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@niamh-sims
When you are having second thoughts about getting in the taxi with that driver...

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Annual GoFundMe
Hey friends 💛
Boosting a GoFundMe to support our creator community and help cover operating expenses for the next year.
If you’ve ever enjoyed the builds, mods, stories, or general content from Plumb Bob Keep, please consider checking it out or reblogging to help spread the word.
Let's keep the beloved Plumb Bob Keep going! I know this is way past our nor… Stanislav Syursin needs your support for Help Keep Plumb Bob K
I really, really love the shapes of the rocks that came with Castaway Stories. But the volcanic rocks had no recolours, and while the outdoor rocks had several recolours, I wanted more!
... Enter, @fracturedmoonlight's Stone Furniture Super Set!
Back in February, Huge Lunatic went through and reduced the footprints of the extracted Castaway Stories Build Mode Deco. Now, this is great for 2 reasons:
1-tile items are awesome, because they can be placed on OMSP's and in general I find them easier to place.
Now that the Object Limit has been confirmed, 1-tile objects instead of multi-tile items are much preferred as they reduce the number of OBJD's in the game.
And did Lunie reducing these objects to 1-tile save on OBJD's?
Eina Honey-Hand, of the 'ladies' lot.
Don't ask how she got her name!

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No comment!
Well, technically more hides and skins for your floors, but furs rolled off the tongue better!
Back in 2019, @clstldrmr83 released her Poor Decor: Rugs Redeux project. This involved putting her Poor Decor: Oblivion Rugs set onto Simtomatic's Rugs Refinished meshes, and as a bonus she also recoloured these meshes with a number of Wiccandove's Skyrim Rugs and Sunni's Floor Rushes.
In my continuing quest to streamline my downloads folder and the number of OBJD's it contains, I decided to rip the textures off most the other rugs in my game and apply them to Simtomatics meshes.
Because why have a rug catalogue that looks like this:
When it can look like this!
But not only did I recolour this rug set 178 203(!) times with rug textures from 12 different sets, the rug meshes themselves got a little makeover!
So, when it was absolutely confirmed that the TS2 Object Limit does indeed exist, I panicked a little inside. After being unconvinced about this 'alleged' limit for many years (sorry @teaaddictyt!) my themed game has accumulated a huge amount of CC, which means a large number of OBJD's. Which is now a problem, because of said confirmed object limit!
Looking through my buy catalogues, I found many deco objects had multiple tiles in their footprint, often unnecessarily. Plus, multi-tile object means the item can't be placed on an OMSP. So after reading through Huge Lunatic's fabulous Reducing GUIDS/OBJDs Tutorial, I set to work, starting with my rug category!
What is a potion shop without magical, floating candles?!

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Bowls and plates and dishes, oh my!
Continuing with my love of Sun & Moon items and textures, I have texture DR'd Omglo's Control Dining Plate & Bowl Colours.
An Altmer making this face is not terrifying at all!
It is no secret that I am a big fan of Sun & Moon. So, back when they released tableware sets as part of their Forging On set, I promptly started decorating all of my lots with them.
However, I recently decided I needed to update my plate and bowl defaults, and the metal textures from Sun & Moon were perfect replacement.
Trying to make some noise
If anyone else would like to join me in petitioning EA to at least try to fix the object limit in Legacy Edition (maybe I'd bother using that version of the game instead, lol), please jump on this thread I've started in their forums and comment.
Hello,An amazing coder named Will Nixon has been digging into a bug in The Sims 2 called the "Object Limit" and has figured out how it could
🙏🏻
(yes, Will, I know you're still poking at the UC code being like "could I fix this...??" but it shouldn't be all on you, lovely)
(yes, I know Legacy Edition sucks but if they were to remove this cap, I'd "use" it... if you know what I mean 😏)
Notes on the ObjectLimit
Here is a short summary of my notes and findings on the Object Limit after struggling with this beast for years.
See @spockthewok's post for the explanation on what this is and what the limit is (32,767 Objects).
By the count on @picknmixsims's Maxis GUIDs spreadsheet, the game has just shy of 14,000 objects in it. I do not believe that all of these contribute to the limit (cos the maths doesn't check out) but just keep that in mind as you're calculating how much room you've got in your folder.
Sims count. If you've got a hood with a tonne of character files (you can find these in Documents / EA Games / The Sims 2 / Neighborhoods / [HOOD] / Characters) you're gonna have less room for CC
Reducing GUIDs can create way more space in your folder. Tutorial I use to do this is here by HugeLunatic - I reduce all CC rugs to 1 GUID, for example.
CAS Content doesn't count
Fences and hood deco don't count
Custom foods count. This can be an unexpected one
Same goes for custom careers, and Uni majors.
To easily check how many OBJDs you've got in your Downloads folder, use HCDU+ by PickNMix. Scan the entire folder for the "OBJD" resource only, go to the info tab, and the program will tell you how many files it scanned.
I don't have all the answers on how some people seem to have more OBJDs in their folders and not hit the limit while others with less do hit it, but that's what I can tell you from much testing and experience.
I also don't know if default replacing Maxis GUIDs still only counts as 1 object, but I'd assume it would.
Sad day for us CC addicts... Maybe if EA would actually do something about this and follow Will's instructions to properly patch Legacy Edition to remove the limit, I'd actually consider switching to that version of the game LOL.

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Object Limit 2: Electric Boogaloo
Good Bad news, everyone!
I have returned from a grueling 48-hour adventure deep within the Maxis mines, and have witnessed unspeakable man-made horrors with my own two eyes — the object limit is very real and there is nothing that can be done to fix it! The end times are upon us!
Okay, I'm being slightly dramatic. It could be fixed fairly easily, but not with a simple patch, and likely not without access to the source code (anyone else tired of hearing that excuse?).
The issue is that the limit isn't localised to purely the Build/Buy menu — it's integral to every aspect of the game that involves objects. Here are just a few examples of the game's functionality that would need modifying to remove the limit:
Sim pathfinding and routing.
Mapping tree tables to objects.
Interacting with objects.
Manipulating objects within lists (reading/writing/deleting them).
Objects being unselectable in the Build/Buy menu was also a result of this limit and I managed to fix it very quickly, but because The Sims 2 is a house of cards with the limit as its foundation, everything started falling apart almost instantly.
"So, what is this limit?", I hear you ask. 32,767. Yes, you read that correctly. The game is only willing to accept object IDs up to a meager value of 32,767. In computing terms, this is the maximum value of a signed 16-bit integer. It can store many more objects than this in a list, which is why you can still see all your 4t2 objects in the catalogue, but it isn't designed to recognise this many IDs and thus can't do anything with them.
Why are integers signing things? Are they famous or something?
'Signed' refers to the fact that these are integers (an integer is just a whole number btw) that can represent both positive and negative values — negative numbers have a negative sign before them, hence the term 'signed'. An unsigned integer is therefore one that can only represent positive values.
While they can both represent the same total of different values, the range of representable positive values differs. Using 16-bit integers as an example:
Unsigned: 0–65,535 Signed: -32,768–32,767
This shows that both can represent 65,536 different values, but the range of positive values for signed integers is half of that of unsigned integers. Object IDs cannot be negative, which means Maxis deliberately chose to use signed integers as a way to cut the ID limit in half.
The cherry on top of all this is that the game is manually converting 32-bit numbers into 16-bit numbers to enforce this limit. This is why I could fix objects not being selectable in the Build/Buy menu easily, as all I had to do was patch out the conversion. Could EA do this across the whole game themselves if they wanted to? I imagine so. But then again, if I had billions of dollars, I probably couldn't be arsed either.
What's an object ID?
An object ID is just a number from 0–32,767 that the game assigns to each new object it places into a list, presumably starting at 0 and incrementing by 1 for the next object. It would appear that CC objects are given IDs first, which is why it was solely Maxis objects becoming unselectable after passing the limit.
Sims and objects are stored in separate lists, but I believe they both contribute to the overall limit. My single piece of evidence for this is that I experimented switching between several hoods and observed that the IDs of objects in the Build/Buy catalogue fluctuated across them. Objects in hoods with subhoods attached had higher IDs than in those without.
What was causing the Build/Buy menu crashes?
The same thing I explained in my original post (the game trying to access null pointers), except the creation of these null pointers was no accident and not the result of something going wrong.
The game merely checks whether the ID for the object it is looking at is above 32,767, and if it is, it deliberately sets the pointer to its address to 0. This would be fine, if it didn't then try and access this nullified pointer immediately afterwards!
I'll cut Maxis some slack here, because surely no one would be crazy enough to want more than 32,767 objects in their game, right guys? How could they ever have predicted such a scenario? (2004 was a simpler time).
Wait, so you were wrong about there not being an object limit? Not so cocky now, are you?
Whoa there, cowboy — hold your horses. If I may direct your attention to this excerpt of an email I sent to @teaaddictyt on the 22nd of April 2026 at 13:42 BST:
As you can see, I was right all along!!!
In my defence though, we thought the crashing was the only thing we had to solve, which is why I missed the completely obvious 16-bit conversion that was occurring within the functions I patched. Unfortunately, I am only human, but I understand if you want to destroy all the spockthewok posters I know you have hanging on your walls...
In light of these new findings, if you want to hear my updated opinion on the existence of the object limit, watch this video.
Is your patch useless?
Yes, but also no. It's not fixing the object limit (I should probably rename it tbh), but it is fixing those annoying crashes caused by it.
At the moment, not having the Build/Buy menu crash when you try and use it is the best we can do. It's up to you which you find more annoying — crashing, or not being able to buy x number of objects in the catalogue. Like the 4GB memory limit, this is going to be an additional constraint we'll have to learn to accept :/
Another alternative would be to join me and the 12 other weirdos who play with no CC, and never have to worry about any of this. No? Oh well, it was worth a try...
Will you ever actually fix the object limit?
If it's even possible without the source code, then not by myself, no.
Because of the number of core areas of the game that would need patching, I don't trust myself not to miss something and have the game explode. Unless someone wants to assemble a modding strike force to try and tackle the issue as a team over several months, I'm not touching it with a 10-foot pole (for your safety and for mine).
Should Maxis go on trial at the Hague for crimes against humanity?
Probably.
Anyway, that's all from me, apologies for the false hope :( One small positive is that I did manage to map out a reasonably large chunk of the game's code while I was frantically searching for solutions, which should make my life easier when looking at your requests. I feel like I need to successfully complete some of them now to make up for this dud!
Will
(Thank god I didn't look at this for my dissertation, I would have failed my degree).
Will forgot to include a screenshot from my email to him where I said,
"My other theory is that it's something to do with 16-bit integers having a max value of roughly 32000 (I can never remember the exact number) and maybe there's some kind of limit there, but I lack the skills and technical knowledge to look into it." Heh.
Ah well. Time to do another downloads folder cull, I suppose...
Seriously dude, thank you so much for really diving so deeply into this and leaving no stone unturned trying to figure it out. I appreciate the hours of mind-bamboozling work. @spockthewok you still have your well-deserved place on Mount Willmore 😄❤️
@teaaddictyt- At this point, I will concede that the Object Limit does indeed exist. Congratulations, you were right!
Am I obsessed with Azabesh? Yes. Yes, I am!