http://simscommunity.info/2017/10/30/the-sims-4-sim-cap-limit-feature-coming-with-upcoming-update/
Check this news from SimsCommunity! The next patch will introduce a feature where you can set the max amount of sims allowed before culling happens, and one of the options is unlimited sims, in other words, culling will never happen!
A SimGuru also said the next patch will come with lots of bug fixes for major bugs, here are some!
http://simscommunity.info/2017/10/30/the-sims-4-plenty-of-bug-fixes-coming/
I hope ya'll are happy about this!
Comments
Also, even if you choose to keep the culling turned on, you can choose your favorite households to be exempt from it.
Yeah, I forgot to mention that! And they increased the default to 200 from 180. This way you can keep performance good but still have your family trees and sims from all your households intact!
Now if only they would end the killing spree of social services
Also, since the Cats and Dogs EP is going to increase the minimum computer specs requirement, I wonder if a cap of 50 sims/pets would allow people with less powerful computers to be able to play it.
Now if only they would end the killing spree of social services :flushed: [/quote]
You can use the MC Command Center too pretend that. Neglected Children; Toddler and Babys can be adopted in other households with this mod. I hope Deaderpool will update his Mod for the new EP too letting neglected pets getting adopted by other households too.
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As you progress in a saved game, the game generates several townies into the game to both interract with your sims and do jobs that is needed like, employees in several venues, in foodstalls, in services, as trainers in gym and other places when needed. Even as co-workers. As you play longer those Sims can keep spawning along with your own Sims as their family get bigger and such.
The game as it is now, has a limit on how many Sims you can have in each gameplay. When that roof is capped the game starts culling Sims. Those Sims can be townies, both homeless and living in residences but also your own Sims.
This is a problem as the game can be ruthless and culls just willy-nilly wherever and you could loose a sim you care about or is important for your storyline.
Hence, the need for a nocull mod.
I was mostly concerned with relationship culling and culling dead sims, though. I hope nothing bad will happen regarding those.
Race Against the Clock: Can your elder sim turn back the clock before their time runs out?
Well, to summarize it, culling is when the game deletes sims so that there aren't too many in a save file.
Race Against the Clock: Can your elder sim turn back the clock before their time runs out?
Anyway, I think I'll opt for unlimited
I'm assuming if we put 200 sims max, then if someone opens a restaurant, they can use the already existing sims.
No random looking sims walking around.
Will babies and ghosts count?
Does this mean the raccoon and love guru, etc, will be sims that I already have?
Can I edit the sims in CAS and not have to worry about them being fired from restaurant?
I think they'll keep their "jobs" as long as you don't make them part of a played household. I frequently see members of the BFFs show up as workers in one of my restaurants, and they'll keep the jobs even if I edit them in Manage Households. If you add a new restaurant or other venue the game will pull from the pool of unemployed Sims already in game before generating a new one AFAIK. If you're running on unlimited Sims you can go into Manage Households and delete households that don't appeal to your aesthetics -- before I installed MC Command Center my game was generating a lot of single elder Sim households, so I'd have to delete those manually.
Fun must be always -- Tomas Hertl (San Jose Sharks hockey player)
As I said in the other thread, unless you set it to unlimited culling works the same, just happens quicker and more ferociously the lower the limit is. And in the next patch the ugly townie outfits are supposed to be fixed.
We should figure out how many NPCs there are. I think Mimsy and Bernard, Raccoon costume guy, Love Guru, Tragic Clown and Living Statue. So we should designate 6 slots to NPCs?
So if I fill the game with 200 sims/pets, I won't have random pets roaming around inside my bars and lounges?