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#1 Old 31st Jul 2026 at 4:46 AM
Default Making Objects that Charge Sims per Use
I have IFF Pencil 2, Codex, and the Transmogrifier. Is there a simple way to add in the ability to charge a visitor sim if they do certain actions or interact with items (like beds, fridges, whatever)? I have Woobsha's visitor generator and I'd like to be able to have items that charge per use. Thanks so much in advance!
Field Researcher
#2 Old 31st Jul 2026 at 9:50 PM
It'd be theoretically possible to add to an object, yes. (Kind of like how the computer at the bottom of this page works to do something like that: https://simlogical.com/sl/downloadpages/event.htm Or the hotel beds on this page: https://simlogical.com/sl/downloadp...ted_objects.htm)

You'd just need a check somewhere in the BHAV that's triggered by the pie menu option that points to a budget line that adds money to the active household only if a visitor uses it. It might be hard to add it as the first line to an existing BHAV but it's technically possible. The two lines that are most important in this situation I've put in this example.



(You'd point the false result for line 0 to whatever you'd want a resident family to be able to do without paying. You'd point the true result for line 1 to the same stuff as the false of line zero, and you'd probably just want to cleanly exit the interaction if you get a false result for line 1 for whatever reason (I don't think this is possible with adding to the budget since the money gets conjured from thin air (not actually taken from the visitor's family), but still).)

If you wanted the visitors to ACTUALLY lose money in that situation too you'd probably need to set up the object to work with Simlogical's cheque system, like the computer in the first link can do--they'd get items in their inventory to take home and then those would represent debt they'd have to pay back via the cheque system object on their home lot. (The computer in the first link otherwise does the visitor checking and money crediting to local lot in basically the same way as my example, except it uses a different budget category, which just affects where it shows on the money dialog you can see if you click the household funds in-game.)
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