Culling overpopulated town

The mod that's bigger than 80's hair. We promise to help tame the beast.
Post Reply
FredMSloniker
Reactions:
Posts: 2
Joined: February 25th, 2023, 3:23 pm

Culling overpopulated town

Post by FredMSloniker » February 25th, 2023, 3:27 pm

I've been getting the dreaded error 12 when trying to save, and I think I know why: the town's overpopulated. I've just installed the immigration module, which I assume will help. However, there's a specific scenario that I'm not sure how best to address: when a household has more Sims than beds. I spotted four Sims in a one-bedroom apartment; will the immigration module get them to move out? Do I need to change any default settings (besides enabling emigration in the first place) to get this to happen? And is there a button I can press to immediately check the whole town for overcrowding?

User avatar
C-Dark
Reactions:
Posts: 2640
Joined: January 5th, 2012, 6:00 pm
Answers: 24
Location: Berlin (Germany)

Culling overpopulated town

Post by C-Dark » February 25th, 2023, 4:53 pm

FredMSloniker wrote:
February 25th, 2023, 3:27 pm
And is there a button I can press to immediately check the whole town for overcrowding?
You can look at some statistics with Mastercontroller > MasterController-Interactions#Demographics

You can cap the max. number of residents in SP under General > Options: sims
Maximum Residents
Specifies a cap on the number of residents in town. Once reached, progression will no longer push new pregnancies
This option can now be set individually for each one of the major species
Default: Cat 25, Dog:Big 25, Dog:Little 25, Horse 25, Human 150

For the settings have a look into the documentation options list, where all are explained to, look for immigration/emigration and house inspection StoryProgression-Interactions

The FAQ might clear some of your questions too:
https://www.nraas.net/StoryProgression-FAQ-Immigration
Claudy ;-) Bookworm, Cat Person, Computer Whiz, Couch Potato, Eco-Friendly, Friendly, Frugal, Genius, Nurturing, Social butterfly, Supernatural fan, Virtuoso in the past, Workaholic, Brooding, No Sense of Humor

FredMSloniker
Reactions:
Posts: 2
Joined: February 25th, 2023, 3:23 pm

Culling overpopulated town

Post by FredMSloniker » February 25th, 2023, 5:06 pm

I don't want to say 'there can be no more than n people in this town', though; I want to say 'there must be a bed available for each person in town'. I suppose I could go through and set household size limits by lot(?) But I was hoping there was a way to do that without visiting each and every lot and setting it manually. I have all of the StoryProgression bits and bobs installed now; if I enable emigration, will it handle that?

Post Reply