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Crafted pottery increases in value by 5% daily!

by Hackster Manic Posted 4th Dec 2009 at 2:52 AM - Updated 4th Dec 2009 at 10:13 PM by Hackster Manic
 
19 Comments / Replies (Who?) - 16 Feedback Posts, 2 Thanks Posts
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Field Researcher
#2 Old 4th Dec 2009 at 4:33 AM
What a great idea! I love your legacy heirloom reasoning, which is what sealed the deal and made me download ths

I basically just like to play uglacies.
Field Researcher
#3 Old 4th Dec 2009 at 4:35 AM
Very clever and useful, thank you!
Lab Assistant
Original Poster
#4 Old 4th Dec 2009 at 11:29 AM Last edited by Hackster Manic : 4th Dec 2009 at 12:30 PM.
Please note that there was minor issue by which each recolour is being cloned. While this isn't damaging in any way, I have now resolved it in V2.

This has now been resolved. Please see the main post for further details.

Please note that when I first uploaded V2, an error was made resulting in the mod not functioning as planned (the value would depreciate every night by 10%). Please download V2.1 to resolve this.
Test Subject
#5 Old 5th Dec 2009 at 12:19 AM
Does the increased value only apply if the objects are out of the inventory? If the pottery sits in my sim's inventory for awhile before they take it out at home/sell it, is its value frozen in time until it is placed in live mode?
Lab Assistant
Original Poster
#6 Old 5th Dec 2009 at 1:25 AM
That is correct. I apologize for not clarifying that in the main post. The objects must be outside of the inventory, as items in the inventory are frozen in time. If you wanted, however, you could take the items out of the inventory just before midnight, then put them back after midnight which is when the increment takes place.

I like to think that this adds a bit more of a challenge to making money by collecting pottery, because it means that house space must be devoted to the pottery.
Test Subject
#7 Old 5th Dec 2009 at 7:01 AM
Thank you! Yes, that does make sense and I think this might be a helpful hack for the Build a City Challenge. It's hard making money when your sims can't get jobs yet.
Lab Assistant
Original Poster
#8 Old 5th Dec 2009 at 3:12 PM
Absolutely. I have much the same concept running in my game, wherein sims can only work for other sims. It's tough to begin with but it's a great challenge.

I'm also working on silver, gold, and platinum bullion that your sims can collect that similarly increase in value over time. I'll be uploading them in the next few days once I fine tune a few details.
Lab Assistant
#9 Old 6th Dec 2009 at 6:32 PM
It viewed 53519 times? or it's an error? because number of downloads is 140.
Scholar
#10 Old 8th Dec 2009 at 9:58 AM
Sweeeet! I've always found pottery a bit of a lost cause where making money was concerned. This mod will certainly solve that issue!

Thanks for sharing.
Lab Assistant
#11 Old 10th Dec 2009 at 9:10 AM
I dunno if this is justified to ask but, what happens if it reaches like super high values? Like 100000000000000 etc, not very likely that it willl happen but then again like you said it adds up quickly and 5% of an ever increasing number becomes a bigger and bigger value. Wonder how long you´d have to play with a family to get the numbers to climb to that level.
Lab Assistant
Original Poster
#12 Old 10th Dec 2009 at 9:54 PM
That's a good question, and frankly I don't know.:-p
The game's value cap is $32.000. I presume it would simply stop incrementing in value at that time.

However, you misunderstood slightly. The 5% is only 5% of the original value. The value increment on a $120 pitcher will only ever be $6 per day. To reach $32.000 you'd have to play for over 5300 sim days on one family (on normal speed, 1 day is 24 minutes, so 5300 sim days would be about 3 and a half months if you were playing for 24 hours a day). By that time I can pretty much guarantee that something else would go wrong so I don't think you need to worry about this mod.:-p
Lab Assistant
#13 Old 11th Dec 2009 at 11:55 AM
Ah, i did´nt know there even was a value cap. Thanks for answering, i´ll download this now.
Instructor
#14 Old 13th Dec 2009 at 1:02 AM
I'm so glad you made this! Most of the crafting tables produce far too little profit for the time invested, even by Sims with gold badges. This helps a lot with that problem. Thanks!
Lab Assistant
Original Poster
#15 Old 13th Dec 2009 at 1:06 AM
I noticed that too. All of the crafting tables deplete a sim's motives pretty quickly too. I will consider making some mods to adjust the starting value of all crafted items to provide a better profit margin.
Test Subject
#16 Old 13th Feb 2010 at 7:44 PM Last edited by darkvoid26 : 13th Feb 2010 at 7:45 PM. Reason: Forgot a word
There's a glitch in the Sims1 that is similar to this! With the Superstar expansion pack, there is a bench that increases in value about $100. So, if you buy 50 for $300 and sell for $400, you'll have made $5,000 profit. I used to do this for extra cash before I heard of the weird !';? (of something like that) cheat. However, that glitch only increases two or three times before stopping. I don't know why, and it's on another bench also from one of the expansions. Just kind of funny.
Instructor
#17 Old 6th May 2010 at 9:19 PM
Quote: Originally posted by Hackster Manic
I noticed that too. All of the crafting tables deplete a sim's motives pretty quickly too. I will consider making some mods to adjust the starting value of all crafted items to provide a better profit margin.


Oh, please do! It's ridiculous, sewing a pot holder takes up almost as much time as drawing a painting and the net gain is a joke. 40 § for material? Some teen jobs earn more than that. Do those Sims use embroidered silk for the pot holders? And if it was only the first three it'd be okay, but you've got to make dozens of the things before you get any better.

So, yes, fixing the prices and maybe the production time too would be great.

If you can also get the crafting tables to build skills it'd be beyond awesome. How can sewing or making beautiful bouquets not have an effect on creativity? Or building robots on mechanical skill?

But I don't want to pressure you or be too demanding. I'd be grateful for any hack you'd create.
Test Subject
#18 Old 14th Aug 2010 at 1:49 AM
Could anyone tell more how to modify the value that objects increase over time? Thanks in advance!!
Lab Assistant
THANKS POST
Original Poster
#19 Old 21st Mar 2011 at 3:48 PM
@ dongespardo - you just set the depreciation to a negative figure.
Test Subject
THANKS POST
#20 Old 22nd Apr 2012 at 2:45 AM
I love this idea!