While I've been a longtime user of SP and MC, traveler is a new mod to me and I'm a little intimidated by it. I started playing rotationally earlier this year, and I was wonder how to play families in different connected worlds in a rotation. What's the process you use when you're moving from your main world to the other world, and then back again? I currently have a rotation of five homes, 1 is my "main" where I have aging on for the neighborhood, and 2-5 are their children. I play for 1 sim week each. I wanted to move one of their children to a different world, but still do the family rotation.
Sorry if this is a super easy thing, but like I said, I find traveler intimidating for some reason, even though I've read the FAQ. What kinds of hiccups should I look out for? Are there things I definitely should not do? OH, and I don't have the Island expansion (I saw something about "move to new world" option on the FAQ).
Thanks
using traveler in rotations
- thebriamon
- Reactions:
- Posts: 80
- Joined: April 8th, 2019, 10:45 am
- Contact:
- KittyTheSnowCat
- Reactions:
- Posts: 647
- Joined: October 1st, 2015, 6:00 pm
using traveler in rotations
Since switching worlds includes a loading screen I do at least half the rotation in my one neighbourhood before switching. For switching I just tell a Sim to travel but remove the Sims from the Traveler list so that it is empty and select the world I want to switch too. The world will then load and I can select a family to play.
I sometimes had the problem that my family trees take some damage. Especially marriages tend to get removed.. Only old ones so far, I have the suspicion that since one world is older than the other the value for how long the Sims have been married is invalid and so the marriage gets resolved.. I only had that problem for Sims that are married and living in different neighbourhoods..
Also one time a Sims would constantly throw an error when trying to open the relationship panel.. traveling to the other world to reload the Sim data there with that Sim resolved that..
I have traveled back and forth a lot and only had that problem one time though
I sometimes had the problem that my family trees take some damage. Especially marriages tend to get removed.. Only old ones so far, I have the suspicion that since one world is older than the other the value for how long the Sims have been married is invalid and so the marriage gets resolved.. I only had that problem for Sims that are married and living in different neighbourhoods..
Also one time a Sims would constantly throw an error when trying to open the relationship panel.. traveling to the other world to reload the Sim data there with that Sim resolved that..
I have traveled back and forth a lot and only had that problem one time though
- igazor
- Organizer
- Reactions:
- Posts: 17143
- Joined: April 8th, 2013, 6:00 pm
- Location: Everyone should strive to find their inner platypus.
using traveler in rotations
In my never-ending efforts to outdo everyone else (okay not really, this just sort of evolved on its own somehow), my long-running ongoing game has 16 Traveler mod connected worlds in it. "My" sims live in 5 of them and I do play these worlds in rotations in addition to the household rotations through varying numbers of households within the worlds themselves. I wouldn't say that world travel transitions are an everyday occurrence for me, but keeping in touch with friends and relatives who have moved on to other worlds is and I'm always arranging visits of out of towners and at least planning the next trip across these worlds.
The trickiest part to manage is aging. For the 5 worlds where my sims live, I want no aging to take place at all when they aren't being played so that I don't "miss" anything. For the others, which are the WA worlds, Uni, (I guess Oasis but I hardly pay much attention to that one), and some other vacation destinations that I do not play as homeworlds, I want there to be aging but only when the main household in my main central world is played so that the entire system ages up more or less evenly after one complete cycle. This is all arranged through Traveler's Ageless Foreign Sims setting, which needs to be set correctly and checked in each homeworld as it is played.
IP is not necessary for any of this. The Move to New World function is not reliable even with Traveler protection in place and I totally ignore the fact that option is even there.
The trickiest part to manage is aging. For the 5 worlds where my sims live, I want no aging to take place at all when they aren't being played so that I don't "miss" anything. For the others, which are the WA worlds, Uni, (I guess Oasis but I hardly pay much attention to that one), and some other vacation destinations that I do not play as homeworlds, I want there to be aging but only when the main household in my main central world is played so that the entire system ages up more or less evenly after one complete cycle. This is all arranged through Traveler's Ageless Foreign Sims setting, which needs to be set correctly and checked in each homeworld as it is played.
IP is not necessary for any of this. The Move to New World function is not reliable even with Traveler protection in place and I totally ignore the fact that option is even there.
- thebriamon
- Reactions:
- Posts: 80
- Joined: April 8th, 2019, 10:45 am
- Contact:
using traveler in rotations
Thanks for both of those replies. They are helpful! My pie in the sky dream is to have several interconnected worlds and play families in them. I guess the only thing I can really do now is try it