Original description of mod in below spoiler. A long, - (long-winded some might say ) - technical explanation of the mod.
Spoiler
Yep, I've now tried my hand at one of these bad boys. I'll say now from the off, there will never be a perfect one of these mods by anyone, not even a final fix by Maxis, purely due to the unbalanced nature of the game mechanics that control sim autonomy pushes. (More on that in a minute) So then, this mod is not the perfect fix either, but it does come at the age old autonomy lag, lock ups and hold ups agony with a new approach, that I can happily - and proudly - say works better in my game than anything else I've tried before. (Given that most of the older versions of this mod never worked for me at all, that's not really saying much. But please read on.)
Simmythesim made one of the most popular versions, which several modders on MTS have maintained over the years after he abandoned it. Each in turn doing their own abandonment of it. Though it is still being maintained by members via forum post on the last official MTS mod upload thread made for it.
I have tried every version of it released from the original, to all who have taken over the project, and it had never worked for me, no noticeable changes in game, but for the helpful MTS member who updated it when Maxis changed their python system. That was when it did start to work for me, because that is when I first put it inside my Overrides Folder. Don't know why I did not think of doing that before with all the other failed attempts, but glad I did finally think of it so I could, at last, see the benefits this mod had long since been providing players. Huge benefits, and, sadly one huge and terrible downside. Can't have your cake and eat it, no, sir. Where the mod certainly made sims move quicker autonomously from an idle, non-engaged state, and - my god - made my sim practically jump to every one of my commands, so fast and responsive it made my eyes well up just to finally experience the joy of being free from almost four years of Maxis simulation lag misery. Yet the thrill could not last, as a terrific downside also showed its hand. That sims in a pre-engaged state of interaction, meaning they were involved in interactions that have several animation parts, such as eating, drinking, playing chess, cleaning dishes, were now totally fucked in a state of lag I thought could only be seen in a horror movie. I had read reports from other users regarding this, but to see it with your own eyes. And have that great moment of your sim being so responsive, you've waited years to see if it was ever going to be possible again, only to be snatched away within seconds by a new form of lag created by Lucifer himself. Fuck! FUCK!!! Irony, irony. Fuck!
I won't bore you with the technical details... No, actually, I will. Go grab yourself a hot cocoa and get comfy in your chair, 'cause there's a story coming.
All previous versions of the mod concentrated on editing the Time Slice value. Typically reducing it by half the default value, going down from 33 to 17. In the notion that the game will push autonomy twice as fast. Yep, that kinda works. But no, because it runs into the big Maxis booboo every time.
On another XML, there is this innocent looking line of code that is actually the most potent form of influence over the two main types of sim autonomy in the game, and is the very reason why things can go so, so bad even though some things can be so, so good. "FULL_AUTONOMY_STATISTIC_SCORE_VARIANCE" is the command code, and 0.51 is the default value set by Maxis. When the game first shipped, that value was set at 0.49. So that, my friends, is all the work Maxis have done to reduce simulation autonomy lag all this time. Nice to know they've tried though, eh? So then, those two forms of sim autonomy. First, when they are standing idle, non-engaged, just waiting for the push to do something, anything. Second, pre-engaged, in an interaction with multiple parts, each step needing autonomy confirmation before proceeding to next step. Is there more to drink in the glass? Is there another move to make on the chess table. Is there another dish to collect while cleaning. All needing autonomy confirmation what to do next. When altering that unique 0.51 number up or down, the lower you go, the more the sims get quicker pushes to move from non-engaged idling, but the repeat autonomy for doing things like dishes starts to suffer terribly. So much so it could end up taking several hours between grabbing each plate. Conversely, going in the other direction with a higher value, and standing sims just won't move off the spot at all for the day, and sims playing things like chess become so fast their hands become a blur as they play. When altering the Time Slice value from 33 to 17, you are effectively doing nothing more that reducing the 0.51 to about half behind the scenes. That's it. That's all. That's why previous iterations of this mod have given you such fantastically brilliant results with individual sim control it brought tears to your eyes, yet crippled the poor bastards when they tried to do the dishes. In a nutshell.
Getting the balance right for that 0.51 value is like playing with hot and cold shower taps trying to get the perfect temperature water to clean yourself, but never getting it. And the sim lag mods on offer thus far, kind of like while you're in the shower with your non-perfect water, someone goes in the toilet, takes a dump, then uses the flush, and you're now jumping out of your skin with the sudden, boiling torrent of shower water, even though the big smelly dump in the loo was flushed away perfectly. A perfect result on one end, a horrific result on the other, all while crashing in on a system that had a rotten imbalance to begin with. (What is it with people, always using toilet analogies and toilet humour to explain things? He'll be talking about things in terms of farts next!!!)
In the perfect world, Maxis should have separated those two main autonomy types into two individual channels. (No simulation lag at all if that were so) Not have them as a conjoined, single channel you have to fiddle with like a faulty old shower that will never work right. Like a really bad safe-cracker twiddling the dial this way and that and never clicking home.
But if this mod is going to evolve to have more success, and less adverse effects for twiddling with the blasted taps, then someone is going to have to find a way to make two separate autonomy channels, or as near as damn it. Well, even Maxis aren't doing that, and they have all the right tools.
So as an alternative, or as near as damn it, I've come up with something along those lines to try and free up each autonomy channel from cursing the other for meddling with either - especially the chess/dishes/drinking type - from being locked into agonizing, doomed timeframes for setting the Time Slice low enough to have brilliant, responsive sim command control yet cannot finish washing dishes to save their life. Literally!
Rather than leave 0.51 as the single, governing value, that is a total lock-down, inescapable Alcatraz fucker when you're on the wrong side of the Time Slice, I've set it as a lower value now paired with a higher value. In essence a second, higher value for a trapped sim - their autonomy - to go to rather than be stuck. Plus plenty of scope for a random selection of a better value between the lowest and highest, so as not even starting dead, bang on a shitty, locked value every fucking time. And always the chance to accelerate off the poor starting value toward the higher value if that is where the game randomly began the autonomy push for the sim.
So I'm go to summarize now, (The cocoa's getting cold and the once comfy chair now biting into my butt.) by repeating this is not the perfect solution as the randomness for the low number is still there. But since making this unique edit and testing the outcomes in game, I am very happy with the results, and so, so thrilled to see my sims moving there asses more quickly here, there and everywhere than seen before in the only other version that partly worked for me just before the turn of the New Year.
Reading reports over the years from players who have used this type of mod, I understand folks prefer different Time Slice values. So I have made a selection here to choose from, to see which one works best in your game. My favourite is the Time Slice set to 8. Something that would have been agonising in previous versions of the mod when it came to doing things like dishes, but not a permanent, guaranteed issue seen with these versions. It can be a starting point occasionally, but it does not end that way, not stuck that way.
Also good news, the mod is not a Script Mod but a Tuning Mod, and will be very easy to maintain if and when patches change it. That's why I'm comfortable making so many versions. I know the significance of this mod when it works just right in the game, how important it becomes to a player to feel free from most of that simulation lag, so I'm happy to make several versions, so you can find the right fit for your game. But there is one caveat. I don't ask nor recommend this, I demand it. That you place this mod in the Overrides Folder and nowhere else. If you come back to me and say this mod does nothing in your game, and I ask is it in the Overrides Folder, and you say no, that's the end of that conversation right there. The Overrides Folder is where this mod first revealed its magic potential to me, after years of never working at all in normal mods folder, and I will accept nothing else from here on in. If you need to know more about an Overrides Folder, see this link - http://simsasylum.com/tfm/index.php?/topic/12798-more-nesting-depth-for-folders/
Almost forgot. The mod also has the same fix other versions have for the time speed borkiness. I don't particularly care about this issue. What I mean is, I care that Maxis have neglected to fix it in frikken years. But I don't use high speeds in my game that much for the glitch to bother me. But I know it does bother many players so I added it here too. I don't know who first made that high speed fix mod. But whoever did, all credit goes to them, I had no part in making it. Just attaching it here with the quicker autonomy mod.
The "Time Slice 33" mod is default speeds for autonomy pushes, but it does contain the unique stuff I did to the 0.51 value to still make autonomy more balanced across the two main autonomy types. Also a Time Slice 64, as going the other way and doubling the autonomy push time while still smoothing it and reducing it in the 0.51 value might work wonders for some players. Try them all one at a time, see which one fits your game set up, play style and such things as altered world time speeds from mods like MC. Only use one version in your game.
TL;DR - shorter explanation of mod below and more relevant info to the changes made in patch version 1.71
Maxis finally, after seven long years, did a somewhat significant change in patch 1.71 to the main autonomy file this mod uses. They removed a single line of code from the original XML file, to give it a brand new home in its own XML. Though the value of that code line is exactly the same as it's always been. So just how significant that is to 1.71 gaming, time will tell. Personally, on its own, I don't see how it makes any difference presently. However, it may be the start of a new update chain regarding Simulation Lag, with more tweaks to follow, as Maxis make good on their recent, transparent bid to say they will be doing more to address old, outstanding issues that many players have long since been reporting. Again, time will tell.
(Hey, just for poops and chuckles, you could try not using any Simulation Lag mods in a 1.71 game, just to see if this rehousing of the code line to its own XML makes any difference whatsoever. If not, then you always have the new 1.71 version of the mod here to fall back on. Your reports on that would be quite interesting.)
Until then, I have updated this set of mods accordingly. I'm not back into modding TS4 full time just yet. Still waiting for that fateful day Maxis quit patching TS4 before I go to town patching and updating my entire back catalog. But I also know just how important and game changing this particular mod is for so many players, so I am willing to keep modding this one, keeping it up to date as and when needed. And 1.71 has brought on the need.
There are two rar folders below. One for the set of these mods relating to game version 1.62+ (The patch level my main game is on.) The second rar folder has the complete set for 1.71+ games only. Do not use mods from the second set in games less than 1.71, or that rehoused line of code I mentioned above will not be in your game at all and problems can and will arise.
I have updated them all from both sets, a bit of fine tuning here and there, so pick the one you know works best for you, also the correct one for your game version, and replace any older version you were using. As of today, 11th March 2021, they are all the most recent versions, so be sure to replace anything you were previously using.
I will continue updating them in this thread if and when needed, so only get them from here if the need ever arises. (I did previously have updated ones from last year in a different thread, but to end all confusion I will maintain them in this thread, their original thread, from here on in.)
Helpful info in spoiler below for anyone who needs extra guidance and could not be arsed to read the original, long-winded explanation. (Can't say I blame you. Though I like it, but that's me. Good, old long-winded, whinging, mansplaining coolspear.) Hopefully the new explanation is more to your liking.
Spoiler
Whereas other versions of this mod, - the scripted version to be precise - mentions that it is not compatible with MC's slower world time settings, these version are very much compatible. Seeing as how I've played my game for over five years at three times slower default world time using MC. Yep, I like my sim days to be long, very long, but I still want those little sim critters to move their collective asses quickly. Indeed, even more needed on a game world time going three times slower than default! Hence more factors and values are tuned in these versions than in the scripted version. Plus more variance on offer to help fit more players games, play styles and machine specs. The scripted version is approximate to the TS16 (Time Slice 16) only and does not account for multi-autonomous interactions very well. Hence cleaning up dishes - that uses multi-autonomous coding - can take all day collecting the plates. Hence why I had to make this version to address the multi-autonomy interactions. (Read original, long-winded post for more details on this, if you can stand to endure it.)
So it comes as no surprise to me when reading through posts made on many forums over the years, that folks do tend to prefer this version than anything else. If they get it working right, of course. Hint, hint - Overrides Folder. If you treat Overrides Folder as optional, - as I have advised not to do - then fail to reap or even see the benefits.
And, respectfully, please stop asking which is the best version to use. You know your game, your play style and your machine specs better than anyone. Work through them all, trying one at a time, till you find the Goldilocks version that best suits these criteria.
Lower TS4, TS8 versions are designed for high end gaming machines with busy lots and big families. TS16 is mid range machines and medium sized play style. The higher Time Slice versions aimed at a play style with mostly shotgun starter homes with small families, played on potato laptops not expressly designed for smooth gaming. Most of which are probably frozen at the 32bit Legacy version of Sims 4 and may even have a hard time running that lower version of the game. Certainly you don't need the most hardcore autonomy Time Slice pushing version of these mods in a tiny home with just two sims and only five or six things to do. You may initially enjoy the faster autonomy pace, less of that lollygagging, but it will get annoying when they keep doing the same things over and over, faster and faster.
But do experiment with them all, as finding the right fit and autonomy re-balance is not exclusive to the recommendations listed above. They are just a basic guide to get you started. After all, even with a high end rig, you may find Time Slice 4 too much of a turbo-charged, rocket fuel push for your sims, and prefer it slower. Experimentation is the key to your Goldilocks version, and no-one can tell you that but yourself and your own experience and play style.
Though I have done my best to make versions that even potato machines can benefit from, I cannot test them thoroughly as, what do you know, I don't play any games on a potato machine. Me, my play style and my gaming rig are right up there on the Time Slice 4 version of the mod.
BTW - the Time Slice 4 version is very new to the set. The quickest yet, designed to be used for those players, like myself, who do slow global game time down with MC quite significantly. (My game going three times slower than default, I'd call that quite significant.) In default time it may be a bit too turbo-charged, rockets to the Moon. But horses for courses and mileage may vary, try it and see if it's cool or too scary...
And finally, speaking of turbo, this mod is compatible with Turbodriver's Simulation Unclogger mod found on MTS - https://modthesims.info/d/627246/simulation-unclogger.html - These mods here are all about tweaking the autonomy pushing to be faster. Turbodriver's mod, which I also use myself, is all about preventing those horrid interactions that misfire and cause the game simulation to completely lock up. So they are two very different mods doing different things regarding game simulation and work great together.
Update March 2023 1.96 - Maxis have made a minor change to one of the XMLs this mod set uses. Specifically related to the high speed setting of the game. Haven't played game to see what it does, if anything. Only one line of new code added, so I cannot imagine much difference.
Update March 2024 1.105 - Again Maxis make a minor change a year later. (Always for month of March. Coincidence much?) In fact a line of code they put in for High School Years for (annoying) phone idle autonomy rates was removed. Such was the level of player complaints about sims being excessive with their phones, out the coding comes. I needn't have bothered updating last March ffs. Anyway, that's all it is for 1.105. (Practically going back to something similar to the 1.96 version, ffs Maxis get your act together.) No biggie.
Feb 13 2026 - Checked for patch 1.121 Royals & Legacy - No update required.
Original description of mod in below spoiler. A long, - (long-winded some might say
) - technical explanation of the mod.
Yep, I've now tried my hand at one of these bad boys. I'll say now from the off, there will never be a perfect one of these mods by anyone, not even a final fix by Maxis, purely due to the unbalanced nature of the game mechanics that control sim autonomy pushes. (More on that in a minute) So then, this mod is not the perfect fix either, but it does come at the age old autonomy lag, lock ups and hold ups agony with a new approach, that I can happily - and proudly - say works better in my game than anything else I've tried before. (Given that most of the older versions of this mod never worked for me at all, that's not really saying much. But please read on.)
Simmythesim made one of the most popular versions, which several modders on MTS have maintained over the years after he abandoned it. Each in turn doing their own abandonment of it. Though it is still being maintained by members via forum post on the last official MTS mod upload thread made for it.
I have tried every version of it released from the original, to all who have taken over the project, and it had never worked for me, no noticeable changes in game, but for the helpful MTS member who updated it when Maxis changed their python system. That was when it did start to work for me, because that is when I first put it inside my Overrides Folder. Don't know why I did not think of doing that before with all the other failed attempts, but glad I did finally think of it so I could, at last, see the benefits this mod had long since been providing players. Huge benefits, and, sadly one huge and terrible downside. Can't have your cake and eat it, no, sir. Where the mod certainly made sims move quicker autonomously from an idle, non-engaged state, and - my god - made my sim practically jump to every one of my commands, so fast and responsive it made my eyes well up just to finally experience the joy of being free from almost four years of Maxis simulation lag misery. Yet the thrill could not last, as a terrific downside also showed its hand. That sims in a pre-engaged state of interaction, meaning they were involved in interactions that have several animation parts, such as eating, drinking, playing chess, cleaning dishes, were now totally fucked in a state of lag I thought could only be seen in a horror movie. I had read reports from other users regarding this, but to see it with your own eyes. And have that great moment of your sim being so responsive, you've waited years to see if it was ever going to be possible again, only to be snatched away within seconds by a new form of lag created by Lucifer himself. Fuck! FUCK!!! Irony, irony. Fuck!
I won't bore you with the technical details... No, actually, I will. Go grab yourself a hot cocoa and get comfy in your chair, 'cause there's a story coming.
All previous versions of the mod concentrated on editing the Time Slice value. Typically reducing it by half the default value, going down from 33 to 17. In the notion that the game will push autonomy twice as fast. Yep, that kinda works. But no, because it runs into the big Maxis booboo every time.
On another XML, there is this innocent looking line of code that is actually the most potent form of influence over the two main types of sim autonomy in the game, and is the very reason why things can go so, so bad even though some things can be so, so good. "FULL_AUTONOMY_STATISTIC_SCORE_VARIANCE" is the command code, and 0.51 is the default value set by Maxis. When the game first shipped, that value was set at 0.49. So that, my friends, is all the work Maxis have done to reduce simulation autonomy lag all this time. Nice to know they've tried though, eh? So then, those two forms of sim autonomy. First, when they are standing idle, non-engaged, just waiting for the push to do something, anything. Second, pre-engaged, in an interaction with multiple parts, each step needing autonomy confirmation before proceeding to next step. Is there more to drink in the glass? Is there another move to make on the chess table. Is there another dish to collect while cleaning. All needing autonomy confirmation what to do next. When altering that unique 0.51 number up or down, the lower you go, the more the sims get quicker pushes to move from non-engaged idling, but the repeat autonomy for doing things like dishes starts to suffer terribly. So much so it could end up taking several hours between grabbing each plate. Conversely, going in the other direction with a higher value, and standing sims just won't move off the spot at all for the day, and sims playing things like chess become so fast their hands become a blur as they play. When altering the Time Slice value from 33 to 17, you are effectively doing nothing more that reducing the 0.51 to about half behind the scenes. That's it. That's all. That's why previous iterations of this mod have given you such fantastically brilliant results with individual sim control it brought tears to your eyes, yet crippled the poor bastards when they tried to do the dishes. In a nutshell.
Getting the balance right for that 0.51 value is like playing with hot and cold shower taps trying to get the perfect temperature water to clean yourself, but never getting it. And the sim lag mods on offer thus far, kind of like while you're in the shower with your non-perfect water, someone goes in the toilet, takes a dump, then uses the flush, and you're now jumping out of your skin with the sudden, boiling torrent of shower water, even though the big smelly dump in the loo was flushed away perfectly. A perfect result on one end, a horrific result on the other, all while crashing in on a system that had a rotten imbalance to begin with. (What is it with people, always using toilet analogies and toilet humour to explain things? He'll be talking about things in terms of farts next!!!)
In the perfect world, Maxis should have separated those two main autonomy types into two individual channels. (No simulation lag at all if that were so) Not have them as a conjoined, single channel you have to fiddle with like a faulty old shower that will never work right. Like a really bad safe-cracker twiddling the dial this way and that and never clicking home.
But if this mod is going to evolve to have more success, and less adverse effects for twiddling with the blasted taps, then someone is going to have to find a way to make two separate autonomy channels, or as near as damn it. Well, even Maxis aren't doing that, and they have all the right tools.
So as an alternative, or as near as damn it, I've come up with something along those lines to try and free up each autonomy channel from cursing the other for meddling with either - especially the chess/dishes/drinking type - from being locked into agonizing, doomed timeframes for setting the Time Slice low enough to have brilliant, responsive sim command control yet cannot finish washing dishes to save their life. Literally!
Rather than leave 0.51 as the single, governing value, that is a total lock-down, inescapable Alcatraz fucker when you're on the wrong side of the Time Slice, I've set it as a lower value now paired with a higher value. In essence a second, higher value for a trapped sim - their autonomy - to go to rather than be stuck. Plus plenty of scope for a random selection of a better value between the lowest and highest, so as not even starting dead, bang on a shitty, locked value every fucking time. And always the chance to accelerate off the poor starting value toward the higher value if that is where the game randomly began the autonomy push for the sim.
So I'm go to summarize now, (The cocoa's getting cold and the once comfy chair now biting into my butt.) by repeating this is not the perfect solution as the randomness for the low number is still there. But since making this unique edit and testing the outcomes in game, I am very happy with the results, and so, so thrilled to see my sims moving there asses more quickly here, there and everywhere than seen before in the only other version that partly worked for me just before the turn of the New Year.
Reading reports over the years from players who have used this type of mod, I understand folks prefer different Time Slice values. So I have made a selection here to choose from, to see which one works best in your game. My favourite is the Time Slice set to 8. Something that would have been agonising in previous versions of the mod when it came to doing things like dishes, but not a permanent, guaranteed issue seen with these versions. It can be a starting point occasionally, but it does not end that way, not stuck that way.
Also good news, the mod is not a Script Mod but a Tuning Mod, and will be very easy to maintain if and when patches change it. That's why I'm comfortable making so many versions. I know the significance of this mod when it works just right in the game, how important it becomes to a player to feel free from most of that simulation lag, so I'm happy to make several versions, so you can find the right fit for your game. But there is one caveat. I don't ask nor recommend this, I demand it. That you place this mod in the Overrides Folder and nowhere else. If you come back to me and say this mod does nothing in your game, and I ask is it in the Overrides Folder, and you say no, that's the end of that conversation right there. The Overrides Folder is where this mod first revealed its magic potential to me, after years of never working at all in normal mods folder, and I will accept nothing else from here on in. If you need to know more about an Overrides Folder, see this link - http://simsasylum.com/tfm/index.php?/topic/12798-more-nesting-depth-for-folders/
Almost forgot. The mod also has the same fix other versions have for the time speed borkiness. I don't particularly care about this issue. What I mean is, I care that Maxis have neglected to fix it in frikken years. But I don't use high speeds in my game that much for the glitch to bother me. But I know it does bother many players so I added it here too. I don't know who first made that high speed fix mod. But whoever did, all credit goes to them, I had no part in making it. Just attaching it here with the quicker autonomy mod.
The "Time Slice 33" mod is default speeds for autonomy pushes, but it does contain the unique stuff I did to the 0.51 value to still make autonomy more balanced across the two main autonomy types. Also a Time Slice 64, as going the other way and doubling the autonomy push time while still smoothing it and reducing it in the 0.51 value might work wonders for some players. Try them all one at a time, see which one fits your game set up, play style and such things as altered world time speeds from mods like MC. Only use one version in your game.
TL;DR - shorter explanation of mod below and more relevant info to the changes made in patch version 1.71
Maxis finally, after seven long years, did a somewhat significant change in patch 1.71 to the main autonomy file this mod uses. They removed a single line of code from the original XML file, to give it a brand new home in its own XML. Though the value of that code line is exactly the same as it's always been. So just how significant that is to 1.71 gaming, time will tell. Personally, on its own, I don't see how it makes any difference presently. However, it may be the start of a new update chain regarding Simulation Lag, with more tweaks to follow, as Maxis make good on their recent, transparent bid to say they will be doing more to address old, outstanding issues that many players have long since been reporting. Again, time will tell.
(Hey, just for poops and chuckles, you could try not using any Simulation Lag mods in a 1.71 game, just to see if this rehousing of the code line to its own XML makes any difference whatsoever. If not, then you always have the new 1.71 version of the mod here to fall back on. Your reports on that would be quite interesting.)
Until then, I have updated this set of mods accordingly. I'm not back into modding TS4 full time just yet. Still waiting for that fateful day Maxis quit patching TS4 before I go to town patching and updating my entire back catalog. But I also know just how important and game changing this particular mod is for so many players, so I am willing to keep modding this one, keeping it up to date as and when needed. And 1.71 has brought on the need.
There are two rar folders below. One for the set of these mods relating to game version 1.62+ (The patch level my main game is on.) The second rar folder has the complete set for 1.71+ games only. Do not use mods from the second set in games less than 1.71, or that rehoused line of code I mentioned above will not be in your game at all and problems can and will arise.
I have updated them all from both sets, a bit of fine tuning here and there, so pick the one you know works best for you, also the correct one for your game version, and replace any older version you were using. As of today, 11th March 2021, they are all the most recent versions, so be sure to replace anything you were previously using.
I will continue updating them in this thread if and when needed, so only get them from here if the need ever arises. (I did previously have updated ones from last year in a different thread, but to end all confusion I will maintain them in this thread, their original thread, from here on in.)
Helpful info in spoiler below for anyone who needs extra guidance and could not be arsed to read the original, long-winded explanation. (Can't say I blame you. Though I like it, but that's me. Good, old long-winded, whinging, mansplaining coolspear.) Hopefully the new explanation is more to your liking.
Whereas other versions of this mod, - the scripted version to be precise - mentions that it is not compatible with MC's slower world time settings, these version are very much compatible. Seeing as how I've played my game for over five years at three times slower default world time using MC. Yep, I like my sim days to be long, very long, but I still want those little sim critters to move their collective asses quickly. Indeed, even more needed on a game world time going three times slower than default! Hence more factors and values are tuned in these versions than in the scripted version. Plus more variance on offer to help fit more players games, play styles and machine specs. The scripted version is approximate to the TS16 (Time Slice 16) only and does not account for multi-autonomous interactions very well. Hence cleaning up dishes - that uses multi-autonomous coding - can take all day collecting the plates. Hence why I had to make this version to address the multi-autonomy interactions. (Read original, long-winded post for more details on this, if you can stand to endure it.)
So it comes as no surprise to me when reading through posts made on many forums over the years, that folks do tend to prefer this version than anything else. If they get it working right, of course. Hint, hint - Overrides Folder. If you treat Overrides Folder as optional, - as I have advised not to do - then fail to reap or even see the benefits.
And, respectfully, please stop asking which is the best version to use. You know your game, your play style and your machine specs better than anyone. Work through them all, trying one at a time, till you find the Goldilocks version that best suits these criteria.
Lower TS4, TS8 versions are designed for high end gaming machines with busy lots and big families. TS16 is mid range machines and medium sized play style. The higher Time Slice versions aimed at a play style with mostly shotgun starter homes with small families, played on potato laptops not expressly designed for smooth gaming. Most of which are probably frozen at the 32bit Legacy version of Sims 4 and may even have a hard time running that lower version of the game. Certainly you don't need the most hardcore autonomy Time Slice pushing version of these mods in a tiny home with just two sims and only five or six things to do. You may initially enjoy the faster autonomy pace, less of that lollygagging, but it will get annoying when they keep doing the same things over and over, faster and faster.
But do experiment with them all, as finding the right fit and autonomy re-balance is not exclusive to the recommendations listed above. They are just a basic guide to get you started. After all, even with a high end rig, you may find Time Slice 4 too much of a turbo-charged, rocket fuel push for your sims, and prefer it slower. Experimentation is the key to your Goldilocks version, and no-one can tell you that but yourself and your own experience and play style.
Though I have done my best to make versions that even potato machines can benefit from, I cannot test them thoroughly as, what do you know, I don't play any games on a potato machine. Me, my play style and my gaming rig are right up there on the Time Slice 4 version of the mod.
BTW - the Time Slice 4 version is very new to the set. The quickest yet, designed to be used for those players, like myself, who do slow global game time down with MC quite significantly. (My game going three times slower than default, I'd call that quite significant.) In default time it may be a bit too turbo-charged, rockets to the Moon. But horses for courses and mileage may vary, try it and see if it's cool or too scary...
And finally, speaking of turbo, this mod is compatible with Turbodriver's Simulation Unclogger mod found on MTS - https://modthesims.info/d/627246/simulation-unclogger.html - These mods here are all about tweaking the autonomy pushing to be faster. Turbodriver's mod, which I also use myself, is all about preventing those horrid interactions that misfire and cause the game simulation to completely lock up. So they are two very different mods doing different things regarding game simulation and work great together.
Update March 2023 1.96 - Maxis have made a minor change to one of the XMLs this mod set uses. Specifically related to the high speed setting of the game. Haven't played game to see what it does, if anything. Only one line of new code added, so I cannot imagine much difference.
Update March 2024 1.105 - Again Maxis make a minor change a year later. (Always for month of March. Coincidence much?) In fact a line of code they put in for High School Years for (annoying) phone idle autonomy rates was removed. Such was the level of player complaints about sims being excessive with their phones, out the coding comes. I needn't have bothered updating last March ffs. Anyway, that's all it is for 1.105. (Practically going back to something similar to the 1.96 version, ffs Maxis get your act together.) No biggie.
Feb 13 2026 - Checked for patch 1.121 Royals & Legacy - No update required.
Quicker Sim Autonomy All Versions 1.62+.rar - Updated March 2021
Quicker Sim Autonomy All Versions 1.71.rar - Updated March 2021
Quicker Sim Autonomy All Versions 1.96.rar - Updated March 2023
Quicker Sim Autonomy All Versions 1.105.rar - Updated March 2024 - Works for Patch 1.121 Royals & Legacy
XML Resources Used:
03B33DDF!00000000!143F98639E4FDED3.autonomy.autonomy_modes.Tuning.xml
03B33DDF!00000000!2BE55516548A9522.time_service.Tuning.xml
03B33DDF!00000000!E81E51B398141F79.clock.Tuning.xml
Any other mods using these files will conflict.
Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis