The Wizard of Aus ([info]wizardofaus) wrote,
@ 2006-04-18 14:02:00
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This is mostly just for my own notes, but if you're curious, read away. It's my project notes, so to speak.

Objects to learn how to make, or to get someone else to make:

Air Conditioner (Hacked) - Works within same room only. Can turn Off, Low, Medium, High; Low provides a small Comfort and Environment bonus to all Sims in that room, and higher settings have higher results. Low has a 1% breakdown per hour chance, Medium has 3% chance, High has 5% chance. (Damn overheating.) Counts as Electronics (stops working if power fails.)

More Functional Gun - Okay, Sim doom is tricky business. But with the XR-Alpha Destiny Modulator, you can induce directed chaos! This gun, when held, adds an option to the Sim you click on (Target); this allows you to choose a death to befall them, change their motives or aspirations, or just remove them from the lot. Yes, I know other things can do this, but I want a gun that will. "Get off my property and don't come back!"

Sim Bomb - This innocent little alarm clock can be set to ring at a certain time. When it rings, however, it immediately spawns a lot of fires, and 'damages' all Sims in the same room (thus hastening their demise.) It then deletes itself.

Tranquilizer Gun - A holdable gun that, when used to shoot a Sim, immediately reduces their Energy to -100; a more creative version would reduce Energy by a random amount dependent on the Logic / Mechanical of the shooter (precise aim) and age, Body, and Fitness of the target (resistance power). Best version would have variable tranquilizer power (and possibly bad side effects if you overdose.)

Tazer Gun - A holdable gun that electrocutes Sims. It can never kill them, but greatly lowers Comfort and Fun. Improved version could have variable settings, possibly including a 'kill' setting.

Cattle Prod - A holdable object that shocks Sims (mild Comfort loss, mild Fun bonus for user and powerful relationship drop between user and target.)

Servo Power Pack - A buyable object that Servo can 'drink' that restores its power greatly.

Servo Capacitance Bank - A device that can take power from Servo, or restore power to Servo; its units available are a storable variable that can be displayed. Usable by any Servo, regains power gradually over time, includes a setting to turn autonomous use on or off.

Sims Motive Bank - A device that can drain motives from Sims (to a minimum of -75; it cannot accidentally kill them) or replenish them, with readouts available for all Motives. Regains power very gradually. Includes a setting to turn autonomous use on or off, to keep those guests groovin'.

Charge-Up Chair - A simple hacked chair that replaces both Comfort and Energy when you sit in it.

Decontamination Room Nozzle - This sprayer improves the Hygeine of anyone in the same room.

Deinhibitor Incense - Gradually raises the Outgoing of nearby Sims over time (and improves Environment and Fun.) Choosing to sniff it increases the effects.

Interest Bookcase - Allows you to choose to read books about a particular topic to improve your interest in it.

Additional TV Channels - Yes, I know it's possible. But I want some specific TV channels.
-- Truman Sim. Allows your Sim to watch the Truman Sim! No special effects.
-- The Young and the Simful. Develops Romance skill.
-- SimCity Forensics. Develops Logic skill.
-- SimCity News. Increases interests.
Et cetera. Come on, why should the Yummy Channel have all the fun?

Dancemaster DRXtreme - Arcade game that improves your Dancing skill (and possibly Body.)

Flamethrower - A holdable item you can start fires with.

Vampire Stake - A holdable item that basically combusts vampires.

Bioconvertor - A trash compactor that can 'compact' Sims.

Groovin' Speaker - Plays college radio, and gradually increases Fun of Sims in room.

Charge Tile - A tile that restores Energy to anyone standing on it.

Magic Wand - Holdable wand that produces various effects.

New video games?

Sims Investment Services - Improved version of the Monique Banking Services, including personal and business loans, and the ability to buy stocks on the stock market.

Online Shopping - Improved so that you can buy PortaChugs, Love Potion, etc.

Potion Cabinet - A cabinet in which you can store potions, instead of lugging them around your inventory.

Potion Maker - An object that allows you to make your own potions.

New Potion Ideas:
Revitalizer Potion. Max Energy/Comfort, +10 to other motives. -10 to Bladder.
Optimism Potion. Platinum aspiration. -10 Bladder.
Intoxicating Potion. Max Social/Fun, -10 Bladder. Possible temporary boost to Outgoing/Playful?
Intellectualizer Potion. Increase skill develop rate for limited time. -10 Bladder.
Zombificator Potion. Zombifies Sim. -10 Bladder.
Zombicillin Potion. Dezombifies Sim. -10 Bladder.
Abortion Potion. Terminates a pregnancy immediately. -20 Bladder.
Fertility Potion. Causes pregnancy in women; makes men sick. -20 Bladder.
Disease Potion. Gives your Sim a disease! -10 Bladder.
Curative Potion. Cures a disease. -10 Bladder.
Incorporeal Potion. Makes your Sim temporarily incorporeal. -10 Bladder.
Mystery Potion. Scrambles your Sim's stats wildly!
Diet Potion. Drinker immediately becomes Fit and Hunger motive drops to -80. -10 Bladder.
Personality Potion. Maximize Influence, increase Outgoing slightly. -10 Bladder.

Influence Power: Items that require Influence Points to use, operate, or gain special benefits from. Examples: A grant application. More Influence makes for better grants. 500 Influence gets a tiny grant, 1000 Influence a decent grant, and 2000 Influence a good grant. Other ideas include for a tarot deck (random readings, but using Influence increases odds of better readings) and hacking (more influence increases chances of success.)

Minigames: Functional games that give dialog-based three-way decision gates. This could be used for anything from combat (punch, kick, throw or slash, stab, parry) to moneymaking (find the pattern, win the payout.)

Pills: Another option for potion ideas. Resell value = $0, can Refill bottle for lower than purchase price. 5 uses per fill-up.

Soda Machines: Dispenses sodas, which can be consumed for an Energy boost. Guests can autonomously purchase sodas. Must be refilled, owner sets price of sodas and chooses which soda to sell.
Simantic Spritz, Energy 2, Refill Cost: $1
Koko Kola, Energy 3, Refill Cost: $2
Platinum 1, Energy 4, Refill Cost: $3
Jump Bug Juice, Energy 5, Refill Cost: $5
Giga Gulper, Energy 6, Refill Cost: $7
Omega Star, Energy 7, Refill Cost: $9
All sodas lower Bladder and Fitness by the same amount. Soda machines sell one type of soda at a time, and advertise based on price and energy. Soda machines hold a specific capacity of drinks, which can be upgraded for money.

Take Home Work - This briefcase contains work from the office; if a Sim completes it, they earn one extra vacation day.

Coin Bank: Sims may autonomously 'tip' $1; bank becomes full at $1000. Bank must be smashed open to receive cash (thus deleting object.)

Arcade Games: Improved with ability to set price per play (Free Play, $2, $4, $6, $8, $10). Higher prices make object less autonomously attractive.

Computer Building Bench: Allows you to build Moneywell computers.

Laptop PC: Inventory object that adds computer options to your personal menu.

Typewriter: Write articles or novels.

Blackboard: Write formulas or theorems; kids can practice homework.

Recycling Unit: A trash compactor that pays you a little when it's full; self-emptying.

Filing Cabinet: A working file cabinet with 'Check Files' interaction. Enhanced version might give you information about Sims.

Computer Peripherals: Just various decor peripherals. Most likely just going to find these.

Vampire Roses: These roses steadily drain the motives of nearby visitors, but spawn more Vampire Roses that you can then sell.

Demon Roses: These less pleasant roses drain the motives of anything that gets too close, spawn more Demon Roses, and refuse to be sold; they can be destroyed (via a Destroy Roses option.)

Mask of Plagues - This mask starts random problems; getting Sims sick, summoning roaches, starting fires, etc. It also occasionally drops a Sim's Social to -75.

Deck of Doom - Choose a target, and deal out random misfortune to that target. Fates include skill loss, motive loss, relationship failure, setting them on fire, electrocuting them, giving them a disease, taking away days left, or draining aspiration.

Remote Incinerator - Activate the remote control box, and the emitter starts fires.

Extra functions to add to a computer:
Energy Star ON/OFF. When ON, computer shuts itself off automatically after a while if nobody is using it.
Password None/Family/You. Controls who can use this computer.
Auto-Use ON/OFF. Cannot be autonomously used when this is turned off.
Stock Market. Allows you to buy or sell stock in one of five markets. Prices go up and down semi-randomly over time.
Online Gaming. Improves Social and Fun score, and gradually develops a virtual character.
Write Book. Allows you to write a novel-length book on any subject, not just fictional stories. Can fulfill Masterpiece wants.

Lots needed for Morpheus Valley (My own little doomed earth neighborhood, hehe)
City Graveyard: Full of tombs and graves and vampires.
Allendale Toys: A quiet little toyshop with dark secrets.
Pretty Penny Flowers: A nice flower shop of horrors. Don't enter the manager's office. Ever.
Police Station: The cops are on your side, right?
Chalice Corporate Offices: A robot-owned computer empire.
Morpheus Valley Penitentiary: A state prison - just the place to house dangerous inmates.
Area 314: (West, East, and Central) Three divisions of an FBI base to observe the disturbing chaos (and keep those demons and aliens and whatnot imprisoned.)
Gothier Than Thou: A nightclub for disaffected goths to meet up and worship the Nightwalkers.
City Morgue: Where the dead are put to rest.

Lots needed for Truman Sim:
- Simone Family House. Where Truman grows up.
- Simsville Elementary. Truman's grade school.
- Simsville High. Truman's high school.
- College: Simsville University. Truman's college.
- Downtown: Simsville Plaza.
- Shopping: Simsville Central.
- (Shop) Simone Hardware. The family hardware business.
- Reilly Residence. Truman's best friend grows up here.
- Ruthford Residence. Truman's worst enemy grows up here.
Extra neighbor lots mostly for flavor (McGreeves, Kirkland, Vermont, Chelsea, etc.)
- Kelley Residence. The weird guy in town.
- Malcolm Residence. The richest guy in town.
- Goldberg's Gym. The local workout spot.
- SimFuel. The local gas station/convenience store.
- Greener Pastures. A small grocery store.
- (Down) Simsville Mall. A local minimall with a food court, clothing store, jewelry store, electronics store, and bookstore.
- Simsville Power and Water. The local power plant and water supply station. Tours given daily.
- (Down) Retro Rock Malt Shop. A 50s diner frequented by teens.
- Simsville Park. An open place to get away from it all.
- (Shop) Keille Byteworks. An Internet cafe that does occasional poetry readings as a side venture.
- The Staging Area. A large warehouse for getting scenes shot of a general nature, including 'sound bites' and news broadcasts.
- (Down) Encounters Arcade. An arcade hangout for the teenage crowd.
- (Down) Debonair. An expensive restaurant for important people.
- Simsville Community Pool. A pool area.
- Simsville Community Center. A recreation center.
- (Shop) Sim-Mart. Why not?

Novus Labs / Petrokov Labs / etc Mad Science Layout:
- Waiting Area (Floor 1): A place for guests to wait until given access to the facility.
- Sitting Room (Floor 1): A nice place to discuss business.
- Dining Room (Floor 1): Where dinner is served.
- Kitchen (Floor 1): For preparing food for guests.
- Guest Rooms (Floor 2): Where guests can spend the night.
- Living Room (Floor 2): A casual place for guests to congregate.
- Security Corridors: These checkpoints block or grant access to secured areas of the facility.
- Decontamination Chambers: These rooms are used to clean up after messy experiments.
- Containment Chamber (Floor 3): These cells hold captive experiments for future use.
- Experiment Chamber (Floor 3): This secured chamber is used for experimenting on Sims.
- Training Chamber (Floor 3): A workroom for training experiments.
- Disposal Chamber (Floor 3): For the disposal of unwanted, failed, or uncooperative experiments.
- Computer Core (Floor 4): The nervous center of the installation.
- Power Core (Floor 4): The power station.
- Solarium (Floor 4): Experiment chamber with open (translucent floor) skylight.
- Robot Station (Floor 4): Refreshes Servo power, sends out robots as needed.
- Biohazard Room (Floor 4): For dangerous chemical experiments.
- Sorcery Room (Floor 4): For magical incantations of doom.
- Armory (Floor 4): Full of weapons, just in case an experiment needs dealing with.

Yeah, I've got a lot of plans.



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