In The Sims 4, maintaining your Sims' health is crucial. As you play, you might notice your Sims feeling unwell, especially if you own many Expansion or Game Packs. While medical facilities are limited, several methods can cure your Sims' ailments, but first, you must diagnose the problem.
Sims are susceptible to various illnesses and conditions. Monitor their moodlets to track their health. If you have The Sims 4: Cats & Dogs, your pets can also fall ill.
Nausea and vomiting can result from morning sickness (during pregnancy) or consuming spoiled food. Prone Sims might also experience nausea from other events, including privacy violations or handling frogs. Base Game includes nausea, while DLC expands the range of health issues.
The Sims 4: Seasons increases the likelihood of illness during wet and cold weather, so watch for winter colds.
The Sims 4: Get to Work introduces most of the game's illnesses. Symptoms manifest as temporary moodlets:
Moodlet | Emotion |
---|---|
Giggly | Playful |
Dizzy | Dazed |
Delirious | Dazed |
Feverish | Uncomfortable |
Headachy | Uncomfortable |
Scratchy | Uncomfortable |
Stuffed Up | Uncomfortable |
The "Nauseous" moodlet (in Get to Work) differs from the base game's "Nauseated" moodlet. Note the icon and spelling to determine if medicine is needed; a medicine bottle icon indicates the need for medication.
These moodlets provide a 1 or 2 buff, lasting three to four hours. Untreated, they may recur.
Unusual skin patterns (e.g., pink tiger stripes) also signal illness. Fortunately, these illnesses aren't fatal, though inconvenient. While diseases have specific names in the Doctor career, moodlets don't reflect these names; focus on symptoms.
Dining out (Dine Out) carries the risk of food poisoning.
Food poisoning causes nausea and potential bathroom rushes. A bush (from Get Together, Jungle Adventure, or Werewolves) also serves as a toilet substitute. Food poisoning requires no cure; it resolves naturally. Reporting it can provide a financial bonus via a Sim's phone.
Jungle Adventure introduces various hazards, including bee stings, spider bites, and potentially fatal poisoning.
Severe jungle illness usually indicates poisoning. The moodlet progression is:
Moodlet | Emotion | Intensity | Duration |
---|---|---|---|
Feeling Icky | Dazed | 1 | 12 Hours |
Poisoned! | Dazed | 6 | 12 Hours |
Overwhelmingly Poisoned | Dazed | 10 | 8 Hours |
Prior moodlets (spider bites, plasma bat attacks) may precede "Feeling Icky," suggesting the need for an antidote.
Similar to Guinea Pig Disease in previous Sims games, Rabid Rodent Fever (My First Pet Stuff) is a potentially fatal disease. A dirty rodent enclosure increases the risk of infection after a bite. The moodlet progression is:
Moodlet | Emotion | Intensity | Duration |
---|---|---|---|
Bite-Sized Bite | Tense | 1 | 2 Hours |
Feeling Fuzzy | Uncomfortable | 1 | 23 Hours |
Fuzzy Fever | Uncomfortable | 2 | 23 Hours |
Rabid Rodent Fever | Dazed | 2 | 23 Hours |
Werewolves introduces Werebies, a rabies-like illness contracted through werewolf attacks, sewer exploration (Moonwood Mill), or werewolf bites. Moodlets include:
Moodlet | Emotion | Intensity | Duration |
---|---|---|---|
Werebies | Anger | 3 | 4 Hours |
Advanced Werebies | Tense | 3 | 20 Hours |
Insatiable Hunger | Uncomfortable | 2 | 4 Hours |
While a hospital exists in Willow Creek and doctors are present in Get to Work, Sims cannot visit for illness treatment; home remedies are necessary. Hospital visits are limited to labor or the Doctor career. Cats & Dogs allows veterinary care for pets, including health boosts from clinic vending machines.
Treatment varies by illness. (Table omitted due to its repetitive nature and lack of specific cure information in the original text).
Successful treatment removes negative moodlets. Get to Work illnesses result in either "Medicated 1 Energised" (after medicine use) or "Combating a Cold 1 Happy" (after natural remedies). Natural remedies have no negative side effects.
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