Even when I shut off my population controls...
1) Setting my General>Options:Lots>Emigration/Immigration Ratio to 99% (that makes it so that no-one should be able to immigrate in unless they're stinkin' rich) Their Net Equity ratio should be so bad that no-one should be able to emigrate (if they're already here - just waiting for the Watcher to off them)
2)Set all immigrant chances to 0%.
3) Immigration Gauge is set at 5000 to supposedly keep the pressure high so that no sims should immigrate in without that pressure being reached because unfortunately, 0 to disable immigration doesn't work.
3)Register>Allow Immigration>False
Yet the second I go into NRAAS>MC>Totally Annihilate...I get this:
NOW...I have to (laughs crazily)
KILL THEM AGAIN!!!
C'mon, NRAAS, please, will you allow me to have my exclusive ghost town? DARN IT!!!! Really, it's chock full of radiation and fallout.
You really don't want to move there.
Always "River McIrish" ...and maybe some Bebe Hart. ~innocent expression~
Comments
Zumi and the Winchester Brothers
The Watcher's Caretaker - A Limited ISBI
Always "River McIrish" ...and maybe some Bebe Hart. ~innocent expression~
Zumi and the Winchester Brothers
The Watcher's Caretaker - A Limited ISBI
Always "River McIrish" ...and maybe some Bebe Hart. ~innocent expression~
Zumi and the Winchester Brothers
The Watcher's Caretaker - A Limited ISBI
Always "River McIrish" ...and maybe some Bebe Hart. ~innocent expression~
Zumi and the Winchester Brothers
The Watcher's Caretaker - A Limited ISBI
https://graceymanorsims3.tumblr.com/
Thank you, that helps. I'm going in and reducing all the pool sizes to 0 so that no new Sims are generated for those roles when I eradicate them.
Always "River McIrish" ...and maybe some Bebe Hart. ~innocent expression~
Zumi and the Winchester Brothers
The Watcher's Caretaker - A Limited ISBI
Anyhow, now my population is down to 7, 6 radiation-resistant aliens and 1 unicorn.
Always "River McIrish" ...and maybe some Bebe Hart. ~innocent expression~
And no, reducing the service pools to 0 will not stop Service and other homeless non-resident sims from spawning as the game calls for them. You actually cannot maintain a world with no Service Sims. But you can have a lot of fun trying, apparently.
NRaas StoryProgression is not responsible for these sims.
Role Sims and Service Sims are two different things. NRaas Register can dictate that residents (if you have enough of them) get used as Role Sims. There is no such thing as a resident Service Sim.
Role Sims = Those assigned to role giving objects in town such as cash registers, bars, bouncer ropes, tattoo chairs. Global Role Sims are special cases with no objects to hold the assignments that include the Uni Mascot and the Paparazzi.
Service Sims = Those typically called to your sims homes to perform their services such as maids, babysitters, mail/pizza delivery, the repo sim, the social workers. Special cases include stray animals, grim reapers, and time travelers. Service Sims cannot maintain their service assignments if made into residents.
NRaas has moved!
Our new site is at http://nraas.net
I do know what emigration means. @igazor It means "moving out..." of a country or in this case, a world.
Immigration means "moving in" or entering a country or a world. I used to get "A"s in English.
The ones in bold I have reduced their pools to zero - which means that they shouldn't be drawn upon. In no apocalypse world I've heard of has any resident wanted pizza, baby-sitting, or mail delivery, unless you're talking about that Kevin Costner abomination of a movie (Mailman) and I think most sims would be too busy trying to survive to care about repo'ing someone's possessions for non-payment of bills. I can deal with stray animals, grim reapers (death would have a field day in my town) and time-travelers. I've also set taxes to zero. Revenue Canada can go kiss my ample bottom...since they're not going to get my taxes if an 850Kt. nuclear weapon drops on my hometown. Like wise my sims are giving the Sim Revenue-Canada the middle finger.
Always "River McIrish" ...and maybe some Bebe Hart. ~innocent expression~
Then you have gone on to tell us that the Immigration Gauge set to 0 doesn't work. But it does, that completely shuts down resident immigration. And that setting the service pools to 0 will prevent Service Sims from spawning, which it does not, it just makes the game work harder when a Service Sim is actually needed.
No.
But actually I can't tell anymore if you are having fun playing around with this idea and teasing or if you are totally annoyed at us and our mods. If it's the latter, please say so and I will back out of this thread as I'm not feeling that I'm really being of any assistance here.
NRaas has moved!
Our new site is at http://nraas.net
You set it at 0 and that means that your Debt Service Ratio at zero doesn't do anything to dictate whether or not your sim can buy himself out of town or not. Since I put it at a 99% Debt to Asset Ratio, any sim is going to have to saddle an extraordinary amount of debt in order to be able to move out. (that means any sims that I create in order to populate my town (the descendants of my sims are not going to move out). And unless he's insane enough to buy more items than he can possibly ever do to balance the DSR to match what he needs to do to be able to "emigrate" outta town; he's not going to be able to do so. And having done real estate in actual real life for over six years, I know exactly the point of a Debt to Asset ratio...in actual practice.
Then please tell me when I had my Immigration Gauge set at 0 (which in any case is the default...) why sims were spawning in left, right and center. And now when I set my gauge to 5000 pressure and knocking the service pools to 0, the only thing spawning in now are horses, dogs and cats? That combined with the zero taxes, I've FINALLY gotten what I wanted.
I'm not annoyed at your mod; it's just that it's taking some tweaking to get what I want in the game.
Always "River McIrish" ...and maybe some Bebe Hart. ~innocent expression~
Debt to Asset Ratio as per the Science of Economics a la Twallan (not to be confused with real life economics in any way)
0: This just means the entire emigration by way of debt ratio scenario is shut down. It's what a value of "0" means in many of the mods' contexts and has nothing to do with math or economics.
-1: This is impossible as ratios cannot be negative. The sims so designated by way of their Sim, Household, Caste, or Town Options (not General) will move out of town at the earliest opportunity since their real debt ratios will always be greater than -1 by definition.
1, 2, 5, or some other small positive number: It won't take much debt to trigger an emigration ratio.
99: It would take A LOT of debt to trigger an emigration ratio, assuming they have any assets. At 100, the sims would need to be declared bankrupt (by the mod's definition, not by a formal court proceeding).
999999999: Is meaningless to the mod.
Erm...are we still having fun?
NRaas has moved!
Our new site is at http://nraas.net
OK...Well, I prefer to stick with the 99% Debt to Asset Ratio - it just means that none of my sims that I choose to populate the town with will be leaving.
As far as the immigration pressure gauge, I just reset it back to 0 - since it states 0 as the default to deactivate immigration.
So that coupled with the zero service pools on all Service sims (which in any case, I don't need them running around a la Kevin Costner), let's see if there's any "trickle-in" factor on immigrants. If there is, the pressure's going right back up to 5000.
The only inhabitants who should be topside right now are 5 radiation-resistant aliens, the Grim Reaper and a ~bleeping~ unicorn.
And I just set the pets to... NRaas > SP > General Options > Options:Pregnancy > Options:Adoption > Allow Pet Immigration > False as you instructed someone else back in June of 2016. As well as set all "chances" in that category to 0. So I shouldn't be getting any pets spawning in either as well, since I have Register set to only 1 unicorn. Sorry, ~sarcasm~, that unicorn is going to be lonely.
These are the only residents that should be left in that game, outside of my active "family" in the bunker.
Always "River McIrish" ...and maybe some Bebe Hart. ~innocent expression~
Good stuff to know about things (I'm didn't get no A in English).