I wish they could make a mausoleum or something, where we could store our ghosts so they could become safe from culling. Or just make us a cemetary where they are safe too. I don't like putting gravestones in my sims yard, but now I'm all anxious that they will be culled if I don't!
From this thread I understand that culling will only hit unhoused, non-played or non-favoured households.
This seems odd to me because the new Favourite Household system, with its population cap, seems to be a major change. It looks like a good system. However, if it only adds the ability to protect non-played and homeless households, I am not sure I see the point.
From this thread I understand that culling will only hit unhoused, non-played or non-favoured households.
This seems odd to me because the new Favourite Household system, with its population cap, seems to be a major change. It looks like a good system. However, if it only adds the ability to protect non-played and homeless households, I am not sure I see the point.
We still need clarity on which households can now be culled. Last time @Neia and I had a chance to chat, she expected to have some time coming up to look at the details. (I'm just back from a day away and haven't seen more info yet other than what @rosemow posted here.)
EA CREATOR NETWORK MEMBER — Want to be notified of patches, new Broken Mods threads, and urgent Sims 4 news? Follow me at https://www.patreon.com/luthienrising.
There's still a lot that's pretty vague about just what the culling rules are to me. But as far as I can tell regarding the new system, what they've done is essentially allow you to create a 'safe pool' that will always be immune to culling. The poorly explained "Max Sims" number is the maximum number of Sims you can add to the 'safe pool.' It has nothing to do with the maximum number of Sims you can have before culling is triggered, as far as I can tell.
This is all just my own understanding of the new system so far, which may be flawed.
There's still a lot that's pretty vague about just what the culling rules are to me. But as far as I can tell regarding the new system, what they've done is essentially allow you to create a 'safe pool' that will always be immune to culling. The poorly explained "Max Sims" number is the maximum number of Sims you can add to the 'safe pool.' It has nothing to do with the maximum number of Sims you can have before culling is triggered, as far as I can tell.
This is all just my own understanding of the new system so far, which may be flawed.
It might not be flawed at all! I've not found much info yet. Hoping @Neia gets a chance to look at code! And I might nudge some SimGurus with questions tomorrow. In the past there's often been things they don't seem like they're supposed to explain to us about the system, though. Still, the "unplayed, unhoused" was from them, so an update would be awesome! @SimGuruNick does that seem like something you can update us on?
EA CREATOR NETWORK MEMBER — Want to be notified of patches, new Broken Mods threads, and urgent Sims 4 news? Follow me at https://www.patreon.com/luthienrising.
There's still a lot that's pretty vague about just what the culling rules are to me. But as far as I can tell regarding the new system, what they've done is essentially allow you to create a 'safe pool' that will always be immune to culling. The poorly explained "Max Sims" number is the maximum number of Sims you can add to the 'safe pool.' It has nothing to do with the maximum number of Sims you can have before culling is triggered, as far as I can tell.
This is all just my own understanding of the new system so far, which may be flawed.
It might not be flawed at all! I've not found much info yet. Hoping @Neia gets a chance to look at code! And I might nudge some SimGurus with questions tomorrow. In the past there's often been things they don't seem like they're supposed to explain to us about the system, though. Still, the "unplayed, unhoused" was from them, so an update would be awesome! @SimGuruNick does that seem like something you can update us on?
There's still a lot that's pretty vague about just what the culling rules are to me. But as far as I can tell regarding the new system, what they've done is essentially allow you to create a 'safe pool' that will always be immune to culling. The poorly explained "Max Sims" number is the maximum number of Sims you can add to the 'safe pool.' It has nothing to do with the maximum number of Sims you can have before culling is triggered, as far as I can tell.
This is all just my own understanding of the new system so far, which may be flawed.
It might not be flawed at all! I've not found much info yet. Hoping @Neia gets a chance to look at code! And I might nudge some SimGurus with questions tomorrow. In the past there's often been things they don't seem like they're supposed to explain to us about the system, though. Still, the "unplayed, unhoused" was from them, so an update would be awesome! @SimGuruNick does that seem like something you can update us on?
That's a separate bug not related to the intended systems. Fortunately, it's avoidable
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I've only taken a quick look through the culling code so far. Biggest patch ever meant longest download time too Now that most of my mods are updated, I'll have more time to properly look at it.
I've only taken a quick look through the culling code so far. Biggest patch ever meant longest download time too Now that most of my mods are updated, I'll have more time to properly look at it.
You're ahead of me! I updated my threads before even downloading the patch (Next on my to-do!)
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Dead Sims in your older save games are put into their own household that is hidden. These hidden households are unfortunately counting towards the Sim Count. This is something we'll need to fix on our end, but that's why you're having this issue
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Individual households can be protected from culling.
Cap options are 50, 100, 200 (recommended), and unlimited. NOTE: This seems to be a cap on how many households you can protect, not on culling entirely.
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.
Previous Status (December 2016) - some/all of this may still be true
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"
For now, if you want no culling at all, I'd suggest still modding till all the details on the new system are in.
EA CREATOR NETWORK MEMBER — Want to be notified of patches, new Broken Mods threads, and urgent Sims 4 news? Follow me at https://www.patreon.com/luthienrising.
There's still a lot that's pretty vague about just what the culling rules are to me. But as far as I can tell regarding the new system, what they've done is essentially allow you to create a 'safe pool' that will always be immune to culling. The poorly explained "Max Sims" number is the maximum number of Sims you can add to the 'safe pool.' It has nothing to do with the maximum number of Sims you can have before culling is triggered, as far as I can tell.
This is all just my own understanding of the new system so far, which may be flawed.
This is pretty much exactly correct. The My Households system lets you mark Sims as protected, but it does not prevent the culling feature from taking place. It just lets users specify which Sims they never want to see culled.
Also, family trees should not be getting destroyed. Even if a Sim was culled, their thumbnail in the family tree is supposed to remain intact. If anyone is seeing different, I would love for you to share a save file with me, thanks much!
To further clarify, the Unlimited option for the Maximum Sim Count feature means you can add unlimited Sims to My Households, and make them protected. But they still need to be manually added to My Households.
@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?
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.
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
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?
EA CREATOR NETWORK MEMBER — Want to be notified of patches, new Broken Mods threads, and urgent Sims 4 news? Follow me at https://www.patreon.com/luthienrising.
Comments
Add Manage Neighbourhood Options - assign your own Sim to NPC jobs!
The Problems with Death in The Sims 4
Distinguish Elder gameplay with Elder-only reward traits
Filter Rugs by Room Size
http://forums.thesims.com/en_US/discussion/817478/hello-come-and-introduce-yourself
http://tinyurl.com/OneRoomOneWeek
http://tinyurl.com/rosemow
My Showcase thread https://forums.thesims.com/en_US/discussion/948861/rosemow-s-rooms-showcase
Could you explain this before I even consider reintalling TS4 back to my pc.
This seems odd to me because the new Favourite Household system, with its population cap, seems to be a major change. It looks like a good system. However, if it only adds the ability to protect non-played and homeless households, I am not sure I see the point.
We still need clarity on which households can now be culled. Last time @Neia and I had a chance to chat, she expected to have some time coming up to look at the details. (I'm just back from a day away and haven't seen more info yet other than what @rosemow posted here.)
This is all just my own understanding of the new system so far, which may be flawed.
It might not be flawed at all! I've not found much info yet. Hoping @Neia gets a chance to look at code! And I might nudge some SimGurus with questions tomorrow. In the past there's often been things they don't seem like they're supposed to explain to us about the system, though. Still, the "unplayed, unhoused" was from them, so an update would be awesome! @SimGuruNick does that seem like something you can update us on?
That's a separate bug not related to the intended systems. Fortunately, it's avoidable
You're ahead of me! I updated my threads before even downloading the patch (Next on my to-do!)
http://forums.thesims.com/en_US/discussion/comment/16144909/#Comment_16144909
Current Status (November 2017)
Previous Status (December 2016) - some/all of this may still be true
- 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:For now, if you want no culling at all, I'd suggest still modding till all the details on the new system are in.
This is pretty much exactly correct. The My Households system lets you mark Sims as protected, but it does not prevent the culling feature from taking place. It just lets users specify which Sims they never want to see culled.
Also, family trees should not be getting destroyed. Even if a Sim was culled, their thumbnail in the family tree is supposed to remain intact. If anyone is seeing different, I would love for you to share a save file with me, thanks much!
Add Manage Neighbourhood Options - assign your own Sim to NPC jobs!
The Problems with Death in The Sims 4
Distinguish Elder gameplay with Elder-only reward traits
Filter Rugs by Room Size
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.
Add Manage Neighbourhood Options - assign your own Sim to NPC jobs!
The Problems with Death in The Sims 4
Distinguish Elder gameplay with Elder-only reward traits
Filter Rugs by Room Size
I have wanted this fixed ever since the beginning! Thank you so much!
Add Manage Neighbourhood Options - assign your own Sim to NPC jobs!
The Problems with Death in The Sims 4
Distinguish Elder gameplay with Elder-only reward traits
Filter Rugs by Room Size
This is wonderful! It's too late for Nadia Straud (Vlad's non-vampire daughter), but great news for the rest of the family.