Waffle's Nectar Overhaul (Update 7/1/25) (Patreon)
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Nectar is...surprisingly complicated, and surprisingly simple at the same time. There's a variety of factors that go into how Nectar works, but I won't go into them here. Because I already did, here. And it took me hours to do. And even then, the values are estimates because of decimals and a few minor factors we are going to ignore for my own sanity.
So what does this mod do and why does it exist?
Nectar Making is VIOLENTLY overpowered. It takes a while to level up, but it's only a 5 level skill. Every single Nectar you can make is relatively low cost, but makes a very high profit...after a punishing 2 week wait for it to age!
But once it ages...boy, does it profit. If you're making even one bottle of something per day, once that 2 week period ends, your Nectar Cellar is going to be pumping out nothing but profit, every single day.
But the worst part is...the value of the harvestables you use doesn't matter! The Quality of your produce will make the Quality of your Nectar better, for sure. But the actual value at the end of the day is not related to the produce put in.
Why is that a problem? Well, I just did a project to reduce the value of harvestables across the board, specifically because I wanted to encourage using them to craft other things...
So here's my solution:
-Decrease the value of Nectar across the board
-Do so in such a way that each variety does still turn a profit, even if you're using unmodded harvestables
-Balance things such that if you are using my Harvestable mod, you feel like you're really making money converting things into Nectar!
-Balance things such that if you are not using my Harvestable mod, your game experience is still improved because you need to do more work to make money, which is, let's be honest- a lot more fun.
You don't need much more information than that- thanks to the meticulously organized spreadsheets pictured. The only detail I'll specify is that the default Marketable bonus is 3x, the 1.5x referenced in the first image is my changed value.
Additionally, there is an optional file called "Nectar Limitations". It makes it so that the Nectar Maker cannot be used when your Sim is below 60% Hygiene, and so that the Nectar Maker must be clean before it can be used. It also removes the "purchase nectar ingredients" interaction entirely.
This mod is, obviously, incompatible with any others that modify the default Nectar recipes or behaviors of the Nectar Maker.
Update Log:
7/26: Any Berry and Any Fruit recipes are now Level 1 recipes instead of Level 5. Since the mod makes them less valuable than Grapes, and Grapes and Apples are both Fall fruits, this lets you start off your Nectar empire more easily.
7/30: Changed Hygiene requirement to be less punishing. I had mistakenly set it far too high.
8/7: Made Occult nectar recipes available to all sims. Previously, they required the sim to be a relevant occult.
8/8: Public!
3/30/24: Changes for For Rent mold system.
2/26/25: Changes for B&H.
7/1/25: Major changes for pre-fairies patch.
Nectar Overhaul is recommended to be paired with Waffle's Gardening Project, but it is not required. Your profit margins will just be lower if you don't have it. You'll still make the same amount of money per nectar.
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