Okay, so
@SimStaffGabriel said in another thread (with special guest appearance by
@SimGuruEugi):
But the OP was about the game culling over 7 generations of her sims. Where is an answer about that?? We are being ignored too.
Hello,
The original topic of this thread was concerning the culling of generations by the game, and how the OP thought that would affect their ability to accomplish the achievements listed in their post.
I will however encourage a thread be created in the "Ideas Corner" for the removal of generations culling, as of right now the game and the culling of generations as far as I know is working correctly, therefore any wanted changes to this system should be brought up in the ideas section
!
Hope this answers your questions! I just wanted to bring attention to the answer being given by one of my colleagues!
Have a great day!
http://forums.thesims.com/en_US/discussion/832178/ea-explain-yourself-why-the-outright-lies/p2
So here it is: Please stop generational culling, i.e., please stop culling dead played Sims. This makes them no longer show on the family tree (why make a family tree that can show 10 generations if generations get culled after just a few?). It makes their ghosts go away, and some of us like our family ghosts. It ruins the fun of legacy play. Yes, we can keep family trees outside the game, but we should not have to.
Actually, how about stopping culling completely? Or if it is so very important for game performance, how about giving us an option to flag the Sims we don't want culled, ever? Or how about culling the ghosts of dead townies who never lived in a house, if you must reduce the surplus population?
From what SimStaffGabriel said, it seemed like this was the first time the problem had ever been mentioned/noticed, and I KNOW that is not the case? I know there have been threads in the bug section, feedback section, general Sims 4 section. Okay, so here's one in Ideas. Least the original thought be lost, I will repeat: Stop the culling, please!
Comments
It also doesn't help that TS4 is no better at dressing NPCs than TS3 was (okay maybe not that bad, but they still don't have a lot of dress sense).
Also so I'm supposed to get new coworkers and new employees everyday because the culling system removes them? @SimGuruGraham
Some of my creations in the gallery use CC so remember to enable them in the gallery's options to see them all.
http://forums.thesims.com/en_US/discussion/780538/sims-disappearing-from-relationship-panel-tab/p1
I'm still gobsmacked that apparently it's just NOW reaching guru/dev/etc radar? Seriously?
I'm also in total agreement with @MsPhy and everybody else. Some great ideas. I'd love to be able to flag sims I don't want removed from the game. I'd love it if townie generating didn't fill up the 180 cap in 4 sim-days. Culling needs to slow way down, townie generating needs to slow way down, and that ridiculous cap of 180 TOTAL sims ever per game needs to be set on fire.
Thank goodness for modders. Although I hold my breath every post patch load, I have 200 sims now already and if that mod breaks I will NOT be happy with losing any of them. I shouldn't stress over a game, but I DO play with my townies, and I don't want the game removing anybody at all, ever. Give me a popup that my count is interfering with game performance, and let me decide how to handle it.
You said, "You Rule."
How so? The game pretty much plays itself whether we're pushing buttons or not, randomly assigning jobs and (fake) romances and friends you know nothing about. And deleting same. It could be so much more enjoyable, if only some of what's already available was just tweaked a little more.
I'm really hoping that Quick Kiss thing was a shot at fixing the incest bug. And I do like the new loading screens.
I don't want you to think I'm a hater, I'm not, but there are still definitely problems (culling, incest, job-giving system) needing to be addressed, and I hope that happens.
Down with Culling!!!!!!
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I've always had the mom/baby households stick around. Which mod are you thinking affected it, the culling one? Because I didn't start using that one till pretty recently.
However, I have used a few of @Scumbumbo 's pregnancy/baby mods as well... could be those, maybe...
Anybody NOT playing modded who has adopted, who can tell us how it works in a "regular" game? Do the other adoptive families vanish after you pick your kid, or do they stick around?
Some of my adoptive moms have jobs...
I'm really curious now!
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Essentially the culling makes family trees redundant. They were supposed to be a concession to family players but we've barely had them and already issues are showing through. Even if they want to cull sims-don't full ones players play with or whose sims are close to number one, and number two they could at the very least keep a tiny thumbnail image of your beloved sims next to their name rather than that awful silhouette deal we've got right now.
Come on team, we know you can do better than this!
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I think, according to patch notes and the official site, family trees are supose to save up to ten generations, after the 10th the last generation get's "erased".
I belive the culling issue is happening to much early generations?
I'll have to try it again because my culled family plot was not generational. I made a family plot on my active lot (I wasn't playing rotationally) and it was all adults. I added Sims as needed for cow plant *coughs* food. I was working my way toward a story and one day I opened my game to find all tombstones blank and the ghosts gone.
Umm my family tree of nine generations was culled, with all the dead sims gone. This was several generations and has no relationship to the first generation being deleted because the 11 th is born. From the same patch, all other dead NPC sims were also deleted. ( march 26 patch)
It may be the 180-Sims culling you have seen here, it removes dead Sims first and plenty of people were reporting overzealous culling after the march 26 patch.
Between the genealogy pruning and the 180-Sims culling, having a family tree with 10 generations is quite an achievement
Yes that is very true, it stems from the 180 sim limit. For me, however, before the march 26 patch, my game retained dead sims and removed unhoused townies first. I had assumed the game retained dead sims for ghosts and using the book of life. Many have complained that counting dead sims ( including myself) in the 180 limit is silly, as many of them are unwanted and 180 limit is reached very quickly in generational play.
So it seemed ( for me) they changed something in the March 26 patch which targeted dead sims. While in theory, I'm ok with this - it doesn't preserve my active family dead sims meaning the tree is messed up and the book of life no longer works on my dead sims.
However by installing a back up and using the no culling mod, my game is ok.
So I still believe the culling system is not working properly . For me the book of life is useless without the no culling mod. Anyhow this is how it has been in my game without the no culling mod.
Totally agree.
That is why I play the sims. to go back and enjoy looking at my family tree.
I'll add my voice to wanting to have it working to let us protect certain families from the Culling. *Ghosts of the Family Included- maybe a Cemetery where we can Manage the Dead to remove some if we need to*
Even if family players are not cared for / cared about less (doesn't matter if it's true or not) this also affects every other type of player. People have even been reporting recently that ALL the sims in their game are getting deleted...
*There's nothing wrong with loving the Sims 4, there's also nothing wrong with seeking improvements.
A list of Mods I use.|My Sims 4 Mod and CC "Master" post. Helpful Links included.
EDA: I also now have sims who are related but do not recognize each other as family once grandparents/parents are culled. Really hope they don't autonomously flirt after Grandma's culled.
All my creations are CC free.