"Kita5399;c-17024165" wrote:
"Cupid;c-17024093" wrote:
"MLadyAzzera;c-17023890" wrote:
One way I've been working around this issue is by putting townie sims I want to keep in favorite households (pressing the heart) so that it slows down random generations. I have 180 favorite households (max population set to 200), leaving 20 for births that might occur in my playable households. If you have non-playable sims set to aging on, then you will have to add new favorites over time, easy to do with downloading sims from the gallery.
Favoriting households does absolutely nothing to stop townies from generating. The maximum sim setting does not include sims from unfavorited households and those will continue to generate beyond reaching that number.
From my understanding the favorited households are just Sims that are protected from being culled correct? So how many more the game generates would depend on how high the max is set, and what your computer can handle? It may be a possibility to have a high number of favorites, and due to computer specs the game may not generate more (or would cull them regularly)? I have no problem with having some game generated Sims, I just end up with so many. Another problem I have is it giving me a bunch of households that have no name, and that causes last exception errors.
Yes, it basically just protects them from culling. There's another "limit" for all the sims in that save, and once you reach that limit (whatever it is, I don't know the exact number or if there even is one) then culling begins. It probably takes a lot of sims to reach that point anyway though. And reaching it still wouldn't stop the game from making more, the culled sims would get replaced and it'd be an endless cycle.