So I'm back again with another question...
Is there any way for me to know who is leaving/coming into my game? I mean, most of my houses are filled, so I don't have a big rush of immigrants or anything. But it would be nice to know when someone moves into town.
Right now I just check with Master Controller and Town Family and see if there are any new names I don't recognize lol. But I wish it was one of the notifications as well.
Same goes for emigrating.
All I know is that it lets me know if someone moves within the town itself, from an old home to a new home. Just not leaving town or entering town.
Not sure if it's just not possible or if I'm missing a setting somewhere in the mod.
(And if I have asked this before, my apologies! I cannot remember if I have or not...)
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Once per cycle, provided SP Immigration is actually on (the Immigration Gauge must be > 0) the game checks to see if if conditions are favorable for a new household to move into town. If so, you will be notified as in "The Smith Household has selected your town as their home and have moved into their new house at (address)!" Pretty soon after that, you will get notifications of which adults in the recently arriving household have gotten jobs and where. If conditions are not favorable that day for a new household to move in, you will instead get a notification from the Town Council "You need an Immigration Score of 20 to allow a new household to move in, current conditions only add up to 9 points" or something like that. Or you might get one that tells you some households want to move in but there are no available or suitable houses for them to move into if this is the case.
To check on the Immigration Gauge value you currently have set, I just used 20 as an example above, on City Hall or an in-game computer NRaas > SP > General Options > Options:Lots > Options:Immigration/Emigration > Immigration Gauge. Again, if it's zero, there is no immigration so nothing to report on as the immigration system is not running. The actual condition score you are getting that day, 9 which was not high enough in my example above, depends on a complicated formula that takes a lot of things into account -- the need for more job slots to be filled, more sims to provide relationships for existing residents, more to populate lots, where you have your town's population cap set and how many residents you already have, an element of randomness, etc.
These notifications are not Stories and they are not optional, so there is really no way to switch them off even if you wanted to except I think maybe for the new job announcements. At least, I don't think there is.
If you ever deploy Rapid Immigration, the exact same things happen but once every 5-10 sim minutes until the value you specify in Rapid decrements back down to zero. This is how we order up let's say ten new households almost all at once if we want to.
Emigration however, the moving of sims out of your world, is different. It's not on by default under SP like it is under EA's rules and is actually complicated to arrange, but when it does happen after much fussing about with SP settings, I'm afraid there is no notification. The emigrating sims just disappear. But this only applies to residents, when homeless sims disappear from your world it's not considered emigration as they are volatile to begin with.
Does any of this help?
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That is too bad about the emigration side. But to be honest, I have a good share of my households marked so they won't emigrate, so anyone who does leave, isn't a big deal. (I just like to keep track of who is in my town lol). And I guess I am more concerned about who moves in, because once they are gone, what can I do? haha
In regards to the immigration, though... I think I might have a problem there.
I have my gauge set to 50. Because my town is pretty full, and I don't want a whole rush of immigrants.
And I do receive the notifications of "you don't have enough points" yadda yadda. Or the one about people wanting to but not enough houses, etc.
But I have never seen the one telling me about a specific family moving into town. I usually only notice later on, like if I see their house/name in map view... or if there is a different related notification. Like this time I only figured it out because I got a notif. that one of the new people had adopted a dog. And was like, who is that? lol
So I'm not sure if I'm just always missing it somehow or if something else is wrong.
If not, perhaps I was wrong and the immigration notifications really are being suppressed by Story suppression options.
NRaas > SP > General Options > All Stories > (are these set to anything less than "All Sims"?)
NRaas > SP > General Options > Options:Stories > Disallow Story > (anything selected there that sounds like new families moving in?)
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I did check out my Stories settings...
On All Stories, I have everything in there marked to 'Yes' except for 'none.' Not sure if having 'all' marked as well as all the separate things is messing things up. Because I do get notifications for (seemingly) everything else.
I'll try removing them all but keeping it on just 'all' to see if there is a difference.
In Disallow, I have it at zero; nothing is marked. So they are all enabled.
The possible relevant ones I think would be Lots: Immigration (and Lots: Emigration).
There is Lots/Household: House changed, but I think that is for moving within town?
Some of these stories I don't think I've seen either but that is probably just because the events just haven't happened ha.
NRaas > SP > General Options > Options:Lots > Options:Immigration/Emigration > Immigration Lot Cost Range
Homes that are marked as Residential-(Player) Ownable as opposed to Residential-Regular will not allow sims to move into them. This one trips up a lot of players, if you switch a (Player) Ownable lot to Regular and find that upon leaving Edit Town and returning it reverts to Player Ownable again, then try making it a Commercial:No Visitors Allowed first, then Residential-Regular and the new designation should stick.
The homes must also meet basic Inspection requirements -- each must have a refrigerator and enough beds/cribs to accommodate the incoming household. How strict things might be beyond that would be a function of how settings are arranged in NRaas > SP > General Options > Options:Lots > Options:Inspection and possibly a setting in the Mover mod.
Tad, your tips are valuable for those wishing complete player control over the incoming and existing households. This is similar to when we were recently talking about Rotations vs. household castes and then sims being pushed out of their homes into town in the evenings for large, densely populated worlds where you had around 2-4 households in town and I had 83. You referred to my setup and caste structure in that world as "extreme" but I'm sorry, it's not. Just a bit heavy, perhaps. There are players who push their world populations much higher than I do; my computer system if not the game itself does begin to push back after a while as my system isn't as strong as that of some others.
Not all of us play the same way. The players on this thread have or wish to have maybe 50 or maybe around 100 or more households per world and do not wish to control who gets to arrive by placing them ourselves each time. Instead, we prefer to set up some limits, use SP to guide the genetic and demographic makeups of newly spawned resident households to some extent, and then watch to see what kinds of households the game/mod creates to move into our worlds for us. It's a different style of play, neither one is better than the other, except I would have to say that taking complete player-directed control over an entire very large town really would be more work than fun after a certain point for many of us.
And there are yet more approaches. Yet another is to restrict newly arriving households to be placed automatically in temporary housing, probably not the nicest of homes and possibly restricted to a certain part of town. After they get jobs and establish themselves in town, then they would no longer be considered "immigrants" and they might be free to move into whatever other houses might be available for them. It's a lot of work doing it that way, but I could see for sparsely populated worlds that the player doesn't want to fill up all at once it could be fun to manage things that way as well and it wouldn't be difficult to see who the newly arriving households are since they would only be living in a certain area at first.
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I don't even think a full Sim day had gone by... I got a few other notifications like usual. I decided to look at Town Families through MC. And sure enough, there was a new family in there I didn't recognize. And I never got the notification for them moving in. Unless it is just slow. I can see if it pops up later yet. Or is in the summary.
So far though I don't think I'm getting any of the notifs for families moving into town.
(Also, weirdly enough, my rapid immigration is back on zero; is this because there are no empty homes?)
So you set it for 1, one household moved in, now it should be 0.
I'm sorry, but I don't why you aren't getting the new household notifications. If you run SP on Slow or Snail, certainly these notifications can be delayed or appear out of order from each other but things usually catch up after a few sim hours depending on how busy SP's various component managers were at the time. Sometimes I'll get the message that So and So just got a new boss (or became a new boss) at their place of work, then I'll get the one that says they just got a job there, leaving me wonder who in the world they are talking about. Then the new household arrival message might show, which clears up the mystery. But it shouldn't take all that long to happen.
Edit: Wait a minute, got it.
"On All Stories, I have everything in there marked to 'Yes' except for 'none.'"
That's probably what's doing it. You are including the categories in a custom manner one by one, but there is no category for arriving immigrants. The "Residents Only" filter would be fighting it. Try NRaas > SP > General Options > All Stories > All. That should clear all of the category settings and reset the story filter so that it is all-inclusive again. And checkmark twice to accept. When I look at that screen, there is a "Yes" next to All only but all the rest of the filters are blank (not "Yes").
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Under All Stories, I have Yes next to All; the rest are blank.
I will let things go for a bit longer, see if I do eventually get a notification for this new family that came in after rapid immigration. I see them in Master Controller >> Town Family. But hadn't gotten the notice yet. Maybe SP will catch up.
I'll check in later.
When you change the settings under All Stories, the current story queue has to empty out before the changes actually take effect. That can take a sim day or two, so it's difficult to say whether the notification for that particular household will catch up or if it got suppressed during the changes.
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Hmm... well I will keep playing and see if it catches up.
I marked a couple households with an emigration of 1 (the individual setting; not the general one, which is still 50). To see if/when they get kicked out and replaced, to give me a chance to see if I got the moving in notification when immigration kicks in again.
Otherwise I might have to take cwaddell's approach, and ask for the last name prompt.
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On that note, having my regular emigration number at 50... is that making it harder for people to emigrate? Should I lower it? I mean I don't want a great migration of people leaving but right now it seems they won't leave unless I mark them -1.
(I have my immigration at 50, so I had just put emigration at the same... but I wasn't sure if that was helping so I did change emigration, I think, to something lower, 25.)
Unfortunately, it only emigrated one-half of a couple, so I still do not have any empty houses for someone to immigrate to/cannot determine yet if I'm still glitching immigration stories.
However, in my last story summary, one of the notifications was: Emigration: [name of Sim]
Not sure I had ever noticed that before. So maybe I will see when someone leaves! I don't think I had the singular one but it was in the summary.
Crossing fingers I will get a notif. when someone moves in. (When I finally have a free house or two).
- Elder emigration to open up slots in inactive households that are getting full
- Inactive relationship thresholds in crowded worlds that foster emigration of households where no one is related to anoyne else in town
- Debt ratios - this one doesn't happen unless the household falls into and stays in debt or the ratio is set to -1; I think this is the one you are adjusting
The settings do not map onto gauge settings like immigration does. The three scenarios and their settings are described here, in the section on Emigration near the end of the page.
http://nraas.wikispaces.com/StoryProgression+FAQ+Immigration
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I never had one saying that "so and so chose my town" or whatever, like I am supposedly supposed to get.
So I think I will have to figure something else to learn when new people move into town.
(Also, besides the two households I had marked for emigration with -1, I seem to be missing a couple pets from other families. Not sure if they were elder pets and were emigrated or just died and I hadn't noticed haha.)
Going to fiddle with my settings a bit more, perhaps.
SP emigration is not an exact science for anyone I know who deploys it (maybe it was for Twallan). In my case, in the rare times I've tried to use it on purpose, part of the procedure after all the fussing around with -1 debt ratios and the other options is finally yelling at the screen, "Hey, why don't you just leave town already?"
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So yeah, I guess I just have something weird going on lol.
But when I added in more homes to my town, some of them were from scratch, a couple I just got from the bin. And when I did so, this meant that none of them got an address to go along with them, unlike the houses that were there in the town from the beginning.
Could it be I am not getting a notification because the immigrants are moving into these houses without addresses?
And if so, is there a way to edit one in? I looked in Edit Town but there doesn't seem to be a space for address in the lot description area.
I did see that I could probably do that with the Tagger mod, but I'm not sure I want to download the whole thing just so I can edit addresses lol. (But if this is the only way I will look into it).
But that wouldn't be the issue. Addresses are just text. If a lot has no address, in places where it would appear there would just be a blank space. So one might see "The Derps have just moved into town and taken up lodging in their new house at " ".
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