Cities: Skylines

Cities: Skylines

Mod: Nursing Homes for Senior Citizens
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BoostHungry  [udvikler] 15. nov. 2015 kl. 9:27
Feedback and Improvements
Glad to see such awesome support for my mod. I'd love some feedback on how it's working and what to improve.

Please comment on your experiences so far and if you would like to see anything updated.

Some thoughts for updates:
  • Citizens should still pay taxes - Abandoned in favor of NH income
  • Nursing Homes collect a customizable fee from residents - DONE!
  • Seniors will only move into appropriate quality Nursing Homes - DONE!
    • IE: Need to be wealthy for quality 5 Nursing Homes and the wealthy may resist moving into lower quality Nursing Homes
  • Move in chances increase with Nursing Home quality - DONE, but doesn't really increase, it more just compares Wealth vs Quality
  • Customizable base move in probability (to allow quality 0 Nursing Homes to force migrate seniors)
  • Move in probability affected by Health Care budget
  • Move in probability affected by percentage of jobs filled (lack of workers affects quality) - DONE!

Also looking for comments on:
  • Asset creation process
  • Balance of capacity vs cost, maintenance, and space
    • Does a single nursing home have enough of an impact?
    • Does the capacity and cost feel fair?
  • Mod compatibility
    • I don't expect in-compatibility as my code only targets Nursing Homes, but other mods may overwrite my AI
    • I'd like to ensure compatibility and balance with Pop Balance Mods
Sidst redigeret af BoostHungry; 21. feb. 2016 kl. 9:59
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Hawk Tuah 15. nov. 2015 kl. 9:48 
Creating an asset was very simple following the instructions.

I think better if these don't provide any income to the city. Residents of nursing homes are typically a significant cost to society. They typically don't pay any taxes either (at least in the US).

Using the Quality Level to determine which nursing homes the various income level residents will move in to would be good addition.
StoryTellerMerc 16. nov. 2015 kl. 6:22 
i just downloaded and plan to use it but i agree quality level should factor in to if they move in. Mean in reality would you move into a place with uneducated people and horrible surrounds :p. I hope to see more buildings soon as well a video on making them would be amazing as the instructions are clear but visual is always helpful.
BoostHungry  [udvikler] 16. nov. 2015 kl. 7:16 
Thanks for the feedback, I released an update yesterday that greatly takes Wealth into account for the various quality NHs. I'll provide more details about the new Move In Algorithm some time this week. I ignored Education since Education is a factor for Wealth in the game.
StoryTellerMerc 16. nov. 2015 kl. 9:13 
no problem ill do alot more testing when im home was going to make buildings buti have so many assets ti crashes when i try to load to make new ones :P.
Stoklomolvi 18. nov. 2015 kl. 19:25 
I'm trying to create a residential tower type senior home (purely so that I can use this mod and the pop balance mod together) but when I try to follow the instructions, I don't get the new stats and instead my asset retains the old residential assets. Any ideas?
BoostHungry  [udvikler] 18. nov. 2015 kl. 20:28 
Stoklomolvi, you have the mod enabled when using the asset editor correct? You should just need to create an asset using anything as a template, then save it and put "NH123" somewhere in the file name for your asset (the bottom left box on the save screen), then quit to the main menu and create a second new asset and use the asset you named with "NH123" as the template for your second asset. I'll make a video of the process tomorrow night if I can.
BoostHungry  [udvikler] 18. nov. 2015 kl. 20:30 
I left some debugging enabled so if you want to send me your output_log file to BoostHungry422@gmail.com, I can see what's going on.
BoostHungry  [udvikler] 19. nov. 2015 kl. 18:18 
Stoklomolvi, I uploaded two videos. The second one shows how you can create an asset for this mod.
RobynsEgg 19. nov. 2015 kl. 21:22 
I haven't been playing Cities for very long, so I can't give much feedback on that which would be in any way valuable. However, as someone who is just in the process of finding one of these for my wealthy grandparents in San Fran, I have some suggestions?

1. Residents don't pay taxes on the land. This comes out of the fees that they pay to stay there. However, their old residence does pay for how much they can afford in their retirement place.

2. These places make MASSIVE profits. So the 50 bed lot just posted by Forkboy22 would, at $5,000 /person /month make ($250,000/month * 12 = $30M - 9M (30% expenses, income and taxes) =21M profit.

3. Most of the workers aren't that educated. In a corporate structure that I know, ~70% in just normal labour (educated), ~20% Administrative & managerial staff (well educated), ~10% Nursing & Managerial staff (highly educated). Most are owned by some form of corporation. (they are a business, not a residence, even though they are done in residential zones?)

4. They pay high taxes, as befits a place that pulls in quite a tidy profit. Much higher than a residential lot would pay right beside it.

These places are built to suck all of us dry before death, from the richest to poorest. Capitalism at its worst.
Junna 2. dec. 2015 kl. 4:56 
Is there any performance issues related to this mod? I'm expericing some rather terrible lag, but I am not sure it is anything to do with this mod, so I'm wondering if anyone else has any experience?
StoryTellerMerc 2. dec. 2015 kl. 7:16 
no i run the game fine and i have other 300 assets and 3 mods
BoostHungry  [udvikler] 13. dec. 2015 kl. 12:39 
Sorry for the super late response, but there's not much in my mod that would cause much lag. Is it conistent lag or instances of sharp stutter that comes and goes? If you think it's caused by this mod, please give me some more details and I'll see what I can do to help.
t1a2l 17. dec. 2015 kl. 6:23 
add Nursing Vans to take senior citizen from their houses to nursing homes.
dothe mod collect dead form nursing home?
AJ3D 3. feb. 2016 kl. 15:15 
This mod is awesome! I love how you've created a whole new AI that really brings new features to the game.

Would it be possible to tweak the way the AI and other settings gets applied to the prefab?

Boformer has made some great mods that read settings from bundled xml files.

Asset makers just make a normal ploppable building like a hospital, clinic, or unique building, and bundle an xml file that contains settings for this mod.

On scene load, the mod reads the xml settings, and assigns the custom AI and other settings. The advantage of this is that if the mod is disabled, the building will live on in its normal state.

Subscribers to the asset can also use it for its orginal purpose if they don't want to subscribe to the senior homes mod.
BoostHungry  [udvikler] 15. feb. 2016 kl. 16:19 
Yes AJ3D, I've wanted to consider other ways of setting the AI and other ways to allow modders to create assets. Unfortunately this mod has become less of a priority for me unless something is broken, but if I get around to doing additional work on this mod, then how the AI is applied will be a higher priority.
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