with it, and even some fairly math-dense people understood it after looking at the powers section for a little bit. I can't say for certain if I've accomplished all of my goals, and public playtesting may prove that it needs simplified further, but the successes I've had surrounding the physics engine are what told me that taking the effort to design Footfall wasn't a fool's errand. People used to tell me that movement is boring, it's just the thing you have to do to get to the fun stuff; and I feel as though I've proven it can be interesting, digestible, and—above all-else—fun.
It's fun to move yourself forward multiple strides using a power, then launch yourself into the air where you can soar across the battlefield and directly into a specific foe for increased damage. It's fun to have your buddy sit in a momentum-generation-machine constructed with two vertically aligned portals that triple her downward momentum each time she passes through, then watch as she swaps spots and momentums with a giant enemy monster, which you promptly send hurtling into a wall at 18x terminal velocity with your portals. Honestly, it's just fucking cool.
I'm so excited for people to get their hands on it.
Conclusion
Honestly, I have no idea what design lesson to leave you with. The best I can say is this: Fuck the haters. If you have an idea, and you really believe in that idea, follow through. Anything is possible given some time, planning, reflection, and a willingness to revise.
If you think something would be cool, and nobody's made it yet? Make it. Do it, right now. You can, I'm proof. It's gonna be great, I know it.
I believe in you.
Self Promotion
Welp, it's that time again folks. If you wanna check out my other games, and get updated when the Footfall free playtest goes live, follow me in Itch.io! If you want more devlogs, and more rpg design talk, follow me here or on twitter.
You really can't go wrong either way.
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