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3 years ago
@DaWaterRat, thanks to an typo I made once when setting pregnancy chance in MCCC in my game, I once had over 40 babies born at the same time...which means they aged up at the same time. The lag spike when they aged up was very minimal and I think it was more about all of the MCCC notifications that spammed me then the actual age up process.
Even so, programmers have tools at their disposal which mitigate that sort of thing when running tasks which will increase CPU load. It would be an easy matter to have the code count how many total babies would need to be changed, and then do them in smaller batches with a short delay between each batch.
In the grand scheme of all of the things going on in a Sims game, this would be a footnote of a footnote.
The old baby objects would cease to exist once this happened one time. There'd be no need to "keep them in" for future births.
Even so, programmers have tools at their disposal which mitigate that sort of thing when running tasks which will increase CPU load. It would be an easy matter to have the code count how many total babies would need to be changed, and then do them in smaller batches with a short delay between each batch.
In the grand scheme of all of the things going on in a Sims game, this would be a footnote of a footnote.
The old baby objects would cease to exist once this happened one time. There'd be no need to "keep them in" for future births.
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