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Field Researcher
#26 Old 8th Mar 2025 at 6:11 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 6:23 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 8:23 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 2:03 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 8:18 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 9:32 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 12:45 PM
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 1:31 PM Last edited by Flame7 : 12th Mar 2025 at 8:46 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 3:39 PM Last edited by Flame7 : 12th Mar 2025 at 4:02 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 11:16 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 10:48 PM Last edited by Flame7 : 14th Mar 2025 at 11:42 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 4:07 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.
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