Forum Discussion
luthienrising
8 years agoHero+
"Writin_Reg;c-16210882" wrote:
I understood that You can basically shut culling off in the game now they patched in culling control - but do not advise to to do the unlimited unless you are running a real high in gaming desktop - but you can do it with a a click in options now and favoring your sims.
I do not believe that controls the NPC townies though - as the AI seems to control them.
What you can do is set the number of Sims you can manually protect from culling; you can't, in game, completely turn off culling. But you can add any Sims you can see in Household Management to your protected group (depending on your settings there). Still, even if your max protection is "unlimited," culling of some kind will start at 575. It will just hit unprotected Sims and the dead first. (Previously, we had to house Sims to protect them; now you can protect, say, a favourite mail carrier without them losing their job.)
"surraaaaaa;c-16210459" wrote:"fadingaudio;c-16210237" wrote:
What I don't get is why can't we just turn off culling all together? MCCC allows us to turn it off and implement our own culling rules. If I think I need more space I can delete sims on my own or remove relationships that don't need to be there. If a mod can do it, why can't y'all just implement that in the base game?
Thats what ive always said and wondered.
I really dont care about sim culling. I just house the sims I want around. But relationship culling really bothers me. Like a lot. Why is it so hard to freeze relationships between 2 housed sims? How is calculating decay easier than just freezing relationships?
It's a question of what they're able to support within the tech requirements. Whatever we do via mods, they don't have to support that. Even within what they've done this time around, they've included a warning on the max protection.
Re. relationship culling, there's a lot less of it than there was originally - they toned it way down. It definitely has a performance impact. Again, they've made it possible to do with mods what they can't support within the tech requirements.