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- Lift Restrictions - New World Challenge
Replies: 2 (Who?), Viewed: 5897 times.
#1
12th Apr 2026 at 5:54 PM
Last edited by Sarahcats3 : 13th Apr 2026 at 5:34 PM.
Reason: Made Format easier to read, and added images
Posts: 4
I had this idea a while ago, and I've started playing with it. But it is not complete yet. So if any of you want to help me with testing it, or just posting ideas here, I'm open to it. Anyways, I've got a story, which I will post below, and some notes on set-up. I also have a few images from my own play-through. Also I have this posted on a Blog too. https://journalno378.blogspot.com/
The Story:
“Alert, server failure imminent!" The ship’s computer spoke.
AI-EV1 arose and looked around. Beside her the children were still in incubation. There was no reason for her to be activated until after landing, when the babies were removed from their pods. She was a Nanny-Servo after all.
“Status.” She turned around and demanded an answer from the nearest mechanical servo she could find.
AI-ML4 seemed to jump to alertness. He’d clearly not expected her to be activated either. “Flying through space at .89 lightspeed.”
“Alert, Server failure imminent!” The computer repeated the warning.
“Has that been going off for a while?” She asked.
“No, it started 15 minutes ago,” he answered.
“Shouldn’t you be doing something about it?” Clearly running a ship was not part of her programming.
“There’s nothing to be done. The Server’s failure is imminent.”
“But without the ship’s servers, how are we to reach our destination?” Clearly some of ML4’s programming was deficient. She understood now why these Mech-bots were programmed to deactivate upon landing, when the rest of the ship was disassembled. But she was insistent. Her builders had manufactured her and her line, knowing that they couldn't save themselves, just hoping to save a portion of their own.
“Uhhh…We won't land for another 48 years.”
That won't do at all, she thought. “Let me see the ship’s scanners. If we can find another planet nearby, we can at least save this pod, perhaps some of the others.”
ML4 reached out and a download started for the information she had requested. EV1 had stored in her memory files a brief sketch of the type of planet her builders thought ideal to send her to. Her and her cargo babes, that is. Forming a checklist to compare the available planets to was easy. Within moments her eyes lit up with a solution.
“The planet designated XGC-23 has a temperate climate, ideal for the Sims species to survive on. Make preparations to land,” she ordered.
ML4 got straight to work. So did EV1. If there was a defect in the ships’ computer systems, it would affect other pods too, sooner or later. They couldn’t save them all, but a message sent on the low-waves would be able to reach a few of them, who could send it to others. It was the most she could do.
Landing on a new world, one where their supplies hadn’t been sent to ahead of time would be difficult. She might need ML4 to remain active upon landing, afterall. He would be able to disassemble their small pod and build a structure to house the babies when they emerged from their incubation chambers.
The world is definitely suited for sim-life. It’s primitive population is evidence enough of that. They stare at us as we deboard. Though they look less intelligent, EV1 is sure she doesn’t want to put that to a test. She will need to be vigilant to protect her charges.
Challenge Set-up:
To start the challenge, find an empty save online. There are plenty out there. Alternatively you can delete the existing sim-families from the bin and buildoze all lots in every world in game. You will want to turn off sim-stories, and de-activate NPC Voting for Neighborhood action plans too.
Next you will make your sim-family. Your two adults don’t matter much, because they will become servos by cheat codes. Just their personalities and names is all they keep. Then the Six kids, make them all infants, and unrelated. Other than this, you can design them as you wish. I color coded mine with clothing and gave them the last name of their color. And I did 3 boys and 3 girls, to be even. Eventually you will be able to earn more settlers for your gene-pool, but until then…
Upon move in, select one of your adults, then pull up the Cheat box with Ctrl, shift, C. Type just what is in the brackets: [Testingcheats True] and then hit enter. The next cheat will turn the selected sim into a Servo, so make sure one of your adults is selected. Type: [traits.equip trait_humanoid_robots_main] That’s with a space between equip and trait.
Above, I FINALLY learned how to color my 2nd servo differently than the first.
The sim should immediately appear as a blue servo. You can change their color by clicking the Servo, selecting Servo, then Modify servo’s name, and change appearance. I wish I knew this right away, as it gets confusing wondering which one is in the room with your infant. The easiest way to have them do anything is to click on the infant and choose to get fed by, or changed by, then select the adult sim.
When you start, you have $34,000 starting funds. Choose a lot and build a structure. It's true that your servo Sims won't need beds or most other furniture, but I’d suggest building a separate room for quarantining your servos as they recharge, because a crying infant will wake them up still, and you may want to lock and unlock the door on them throughout the challenge too. I’d also suggest an expensive trashcan, the one that will give you $80 for every diaper you ‘recycle’ in it. Because this will be the only way you’ll make any money for a while.
Next, starting with 2 servos means you can conceivably raise these babies without hiring a nanny sim. You’ll want to be careful not to let their charges run out at once. Have them work in shifts. My babies didn’t have the happy infant trait when they aged up, but I kept them all alive, and you can too.
No nannies, but you are allowed to hire a repair-man when your servo’s break down. There is no way to avoid this, as they’ll need to be upgraded a few times before they can do their own maintenance. You can see him as someone who comes from the ships, if you want to. Though, if you buy them a computer, they can order the upgrade parts on the web, and can upgrade themselves as they earn it.
Progress- Upon Age Up:
You must wait until they age up naturally. Yes, they’ll be sad for a bit, but there’s no birthday parties in space. Parties will be something you’ll have to earn later on. When they age-up, you must randomize their traits.
Once the kiddos become toddlers things will be much easier. There is still a challenge, especially if you want to give the kid more advantages as they age up. The difficult part will be taking the time to help each kid individually learn a skill.
Outfits will be random, you do not have the advantages of a designer to help your sim with their outfits. But in the Sims, random outfits can be bad, so I will allow you to go to CAS and randomize their clothing with the dice buttons, as many times as you want. I will even allow you to choose a color filter before you hit that random button, but it must be the same color filter for everything you randomize. I was able to get acceptable outfits for all of my babies this way, and to keep their colors throughout their lives too. There is a random button on the hairstyle page, but it can also randomize the hair color too, so use it at your own risk.
When your kids age-up, you can sell any unwanted things, like cribs and play mats, and buy them what they need for the next lifestage. I do remember, I eventually decided to separate the babies into two crib-rooms, so one crying baby didn’t wake up all five of the others.
Anyways, I intend this to be a restriction lifting challenge, similar to the famous Apocalypse Challenge, but you'll be able to play rotationally between your 6 babies, and the families they eventually produce. Then as one baby lifts a restriction, it'll be lifted for everyone. And I wouldn't get too attached to the servo sims. I am debating keeping them alive in some way, or having them deactivate themselves when the young ones move out. When the children grow old enough to all move out, I'm thinking as teenagers, though that may change, I will have them split the household funds and any books/items they own amongst themselves. Hopefully I can have enough to allow each child to buy a decent lot. Anyways, it needs testing.
A couple rules I'm thinking about having initially are: Starting with multiple lot challenges once you move out. You're not allowed to interact with townies, Anyone outside after 10 pm is contaminated and cannot be controlled the following day. Also may apply to anyone who accidentally breaks the NPC rule. And no eating any foods, quick meals only, until someone completes the gardening collection. They'd have to study everything to know it is safe to eat or not.
#2
14th Apr 2026 at 3:30 PM
Posts: 4
Been thinking more about the future rules of the challenge. As I may have said, I will design it like the apocalypse challenge, giving you things to unlock along the way. Though first, I'm not going to allow jobs, so unlocking things will be more difficult. You'll be able to open player-run businesses early on, and to go to any player owned business lot during your play. That may be a way around the clothing restriction early on, allowing you to design the outfits on a manikin and then have another sim come and buy that outfit.
In order to have most businesses though, you'll need to consort with the many townies that will swarm your shop. I might be revisiting that rule, or be allowing an easy solution to unlocking it. Perhaps you'll need to raise a level in the business tier thingy, that will allow business communication with townies, but still punish socialization.
Anyways, in order to have ordinary community lots, I must first build them. Having a sim build a for-profit library may be the way I'll do it. Of course then when that sim dies, I can have them leave the library to the town in their will, and change it to a generic library lot at that point. It will be how a couple of things get unlocked.
And I may go about having a graveyard, with having a rule that the sim who unlocks something gets a special item placed on their grave. I think it'll be a cute way to memorialize it.
I'm also thinking each rule might come with a message from the nanny-bot, as the children are making the world their own. He/ she/ they would have predicted this, and written clear instructions for the young'uns about this.
Also, I'm thinking about limiting travel at first. Say, Willow Creek, Newcrest, and Magnolia Promenade at first. I think those three worlds were thought of as part of the same town originally. Anyways, to unlock traveling, I think a sim would have to build a rocket ship, and upgrade it completely. I may even do it in stages, where originally you might be limited to only traveling, within these worlds, once per week. Building the rocket might expand that to as often as you want. Then each upgrade may earn you a chosen world to travel to, until the final upgrade gets you all of them. Story wise, I'm thinking that your sims are using the ship's teleportation device to travel, but they have limited power. So they can't freely use it. Until someone gets the nerve to go up there to make repairs, that is. I can insert a joke about useless cars in here too
In order to have most businesses though, you'll need to consort with the many townies that will swarm your shop. I might be revisiting that rule, or be allowing an easy solution to unlocking it. Perhaps you'll need to raise a level in the business tier thingy, that will allow business communication with townies, but still punish socialization.
Anyways, in order to have ordinary community lots, I must first build them. Having a sim build a for-profit library may be the way I'll do it. Of course then when that sim dies, I can have them leave the library to the town in their will, and change it to a generic library lot at that point. It will be how a couple of things get unlocked.
And I may go about having a graveyard, with having a rule that the sim who unlocks something gets a special item placed on their grave. I think it'll be a cute way to memorialize it.
I'm also thinking each rule might come with a message from the nanny-bot, as the children are making the world their own. He/ she/ they would have predicted this, and written clear instructions for the young'uns about this.
Also, I'm thinking about limiting travel at first. Say, Willow Creek, Newcrest, and Magnolia Promenade at first. I think those three worlds were thought of as part of the same town originally. Anyways, to unlock traveling, I think a sim would have to build a rocket ship, and upgrade it completely. I may even do it in stages, where originally you might be limited to only traveling, within these worlds, once per week. Building the rocket might expand that to as often as you want. Then each upgrade may earn you a chosen world to travel to, until the final upgrade gets you all of them. Story wise, I'm thinking that your sims are using the ship's teleportation device to travel, but they have limited power. So they can't freely use it. Until someone gets the nerve to go up there to make repairs, that is. I can insert a joke about useless cars in here too
#3
20th Apr 2026 at 3:34 PM
Last edited by Sarahcats3 : 20th Apr 2026 at 3:45 PM.
Reason: Oops, I forgot about the Servos again
Posts: 4
My test family has had the children growing up and they're just starting to become Teens. I checked and I can have my teens split from the household to move out, but I think I'm going to wait a couple more days, until they all are teens, before I do that. What I'm thinking is I'll either bulldoze the lot, or sell and buy another empty lot. Then I'll have the full lot value in funds to divide up between the kids. $30,000 divided by 6 is $5,000 per sim, so I'm anticipating having plenty. Yes, I've done hard starts with $0, so 2-3k once a lot is purchased is plenty. Plus I have a box with the seed packets the one holiday brought via magic gnomes, which one child will inherit.
I also have a couple of mood-paintings, and toys, built with the robotics workstation. The kids can divide these up amongst themselves too. Otherwise everything else will be sold with the property.
I will need to add a rule that the servos are allowed to sell anything to make money. No jobs, but they can harvest any weeds they find, paint any stick figures they can make, and sell anything they can get their hands on. Even pulling out marbles from the toybox. This one especially was a lifesaver for me, as one of those marbles is worth more than a thousand Simoleans.
I nicknamed this last photo, Townies Behaving Weirdly. Just thought I'd share it, because it exemplifies why my sims won't want to have anything to do with them for a while.
Though I kind of broke my own rule in my game, when Father Winter came by. I let my kids talk to him and one asked him for a present. The others were asleep by then, but I figured Santa is sort of Magical anyways. Should I allow it as a rule exception?
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My plans for the Servo Sims will still be to kill them, which I might just have it be while in the family of the last sim child. I'm hoping a shower or two will do it, but I could wait until a rainy day and lock them outside if I had to. I would prefer to simply have them deactivate and go into stasis, until later in the challenge where I could have a sim invent a power converter, or something techy that will allow them to recharge again. But with the Sims the way it is, I don't think that is possible. I could try putting them into the bin as saved sims, then bring them out again in the future, but I've never tried to do so before, and don't know if it'll work. It would make a nice ending story for my challenge, though.
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