Quick Reply
Search this Thread
Field Researcher
#26 Old 8th Mar 2025 at 5:11 PM
Quote: Originally posted by Flame7
*** as for the "Monday instead of Sunday":

I don't know what do you mean exactly. Is it one of the following?:

A. The object's initial day (when you place it on the lot) would be a Monday?
In this case you can just click on it and select "Adjust" --> "Next Day" and
it will be Monday.
Does it mean, you would like to have this done automatically?

B. The week number would increase on Mondays instead of on Sundays?

C. Something else? Or both of the above?


Both of the above I believe, so the default day is Monday, and the week ticks over on Monday. So when you start, yes you can currently change it to the next day, but by the next Sunday that comes around it will then be week 2 already and I'd prefer that following Sunday to be week 1 still, so the weeks start on a Monday and end on a Sunday, rather than the first day of each week being Sunday. Again, no worries if that's a lot of work, it would just make a lot more sense for me personally and make it easier to manage the rotational gameplay I have in mind so figured I'd express my interest in that.

Quote: Originally posted by Flame7
*** As for the "Invite people on a weekend and the invitee is not at work":

I've already done it for the adults. I have tested it and it works flawlessly.
They are always available starting from "Friday - 3 p.m." until the end of
the weekend. Well, except at night (I believe: 1 a.m. - 7 a.m.).

I still need to do the same for the kids, and perform some additional testing.


That's so exciting! Thank you very much for working on this update. Really looking forward to it!
Test Subject
Original Poster
#27 Old 8th Mar 2025 at 5:23 PM
Quote: Originally posted by BellaDovah
Both of the above I believe, so the default day is Monday, and the week ticks over on Monday. So when you start, yes you can currently change it to the next day, but by the next Sunday that comes around it will then be week 2 already and I'd prefer that following Sunday to be week 1 still, so the weeks start on a Monday and end on a Sunday, rather than the first day of each week being Sunday. Again, no worries if that's a lot of work, it would just make a lot more sense for me personally and make it easier to manage the rotational gameplay I have in mind so figured I'd express my interest in that.


I chose it to be a Sunday, because I'm mainly a TS3 Player and
it makes sense: on the first day you meet you first friends, hang
out with them for a while, go buy some groceries, prepare a meal
and find a job. It's a kind of a relax day before it all starts.
On a campus lot it's similar, but on Monday they go to school.

This is why it seems natural to me to start on a Sunday.

But, no problem, I can make a flavor, where the first day is a Monday
and a week starts on a Monday too.
Field Researcher
#28 Old 8th Mar 2025 at 7:23 PM
Quote: Originally posted by Flame7
I chose it to be a Sunday, because I'm mainly a TS3 Player and
it makes sense: on the first day you meet you first friends, hang
out with them for a while, go buy some groceries, prepare a meal
and find a job. It's a kind of a relax day before it all starts.
On a campus lot it's similar, but on Monday they go to school.

This is why it seems natural to me to start on a Sunday.

But, no problem, I can make a flavor, where the first day is a Monday
and a week starts on a Monday too.


Ah that makes sense, good way to think about it Though aren't they supposed to go to work on that first Sunday anyway? Thanks for considering my flavor suggestion though
Test Subject
Original Poster
#29 Old 9th Mar 2025 at 1:03 PM
Quote: Originally posted by BellaDovah
... aren't they supposed to go to work on that first Sunday anyway?


When you play on a lot from day 1, the adult sims don't have a job yet.
They will find one in the newspaper and usually start going to work the
next day (on a Monday). So, the first day on the lot can be considered
a Sunday.

It's only after you have played there for some time, some of the sims might
have a job.

The children, on the other hand, have school every day. The thing is that
school begins at 9 a.m. and at 7 a.m. a window pops up with a warning that
the school bus will arrive in an hour.

The problem is that when you start playing on a lot, it's 7 a.m., so they get
the warning upon entering the lot.

So, there are two options:

A. The mod doesn't do anything (it's the current setting) and you decide
whether you send the children to school and, later in the game, the adults
to work.

B. The mod considers the first day to be a weekend and prevent them
going to school / work. The only annoying thing is that it can't prevent
the school bus warning, because it gets activated first. You have no
guarantee that the mod gets to act before the car portal. Well, unless
you modify the car portal too. In this case two objects would have to
be involved.

Possible solutions:

A. Leave it as it is. This means that the mod doesn't do anything.

B. The first day is a weekend day, i.e. if you install the mod before
anyone from the household has to go to work / school they have
the day off. The only thing is that you would get the school bus
warning on the first day, but the kids wouldn't have to go to school.
You just would have to ignore the warning. Similarly, some premade
sims have a job also starting at 9 a.m.

C. The same as the previous option + Disable the initial warning.
The car pool would have to be modified so that it handles the first
day. So, you would need two objects for this: The painting and the
car portal.

The next question is: What happens after an eviction? Suppose you
leave the mod there and move a different household in. Are the
objects reinitiated? Does the clock start at 7 a.m.?
Field Researcher
#30 Old 9th Mar 2025 at 7:18 PM
The object will disappear on move out unless one of the following is true:

- The object is outside the normally allowed placement grid (i.e. it's someplace you needed to turn on move_objects to be able to place it)
- You copied the house file before you moved the family out and then pasted it back in (thereby undoing the move-out's work of deleting the objects on the lot)
- You moved all Sims out via another method (i.e. for instance, moving them into another family with something like Simlogical's move-in/out plant).

I think the clock starts at 7 on all move-ins, though, excluding imported families which bring their own lots along with them and also inherit whatever time it was when they were exported.
Field Researcher
#31 Old 9th Mar 2025 at 8:32 PM
I'm thinking from the perspective of playing the premade families, and some sims do have a job already. So either way, they'd be going to work and children would be going to school so it would make sense for the first day to be Monday for me
Test Subject
Original Poster
#32 Old 10th Mar 2025 at 11:45 AM
Quote: Originally posted by purplewowies
The object will disappear on move out unless one of the following is true:

- The object is outside the normally allowed placement grid (i.e. it's someplace you needed to turn on move_objects to be able to place it)
- You copied the house file before you moved the family out and then pasted it back in (thereby undoing the move-out's work of deleting the objects on the lot)
- You moved all Sims out via another method (i.e. for instance, moving them into another family with something like Simlogical's move-in/out plant).

I think the clock starts at 7 on all move-ins, though, excluding imported families which bring their own lots along with them and also inherit whatever time it was when they were exported.


Thank you, purplewowies
Test Subject
Original Poster
#33 Old 12th Mar 2025 at 12:31 PM Last edited by Flame7 : 12th Mar 2025 at 7:46 PM.
Hello BellaDovah,

UPDATE 1:

the weekend phone feature is finished (in the first post).
Test it and tell me if something.
Test Subject
Original Poster
#34 Old 12th Mar 2025 at 2:39 PM Last edited by Flame7 : 12th Mar 2025 at 3:02 PM.
Quote: Originally posted by BellaDovah
I'm thinking from the perspective of playing the premade families, and some sims do have a job already. So either way, they'd be going to work and children would be going to school so it would make sense for the first day to be Monday for me



UPDATE 2:

You can download the new flavor of the mod.
It's finished too.

The first day of the week is a Monday instead
of a Sunday. Enjoy!

The first post has been updated.
Field Researcher
#35 Old 12th Mar 2025 at 10:16 PM
@Flame7 Thank you so much for these new versions! You are an absolute gem! Making my Sims 1 dreams come true! I've just done some testing and both the Flavor B and the phone addon seem to work great! Still preparing some things before I get into normal real gameplay but I've tested some scenarios and all seems good! Thanks again! I've just read about the weird rule kids use to decide whether to come over or not, is it a modding possibility to make this always just friendship based instead of this before/after 29 past the hour thing (and not at school or too late at night obviously)?
Test Subject
Original Poster
#36 Old 14th Mar 2025 at 9:48 PM Last edited by Flame7 : 14th Mar 2025 at 10:42 PM.
Quote: Originally posted by BellaDovah
... I've just read about the weird rule kids use to decide whether to come over or not, is it a modding possibility to make this always just friendship based instead of this before/after 29 past the hour thing (and not at school or too late at night obviously)?


I haven't delved too deep into the social stuff yet, but I think yes, it can be modded.
At least from what I've seen in the other objects.

Just for your information, this is not the only place where the game
decides about the Sims' preferences based on other things than their
personality. For example, whether they like a painting or not is not
based on their personality but on the painting's and the Sim's GUIDs.
Duh! What?

Currently, the "too late at night" restriction is still there, is it OK?

And thanks for testing it. I'm happy it works for you.
Field Researcher
#37 Old 15th Mar 2025 at 3:07 PM
Quote: Originally posted by Flame7
I haven't delved too deep into the social stuff yet, but I think yes, it can be modded.
At least from what I've seen in the other objects.

Just for your information, this is not the only place where the game
decides about the Sims' preferences based on other things than their
personality. For example, whether they like a painting or not is not
based on their personality but on the painting's and the Sim's GUIDs.
Duh! What?

Currently, the "too late at night" restriction is still there, is it OK?

And thanks for testing it. I'm happy it works for you.


Wow that's so interesting and weird Good to know, love finding this stuff out so thanks for sharing. Yes I don't think children should agree to come round late at night, though when I was watching an LP, I remember thinking that when a family is visiting, the parents would leave with their kids because its 'past bedtime' earlier than I would have thought, or would be convenient for after-work family get-togethers.
Test Subject
#38 Old 2nd Apr 2026 at 5:32 PM
Hi there I know I'm a year late lol, but with the Sims Legacy Collection I can't find the "flowers" painting other mods work fine I would love too use this mod as it makes sense, any chance you could make it work or change the painting as I think they removed the "flowers" painting or renamed it hopefully you see this msg
Theorist
#39 Old 2nd Apr 2026 at 6:49 PM
Quote: Originally posted by StarStorm
Hi there I know I'm a year late lol, but with the Sims Legacy Collection I can't find the "flowers" painting other mods work fine I would love too use this mod as it makes sense, any chance you could make it work or change the painting as I think they removed the "flowers" painting or renamed it hopefully you see this msg

I haven't seen Flame7 around in awhile. Just in case they don't see this, I wanted to point you to a similar mod that should still be available. Calendar Mod gives 2 days off per week.

I've made some mods for The Sims 1 -- yes, The Sims ONE :-) -- which you can find at http://corylea.com/Sims1ModsByCorylea.html
Field Researcher
#40 Old 3rd Apr 2026 at 12:59 AM
Quote: Originally posted by StarStorm
Hi there I know I'm a year late lol, but with the Sims Legacy Collection I can't find the "flowers" painting other mods work fine I would love too use this mod as it makes sense, any chance you could make it work or change the painting as I think they removed the "flowers" painting or renamed it hopefully you see this msg


The Flowers painting is a painting from the base game. It looks like this in the catalog (although I took this image from IffPencil, a Sims 1 object editor):



Its name in English is "Watercolor by J.M.E." and its description is "Art student painting. Help spread the "gift" of art by purchasing and displaying this floral triptych. There's always the chance the artist might be famous some day, as well. Mounted on acid-free card board." It costs 75 simoleons, and in an all-EP setup like Complete Collection or Legacy Collection (or likely any EP setup that includes the subcategory system), it should be categorized as Decorative > Painting.

OP called it the Flowers painting because its object definition (what labels it in some tools like Transmogrifier, which is used to clone objects for hacking) is named "Painting - Flowers". This does not match its catalog name.

(Technical information: The object is one object of multiple inside of Paintings.iff, which is inside Objects.far (likely even in Legacy, though I don't own it to test). Its GUID (a unique ID identifying what object it is) is 8DAB571F.)

You don't need to understand that technical information, but I'll explain why I included it in a moment.

Sometimes people make something called a default replacement, which matches a Maxis object's GUID and usually replaces it with a similar object hacked to behave differently. Because of how Maxis objects are stored, the game will load an iff outside of a far file (like Objects.far) after an object inside the far file, and if it has the same GUID (unique ID) as an object inside the far, it will load instead of the one in the far. Your Legacy collection likely contains an unmodified Objects.far, but even if it didn't contain the flower painting, that would be okay if this was a default replacement, but it would just act like a unique object with that ID instead. (That is, it would behave the same as a default replacement. It just wouldn't be replacing anything.)

However, none of that previous paragraph matters because this calendar is not a default replacement. The OP just means they used the Flower painting as a base and cloned it, which gave it a new GUID that means it loads as its own separate object. Even if it were a default replacement, it wouldn't need the flower painting to exist in order to function, but it does not need the flower painting in your game in order to work. That object was just used as a base.

This calendar looks like this in the catalog:



*cue Office "they're the same picture"* reaction image *

Its name in US English is "From Monday To Sunday" and its description (with line breaks replaced by // in this example so it takes less vertical space than it does in game) is "Days of Week for The Sims 1//* Week Days and Weekends//* Information about your Sim's Career//* Your Sim can stay at Level 10//* You can un- / subscribe to the newspaper". In every other language including UK English, its title is "Watercolor by J.M.E." and its description matches the Watercolor description.

It costs 25 simoleons, and in an all-EP setup like Complete Collection or Legacy Collection (or likely any EP setup that includes the subcategory system), it should be categorized as Decorative > Painting. So if you might be using a language where they have the same name, you will want to find the one that costs 25.

(Technical information: This object is the only object inside of FLOR_DaysOfTheWeek.iff (and the object's hacker suggests you place it in your game's Downloads folder). Its GUID is A20007A6. (That difference in GUID is why it is not a default replacement.))
Screenshots
Lab Assistant
#41 Old 6th Apr 2026 at 5:19 PM
Why should everyone necessarily have the same days off?

I started work on a more robust time/week and holiday system with the seasons controller and just ran out of steam working on the concept. I'd like to revisit it someday, I think. The game does bills and tracks the budget on a three day cycle, so I think if I ever revisited this I would want to use a six day week so it's an even two finance cycles. This might be confusing at first, but I think it would pair better with the gameplay as it is. Probably, I would program my own controller instead of relying on the days the game tracks, that would be more accurate, I think.

Maybe I'm just complicating things now, lol.

Anyway, I'm available by E-mail or on Telegram if anyone ever wants to message me for any reason. Just introduce yourself so I know you're not a scammer/bot. :¬)
Field Researcher
#42 Old 6th Apr 2026 at 7:13 PM
I managed to slap together a "calendar from the real world" concept (calculate the day it would have been in real life from the game's calendar... no, the missing 31st days on half the months and the extra day(s) in February aren't real, they're a myth, shhhh) and then put together a complex system of checks for if the specific careers have days off based (mostly) off which days they'd have off in the Sims 2. (This is, naturally, around 300 lines of code or more across like 8 BHAVs. XD)

...That's about as far as I got before I started getting confused about what I was supposed to be doing next. Maybe such an idea IS too complicated. 🤔
Lab Assistant
#43 Old 6th Apr 2026 at 11:47 PM
Quote: Originally posted by purplewowies
...That's about as far as I got before I started getting confused about what I was supposed to be doing next. Maybe such an idea IS too complicated. 🤔


One thing you could do is cheat and just check if the have the same career and level as a sim in the household (or are a child/classmate if there's children in the house) and just assume that if it match they're off together, and if it does not match they have different days off. This way there's at least an illusion of consistency.
Test Subject
#44 Old 7th Apr 2026 at 1:06 AM
Sorry for going off-topic but... what a wholesome thread! Props and congrats to you all, and best wishes :D
Field Researcher
#45 Old 7th Apr 2026 at 5:42 PM
Quote: Originally posted by damondamore
One thing you could do is cheat and just check if the have the same career and level as a sim in the household (or are a child/classmate if there's children in the house) and just assume that if it match they're off together, and if it does not match they have different days off. This way there's at least an illusion of consistency.


...This seems more sensible than what I did. The way I ended up doing it was for each Sim, for that day of the week I check the career and then (for everything other than the couple of careers I decided have no days off, plus one or two where the entire career has the same days off) check if it's a job level that has those days off. Then instead of actually giving them the day off, at that point I just decided to put in a pie menu option to check if they have the day off just to make sure it was all working right. (It was.)

I suspect the reason I got a little confused after that may actually be that I didn't plan things as meticulously. Compared to the multiple spreadsheets and wiki page consults and multiple hours it took to put together the job checks, everything else is so much simpler by comparison that I'm getting the feeling my mind thinks I'm missing something so I hesitate to do the next step because there MUST be a step I DIDN'T do and THAT'S why this isn't taking three hours...
Lab Assistant
#46 Old 7th Apr 2026 at 5:56 PM
Quote: Originally posted by purplewowies
...This seems more sensible than what I did.


Nothing wrong with taking the very straightforward approach and assigning days off manually to each career and level... although if anyone plays with custom career tracks the days you picked might be illogical anyway. I'm lazy enough to sit down and think "do I really want to do all this by hand...?"
Page 2 of 2
Back to top