For the love of all things related to The Sims
 
HomePortalCalendarFAQSearchRegisterLog in

Share | 
 

 About Sim Culling - November 2017

View previous topic View next topic Go down 
AuthorMessage
EuphorialQueen
Admin
avatar

Posts : 14329
Join date : 2012-01-30
Age : 64
Location : #EQCreations

PostSubject: About Sim Culling - November 2017   Thu Nov 09, 2017 8:32 pm

Sim Culling
luthienrising wrote:
Sim Culling

This is the removal of households from the game. It has had several changes since launch, including two raisings of the original cap and less effect on genealogy (see below for more detail), followed by a new household protection system.
Current Status (November 2017)
Culling

  • Sims that are not protected by being added up "My Households" can be culled when the population limit (the most recent estimate we have is 305) is reached. This now includes housed households, not only unhoused.
  • If a housed Sim that your Sim had a relationship with is culled, you will get a notification to the effect that they've moved (similar to Sims 3).

My Households

  • Individual households can be protected from culling by adding them to "My Households".
  • Cap options for the protection system are 50, 100, 200 (recommended), and Unlimited. Unlimited does not mean that all households are protected; it means that there is no cap on how many households you can protect.
  • The cap does not include dead Sims.
  • Favoriting a household does not protect Sims in that household after they die; protecting a ghost requires that it be added back to the household. Dead Sims are moved to a new hidden* household, and automatically unfavorited.

Ghosts and Geneology

  • Family trees remain intact in spite of culling.**
  • "Ghosts in households (including non-active and NPC households) that live in the worlds will generate tombstones upon their death, including when you are not on the lot and they die. Ghosts/Tombstones now have their own culling timer as well, that when going below a threshold the tombstone gets a new interaction called 'Strengthen Connection to the Physical World' which resets the culling timer for that Sim. This way the user can control what dead Sims they want to keep around while letting others expire on their own. And when they expire they get sent to the netherworld and are culled... As long as they lived in a house you should be able to find their tombstone on their home lot... And if you can't find the tombstone on their home lot, possibly because the game couldn't find a good spot to place it, the fallback would be the family's Household Inventory." - @SimGuruNick

Sim culling is a performance-management mechanism. Using the Unlimited protected household setting may, at some point, have an effect on game stability. Use this at your own risk.

*A current bug means that this household may be unhidden; deleting it can cause you problems. Leave that household for now.
**If you see an exception, please let @SimGuruNick know and provide a save file.
Previous Status (December 2016; ended in November 2017)

  • The culling mechanism does not removed played or housed Sims.
  • Unplayed, unhoused Sims are culled (removed) from the game when the total population reaches about 305.
  • In addition, about 100 dead relatives stay visible in genealogy.*

If the game removes Sims in these categories, please zip up your Saves folder and report in the Bugs category or EA Answers Headquarters:

  • Any household living in a house or apartment
  • Any "Not in World" household marked "Played"


Background
At launch, that population culling threshold was 180; it was raised to about 210 in December 2015 (prior to Get Together); by about 25% in October 2016 (prior to City Living); and by another small amount in December 2016. Originally, Sim culling had a harsh effect on unplayed ghosts, tombstones, and genealogy trees. The effect on genealogy was significantly lowered in Winter 2016. A new household-protection mechanism was added in November 2017, along with tombstone generation for non-active households and full genealogy protections.

Related Mods

  • To obtain the current total population of your game: MC Command Center adds a cheat-window code get_pop. (An older mod, Get Town Population, is no longer supported but may still work.)
  • To stop culling entirely: MC Command Center (Population module) or Neia's No Culling

Sim culling is a performance-management mechanism. Stopping it entirely may, at some point, have an effect on game stability. Mod at your own risk.
UPDATED Nov. 9, 2016
Back to top Go down
http://www.thesims3.com/mypage/EuphorialQueen/mystudio http://ts3cc.canadian-forum.com/ Online
EuphorialQueen
Admin
avatar

Posts : 14329
Join date : 2012-01-30
Age : 64
Location : #EQCreations

PostSubject: Re: About Sim Culling - November 2017   Thu Nov 09, 2017 8:42 pm

Same thread with additional information/feedback:
Terra wrote:
@SimGuruNick - Would you be able to clarify what the relationship is between the ghost culling rules under the new system and the new feature players have noticed where they can click on a tombstone to strengthen a Sim's connection to the physical world or let them fade away?
SimGuruNick wrote:
It's funny you ask, I actually just posted about this in a separate thread haha, I can copy/paste:
Ghosts in households (including non-active and NPC households) that live in the worlds will generate tombstones upon their death, including when you are not on the lot and they die. Ghosts/Tombstones now have their own culling timer as well, that when going below a threshold the tombstone gets a new interaction called 'Strengthen Connection to the Physical World' which resets the culling timer for that Sim.
This way the user can control what dead Sims they want to keep around while letting others expire on their own. And when they expire they get sent to the netherworld and are culled.
SimGuruNick wrote:
That's correct. As long as they lived in a house you should be able to find their tombstone on their home lot.
SimGuruNick wrote:
And if you can't find the tombstone on their home lot, possibly because the game couldn't find a good spot to place it, the fallback would be the family's Household Inventory Smile
Back to top Go down
http://www.thesims3.com/mypage/EuphorialQueen/mystudio http://ts3cc.canadian-forum.com/ Online
EuphorialQueen
Admin
avatar

Posts : 14329
Join date : 2012-01-30
Age : 64
Location : #EQCreations

PostSubject: Re: About Sim Culling - November 2017   Thu Nov 09, 2017 8:45 pm

SimGuruNick wrote:
luthienrising wrote:
Thank you so much for the updates, @SimGuruNick ! Should we still be expecting that culling is unhoused/unplayed only, but now unhoused/unplayed/unprotected only, or does the new mechanism replace that earlier one?
Any household in the "Other HH" tab is susceptible to culling, so yes this basically replaces the old mechanism. Just because a Sim is housed does not mean they are protected, if that household is under "Other".
That being said, just because a household is in the Other tab does not mean they will be immediately and 100% culled, only when it is necessary for the game to do so.
Also, if your active household has rel with a Sim who got culled, the household will receive a TNS from said Sim stating "hey I'm leaving town, see ya" or something similar.
Edit: Just wanted to add that you'd only see the TNS if the culled Sim was living in the world, not if they're a townie/homeless Sim.
SimGuruNick wrote:
Oops sorry, I think it stands for Text Notification System? Something like that? It's the messaging system we have, the messages you receive in the upper right corner of your screen Smile
Back to top Go down
http://www.thesims3.com/mypage/EuphorialQueen/mystudio http://ts3cc.canadian-forum.com/ Online
Sponsored content




PostSubject: Re: About Sim Culling - November 2017   

Back to top Go down
 
About Sim Culling - November 2017
View previous topic View next topic Back to top 
Page 1 of 1
 Similar topics
-
» TaTschu Sims4 CC 10. November Updates 2017
» Parramatta Fair- 21st November
» November 29th Birthdays!
» Impossible Mission November 25th - December 21st
» ATR NEWS UPDATE - 29th November 2011

Permissions in this forum:You cannot reply to topics in this forum
The Sims Creators' Consortium :: Sims 4 :: Sims 4 Discussion :: Sims 4 News - Discussion - Chatter-
Jump to: