Author Topic: Unoccupied Houses  (Read 3075 times)

Chuckles_82

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Unoccupied Houses
« on: August 31, 2012, 11:07:27 PM »
From the game code

Quote
<?xml version="1.0" encoding="utf-8"?>
<base>
  <Current_Tuning>
    <kMinPercentageUnoccupiedHouses value="5">
      <!--Range:  0 - 100  Description:  Minimum Percentage of houses that must remain unnoccupied-->
    </kMinPercentageUnoccupiedHouses>
    <kMinNumberUnoccupiedHouses value="3">
      <!--Description:  Minimum number of houses that must remain unnoccupied-->
    </kMinNumberUnoccupiedHouses>
  </Current_Tuning>
</base>

So you need to leave at least 5% or 3 of your houses unoccupied when populating a world, otherwise I guess the game will move sims out.

Offline Ausette

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Re: Unoccupied Houses
« Reply #1 on: September 01, 2012, 12:03:34 AM »
Thanks for the info, Chuckles. So I'll have to meet both quotas, or only the lowest/highest?



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Chuckles_82

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Re: Unoccupied Houses
« Reply #2 on: September 01, 2012, 12:09:37 AM »
I'm guessing the higher of the three. So if 5% is less than 3 houses, then it's 3 houses.

Offline Ausette

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Re: Unoccupied Houses
« Reply #3 on: September 01, 2012, 12:40:39 AM »
Makes sense. I'll keep that limit in mind then. :)

Frey

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Re: Unoccupied Houses
« Reply #4 on: September 02, 2012, 06:29:34 PM »
Hmm just a slightly off-topic question: how do you get to the game code?  :)

Chuckles_82

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Re: Unoccupied Houses
« Reply #5 on: September 02, 2012, 07:12:47 PM »
Most of the _XML resources that are tunable are in the gameplaydata.package. You need S3PE to open it. Seabody did a short tutorial on it. I'll just find the link :)

Frey

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Re: Unoccupied Houses
« Reply #6 on: September 03, 2012, 04:23:12 AM »
Thanks!   :)



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Offline Krrank

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Re: Unoccupied Houses
« Reply #7 on: September 04, 2012, 03:38:21 PM »
That's good to know. Makes sense too, room to expand or room to move I suppose