Position | Rewards |
---|---|
(1) | N/A |
(2) | • Lab Coat (clothes) • Journey to the Stars (poster) |
(3) | • Flying Saucer Table Lamp • Tin Foil Hat (clothes) |
(4) | • Chemistry Lab |
(5) | • S1M5-4 Test Tube Pedestal • Satellite Headgear and Outfit (clothes) |
(6) | • Cautionary Tale Door • X-180 Shatterproof Window |
(7) | • Hygienic Decontamination Pod (shower) |
(8) | • Mad Scientist Outfit |
(9) | • ?New Clothes |
(10) | • Out of this World Desktop • Mystery Science Laboratory (styled room) • ?New Clothes |
Looks fun ! can’t wait for the release . đ
What a comprehensive guide! Wonderful job!
Wow!! All the careers look so fun!! I think this one looks the best though!! đ
EA bought his assistant to Tony Stark
How about The gardning asepct of The scienctis that Are Foundat ion in The notebook, how do i get that Working?
You can just start leveling your gardening and create serums. It will be automatically added to your notebook when you discover something.
Hello, great site. I noticed the Embiggen Serum did not have the requirements posted? It’s 2 Plantains and 2 Apples, just in case you needed them, though I’m sure it is just an oversight. Thanks for making a very informative site and a joy to read. đ
Thank you very much! added it to the list.
I am trying to make the age away serum and I am not sure how to get an alien crystal, I have vistied the alien world dug up all the rocks and harvested all the plants imaginable yet it says I have no alien crystal, any help?
When creating the generator it says It need metal , crystals an any element what does that mean?
Hey I’ve got this text bug thing on my game and it wont show me what I need to build the satellite dish and when i was looking at the invention part for the satellite dish it doesn’t say. I was hoping you could tell me what I need thanks đ
I had my sim drink 3 normal serums, however, the tainted serum option is still grayed out. Is there a way to fix this or am I doing something wrong?
You will have to test 3 of the same normal serums on a Sim first.
Please help đ I’m level 7 of the scientist career; at the beginning of the career i was able to mix serums with the chemistry lab but now it won’t let me, its only giving me the options of ‘Tinker’, ‘Experiment’ and ‘Push big red button’ , i’ve tried on different chemistry labs and even adding new ones but all of them are saying the same, please help i have no idea what else to do! thanks
I’m having the same issue with the chemistry lab. I’m level 9 though. It’s very frustrating.
I’m level 6 and also having the same problem. Very frustrating!
I looked into this earlier today and found out that the patch did break the chemistry set for active Scientists in the career. According to Crinrict, scientists that were once in the career have a hidden trait to indicate such, but active Scientists didn’t get the trait making the lab seem broke. The fix is to quit the career and then join again, using cheats to promote your Sim back up to where they were. Here is a link for more information about the workaround. Happy Simming!
http://sims4.crinrict.com/en/2016/03/scientist-can-only-experiment-on-the-chemestry-lab/
Thanks a lot for sharing this really useful tip!
Does anyone know where the rocket is in the science lab…my sim has to work on it and i’ve searched everywhere….Please Help! đ
left behind receptionist, the box…. click and build
sorry bad english…
View a piece of art? I’m seriously overlooking whatever this may be…
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Choosing the right job for your Sims is often very important. Not only does it help define the personalities of your Sims, but it also has a significant impact on how you play those Sims. This is especially true for what is known as active jobs, which require you to play the Sim the entire time they are at work rather than them disappearing while they’re at work and returning home on their own afterward.
So, before you decide to have one of your Sims join the scientist career, here is everything you need to know about it to see if it sounds fun to play through.
The scientist career is one of my favorite active careers in Sims 4 because of how fun its tasks are and how big of an impact it can have on your playthrough. It does so by giving you access to numerous serums and inventions that each serve a unique purpose in the game and can help you make the most of your time within the career.
As you progress through the career’s rank, you’ll also get the ability to tell co-workers what to do during the day to help you gather resources, unlock scientist-themed clothing options for your Sims, and will even allow you to visit the alien homeworld of Sixam.
When it comes to playing a scientist Sim you don’t have to worry too much about their personality and traits. The Focused trait doesn’t grant any benefits really because it is an active job, but Geek does align itself well with the job because the lab venue your Sim will travel to for work is filled with materials and collectibles that you can grab on the job.
This also makes the career work well for Sims with the Curator life aspiration because you’ll have such easy access to collectibles. Just remember to water the plants around the office so that you can keep harvesting them.
Like other active jobs, every day your Sim goes to work, you will be given tasks that have to be completed throughout your shift. You can find more detail on the specific tasks for this career below.
Some days when your Sim goes to work, you’ll also discover that there is a special event happening that day, such as aliens breaking into the lab. I won’t be covering these events because they make playing through the career much more fun and surprising, and they are straightforward to play through when they come up.
Playing as a scientist also gives your Sim their notebook. This will be your best friend while playing a scientist Sim as it contains all the recipes for your Sims’ recipes and serums so that you can check to see what ingredients you need to be gathered for any you want to make. It also has a section regarding breeding new species of plants if your Sim is into gardening as well.
The final part of playing a scientist that may take some time to get used to is getting breakthroughs. These can hit your Sim at any time while they perform tasks like browsing Simpedia on their computer, thinking about chess moves, drinking black tea, or anything that raises the Logic stat.
This is an essential part of playing a scientist, as it is the only way to unlock new inventions and serums for your Sim to make at work.
Lab technician.
This first rank serves as an introduction for your Sim into the scientist career. While they’re at this level, they work the standard Monday through Friday from 10 AM to 7 PM, which is consistent regardless of your Sim’s status in the career.
For their time, you, Sims, will make $216 a day. To get promoted, they have to raise their performance and have two breakthroughs, which will unlock the Synthetic Food serum and Momentum Conserver invention.
Once your Sim gets their first promotion as a scientist, they will be rewarded with some snazzy new clothing options, an extra $192, and the stylish Journey to the Stars poster. While they are an Apprentice Inventor, their pay is increased to $32/hour, which comes out to a decent $288 each day. For their next promotion, they again have to unlock two breakthroughs to open the Red Hot Serum and the SimRay invention.
When your Sim becomes a Junior Tinkerer, they will unlock more clothes, a $256 bonus, and can buy the Flying Saucer Table Lamp to decorate the lab or their house. They’ll also receive a pay raise of $39/hour or $351 every day they work.
Their next promotion will again come from getting two more breakthroughs, these unlocking the Rose Perfume serum and the Hover Lamp invention.
Your Sim’s promotion to level four will give them a bonus of $312, but the most significant benefit is the ability to purchase a Chemistry Lab to have at home so that your Sim can make serums when they’re away from work. For their hard work, they’ll also have their pay increased to $48/hour or $432 each day.
To reach the next level, they’ll need to have two more breakthroughs yet again, these unlocking the Snake Oil serum and Satellite Dish invention.
Technological Innovators are rewarded with a one-time bonus of $384, new clothing options, and the SIM5-4 Test Tube Pedestal decoration. Your Sim’s pay will also get a significant boost to $72/hour or $648 each day they work.
As you probably guessed, they’ll also have to achieve two more breakthroughs, these unlocking the Slimify serum and the Cloning Machine invention.
Once your Sim gets promoted to level six, you’ll unlock the Cautionary Tale Door and the X-180 Shatterproof Window in the build menu, as well as a $576 bonus. Their pay will also bump up quite a bit again, this time to $102/hour or $918 a day.
The following two breakthroughs required for your Sim’s next promotion will unlock the Ghost Goo serum and the Electrolux Wormhole Generator invention.
Getting promoted to Laboratory Leader comes with the ability to give orders to your co-workers. This is one of the most significant benefits of playing through the scientist career, as your co-workers can then gather the materials that you need for your serums and inventions, vastly cutting down on the time it takes to make each one.
Getting the promotion will also see your Sim receiving a bonus of $816 and will allow them to buy the Hygienic Decontamination Pod shower, which is good. At this level, your Sim will make $142/hour or $1278 every day, while their next two required breakthroughs will unlock the Need Fixer and Embiggen serums.
This promotion will give your Sim some more scientist-themed clothing options as well as a bonus of $1136. It also comes with another sizable pay increase of $187/hour, which adds up to $1683 every work day. Your Sim will again have to get two more breakthroughs before getting promoted, which will unlock the Spark Drive and Ox Strength serums for them to make.
For reaching level nine in this career path, your Sim will get even more access to themed clothing and a big bonus of $1496. Their hourly rate increases to $215, which adds to $1935 every day. Their final two required breakthroughs will unlock the Smart and Fixer’s Luck serum as well.
Once your Sim makes it to the Extraterrestrial Explorer level, they will have no higher to go in this career path. They did it! For their hard work, they’ll get a $1720 bonus, more scientist clothes, the option to buy the stylish Out of This World Desktop computer, and a pre-built room that is a fully kitted-out laboratory.
Your Sim can’t stop going to work just yet, though, as they’ll get $247/hour or $2223 every day. Their work can also unlock three final serums called Reaper’s Friend, Alien Aura, and Age-Away.
Every day that your Sim goes to work, they will be given some tasks that they are required to get done to raise their job performance. You’ll want your job performance to be as high as possible. Otherwise, it will take considerably more time for them to get promoted to the next career level. If you have a hard time completing the tasks for a day within your Sim’s regular work hours, you can have them stay late to get them done, but doing anything after your job performance is maxed out for the day won’t give you any bonuses.
It is also essential to know that if you get your Sim’s tasks done early, you cannot have them leave work, as going early will give them a hefty performance penalty. Most of the daily tasks that you will have unless there is a special event day going on. The lessons will have you making your new inventions, testing them out, and eventually upgrading them as well as making serums and examining them under the lab’s microscope.
To create these inventions and serums, you’ll have to gather the required materials, which can mostly be found throughout the lab’s lot. Once you reach a high enough level, you will also be able to get your co-workers to help you find them, which can save you a lot of time. If a serum that you need to make requires a ubiquitous material, you can also order it by interacting with one of the garden planters on the lot, as the function is turned off on computers while you are working.
Inventions are created by interacting with the Invention Constructor. Once the design is completed, you then have to have your Sim retrieve it from the machine so that it can be placed in the world and used. Most inventions require specific materials before they can be made, and a complete list with all of the details is below.
This is the first invention that your Sim can produce, so it is straightforward and doesn’t even require any material inputs to build it. Once you have a completed one, you can place it as decoration. Then, your Sims can interact with it to gain the Focused moodlet, which can help your Sims progress through the career path faster, so I recommend putting at least one in your laboratory.
The SimRay is the flagship invention of the Sim scientist. It is capable of many wondrous functions that have to be unlocked by upgrading it as you rise through the career’s ranks. At first, it is only capable of freezing other Sims, trapping them in ice for a limited time unless another Sim helps chisel them out. The other functions that you will unlock by upgrading the SimRay are below.
The Hover Lamp is another material-free invention that serves as a placeable decoration. Similar to the Momentum Conserver, if a Sim interacts with the Hover Lamp, they can get a Focused moodlet that will increase their performance.
This invention comes with a variety of uses, some of which can only be unlocked after reaching level eight in the scientist’s career and upgrading it. The first batch of services revolves around aliens. These include communicating with aliens (which increases the chance of abduction), preventing abductions for 24 hours, and detecting aliens (after it is upgraded).
However, it can also be used to broadcast signals that have an effect on every other Sim in the neighborhood. These include putting every Sim to sleep, making them all come to a random dance party, making every Sim angry, making them all go to the bathroom, and giving every Sim an Inexplicably Happy moodlet.
The Cloning Machine is another invention that a level eight scientist can upgrade. At first, a successfully built Cloning Machine can clone any item placed into it. This is another excellent way for your Sim to make some extra cash if need be, but it can also be used to save money by doing things like cloning food for free.
Once it is upgraded, however, you can use it to clone Sims! It is important to note, though, that the cloned Sims do not come with any of the skill progress or Career of the original, essentially making them clean slates that start from the beginning all over again.
This is the final invention in the scientist’s career, and at first, it doesn’t seem very useful. When it is first built, your Sims can use it to Attempt Alien Contact and Test Alien Environment. These are primarily useful for giving your Sims the Focused moodlet as well as unlocking breakthroughs to advance their careers further. However, once your
Sim reaches level ten in the scientist career; it can be upgraded to allow them to travel to the alien homeworld of Sixam. Sixam is a very visually impressive hidden area in the expansion. Also, it will enable you to forage and mine for rare resources that are necessary to complete collections or can be sold to make easy money.
Similar to the inventions above, scientists can also craft a variety of serums that each have their unique benefits when taken. These are prepared at Chemistry Labs, which you can even get in your Sim’s home to let you make them whenever you wish. The serums and their effects are detailed below.
This serum is the most basic of all of them and fills a Sim’s hunger meter.
This serum can be given to a Sim to make them angry for a limited amount of time.
You can give this serum to any Sim to make them feel flirty, making romantic interactions with them more successful.
This serum is a handy one that allows you to cure any Sim that happens to fall sick with anything.
The Slimify serum is used to change the physical appearance of a Sim so that they get slimmer with ease.
Sims who drink this serum are temporarily turned into ghosts and get all of the benefits and negatives that that entails for the duration.
This serum is extremely powerful, and it fills all of the Sim’s needs instantly when they drink it.
This serum is the opposite of Slimify, instead making a Sim bigger when they drink it.
When a Sim drinks this serum, they are given an Energized mood. This is a great way to provide them with extra energy so that they can get more done during their day, especially if they are busy and have a lot of things that they need to get done.
Sims who drink this serum will gain a permanent muscle mass increase, making them stronger and changing their physical appearance.
Drinking this serum gives your Sim access to a sixth mood, which can be a range of different possibilities. This makes it a dangerous serum to use, as it can either help improve your Sim’s mood beyond what is ordinarily possible, or it can make their mood even worse than usual.
This serum is very situational but is still valid. Its effect lasts for eight hours, letting your Sim repair objects incredibly fast as well as rewarding them with extra Upgrade Parts when they complete Tinkering and Salvaging actions.
This serum is very expensive since you need a Death’s Flower to create it, but a Sim that drinks it is much more capable of avoiding death when the time comes.
Another powerful serum, Alien Aura, gives Sim limited-time access to alien brain powers. These allow the Sim to analyze the personalities of others, adopt their emotional state for themselves, resurrect dead aliens, erase memories, or transmute any elements, metals, and crystals that are in the world to another one.
This serum is another costly one to brew, but it resets the age of any Sim who drinks it back to day 1. With enough dedication to gathering the resources, this is a cheat-free way to make your Sims immortal, which is a great way to get just a few more things done before you move on to their next of kin.
Active jobs can be a ton of work in Sims 4 , but the scientist career track is my favorite of the ones currently in the game. This is because of just how many unique benefits come along with helping a Sim progress through the career.
Being able to use inventions and serums wherever you want opens up a ton of great interactions and opportunities that make playing a scientist unique while also helping the time investment in the career feel worthwhile.
Answer: The scientist job is included with the Get to Work expansion.
Answer: To progress through the career levels, your Sim has to maintain good job performance as well as trigger breakthrough moments to come up with new inventions and serums to make.
Answer: Scientist Sims rely most heavily on Logic, so make sure to level up that skill consistently while you play.
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One of the new careers that comes with The Sims 4 Get to Work is the Scientist career. The first level of the Scientist career takes place between 10:00 AM and 7:00 PM. Just like with the other two careers, when it is time to leave for work you will receive a prompt asking whether you want to send them alone or follow them. If you opt to send them alone, it will function just like a regular career. If, however, you choose to go with them, you can control them throughout the work day.
After a short loading screen, your Sim will arrive at the Science Lab, located in the middle of a dry desert. As soon as the work day starts, your Sim will be assigned goals. Unlike the Detective career, the goals are random and not part of a fixed chain. These goals often involve using science equipment or interacting with co-workers.
The Science Lab contains a wide range of machines which can be used to perform scientific experiments. If your Sim is not carrying any plant samples to experiment with, there is an indoor garden with harvestable plants. If your Sim gets hungry, Â there is a snack machine on the second floor. Of course, like all careers lots, this can all be customized with the bb.enablefreebuild cheat.
At the start of the career, The Chemical Analyzer can be used to create and analyze Elements and Flora. Elements can be created by using the Practice Analysis interaction, whereas Flora can be found in the garden at the Science Lab.
The Chemistry Lab allows Sims to mix various Serums. At first, only the Synthetic Food Serum is available, which will increase a Sim’s Hunger need. Your Sim can collect ingredients used for Serums from the garden.
The Invention Constructor is where Sims invent various objects. Not only that, but it even has a built in robot that Sims can interact with. There is also an option to Brainstorm, which can presumably be used to unlock new ideas for inventions.
At the start of the career, the Microscope can be used to analyze Plant Samples, which can be collected from the garden.
About the author.
I have an interest in computers and technology, and have been learning programming since I was as young as 12. Years down the line, I learned other coding and programming languages, both used online and offline. Now, I have combined my programming ability with my love of The Sims to become a modder.
The sims 4 update: hot fix for bugs and glitches (july 25th, 2024).
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The sims 4 scientist career guide: how to have breakthroughs, make inventions and serums.
Ready for some astonishing discoveries? Join the Scientist Career and become a scientist to be reckoned with. Read on to learn how to start, what your promotion tasks will be, and how to rank up!
The Sims 4: Get To Work features three amazing active careers, and Scientist Career is one of them! It’s time to brainstorm, make some groundbreaking discoveries, and be inventive. Being an active career , this one demands your full involvement, as you will have to work on completing daily tasks with your Sim, instead of just sending them off to work. There are 10 levels for you to conquer, and if you do everything well and rank up, you may even get a chance to encounter aliens and travel to Sixam . Sounds fun? Here is all you need to know about this career!
The most useful mood you can have as a scientist in Sims 4 will be focused . No specific traits give notable boosts, but probably the most compatible ones are Genius, Cheerful, and Geek. The Genius trait is great for getting randomly focused. Cheerful Sims are more likely to feel happy, which can help battle negative moodlets they can get when using serums and inventions, and help them perform better. The Geek personality trait ties well with the career theme but won’t give you any special extra advantages. The Curator aspiration is probably the most useful and compatible since your Sim will need to do a lot of collecting as they progress in their Scientist career.
As a scientist, your Sim will work with fellow scientists at the Science Lab. All your daily tasks will be listed in the career menu, and shown in the upper left corner of your screen, where you can track your progress. This will change every workday once you arrive at the lab. Besides creating key inventions and serums required for promotion (listed in the table below), this can also include simple activities, such as practicing analysis, socializing with coworkers, upgrading the Sim-Ray, or even watering plants in your lab! Some take just minutes, while others, such as making serums, take more time to accomplish.
When you arrive at work, the game will notify you about the main theme of your work day. You may have aliens infiltrate the lab, have daily experimentation days, or collect days, when you can focus on digging for collectibles needed for making serums and inventions.
More on SNOOTYSIMS : Are you thinking of joining Education Career in Sims 4? Read on to find out more about how to get this job, what to expect from it, and how to climb the ladder to success!
Your Sim will be working Monday to Friday , from 10 AM to 7 PM . If you find that there is not enough time to complete all daily tasks, you can choose to stay 2 more hours at work. You can also leave work early, but this will negatively impact your career progress. In both cases, just click on the timer next to the progress bar, and choose the option you want.
$24/hour $216/day | Mon-Fri 10AM-7PM | Have 2 Breakthroughs (Synthetic Food Serum + Momentum Conserver) | / | |
$32/hour $288/day | Mon-Fri 10AM-7PM | Have 4 Breakthroughs (Red Hot Serum + SimRay) | – $192 – Journey to the Stars – New Clothes | |
$39/hour $351/day | Mon-Fri 10AM-7PM | Have 6 Breakthroughs (Rose Perfume Serum + Hover Lamp) | – $256 – Flying Saucer Table Lamp – New Clothes | |
$48/hour $432/day | Mon-Fri 10AM-7PM | Have 8 Breakthroughs (Snake Oil Serum + Satellite Dish) | – $312 – Chemistry Lab | |
$72/hour $648/day | Mon-Fri 10AM-7PM | Have 10 Breakthroughs (Slimify Serum + Cloning Machine) | – $384 – SIM5-4 Test Tube Pedestal – New Clothes | |
$102/hour $918/day | Mon-Fri 10AM-7PM | Have 12 Breakthroughs (Ghost Goo Serum + Electroflux Wormhole Generator) | – $576 – Cautionary Tale Door – X-180 Shatterproof Window | |
$142/hour $1278/day | Mon-Fri 10AM-7PM | Have 14 Breakthroughs (Need Fixer Serum + Embiggen Serum) | – $816 – Hygienic Decontamination Pod | |
$187/hour $1683/day | Mon-Fri 10AM-7PM | Have 16 Breakthroughs (Spark Drive Serum + Ox Strength Serum) | – $1136 – New Clothes | |
$215/hour $1935/day | Mon-Fri 10AM-7PM | Have 18 Breakthroughs (Smart Serum + Fixer’s Luck Serum) | – $1496 – New Clothes | |
$247/hour $2223/day | Mon-Fri 10AM-7PM | Go to Work! Can discover Reaper’s Friend Serum, Alien Aura Serum, and Age-Away Serum | – $1720 – Out of this World Desktop – New Clothes – Mystery Science Laboratory styled room. |
Having breakthroughs is essential for promotion on all levels. Look at these as random eureka moments. Your Sim can get them while browsing Simpedia, running on a treadmill, using a microscope, experimenting at the chemistry lab, having a thoughtful shower, pondering chess moves, or reading a book – just to name some. Scientists will need 2 extra breakthroughs every time they level up. Every interaction with an object that can provide a breakthrough will show with a lightbulb symbol. And, if your Sim gets a breakthrough, they will also get a light bulb above their head.
Besides breakthroughs, to level up your Sim will also need to make serums and inventions. We will list the ingredients needed for all serums and inventions below, but if in doubt, you can check the ingredients in your Sim’s notebook. While you will need to create both serums and inventions at the first 6 levels, your focus will be entirely on making serums on the next levels.
Once your Sim becomes the Laboratory Leader at level 7, they will unlock the ability to give orders to coworkers in the lab, which is a great time-saver. You can order them to analyze crystals, experiment, invent, work on the rocket, or even visit aliens! Now, onto making serums and inventions!
To reach the top of the career, your Sim will need to make 15 different serums , and most of those have a decent value. You’ll need plants to make them, so buy seed packets and plant plants at the lab or at home as early as you can. Once you have all the ingredients just use the chemistry lab.
Your Sim will need to test serums, though. They can do this themselves, or give serums to coworkers to try via Test Serum social interaction, which is a better option since they can give some negative moodlets if tainted. Once you make a serum, if you are past level 5, you can also use the cloning machine to duplicate them, which requires zero materials.
(Level 1) | Any plant x2 | $100 | Satisfies Hunger |
(Level 2) | Basil | $200 | Makes Sim Angry |
(Level 3) | Rose | $300 | Makes Sim Flirty |
(Level 4) | Daisy | $400 | Cures ill Sims |
(Level 5) | Parsley x2 Carrot x2 | $500 | Makes Sim slim |
(Level 6) | Mushroom x3 | $600 | Turns Sim into a ghost temporarily |
(Level 7) | Spinach Any Common Metal x2 | $650 | Meets all Sim’s needs |
(Level 7) | Plantain x2 Apple x2 | $700 | Makes Sim fat |
(Level 8) | Strawberry Common Crystal (any) | $750 | Makes Sim Energized |
(Level 8) | Spinach x2 Common Crystal (any) | $800 | Makes Sim more muscular |
(Level 9) | Chrysanthemum x2 Apple x2 | $850 | Gives Sim 6h Moodlet (various) |
(Level 9) | Any Upgrade Parts x2 | $900 | Repairing broken objects is faster, tinkering and salvaging give extra Upgrade Parts (8h) |
(Level 10) | Death Flower Alien Crystal | $950 | Helps Sim avoid death |
(Level 10) | Alien Metal Alien Crystal Alien Plant | $1000 | Gives Sim alien powers for a while. |
(Level 10) | Quill Fruit Xenopetrium Alien Crystal x2 | $1050 | Resets current Sim’s age to day 1 |
All inventions are made with the Invention Constructor at the lab. There are 6 of them, and they all have a special effect. SimRay, Satelite Dish, Cloning Machine, and the Electroflux Wormhole Generator can also be upgraded on higher levels to unlock additional functions. To upgrade them, just drag them to Invention Constructor!
You will need to collect metals and crystals to construct some of these devices, and you can dig for them near your lab, or ask your coworkers if they have some. To get elements, follow this guide . Here are all of the inventions listed, along with the materials needed for their construction and the effect they have on Sims:
(Level 1) | / | – Puts everyone to sleep. – Makes everyone want to use the bathroom. – Makes everyone happy for 2h. – Makes everyone angry for 3h. – Makes everyone dance. When upgraded at level 8, it can be used to contact aliens every 24h. |
(Level 2) | Common Metal Common Crystal | – Freezes a Sim in an iceblock. – Transforms an object to another object. – Changes clothes for Sims. – Encourages targeted Sim to clean. – Encourages targeted Sim to sit. – Encourages targeted Sim to cook/eat. – Encourages targeted Sim to sleep. – Gives targeted Sim a panic tense moodlet for 2h. – Changes targeted Sim’s hair and skin, giving them a happy mood for 2 days. |
(Level 3) | / | Gives a Focused mood randomly when turned on. |
(Level 4) | common metal 3x common crystal 3x | – Puts everyone to sleep. – Makes everyone want to use bathroom. – Makes everyone happy for 2h. – Makes everyone angry for 3h. – Makes everyone dance. When upgraded at level 8, it can be used to contact aliens every 24h. |
(Level 5) | common metal 2x common crystal 2x | Can be used to clone objects. At level 8, when upgraded, you can also use it to clone Sims, and create a twin clone of your Sim. |
(Level 6) | uncommon metal 2x uncommon crystal 2x any element 2x | Can be used to attempt alien contact, test an alien environment, or calibrate. When upgraded at level 10, it can be used for traveling to Sixam. |
The Scientist Career is one of the game’s most fun and lucrative careers. Besides the salary, Sims can also earn decent amounts from transforming objects with Sim-Ray, copying objects, or even selling collectibles they don’t need. Besides completing daily tasks, they will also get to interact with aliens, especially on higher levels, which adds extra sauce to this career!
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The Sims 4: Get to Work , which was released on March 30, 2015, is the first expansion pack of the popular franchise. This expansion pack revolves around work life and allows players to take an active role in their Sims' careers by introducing active careers. Get To Work also provides numerous other gameplay features that allow players to deeply engage in the lives of their Sims.
Related: The Sims 4: Ranking Every Expansion Pack From Worst To Best
Active Careers, previously known as Professions, is one of the most significant additions to the game, which brings back a popular feature from The Sims 3 Ambitions . This feature provides an immersive gameplay experience for careers in The Sims 4 , allowing players to join their Sims at work. This means that Sims won't simply disappear into a rabbit hole during work hours, providing a more interactive experience. During work hours, players can guide their Sims to complete tasks and earn promotions faster. One such active career is the Scientist Career, where Sims can create and interact with unique objects and invent new things. Interestingly, Sims who are scientists in Get to Work can be called to work at any time, similar to the other careers in this pack.
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The Scientist Career, which is one of the three active careers in The Sims 4: Get to Work , stands out as the unique and lucrative option. Sims who choose this career path will need to have "Eureka!" moments to create new designs and invention using Although the Scientist tasks are typically less strict and a bit more mundane than those of the Doctor and Detective careers, they will need to rely on having breakthroughs, as these are necessary for promotions, which enable the Sims to unlock additional features, such as creating a portal to Sixam.
Related: The Sims 4: The Best Career For Your Sim (Based On The University They Attended)
The work lot for this career is FutureSim Labs, where only Scientist Sims have access to the Invention Constructor, Chemistry Lab, and Chemical Analyzer. While Sims earn good pay during work hours, the inventions they create offer additional opportunities to make money , such as by copying or transforming objects. Additionally, the Satellite Dish is particularly useful for players who want to prevent their Sims from being abducted and impregnated by aliens . The Scientist career is an active career that does not have two branching paths and has a total of 10 levels. Interestingly, as Sim progresses through the levels, work hours or days don't change, making it ideal for Sims who want to spend long hours at work through the week.
Job Title | Base Hourly Pay & Work Hours | Promotion Requirements | Promotion Rewards (Alphabetical Order) |
---|---|---|---|
Lab Technician | §24 - Monday to Friday 10:00 - 19:00 | Have 2 Breakthroughs | None |
Apprentice Inventor | §32 - Monday to Friday 10:00 - 19:00 | Have 4 Breakthroughs | §192 and , Journey to the Stars |
Junior Tinkerer | §39 - Monday to Friday 10:00 - 19:00 | Have 6 Breakthroughs | §256 and , Flying Saucer Table Lamp |
Serum Sequencer | §48 - Monday to Friday 10:00 - 19:00 | Have 8 Breakthroughs | §312 and Chemistry Lab |
Technological Innovator | §72 - Monday to Friday 10:00 - 19:00 | Have 10 Breakthroughs | §384 and , S1M5-4 Test Tube Pedestal; |
Ufologist | §102 - Monday to Friday 10:00 - 19:00 | Have 12 Breakthroughs | §576 and Unlocked Cautionary Tale Door, X-180 Shatterproof Window |
Laboratory Leader | §142 - Monday to Friday 10:00 - 19:00 | Have 14 Breakthroughs | §816 and Hygienic Decontamination Pod |
Pioneer of New Technologies | §187 - Monday to Friday 10:00 - 19:00 | Have 16 Breakthroughs | §1,136 and |
Mad Scientist | §215 - Monday to Friday 10:00 - 19:00 | Have 18 Breakthroughs | §1,496 and |
Extraterrestrial Explorer | §247 - Monday to Friday 10:00 - 19:00 | None | §1,720 and Out of This World Desktop. It also unlocks and Styled Room: "Mystery Science Laboratory" |
Each level of the Scientist career requires Sims to have breakthroughs for promotions, and players will notice that the number of breakthroughs required increases by two with each level. However, it is important to note that the breakthrough numbers indicated in each level represent the total amount of breakthroughs needed. So, while each level requires 2 more breakthroughs than the previous one, players only need to have 2 additional breakthroughs to fulfill the promotion requirement.
Although promotions in the Scientist career do not offer as many new items as the Detective career, players will receive new clothing with many of the promotions. Additionally, leveling up in this career unlocks more inventions and serums to be made, which more than makes up for the lack of reward objects. Furthermore, Scientists have the ability to analyze crystals and metals on their own via the Chemical Analyzer, eliminating the need to send them to the Geo Council. This feature is particularly useful for Sims interested in finishing their Element collection.
Additionally, it's worth noting that while none of the active careers in Get to Work are directly related to any aspirations, the Nerd Brain aspiration under the Knowledge branch could be a good fit for Sims pursuing the Scientist career. This is because Sims in this career will be able to increase their logic skill while performing activities that provide them with "Eureka!" moments. Additionally, the Quick Learner trait could be helpful in quickly leveling up all skills. Alternatively, the Curator aspiration is also a good choice for Scientist Sims, as they will be able to collect metals, crystals, and discover elements, all of which contribute to various collections.
Promotions in the Scientist career offer more than just increased Simoleons, as players will unlock many useful new inventions and be able to order their co-workers to do certain activities that benefit them. Therefore, getting promotions quickly in this career provides a significant advantage. While certain traits can be more beneficial for easier promotions in some careers, specific skills are not required for promotions in the Scientist career. However, traits that give positive moodlets like Cheerful or Geek are recommended since Scientist Sims will be spending a lot of time in the lab.
Related: The Sims 4: Paranormal Investigator Career Guide
Moodlets do not affect job performance as much in this career compared to non-active careers. Nonetheless, having a Focused moodlet is essential for having "Eureka!" moments, which are required for breakthroughs and immensely improve job performance. Players should ensure to do activities that can give this moodlet, and luckily, there are objects on the lot and early inventions that can provide it.
Obtaining breakthroughs may seem daunting at first, but it's primarily about being focused and interacting with specific objects. When a Sim is in a Focused mood, they can receive an additional Eureka! moodlet, which reinforces their focused mood and aids them in making more scientific discoveries. To achieve this, Sims must engage in certain activities, many of which require an increase in logic skill.
Related: Highest Paying Careers In The Sims 4, Ranked
When players click on an object, they will notice a gear with a lightbulb icon beside the interaction, indicating that it's an action that can provide a breakthrough. Examples include reading, playing chess, tinkering, and using the computer. There are numerous objects available on the lot for players to interact with in order to achieve these breakthroughs. Additionally, breakthroughs are achieved more quickly than solving cases in the Detective career, and they can be accomplished within the work lot without leaving the lot.
In the Scientist career, the first six levels unlock new inventions that can be upgraded with subsequent promotions. These inventions are powerful and can greatly benefit Sims by providing additional income and boosting moodlets. Therefore, it is important for players to create these inventions as they become available in order to maximize the benefits of the career. While the inventions require metals and crystals in a variety of rarities, it doesn't cost any money.
Level | Name | Required Materials | Functionality | Further Upgrades | |
---|---|---|---|---|---|
1 | Momentum Conserver | None | Can occasionally give Focused Moodlet if turned on and viewed. | None | |
2 | SimRay | 1 Common Crystal, 1 Common Metal | Can be used on objects to transform them, and can be used on Sims to change some aspects of them or mind-control them to do certain actions as players upgrade the device. Some daily tasks might be required to use of this invention on others. Using this device on cheap objects to generate a more expensive object can give a great amount of additional income. | Transform Objects | |
Level 4 | Mind Control: Change Clothes | ||||
Level 5 | Mind Control: Clean | ||||
Level 6 | Mind Control: Sit | ||||
Level 7 | Mind Control: Eat | ||||
Level 8 | Mind Control: Sleep | ||||
Level 9 | Mind Control: Panic | ||||
Level 10 | Transform Sim (gives random hair and cosmetics) |
Similar to the Momentum Conserver, this item can also be activated and viewed to potentially acquire the Focused Moodlet.
Satellite Dish
3 Common Crystals, 1 Common Metal
The Satellite Dish has the ability to affect the moodlets of nearby townies, such as making them happy or angry, and can even influence them to dance, pee, or sleep. With upgrades, it can also be used to detect aliens and prevent abductions or increase the chances of being abducted.
Level 8 - Adds additional interactions related to Aliens .
Cloning Machine
2 Common Crystals, 2 Common Metals
Enables players to clone various objects such as food items, collectibles, and even Sims (when upgraded). Cloning objects can be a profitable endeavor.
Level 8 - Allows for cloning Sims. This will result in a twin being added to the household. However, it is important to note that the cloned Sim will not retain the same career or skills as the original Sim. Additionally, there is a chance that the cloned Sim will possess negative traits such as Mean or Evil, which can add an interesting twist to gameplay and allow for unique storytelling opportunities.
Electroflux Wormhole Generator
2 Uncommon Crystals, 2 Uncommon Metals, 2 Elements
It has interactions that allow for getting focused moodlet and more breakthroughs, which is very beneficial to get promotions quicker.
Level 10 - When upgraded, this device gets an additional interaction allowing the Sim to travel to Sixam, one of the hidden areas .
In addition to inventions, Serums are a valuable tool for Scientist Sims. They provide a way to earn money without spending Simoleons, as they only require ingredients to craft. Serums can also be given as gifts to other Sims to give them various effects, and it's even possible to intentionally create negative versions for harmful effects. However, it's important for players to exercise caution and not overuse Serums, as it's recommended to wait until the effect of the previous Serum has worn off before consuming another. There are 15 Serums in total, which unlock as players get promotions. Great for Sims that are also focusing on gardening.
Level | Name | Required Materials | Functionality | Sell Value |
---|---|---|---|---|
1 | Synthetic Food | 2x Any Plant | Satisfies Hunger Need | §100 |
2 | Red Hot | Basil | Sim becomes Angry | §200 |
3 | Rose Perfume | Rose | Sim becomes Flirty | §300 |
4 | Snake Oil | Daisy | Cures illnesses | §400 |
5 | Slimify | 2x Parsley, 2x Carrot | Sim gets Slimmer (decreases Fat ratio) | §500 |
6 | Ghost Goo | 3x Mushroom | Sim temporarily becomes a Ghost | §600 |
7 | Need Fixer | Spinach, 2x Any Common Metal | Satisfies all Needs | §650 |
7 | Embiggen | 2x Plantain, 2x Apple | Sim gets Fatter (increases Fat ratio) | §700 |
8 | Spark Drive | Strawberry, Any Common Crystal | Sim becomes Energized | §750 |
8 | Ox Strength | Spinach, 2x Any Common Crystal | Sim gets Fitter (increases muscle mass) | §800 |
9 | Smart | 2x Chrysanthemum, 2x Apple | A 6h moodlet that can give certain buffs to certain moods | §850 |
9 | Fixer's Luck | 2x Any Upgrade Parts | An 8h moodlet that allows players to obtain extra upgrade parts when tinkering or salvaging. Also allows Sims to repair objects extremely fast. | §900 |
10 | Reaper's Friend | Death Flower, Any Alien Crystal (Obtained via Sixam) | Allows Sim to avoid dying. | §950 |
10 | Alien Aura | Alien Metal, Alien Crystal, Alien Plant (All Obtained Via Sixam) | Sim temporarily gets Alien powers | §1000 |
10 | Age-Away | Quill Fruit, Xenopetrium, 2x Any Alien Crystal (Obtained Via Sixam) | Resets the current age bar to day 1. | §1050 |
The Sims 4 is available now for PC, PS4, PS5, Xbox One, and Xbox Series X/S.
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Learn all about sims 4 scientist career
What is a breakthrough, which activities lead to a scientific breakthrough, how to get a scientific breakthrough by cheating., which inventions and serums are unlocked with each breakthrough, can you purchase inventions through build/buy mode, the scientist career, how to advance in the scientist career with cheats.
The Sims 4 Get to Work pack comes with multiple professions including the scientist career path. The difference in a profession versus the other jobs is that you get to go to work with your sims. The scientist career is unique in that your sim is required to have scientific breakthroughs in order to advance in the career and each breakthrough unlocks unique items and abilities.
This article will go over everything you need to know about scientific breakthroughs in the Sims 4, including what a scientific breakthrough is, how to have a scientific breakthrough, the cheats involved, and an overview of the scientists career path.
If your sim is on the scientist career path your sim is required to have scientific breakthroughs in order to advance in their career field. A breakthrough is when your sim has a new idea for an invention. Your sim will not have these breakthroughs if they are not in the scientist career.
The scientist career path comes with Sims 4 Get to Work , it is a profession that allows you to go to work with your sim. It can be a fun career path if you like using unique items during gameplay. If you like playing with occult worlds and sims this is a great option for you.
When you are in the scientist career you are more likely to be abducted by aliens, if you want to know more about alien abductions and how you can contact aliens, I wrote an article covering every detail about aliens and the secret alien world.
Your sim will have a breakthrough when performing certain activities. You will know your sim is getting closer to a breakthrough because a lightbulb will pop up above their head and will start to fill up. Once you have performed an action long enough the lightbulb above your sim's head will fill all the way up and you will receive a notification about your sim's newest breakthrough.
Some activities that lead to a scientific breakthrough include:
There are twenty-one total breakthroughs your sim can have. Once your sim has a scientific breakthrough you will get a notification that tells you what your sim has discovered.
If you are interested in having your sim have scientific breakthrough's by gardening and want to know where to get started, check out my guide to gardening .
If you don't want to wait for your sim to have scientific breakthroughs on their own, there is, as with everything in the sims, a way to cheat.
First, you have to join the scientist career. Then you will want to hold down shift as you click on your sim. You will click on "Cheat Sim Info." You then will see an option for "Scientist..." click on that, you have four choices, "Scientist Almost Breakthrough," "Scientist Breakthrough Add Almost 25%," Scientist Breakthrough (All)," and "Scientist Breakthrough."
Scientist almost breakthrough will get you 75% of the way to a scientific breakthrough. Scientist breakthrough add almost 25% will get you 1/4 of the way to a scientific breakthrough. Scientist Breakthrough, will complete the next breakthrough for you.
If you click on Scientist Breakthrough (All), your sim will have a breakthrough and you will receive a notification saying it is your sim's twenty-first breakthrough. Your sim will have the ability to make every invention and serum that they would normally have the ability to make if you went through each breakthrough one at a time.
For these cheats you don't need to worry about what level of the scientist career your sim is at, you can unlock all the scientific breakthroughs even when your sim just started the scientist career.
As your sim makes their way through the scientific breakthroughs you will have the ability to make new inventions and serums. You can create inventions with the invention creator, and you can make serums with the Chemistry lab.
Here is a full comprehensive list of each breakthrough and the ingredients needed to make each object.
Breakthrough | Unlocked Inventions | Ingredients Needed |
---|---|---|
1 | Momentum Conserver | No ingredients required |
2 | Synthetic Food Serum | 2 Plants |
3 | SimRay | 1 Common Crystal 1 Common Metal |
4 | Red Hot Serum | 1 Basil |
5 | Hover Lamp | No ingredients required |
6 | Rose Perfume Serum | 1 Rose |
7 | Satellite Dish | 3 Common Crystals 3 Common Metals |
8 | Snake Oil Serum | 1 Daisy |
9 | Cloning Machine | 2 Common Crystals 2 Common Metals |
10 | Slimify Serum | 2 Carrots 2 Parsley |
11 | Electroflux Wormhole Generator | 2 Elements 2 Uncommon Crystals 2 Uncommon Metals |
12 | Ghost Goo Serum | 3 Mushrooms |
13 | Need Fixer Serum | 2 Common Metals 1 Spinach |
14 | Embiggen Serum | 2 Apples 2 Plantains |
15 | Spark Drive Serum | 1 Common Crystal 1 Strawberry |
16 | Ox Strength Serum | 1 Common Crystal 2 Spinach |
17 | Smart Serum | 2 Apples 2 Chrysanthemum |
18 | Fixer's Luck Serum | 2 Upgrade Parts |
19 | Reaper's Friend Serum | 1 Alien Crystal 1 Death Flower |
20 | Alien Aura Serum | 1 Alien Crystal 1 Alien Metal 1 Alien Plant |
21 | Age-Away Serum | 2 Alien Crystals 1 Quill fruit 1 Xenopetrium |
Tip: You will need to visit the alien world to obtain the alien crystals to make the age-away serum. To get to the alien world, you have to upgrade your Electroflux Wormhole Generator.
In addition to creating these inventions your sim will also have the option to upgrade some of these inventions with the Invention Constructor. You will need to drag the object into the invention constructor and your sim will have the option to upgrade the object. You must be active in the scientist career in order to upgrade your inventions.
There is a way to purchase some inventions in build/buy mode without needing to have any scientific breakthroughs or go through the effort of making them.
To use Cheats in the Sims 4 hold down Ctrl+Shift+C for windows or Command (â)+Shift+C for Mac at the same time and a small bar will appear at the top left hand corner of the screen where you can type. Type in your desired cheat and then hit enter.
If you want to purchase either the momentum conserver, simray, hoverlamp, satellite dish, cloning machine, or the electroflux wormhole generator you can use the bb.showhiddenobjects cheat. This cheat will unlock all objects that are required to be created by sims in game play.
There is one caveat to this however, you still have to be high enough in the scientist career to upgrade these objects. For the simray you can do a variety of upgrades that requires you to be anywhere from level 3 of the scientist career up to level 10. For the satellite dish and the cloning machine you have to be level 8 and for the electroflux wormhole generator you must be level 10.
If you are wanting to purchase the electroflux wormhole generator to go visit the alien world you have to upgrade it first before you have the ability to walk through it to the alien world.
If you want any of the serums you have to use the bb.showliveeditobjects cheat. This cheat gives you access to many different "debug" objects. Debug objects are items that the developers use in the world that you may see as you move throughout the world but don't see in your build/buy menu or objects that are objects meant for sims to use during certain animations. Such as when your sim goes and gets water and a cup appears.
Unfortunately, the debug items are not nicely organized like other objects in the buy menu. To find them you have to search for "debug" in the buy menu's search bar. Then just scroll until you find the serums, luckily all the serums are together once you find them.
The serums will cost $0 and you can use them right away without needing to be involved with the scientist career or have any scientific breakthroughs.
You have to unlock the chemistry lab by reaching level 4 of the scientist career. If you want to create serums with the chemistry lab but don't want to interact with the scientist career, you can use the bb.ignoregameplayunlocksentitlement cheat to do so. This will get rid of any game play requirements for purchasing objects.
If you want to learn more about objects in the Sims 4 and everything you can do with them, I have created an in depth guide that goes every cheat or tip you need to know.
If you want to go through the steps of the Scientist Career, it is a fun game play career path. You have the option to go to work with your sim and help them advance in their career field. You get to interact with fun objects and have unique tasks that you must perform from day to day.
If you want to learn more about the Scientist Career, and exactly what to expect, I wrote this article that can help you navigate the interactive profession.
If you are interested in the Scientist Career and want to see what is involved at each level below is a table that will show you what you can expect.
Career Level | Schedule | Wage | Bonuses |
---|---|---|---|
Lab technician | M-F 10am - 7pm | $24/hr | N/A |
Apprentice Inventor | M-F 10am - 7pm | $32/hr | $192 New Clothes Journey to the Stars |
Junior Tinkerer | M-F 10am - 7pm | $39/hr | $256 New Clothes Flying Saucer Table Lamp |
Serum Sequencer | M-F 10am - 7pm | $48/hr | $312 Chemistry Lab |
Technological Innovator | M-F 10am - 7pm | $72/hr | $382 New Clothes S1m5-4 Test Tube Pediestal |
Ufologist | M-F 10am - 7pm | $102/hr | $579 Cautionary Tale Door X-180 Shatterproof Window |
Laboratory Leader | M-F 10am - 7pm | $142/hr | $816 Hygienic Decontamination Pod |
Pioneer of New Technologies | M-F 10am - 7pm | $187/hr | $1,136 New Clothes |
Mad Scientist | M-F 10am - 7pm | $215/hr | $1,496 New Clothes |
Extraterrestrial Explorer | M-F 10am - 7pm | $247/hr | $1,720 New Clothes Out of this World Desktop |
When you go to work with your sim you will be required to do a variety of tasks, from tinkering with the coffee machine to creating new inventions. Your sim must have a certain amount of scientific breakthroughs to advance to the next level of the scientist career.
If you do not want to go through the game play to advance in the scientist career you can use the careers.promote adult_active_Scientist cheat. This will promote you to the next level in the scientists career. You must first join the scientist career before you can promote your sim to the next level.
You can join the Scientist career by telling your sim to find a job. You can use the phone, mailbox, computer, or the work tab in your sim's profile to find a job.
Tip: If you are planning on cheating to purchase any of the items it may be a good idea to promote your sim in the scientist career so you can upgrade the objects in order to get full use of all the features.
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Experiments are available with the small, standard-issue research stations. You should get a few options with them, as shown:
If you want your Sim to explore the wonderful world of Science, then making them pursue a career as a Scientist makes total sense. Furthermore, being a Scientist in The Sims 4 comes with its own unique perks and challenges that every science lover will really enjoy. Still, to help out the beginners, here’s The Sims 4 scientist career guide .
In this career path, your Sim will be creating crazy inventions and making useful serums which will surely keep the gameplay loop fresh and interesting.
In any case, scroll down and read on to our easy-to-understand The Sims 4 scientist career guide .
This career option was added to the game with the Get to Work expansion pack and you can access it via your Sim’s phone or from the Career Panel menu. The skill your Sim has to train the most is Logic, and the most useful traits for this career have to be the Genius and Geek traits. Having a Curator Aspiration can be pretty advantageous as you can then ask your co-workers for certain items
Your Sim will start at Level 1 with the job title of Lab Technician, there are a total of 10 Levels with the final one being Extraterrestrial Explorer.
As there are so many things going on in this career path, here is a list of all of the major tasks your Sim will have to do while progressing through the levels.
There are still many random events that your Sim will encounter in this career, so don’t panic and just go with the flow . Make sure to buy seeds during the earlier levels as having them in bulk will help you out a lot during the later levels. Constantly try to utilize the notebook your Sim will get so that you can see the recipes for the serum.
Having Eureka moments is important for promotion in this career path as this will provide your Sim with more design ideas for new inventions and serums. To increase the chances of having these moments, you will have to keep increasing your Logic Skill and keep your Sim Focused.
Your Sim can do this by interacting with certain objects, such as playing chess, working on the computer, tinkering with various objects, drinking black tea, looking at fossils, etc. if you are doing everything right, you will soon see a lightbulb icon which when clicked will create an Eureka moment. Nerd Brain Aspiration is pretty good to have for this task.
This is all of the important things you need to know about being a Scientist in The Sims 4. If what you read was helpful, then please check out our other articles such as Hollow Knight charm combos â the best ones and The Sims 4 Law career guide .
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The science career is a base game career track for The Sims , The Sims 2 , and The Sims 3 . It returns in The Sims 4: Get to Work (where it is known as "scientist") as an active career .
Of the ten career tracks in the base game, science had the fourth-lowest pay at rank 1 and the fourth-highest at rank 10, behind entertainment , pro athlete , and business . It was also the second-easiest to climb (behind military ), requiring only 10 friends to reach rank 10, and was in a three-way tie (with pro athlete and entertainment) for best ratio of pay to friends required to reach rank 10 ($1000/10 friends = 100). All of this made it one of the best career tracks to pursue. Out of all 20 career paths from the base game, Livin' Large , and Unleashed , it has the seventh-highest pay at rank 1 and the ninth-highest at rank 10, and is the seventh-easiest to climb, making it still an above-average choice.
Science Career Levels | |||
---|---|---|---|
1) Test Subject | |||
While earning a science degree, you're picking up a mediocre salary as a human guinea pig" at a local kinetics lab. It's a way to introduce yourself to the scientific community, but it's tough to be charming after several hours in a wind tunnel. | 0 | 0 | 0 |
0 | 0 | 0 | |
09:00 - 15:00 | 0 | ||
§155/day | |||
2) Lab Assistant | |||
Cleaning rat cages, fixing delicate lab equipment for minimum wage--how's your mood today? A lot of logic-skill-building time is needed at home to advance. And guess what? You're on the graveyard shift. Work all night, sleep all day. | 0 | 0 | 0 |
0 | 0 | 0 | |
23:00 - 05:00 | 0 | ||
§230/day | |||
3) Field Researcher | |||
This job takes you into the field, working on far-flung projects. However, your pay increases. Develop your charisma and logic and maybe you can actually teach about this stuff in the classroom, instead of doing it in remote, inhospitable places. | 0 | 0 | 0 |
0 | 2 | 0 | |
09:00 - 15:00 | 0 | ||
§320/day | |||
4) Science Teacher | |||
No amount of field research could have prepared you for the naked savagery of teaching a high-school science class. (At least it's a job with regular hours.) A creative approach with the kids can sometimes yield positive results, and more logic skill might aid you in getting a different job. | 0 | 0 | 1 |
0 | 3 | 0 | |
09:00 - 16:00 | 1 | ||
§375/day | |||
5) Project Leader | |||
It is up to you to manage a team of researchers in the quest for an important scientific breakthrough. Creative inspiration is absolutely necessary and mechanical know-how doesn't hurt either. If you really shine here, you may be on your way to becoming an inventor. | 0 | 0 | 2 |
0 | 4 | 1 | |
10:00 - 17:00 | 3 | ||
§450/day | |||
6) Inventor | |||
Income has climbed, but to succeed as an inventor you'll need to put in long hard hours at the lab. Maintaining your home relationships may be harder now--there will be little time for socializing as you create the auto-recycling newspaper. | 0 | 2 | 2 |
0 | 4 | 3 | |
10:00 - 19:00 | 4 | ||
§540/day | |||
7) Scholar | |||
You have been named Chairman of the Science Department at Sim University. The regents are depending on your leadership and logical thinking to invigorate the school's science curriculum. This is a high-paying, well-respected position with good hours and more time at home, but it takes a well-rounded skill set to guarantee success and promotion. | 0 | 4 | 2 |
0 | 6 | 4 | |
10:00 - 15:00 | 5 | ||
§640/day | |||
8) Top Secret Researcher | |||
Your expertise with auto-recycling has led to a position on a highly classified, very demanding government project. The money is excellent, but you may be called to the lab at anytime. Special care should be taken to stay happy and rested--a tired, cranky scientist might pose a security risk. If exceptional creativity is demonstrated, a promotion to theorist may be in the cards. | 1 | 6 | 4 |
0 | 7 | 4 | |
10:00 - 15:00 | 7 | ||
§740/day | |||
9) Theorist | |||
The accolades from your research have earned you the highly paid position of theorist. You enjoy a higher salary-to-work-hours ratio than the one you had as an inventor. You must work hard to keep a high state of happiness and health. And only a successful theory can lead to the status and rewards you seek. | 1 | 7 | 4 |
0 | 9 | 7 | |
10:00 - 14:00 | 8 | ||
§870/day | |||
10) Mad Scientist | |||
With lecture fees and book advances, you're able to purchase the big house on the hill. The big question is, what experiments will you be conducting in its big cellar? | 2 | 8 | 5 |
0 | 10 | 10 | |
10:00 - 14:00 | 10 | ||
§1,000/day |
Science Chance Cards | |
---|---|
1) Test Subject | |
No chance cards for this level. | |
2) Lab Assistant | |
No chance cards for this level. | |
3) Field Researcher | |
You discover what appears to be the remains of an extraterrestrial craft. A major newspaper sends you a check for §1,000,000 for the evidence. Sorry, it turned out to be a clever hoax. The newspaper canceled the check. | |
None | |
4) Science Teacher | |
No chance cards for this level. | |
5) Project Leader | |
No chance cards for this level. | |
6) Inventor | |
Your latest invention is a huge success! You receive a §5,000 bonus for selling the patent, and your Mechanical skill increases. | |
+§5000 +1 | |
7) Scholar | |
No chance cards for this level. | |
8) Top Secret Researcher | |
A spy has breached security and stolen your secret llama formula. A trial clears your name--but not before your spend §4,000 in legal fees. | |
-§4,000 | |
9) Theorist | |
No chance cards for this level. | |
10) Mad Scientist | |
The secret formula you developed (and drank) today at the lab had some unintended side effects. Along with a rather maniacal laugh you now have become a criminal. | |
Change to the as a Criminal Mastermind. |
In The Sims 2 , the career reward object is the SimSanto Inc. Biotech Station . If The Sims 2: Apartment Life is installed, Techs are likely to work in this career. [ TS2:AL ] College majors associated with this career are Physics and Mathematics. [ TS2:U ] If The Sims 2: FreeTime is installed, befriending the hobby instructor for science will reduce the friend requirement for this career by one. [ TS2:FT ]
Science Career Levels | ||||
---|---|---|---|---|
1) Test Subject | ||||
While earning a science degree, you're picking up a mediocre salary as a "human guinea pig" at a local kinetics lab. It's a way to introduce yourself to the scientific community, but it's tough to be charming after several hours in a wind tunnel. | 0 | 0 | 0 | 0 |
S M T W T F S | §217/day | |||
11:00 - 17:00 | §109/day | |||
None | ||||
2) Lab Assistant | ||||
Cleaning rat cages, fixing delicate lab equipment for minimum wage--how's your mood today? A lot of logic-skill-building time is needed at home to advance. And guess what? You're on the graveyard shift. Work all night, sleep all day. | 1 | 1 | 0 | 0 |
S M T W T F S | §322/day | |||
16:00 - 22:00 | §161/day | |||
§644 | ||||
3) Field Researcher | ||||
This job takes you into the field, working on far-flung projects. However, your pay increases. Develop your logic skill and maybe you can actually teach about this stuff in the classroom, instead of doing it in remote, inhospitable places. | 1 | 3 | 1 | 0 |
S M T W T F S | §448/day | |||
09:00 - 15:00 | §224/day | |||
§896 | ||||
4) Science Teacher | ||||
No amount of field research could have prepared you for the naked savagery of teaching a high-school science class. (At least it's a job with regular hours.) Keep those lab messes clean, and build logic skill to aid you in getting a different job. | 2 | 5 | 1 | 1 |
S M T W T F S | §525/day | |||
08:00 - 15:00 | §263/day | |||
§1,050 | ||||
5) Project Leader | ||||
It is up to you to manage a team of researchers in the quest for an important scientific breakthrough. Devise innovative experiments using your newly developed cooking and cleaning skills. If you really shine here, you may be on your way to becoming an inventor. | 3 | 6 | 3 | 2 |
S M T W T F S | §630/day | |||
10:00 - 17:00 | §315/day | |||
§1,260 | ||||
6) Inventor | ||||
Income has climbed, but to succeed as an inventor you'll need to put in long hard hours at the lab. Maintaining your home relationships may be harder now--there will be little time for socializing as you create the auto-recycling newspaper. | 4 | 6 | 4 | 3 |
S M T W T F S | §756/day | |||
10:00 - 19:00 | §378/day | |||
§1,512 | ||||
7) Scholar | ||||
You have been named Chairman of the Science Department at Sim University. The regents are depending on your leadership and logical thinking to invigorate the school's science curriculum. This is a high-paying, well-respected position with good hours and more time at home, but it takes a well-rounded skill set to guarantee success and promotion. | 5 | 7 | 5 | 3 |
S M T W T F S | §896/day | |||
08:00 - 13:00 | §448/day | |||
§1,792 | ||||
8) Top Secret Researcher | ||||
Your expertise with auto-recycling has led to a position on a highly classified, very demanding government project. The money is excellent, but you may be called to the lab at any time. Special care should be taken to stay happy and rested--a tired, cranky scientist might pose a security risk. If exceptional logic is demonstrated, a promotion to theorist may be in the cards. | 6 | 7 | 8 | |
S M T W T F S | §1,036/day | |||
10:00 - 15:00 | §518/day | |||
§2,072 | ||||
9) Theorist | ||||
The accolades from your research have earned you the highly paid position of theorist. You enjoy a higher salary-to-work-hours ratio than the one you had as an inventor. You must work hard to keep a high state of happiness and health. And only a successful theory can lead to the status and rewards you seek. | 7 | 9 | 9 | 5 |
S M T W T F S | §1,522/day | |||
10:00 - 14:00 | §761/day | |||
§3,044 | ||||
10) Mad Scientist | ||||
With lecture fees and book advances, you're able to purchase the big house on the hill. The big question is, what experiments will you be conducting in its big cellar? | 9 | 10 | 10 | 8 |
S M T W T F S | §2,333/day | |||
22:00 - 02:00 | §1,167/day | |||
§4,666 |
Science Career Levels | ||||
---|---|---|---|---|
1) Lab Glass Scrubber | ||||
What makes being a Lab Glassware Scrubber different from your ordinary everyday run of the mill dish washer? Why that's easy! The fact that neither the word dish nor washer appear anywhere in your job title, only in your job description! | 0 | 0 | 0 | 0 |
S M T W T F S | §64/day | |||
15:00 - 18:00 | §32/day | |||
None | ||||
2) Test Subject | ||||
While earning a science degree, you're picking up a mediocre salary as a "human guinea pig" at a local kinetics lab. It's a way to introduce yourself to the scientific community, but it's tough to be charming after several hours in a wind tunnel. | 0 | 0 | 1 | 1 |
S M T W T F S | §105/day | |||
15:00 - 18:00 | §53/day | |||
§210 | ||||
3) Lab Assistant | ||||
Cleaning rat cages, fixing delicate lab equipment for minimum wage--how's your mood today? A lot of logic-skill-building time is needed at home to advance. And guess what? You're on the graveyard shift. Work all night, sleep all day. | 1 | 1 | 1 | 2 |
S M T W T F S | §115/day | |||
15:00 - 18:00 | §58/day | |||
§230 |
Science Chance Cards | ||
---|---|---|
1) Test Subject | ||
Having grown nearly immune to the electroshock stimulus, the ESP research team is finally convinced that <Sim> has absolutely no psychic powers whatsoever. So he's/she's been moved on to the Theoretical Color Research division, where his/her first test involves nothing more than sitting in a sterile test room, selecting one of two colored lengths of licorice and ingesting it. Should <Sim> eat the red licorice or the blue licorice? | ||
+§500 | ||
Get Fired | ||
+1 | ||
-§127 | ||
2) Lab Assistant | ||
<Sim>'s been given a large amount of test suites to run. Normally he's/she's used to having a bit of free rein in the lab, fixing up some of the machinery, playing with the mice and with Wiki the signing chimpanzee, but now all of a sudden the lead researcher has <Sim> running these simple and formulaic tests that even Wiki could do, and <Sim>'s not so happy about it. Then it occurs to him/her that Wiki the signing chimpanzee COULD run the test suites! After all, all they are a bunch of checkboxes, one after the other. <Sim> never pays much attention to them anyways. Should <Sim> let Wiki do the test suites, or take a stand for himself/herself and tell her boss what he/she thinks? | ||
+1 | ||
-§867 | ||
Promoted to Field Researcher | ||
Demoted to Test Subject | ||
3) Field Researcher | ||
In a remote section of the SimCity outback <Sim> has come upon a previously undiscovered entranceway to an outcropping of ruins built into the base of a mountain and covered by dense jungle foliage. This is a major discovery, but <Sim> isn't sure how to proceed. Should he/she enter the ruins by himself/herself and attempt to ascertain their nature, or head back to the institute and inform some of the more distinguished archaeologists of the ruins' existence? | ||
+§15,000 | ||
-1 | ||
Promoted to Project Leader | ||
-1 | ||
4) Science Teacher | ||
Lately, <Sim>'s students have been getting restless, but being relatively new to the field of teaching, <Sim> has been trying to stick to the textbook. Unfortunately, if there's one known constant in the universe, it's that high school science texts are incapable of portraying the wonders of science in any way other than the most boring, convoluted, and drab. <Sim> decides that enough is enough, and that his/her job as a teacher is not to make sure his/her students have memorized the periodic table, but to get them interested in science and in learning. It's time for a field trip! All <Sim> has to do is decide whether the class should visit the mall or local video arcade, in the name of science, of course. | ||
+2 | ||
-1 | ||
+1 +1 | ||
Demoted to Field Researcher | ||
5) Project Leader | ||
While reading through some of his/her team's reports, <Sim> realizes that one of his/her researchers has inadvertently stumbled upon a new lithium isotope. Not only is the discovery of a major find in and of itself, but the practical applications of the isotope in devices such as atomic linear accelerators and staplers will be worth a fortune. So it is that <Sim> finds himself/herself with a bit of a conundrum. Ethics would obviously say that he/she should inform the researcher of her own discovery and advise her how to proceed, but practicality says that no one ever got ahead in the world of science by sticking to the rules, and <Sim> could easily claim the discovery himself/herself without anyone being the wiser. | ||
+§7,500 | ||
Demoted to Field Researcher | ||
+2 | ||
Get Fired | ||
6) Inventor | ||
Locked in the basement of the institute's advanced technologies wing, <Sim> is hard at work and convinced that at any moment he'll/she'll make the breakthrough that will allow him/her to build the better mouse-trap. But amidst the confusion of his/her piles of parts and stacks of design specs, he's/she's forgotten whether to connect the Dervosian wicket receptacle to the coupled power inverter or to the focal spline reticulation intake valve. Which one should he/she connect it to? | ||
+10,000 | ||
-§7,000 | ||
+2 | ||
-3 | ||
7) Scholar | ||
Lately <Sim>'s grown weary of his/her scholarly life, and weary of the charade that so many university academics must be part of in order to weather the "publish or perish" phenomenon so common in today's collegiate environs. He/She misses the hands-on aspects of being a scientist and is tired of having to spend such a large part of his/her career lecturing and writing, when what he/she should be doing is discovering. It's high time that he/she did something about it. The only tough part is figuring out what to do without risking his/her cushy position as an "Academic." <Sim> mulls it over for a bit and decides that he/she should either spend the day working on his/her old theory of extra special relativity or look into finishing his/her field work in the ancestral structures of the Llama family. | ||
+5,000 +2 | ||
-3 | ||
+2 +2 | ||
Get Fired | ||
8) Top Secret Researcher | ||
Military Intelligence, otherwise known as AWXYMRAWN, has unearthed something very important in the SimCity Desert. <Sim> has received a telegram that reads: <Sim> stop top secret stop your eyes only stop have found an a stop l stop i stop e stop n stop stop s stop p stop a stop c stop e stop s stop h stop i stop p stop stop come to you know where at you know when stop this message will self destruct stop. Fascinated by the thought of a small piece of paper self destructing, <Sim> places the telegram on the table, but it just sits there, benign as ever. Well, <Sim> does manage to decipher the military's "intricate" code, but unfortunately has absolutely no clue about the time or place where he's/she's supposed to meet them and discuss the "you know what." So he/she surmises they must be either be talking about the excavation area, somewhere out in the middle of the desert, or the secret underground military installation he's/she's heard talk of, somewhere off Interstate 51. Which one should he/she try? | ||
Promoted to Theorist | ||
-2 | ||
Promoted to Theorist | ||
-2 | ||
9) Theorist | ||
With the recent complications arising from such concepts as dark matter, wormhole theory, red vs. blue shift, superstring theory, <Sim>'s own extra-special relativity, not the mention the meta-spline reticulation debate, <Sim> has decided to take on a more rational approach to his/her theorizing. After all, there are so many inconsistencies and unknowns still lurking in the day to day activities of Sims across the world. For instance, what happened to all the pets in SimCity? One day they were there and the next day they were gone, vanished without a trace. Or how is it that Sims are all able to carpool, but yet not one Sim seems to own a car? Better yet, what's the deal with "inventory"? How is it that no one seems to have a problem with the seemingly infinite universe that exists within each and every Sim's pockets? But <Sim> needs to focus, and he needs a starting point. Should he/she start with the tangible or the intangible. | ||
+§50,000 | ||
Demoted to Scholar | ||
+§20,000 | ||
Demoted to Inventor | ||
10) Mad Scientist | ||
The air is heavy with scientific anticipation, but more importantly, is charged with pure unbridled electricity. Somewhere in the distance a wolf howls. Even further off a bell tolls, and a baby cries. Tonight, <Sim> plans to go against the very laws of nature. Tonight <Sim> will attempt to reanimate the dead. Mwahahahahaha! His/Her life's work in the sciences has culminated in a combination of biological and chemical engineering, and since taking on the mantle of Mad Scientist his/her thoughts have turned evermore towards living up to the title. Everything is in place, but in his haste <Sim>'s assistant has misplaced the electrical schematics, so <Sim> is going to have to rely on his/her instincts and decide whether to connect the green wires or the orange wires to the energy source. The correct set will route the reanimating powers of the skies directly to the machinery, while the other could set off a chain reaction which might very well lead to the end of the world... | ||
+§55,000 | ||
-§10,000 | ||
+§25,000 | ||
-§20,000 |
Science is a career track available in The Sims 2 (console) .
Science Career Levels | ||||
---|---|---|---|---|
1) Lab Cleaner | ||||
-No Description- | 0 | 0 | 0 | 0 |
11:00 - 17:00 | §217/day | None | ||
2) Potion Tester | ||||
Your high metabolism and resistance to side effects got you noticed at work! Now they want you to drink their experimental conconctions full time! Study up on LOGIC if you want to advance. | 1 | 1 | 0 | 0 |
16:00 - 20:00 | §322/day | §644 | ||
3) Pyro | ||||
All those potions made you kind of crazy! All you can think about is setting fires now! Luckily, your new job involves testing experimental fuels, explosives and unstable chemicals...so you are very fulfilled. Find some FRIENDS who share your passion. | 3 | 1 | 1 | 0 |
09:00 - 15:00 | §448/day | §896 | ||
4) Virus Breeder | ||||
You burned out on pyromania...your new obsession is microbiology! Germs, viruses, microbes...oh the beauty...the PERFECTION of nature! Why won't they listen to you? Polish up your skills, and maybe they will... | 5 | 2 | 1 | 1 |
09:00 - 15:00 | §525/day | §1,050 | ||
5) Chemist | ||||
Virus schmirus! Chemistry is the way of the future! Why rely on Mother Nature when you can create everything yourself? Discover the secret LOGIC of the universe as you create crazy molecules that nature never intended! | 6 | 3 | 2 | 2 |
10:00 - 17:00 | §630/day | §1,260 | ||
6) Vivisectionist | ||||
What is chemistry compared to the flesh of living, breathing, thinking animals? Learn about anatomy, muscle LOGIC, and fight or flight responses the old fashioned way...through live dissections. | 6 | 4 | 4 | 3 |
10:00 - 19:00 | §756/day | §1,512 | ||
7) Gene Splicer | ||||
Leg and brain grafting is so old fashioned...you've moved on to the next big thing...genetics! Cloning, gene splicing, chimeric recombinant subviral RNA with repressive proteins! Practice giving science lectures about new religion...YOU! | 7 | 5 | 5 | 3 |
08:00 - 13:00 | §896/day | §1,792 | ||
8) Robotician | ||||
You're sick of relying on living tissue to experiment with life, and your crazy lectures fell on deaf ears. The fools! You've moved on to robotics to spite them all! If existing life forms won't bend to your will...then you can create your own!!! | 7 | 6 | 8 | 3 |
08:00 - 13:00 | §1,036/day | §2,072 | ||
9) Space-Time Tinkerer | ||||
Creating robots in your own image has seriously twisted your mind. Now you only dream about Schrödinger's cat, wormholes, uncertainty principles and anti-matter. What does it all mean? It means you're a true GENIUS! | 8 | 7 | 8 | 5 |
10:00 - 14:00 | §1,522/day | §3,044 | ||
10) Death Ray Inventor | ||||
It is all perfectly crystal clear now... like a laser beam focused on your mind. Nothing means anything. Everything needs to go. If you can't have it all...nobody can. And you're the one who's going to show them how...one day. | 10 | 9 | 10 | 8 |
10:00 - 14:00 | §2,333/day | §4,666 |
Science is a career track in The Sims 3 . In comparison to the Science career track in previous games, this career track appears to focus more on biology than on general science.
Work place: Science lab
How to apply: Directly at work place, Newspaper, Computer
Performance options:
Skills: Gardening, Handiness, Fishing
Science Career Levels | ||
---|---|---|
1) Test Subject | ||
It's all for the good of science, at least that's what Test Subjects should constantly repeat to themselves. A little shock here, a potentially revolutionary serum there... it's all in a day's test tube. Try to stay in good spirits, because a bad mood skews the data. | §44/hour | N/A |
S M T W T F S | §60 | |
09:00 - 14:30 | 13:00 - 18:00 | |
Mood | Gardening 0-4 | |
2) Lab Tech | ||
Your commitment to the less than glamorous side of science has garnered you a position as a Lab Tech. It's time to earn that lab coat and broaden your horizons. Beware of flammable materials, radioactive mutagens, and self-aware robotics as you progress deeper into the workings of the laboratory. | §53/hour | §528 |
S M T W T F S | §70 | |
09:00 - 14:30 | 13:00 - 18:00 | |
Mood | Gardening 2-5 | |
3) Useless Contraption Manipulator | ||
Not all departments of the science lab are profitable, or productive for that matter. Nevertheless, for every hundred duds and worthless whiz-bangs there's a hit that rocks the science community to its beaker encrusted core. You better improve your skills with a wrench, because you'll be up to your eyes with useless contraptions. | §63/hour | §636 |
S M T W T F S | §90 | |
09:00 - 14:30 | 13:00 - 18:00 | |
Mood | Gardening 3-6 | |
Handiness 0-4 | ||
4) Fertilizer Analyst | ||
You probably don't want to know what that smell is. Fertilizer Analysts need to be ready for some hands-on time with some stinky stuff, because the best harvests come from great, horrifically smelly fertilizers. Head outside to spend time in the garden... and don't forget to shower afterwards. | §97/hour | §756 |
S M T W T F S | §100 | |
09:00 - 14:00 | 13:00 - 17:30 | |
Mood | Gardening 4-7 | |
Handiness 1-4 | ||
5) Carnivorous Plant Tender | ||
The pursuit of science is not always one of safety. The Carnivorous Plant Tender is very much in harm's way, but that's no excuse for sloppy data collection and analysis. Stay on the plants' good sides, and continue developing your scientific skills. Hopefully a more appetizing position will open up... ideally before you become too appetizing yourself! | §117/hour | §1,164 |
S M T W T F S | §120 | |
09:00 - 14:00 | 13:00 - 17:30 | |
Mood | Gardening 4-8 | |
Handiness 2-5 | ||
6) Aquatic Ecosystem Tweaker | ||
No body of water shall be safe from the latex glove of science! Aquatic Ecosystem Tweakers add and remove fish from various habitats to test evolutionary traits of fish, survivability, and naturally refresh ecosystems as needed. Grab your rod and reel and go fishing... for great discovery! | §140/hour | §1,404 |
S M T W T F S | §140 | |
09:00 - 14:00 | 13:00 - 17:30 | |
Mood | Gardening 5-8 | |
Handiness 3-6 | Fishing 0-4 | |
7) Genetic Resequencer | ||
It's time to step in line as a Genetic Resequencer. Clients pay top Simoleon to discover new genes to bottle and sell to customers. It's a lucrative industry, filled with discovery, intrigue, and fashionable genes. : Receive a Flame Fruit, Life Fruit, or Death Flower. | §187/hour | §1,884 |
S M T W T F S | §160 | |
09:00 - 13:30 | 13:00 - 17:00 | |
Mood | Gardening 5-9 | |
Handiness 5-7 | Fishing 2-5 | |
8) Top Secret Researcher | ||
The government has been closely following your career since your days as a Test Subject. They want you to head up their new program as a Top Secret Researcher. It's all very hush-hush, need to know. That sort of thing. All Simanity will benefit from this research... or so they claim. | §224/hour | §2,832 |
S M T W T F S | §200 | |
09:00 - 13:30 | 13:00 - 17:00 | |
Mood | Gardening 6-10 | |
Handiness 5-8 | Fishing 3-6 | |
9) Creature-Robot Crossbreeder | ||
The government is happy, and when they're happy it means new toys for the laboratory. You've been tasked to create a new species, specifically one that combines the best features of living organisms and... robots. Sharks or sea bass. It makes no difference. Just don't forget the lasers. | §269/hour | §3,276 |
S M T W T F S | §180 | |
09:00 - 13:30 | 13:00 - 17:00 | |
Mood | Gardening 7-10 | |
Handiness 6-9 | Fishing 4-7 | |
10) Mad Scientist | ||
Without peer, (Sim name) is in charge. Nobody really takes you as a sane individual, so the title Mad Scientist is apt. Tucked in the deepest, most secretive recesses of the laboratory, you've been tasked to create, destroy, restructure and innovate as you see fit. As the laboratory's best, you will define the future course of science for good... or evil. | §404/hour | §3,480 |
S M T W T F S | §180 | |
09:00 - 13:30 | 13:00 - 17:00 | |
Mood | Gardening 8-10 | |
Handiness 7-10 | Fishing 5-10 |
Experiments [ ].
A Sim is performing experiment on a shower
After a Sim has attained the Mad Scientist (Science level 10) job, that Sim will be able to use the "Perform Experiment On..." action on many items around the house and on community lots . Note that this perk is kept after the Sim retires/quits. The Sim can also "Undo Science Experiment" on those objects (if the experiment didn't delete or damage the object).
Note: Some objects such as kitchen counter surfaces cannot be experimented upon in their default state, as they offer no default interaction and therefore cannot be clicked on. However, once the object becomes dirty and allows the "clean" option when clicked, you can use this opportunity to "Perform Experiment On..." them. This opportunity will disappear once you have cleaned them.
This action can have one of several outcomes:
Description | Value | Effect |
---|---|---|
Success! Your experiment has imbued this object with a positive effect on anyone who walks by! | +9, ideal | A specific positive is applied to any Sim that later moves within range (3 squares?) of the object. The Moodlet expires as soon as the Sim leaves range. See table below for possible effects. |
Success! Your experiment has imbued this object with a positive effect on anyone who uses it! | +8, great | A specific positive Moodlet is applied to any Sim that uses the object. The Moodlet expires after a set amount of time. See table below for possible effects. |
Success! Your experiment has resulted in a giant boost to this object's aesthetic appeal! | +7, nice | Increases how decorated the room is. For example, applying this to a toilet changes the room's value from Decorated +10 to Beautifully Decorated +40. |
Success! Who needs a repair technician when you've got science? That object is definitely better than it was before... | +1, ok | Applies an upgrade to the object, masking any current upgrade on that object. For example, make Unbreakable (but masked Improve Speakers or Boost Channels upgrade) or Improved Graphics (masked that the object was already Unbreakable). Using Undo Science Experiment will return the object's previous upgrade (if any). |
Enjoy your newly sonorific object! | -1, annoying | The object makes a sound when used. No Moodlet, just annoying. |
Enjoy your new sonorific object! Too bad you can't control when it is going to make noise. | -2, annoying | The object makes a sound at random times. No Moodlet, just annoying. |
Oh no! Your experiment has gone awry! Hopefully the noise that thing makes while people use it isn't too annoying... | -3, annoying | The object makes a more annoying sound when used. No Moodlet, just annoying. |
Oh no! Your experiment has gone awry! Hopefully the noise that thing makes randomly isn't too annoying... | -4, annoying | The object makes a more annoying sound at random times. No Moodlet, just annoying. |
Well, that didn't work. Get that thing fixed and try again. You can't split an atom without breaking a few eggs. | -5, annoying | Breaks the object, requiring it to be repaired. Note that you can't use Undo Science Experiment to repair it. You can use Perform Experiment On broken objects though. |
Oh no! Your experiment has gone awry! Anyone who uses this object is in for a nasty surprise! | -6, bad | A specific negative Moodlet is applied to any Sim that uses the object. The Moodlet expires after a set amount of time. See table below for possible effects. |
Oh no! Your experiment has gone awry! Anyone who walks by this object is in for a nasty surprise! | -7, bad | A specific negative Moodlet is applied to any Sim that later moves within range (3 squares?) of the object. The Moodlet expires as soon as the Sim leaves range. See table below for possible effects. |
Oops! Hopefully no one was too attached to that object. Ah, the dangers of science... | -8, unrecoverable | The object is deleted, without refund. |
Ack! Call the fire department! Avoiding the shame of a failed experiment isn't worth burning down the whole house! | -9, dangerous | The object is set on fire. |
Moodlet | Mood Change | Duration | |
---|---|---|---|
Winner! | +25 | 2h | |
New Stuff! | +20 | 2h | |
Cheered Up | +15 | 2h | |
Inspired | +15 | 2h | |
Oddly Powerful | +15 | 2h | |
Attractive | +10 | 2h | |
Fascinated | +10 | 2h | |
New Car Smell | +10 | 1h | |
Tranquil | +10 | 2h | |
Beautiful Vista | 0 | 1h | |
Disgusted | -5 | 15m | |
Tastes Like Fridge | -10 | 30m | |
Buzz Crashed | -10 | 30m | |
Upset | -15 | 15m | |
Offended | -15 | 20m | |
Itchy | -15 | 1h | |
Horrified | -35 | 15m |
The scientist career is one of the three career tracks introduced in The Sims 4: Get to Work . Like the other Get to Work careers, scientist is a profession , which are active careers where Sims can be followed to work. Also like the other Get to Work careers, sims who are scientists can be called to work at any time.
The workplace for this career is FutureSim Labs, a science lab lot, where Sims can use scientific objects such as the Invention Constructor , Chemistry Lab and Chemical Analyzer . Only Sims currently in the scientist career can interact with the Invention Constructor and Chemistry Lab. In the labs, Sims can invent new things and test new serums, create a portal to Sixam , and more.
Scientist Career Levels | ||
---|---|---|
"Calling all brains! Are you the nerdy type who aspires to one day wear and decorate your studio with huge ? A Scientist who proves they've got the gray matter to change the world as we know it can unlock new outfits like the or objects like a swanky for concocting new inventions and serums." | ||
FutureSim Labs | ||
Want to be a scientist you say? Everyone needs to start somewhere. Learning the ins and the outs of the science lab is always a great start. | §24/hour | S M T W T F S |
10:00 AM - 7:00 PM | ||
Focused | ||
Have 2 Breakthroughs | None | |
None | Unknown | |
Time to stretch your mind and think outside the box. FutureSim Labs only employs the most creative minds to create the next big thing in science. | §32/hour | S M T W T F S |
10:00 AM - 7:00 PM | ||
Focused | ||
Have 4 Breakthroughs | None | |
§192; Journey to the Stars; New Clothes | Unknown | |
Stingrams, Ploobits, Quamarts, and Grooflets. Only a true tinkerer can see the hidden potential of these parts. | §39/hour | S M T W T F S |
10:00 AM - 7:00 PM | ||
Focused | ||
Have 6 Breakthroughs | None | |
§256; Flying Saucer Table Lamp; New Clothes | Unknown | |
Liquids, Powders, and Boom! Creating new serums can be fun, but combining their effects can be out of this world! | §48/hour | S M T W T F S |
10:00 AM - 7:00 PM | ||
Focused | ||
Have 8 Breakthroughs | None | |
§312; Chemistry Lab | Unknown | |
As the Research and Development Lead, it is up to you to make sure FutureSim Labs stays at the forefront of scientific innovation. | §72/hour | S M T W T F S |
10:00 AM - 7:00 PM | ||
Focused | ||
Have 10 Breakthroughs | None | |
§384; S1M5-4 Test Tube Pedestal; New Clothes | Unknown | |
Top secret studies have shown that alien life amongst us could be a possibility. Before we can completely confirm these claims we need more proof! | §102/hour | S M T W T F S |
10:00 AM - 7:00 PM | ||
Focused | ||
Have 12 Breakthroughs | None | |
§576; Unlocked Cautionary Tale Door; X-180 Shatterproof Window | Unknown | |
As you move up the ranks at FutureSim Labs you start to take on more responsibilities. Now you have the power to give orders to Co-workers! | §142/hour | S M T W T F S |
10:00 AM - 7:00 PM | ||
Focused | ||
Have 14 Breakthroughs | None | |
§816; Hygienic Decontamination Pod | Unknown | |
You have proven your worth at FutureSim Labs. Because of your hard work, we are now at the forefront of technological innovation. It is your job now to make sure we do not fall behind. | §187/hour | S M T W T F S |
10:00 AM - 7:00 PM | ||
Focused | ||
Have 16 Breakthroughs | None | |
§1,136; New Clothes | Unknown | |
There comes a time in every scientist [ ] life when they must decide whether to use their knowledge for good or for evil. This path is never a clear one, this path is chosen based upon your everyday actions! | §215/hour | S M T W T F S |
10:00 AM - 7:00 PM | ||
Focused | ||
Have 18 Breakthroughs | None | |
§1,496; New Clothes | Unknown | |
We know there are unidentified lifeforms living amongst us. They may hold the technology that will accelerate FutureSim Labs leaps and bounds beyond the competition. It's up to you to discover it. | §247/hour | S M T W T F S |
10:00 AM - 7:00 PM | ||
Focused | ||
None | None | |
§1,720; Out of This World Desktop; New Clothes; unlocks "Mystery Science Laboratory" styled room | §952/day |
COMMENTS
A scientific breakthrough is a feature in The Sims 4: Get to Work. Scientific breakthroughs are an event when Sims have a revelation that helps Sims figure out new recipes for serums and inventions they can build with the Invention Constructor. Scientific breakthroughs happen when a Sim who works in the science career does something that inspires them. Some interactions, such as reading a book ...
The Sims 4's Scientist Career is a fun new Active Career added with the Get to Work Expansion Pack. While on the job, you'll do a lot of science-y activities and unlock new inventions and serums, upgrade your SimRay, as well as the ability to order your co-workers around. There are loads of lab coats and accessories to unlock for your Sim in ...
March 3, 2015, 6:53 pm 21 217200. The Scientist career is one of the 3 active careers in The Sims 4 Get to Work Expansion Pack where you can follow your Sims to his or her workplace. If you choose for the Scientist career you'll be working in the Science Lab. Your Sim will be able to conduct science experiments and invent new technology.
Here's a list of some objects and interactions that can help you reach Scientific Breakthroughs: Tinker. Weed Plants. Use the Microscope. Brainstorm at the Inventor Constructor. Experiment at the Chemistry Lab. Play Chess. View Paintings. Take Thoughtful Showers.
Mad Scientist. For reaching level nine in this career path, your Sim will get even more access to themed clothing and a big bonus of $1496. Their hourly rate increases to $215, which adds to $1935 every day. Their final two required breakthroughs will unlock the Smart and Fixer's Luck serum as well.
One of the new careers that comes with The Sims 4 Get to Work is the Scientist career. The first level of the Scientist career takes place between 10:00 AM ... The Science Lab contains a wide range of machines which can be used to perform scientific experiments. If your Sim is not carrying any plant samples to experiment with, there is an ...
It's likely you'll get to make the SimRay Gun before Level 4 of the career, and physical inventions get better from there. Further, scientists can experiment to find formulas for drinkable serums.
To reach the top of the career, your Sim will need to make 15 different serums, and most of those have a decent value. You'll need plants to make them, so buy seed packets and plant plants at the lab or at home as early as you can. Once you have all the ingredients just use the chemistry lab. Your Sim will need to test serums, though.
The Sims 4's Scientist Career is a fun new Active Career added with the Get to Work Expansion Pack. While on the job, you'll do a lot of science-y activities and unlock new inventions and serums, upgrade your SimRay, as well as the ability to order your co-workers around. There are loads of lab coats and accessories to unlock for your Sim in ...
The Scientist career is an active career that does not have two branching paths and has a total of 10 levels. Interestingly, as Sim progresses through the levels, work hours or days don't change ...
The Scientist Career Structure. A Scientist Sim getting a breakthrough in The Sims 4. In order to progress through the Scientist Career you will need to do two things: Gain a high-performance rating at work. Experience multiple breakthroughs . The former is easy - simply join your Sim and complete as many tasks as you can before the day ends.
The Sims 4 Get to Work pack comes with multiple professions including the scientist career path. The difference in a profession versus the other jobs is that you get to go to work with your sims. The scientist career is unique in that your sim is required to have scientific breakthroughs in order to advance in the career and each breakthrough unlocks unique items and abilities.
Conduct experiments and create awesome inventions as a Scientist in The Sims 4 Get to Work Expansion Pack.Learn more: http://bit.ly/1wvAgzkActively control y...
MarianT. Everything in life is here to drive you crazy. R.T. Science Experiment skill challenge. I have a sim who is trying to supermax the science skill. According to the text for the Scientific Experiment challenge, he needs to do 100 experiments on the Research Station or the Group Science Project. So far, I haven't had any interactions for ...
A guide to every invention from the scientist career in The Sims 4. You will need The Sims 4 Get To Work expansion pack installed to be able to play this car...
The skill your Sim has to train the most is Logic, and the most useful traits for this career have to be the Genius and Geek traits. Having a Curator Aspiration can be pretty advantageous as you can then ask your co-workers for certain items. Your Sim will start at Level 1 with the job title of Lab Technician, there are a total of 10 Levels ...
It took less than 7 minutes to set up this sims 4 experiment, and the simplest one yet. However there's way more content to bring that includes pix-measured ...
Community content is available under CC-BY-SA unless otherwise noted. The science career is a base game career track for The Sims, The Sims 2, and The Sims 3. It returns in The Sims 4: Get to Work (where it is known as "scientist") as an active career. Of the ten career tracks in the base game, science had the fourth-lowest pay at rank 1 and ...
I've clicked on all the science machines I can find at the lab and none of them have "experiment" as an option. Edit: I've also googled but have had no useful answers. Results suggest that I should be able to experiment using some of the lab machines. The lab machine that lets you create serums should have an "experiment" option!!
The shower turned horrifying and the kitchen counter burst into flames. The bathroom counter disappeared. The stereo became unbreakable, removing the upgrades I had made. The sofa started emitting an alarm-like noise. Now the question: when I successfully experimented on the bed, I got a message: "Enjoy your sonorific bed!"
Eventually, I'll probably end up buying all the DLC for sims 4 (except kits!!!) Depending on how long it takes for sims5 to come out and depending on if I even bother with sims5. But this is good info to know.
The Sims 4 Get to Work: Scientist Inventions, Serums, and Active Career Schedule A Scientist works with the Invention Constructor. The Sims 4's Scientist Career is a fun new Active Career added with the Get to Work Expansion Pack.While on the job, you'll do a lot of science-y activities and unlock new inventions and serums, upgrade your SimRay, as well as the ability to order your co-workers ...
Experimental Recipes are a set of 20 recipes available on some menus for restaurants. If your Sim has is at least at Level 5 in the Cooking Skill (not the Gourmet Cooking skill), they can eat and ...
The Sims 4 Technical Issues; Forum Discussion. Lil_Shroom14. Rising Traveler. 13 days ago. Sims 4 Broken After Newest Update July 2024. After the new patch update yesterday, I can no longer save my game or open that menu up to do anything. Another big issue I'm facing is, every time I go to manage worlds or create a sim, my screen goes black ...
The Sims 4 totally broke after update 23-7-24 My game totally broke after yesterdays update. It freezes after a minute, removes stuff from my inventory etc etc. Tried to restart the game a couple of times only to realize a lot of people experien... LittleWitch99. New Spectator. 13 days ago 56 unread comments 56 unread. New.
The Sims 4 totally broke after update 23-7-24 My game totally broke after yesterdays update. It freezes after a minute, removes stuff from my inventory etc etc. Tried to restart the game a couple of times only to realize a lot of people experien... LittleWitch99. New Spectator. 13 days ago 56 unread comments 56 unread. New.
The Sims 4 expansion packs sale on CDKeys. The last price check was done on August 3.. Here is the full list of expansion packs along with the CDKeys links and prices for PC/Mac:
Before you can start setting your Sims up with the partner of their dreams, you first need to have the Sims 4 Lovestruck pack downloaded. Once you have access to Lovestruck, you can have your Sim join the Romance Consultant Career in the same way they would join any other career.. Have your Sim open their phone and select the career tab (the briefcase icon).
The exchange began when Ms. Ingraham told the former president: "They're saying that you said to a crowd of Christians that they won't have to vote in the future."
The National Football League plans to experiment with multiple new special teams rules this upcoming season. ... So, the big thing that I have to do is there's no consequence; you guys go play. OK ...