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What about mod support on GeForce Now? I think it would be an easy fix that allows a huge community to play this game who otherwise couldn't afford the required hardware. I wrote more about a fix in the respective thread.

My main concern is the lack of communication. I'm just waiting and can't play the game this way. I want to plan, and for this, I need to know if I should keep my founders membership and just wait for an eventual fix, or if you're not interested in that, so I'll have to look for other solutions, discard my membership and invest the money into a GPU.

By the way, FSR 3 frame gen would make a huge difference as well, enabling me to play the game on my old GPU. It's another way to gain a larger target audience and fan base.

Please communicate what we can expect. Since the beach DLC, you've done a good job with course corrections on a management level.
 
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Thank you for this long-awaited update.

I don't quite understand what this one means:
  • Increased the cost of shelter in home finding job to reduce homeless households.
I think the shelter cost went to zero, which caused the game to mark the households as homeless. Because homless NPC are being defined as NPC without shelter costs.
 
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Patch 1.1.8f1 is now live and below you can find the new additions and changes included in this patch. As always, reports of any new issues you encounter should go in the bug report section of the forum, so we can look into them. Remember to include as much information as you can and add a save with the issue if you have one. Thank you to everyone for the reports you have shared. We really appreciate the time and effort as it's helpful in narrowing down the different issues.



New Content
Decorations Menu:
  • Access to almost 300 decoration props.
  • 8 Categories:
    • Nature (33 props)
    • Park (35 props)
    • Potted Plants (30 props)
    • Residential Props (84 props)
    • Industrial Props (49 props)
    • Commercial Props (25 props)
    • Debris (29 props)
    • Decals (13 props)


Gameplay Fixes & Improvements
  • Fixed issues with Homeless citizens:
    • Fixed homeless citizens not seeking a way out of homelessness.
    • Fixed homeless citizens having a good household wealth.
    • Fixed newly spawned households still moving in being counted as homeless.
    • Increased the cost of shelter in home finding job to reduce homeless households.
    • Added MovingInHouseholdCount, which is the household looking for property to move into, and added a maximum to stop new households from spawning when many are already looking for homes.
  • Fixed Small Elevated Subway Station showing missing road connection and utilities when placed on a 6 or 8 lane road.
  • Fixed crash to desktop that occurred when overriding a building that has also lost some renters.
  • Fixed road tunnels generating noise and air pollution above them.
  • Fixed buildings on pedestrian street roundabouts showing no pedestrian access notifications.
  • Fixed sick citizen might stuck on pedestrian lanes
  • Fixed missing sewage connection notification when placing the Water Tower on top of the combined pipes.
  • Fixed issue where it was possible to place buildings so that their surface areas would overlap with already created standalone surface areas.
  • Fixed some city service buildings showing “Overlapping items” warning when trying to place them on the roundabout zone grid.
  • Fixed areas attached to buildings allowing placement on water.
  • Improved Passage Park coverage to be more consistent no matter what direction the park faces.
  • Improved dog behavior so citizens don't take their dogs to work or school unless they are already out of their homes.
  • Adjusted Subway station 01, 02 and 03 Construction Cost, Upkeep Cost, and XP rewards.
  • Removed Noise Pollution from Solar Power Station Additional Transformer Station upgrade.

UI Fixes & Improvements
  • Fixed bottom status bar not being accessible with a controller when in Map Tile Purchase mode.
  • Fixed “assign vehicle” selection skipping values on the slider.
  • Fixed “Show Unlock Popups” option only being available in the interface options menu with developer mode enabled.
  • Fixed the UI disappearing when selecting the "Place Multiple" Tool Mode in the Vegetation tab with a controller.
  • Fixed parallel offset setting not working correctly when building roads with a controller.
  • Fixed building showing wages section in the upkeep even though the building does not have workers.
  • Fixed change in money and population count current trend is not updating correctly.
  • Fixed some building upgrades missing their bonuses in the building's Selected Info Panel.
  • Fixed building attractiveness tooltip showing incorrect percentages if the building has lost all of its attractiveness for example in case of fire.
  • Fixed Train, Tram, and Subway tutorials marking the step for 'placing tracks' as completed before taking any action.
  • Fixed the top of the tutorial welcome window being cut off in some languages if the text scale is set to 140%.
  • Fixed some cut-off tutorial prompt panels.
  • Fixed police and fire safety tutorials missing from the advisor panel.
  • Fixed out-of-focus icons during tutorials.
  • Fixed happiness tooltip overlapping with Citizen's information inside their Selected Info Panel when using a controller.
  • Fixed missing tooltips in options panel while using a controller.
  • Fixed Chirper posts not getting updated accurately.
  • Fixed overflowing residence names in Lifepath panel.
  • Fixed overflowing text with long keybindings.
  • Fixed keybinding description being difficult to read with long keybindings.
  • Fixed eight-lane divided road thumbnail.
  • Fixed some building upgrades missing pollution-type icons.
  • Fixed text being unreadable in some panels with the blue interface color theme.
  • Fixed missing space in passenger and cargo count in route or line detail Selected Info Panel.
  • Fixed issue where selecting objects from the Chirper panel does not work if the game was loaded while already having something selected.
  • Fixed inconsistency with how Residential, Commercial, Industrial and Office are highlighted in Infoviews.
  • Improved Selected Info Panel of stops and stations to show to directly show whether transport lines are active or disabled.
  • Improved oil icon color for better visibility.
  • Changed Infoview panel pie charts to horizontal bar charts for a more compact UI allowing better visibility for the map legend.
  • Added mouse bindings for camera movement actions (both back and forward). They are unset by default.
  • Added Shift, Alt, and Ctrl keys that were missing from the description of binding action for Mouse.
  • Added support for the mouse wheel to scroll through asset panel pages.
  • Moved Small Water Tower’s UI position to before the regular Water Tower.

Audio Fixes
  • Adjusted Marquee zone tool audio and map tiles tool audio.
  • Fixed Space Rocket sound playing after a rocket disappears from the map when the rocket is being followed.
  • Fixed some buildings missing fire sound effects.
  • Fixed Building pipes and electricity nets missing snapping sound effects.
  • Fixed North American Ambulance missing engine sound.

Misc Fixes & Improvements
  • Fixed holes from the previous city remain on the terrain after starting a new game (Until something with terrain holes is spawned).
  • Fixed right indicator on the back of NA_Ambulance01.
  • Fixed direction indicators of trams flashing out of sync.
  • Fixed missing basketball basket from the basketball court in the Film Actor Mansion Signature building.
  • Fixed Small Bus Station illumination after upgrading it with the Extra Platforms and Taxi Stop.
  • Fixed some building upgrades missing fire visual effects.
  • Fixed electricity wires rendering on top of the smoke.
  • Fixed Forest Forwarder vehicle lights glow.
  • Fixed Forest Harvester vehicle light source placement.
  • Changed some industry chimneys' smoke to water vapor.
  • Several translation fixes.
  • Updated game credits.

Modding Changes
  • Added SettingsUIBindingMimicAttribute which allows mods to sync their bindings with built-in bindings.
  • Added invert option to SettingsUIHideByConditionAttribute and SettingsUIDisableByConditionAttribute to invert condition.

Paradox Mods
  • PDX SDK to 1.22.0
  • Mods UI to 1.7.0
  • New features
    • Time range selector for Most popular mods, defaulting to the past 30 days.
  • General
    • Spotlight image in Featured is now clickable.
    • Added dependency names to modal when subscribing to a mod with dependencies.
    • Improved the sorting text in Library.
    • Warn when a mod that have other mods depending on it is being removed.
    • Most Popular mods in Featured is now showing the past 7 days most popular mods.
  • Bug fixes
    • Fixed scrolling during sync in edge case where multiple progress bars were shown.
    • Improved visibility of error message in input fields.
    • Fixed alignment of Activate playset button in playset listing.
    • Fixed profile image from moving when following and unfollowing.
    • Fixed mods in playset details showing the wrong enabled state after subscribing.

Known issues & tips
  • Homelessness may take a while to clear up if the city has many homeless households. Building new residential buildings can speed up the process.
  • Empty buildings are currently not visible despite their effect on demand. However, they can still get occupied by residents or companies.

Patch 1.1.8f1 is now live and below you can find the new additions and changes included in this patch. As always, reports of any new issues you encounter should go in the bug report section of the forum, so we can look into them. Remember to include as much information as you can and add a save with the issue if you have one. Thank you to everyone for the reports you have shared. We really appreciate the time and effort as it's helpful in narrowing down the different issues.



New Content
Decorations Menu:
  • Access to almost 300 decoration props.
  • 8 Categories:
    • Nature (33 props)
    • Park (35 props)
    • Potted Plants (30 props)
    • Residential Props (84 props)
    • Industrial Props (49 props)
    • Commercial Props (25 props)
    • Debris (29 props)
    • Decals (13 props)


Gameplay Fixes & Improvements
  • Fixed issues with Homeless citizens:
    • Fixed homeless citizens not seeking a way out of homelessness.
    • Fixed homeless citizens having a good household wealth.
    • Fixed newly spawned households still moving in being counted as homeless.
    • Increased the cost of shelter in home finding job to reduce homeless households.
    • Added MovingInHouseholdCount, which is the household looking for property to move into, and added a maximum to stop new households from spawning when many are already looking for homes.
  • Fixed Small Elevated Subway Station showing missing road connection and utilities when placed on a 6 or 8 lane road.
  • Fixed crash to desktop that occurred when overriding a building that has also lost some renters.
  • Fixed road tunnels generating noise and air pollution above them.
  • Fixed buildings on pedestrian street roundabouts showing no pedestrian access notifications.
  • Fixed sick citizen might stuck on pedestrian lanes
  • Fixed missing sewage connection notification when placing the Water Tower on top of the combined pipes.
  • Fixed issue where it was possible to place buildings so that their surface areas would overlap with already created standalone surface areas.
  • Fixed some city service buildings showing “Overlapping items” warning when trying to place them on the roundabout zone grid.
  • Fixed areas attached to buildings allowing placement on water.
  • Improved Passage Park coverage to be more consistent no matter what direction the park faces.
  • Improved dog behavior so citizens don't take their dogs to work or school unless they are already out of their homes.
  • Adjusted Subway station 01, 02 and 03 Construction Cost, Upkeep Cost, and XP rewards.
  • Removed Noise Pollution from Solar Power Station Additional Transformer Station upgrade.

UI Fixes & Improvements
  • Fixed bottom status bar not being accessible with a controller when in Map Tile Purchase mode.
  • Fixed “assign vehicle” selection skipping values on the slider.
  • Fixed “Show Unlock Popups” option only being available in the interface options menu with developer mode enabled.
  • Fixed the UI disappearing when selecting the "Place Multiple" Tool Mode in the Vegetation tab with a controller.
  • Fixed parallel offset setting not working correctly when building roads with a controller.
  • Fixed building showing wages section in the upkeep even though the building does not have workers.
  • Fixed change in money and population count current trend is not updating correctly.
  • Fixed some building upgrades missing their bonuses in the building's Selected Info Panel.
  • Fixed building attractiveness tooltip showing incorrect percentages if the building has lost all of its attractiveness for example in case of fire.
  • Fixed Train, Tram, and Subway tutorials marking the step for 'placing tracks' as completed before taking any action.
  • Fixed the top of the tutorial welcome window being cut off in some languages if the text scale is set to 140%.
  • Fixed some cut-off tutorial prompt panels.
  • Fixed police and fire safety tutorials missing from the advisor panel.
  • Fixed out-of-focus icons during tutorials.
  • Fixed happiness tooltip overlapping with Citizen's information inside their Selected Info Panel when using a controller.
  • Fixed missing tooltips in options panel while using a controller.
  • Fixed Chirper posts not getting updated accurately.
  • Fixed overflowing residence names in Lifepath panel.
  • Fixed overflowing text with long keybindings.
  • Fixed keybinding description being difficult to read with long keybindings.
  • Fixed eight-lane divided road thumbnail.
  • Fixed some building upgrades missing pollution-type icons.
  • Fixed text being unreadable in some panels with the blue interface color theme.
  • Fixed missing space in passenger and cargo count in route or line detail Selected Info Panel.
  • Fixed issue where selecting objects from the Chirper panel does not work if the game was loaded while already having something selected.
  • Fixed inconsistency with how Residential, Commercial, Industrial and Office are highlighted in Infoviews.
  • Improved Selected Info Panel of stops and stations to show to directly show whether transport lines are active or disabled.
  • Improved oil icon color for better visibility.
  • Changed Infoview panel pie charts to horizontal bar charts for a more compact UI allowing better visibility for the map legend.
  • Added mouse bindings for camera movement actions (both back and forward). They are unset by default.
  • Added Shift, Alt, and Ctrl keys that were missing from the description of binding action for Mouse.
  • Added support for the mouse wheel to scroll through asset panel pages.
  • Moved Small Water Tower’s UI position to before the regular Water Tower.

Audio Fixes
  • Adjusted Marquee zone tool audio and map tiles tool audio.
  • Fixed Space Rocket sound playing after a rocket disappears from the map when the rocket is being followed.
  • Fixed some buildings missing fire sound effects.
  • Fixed Building pipes and electricity nets missing snapping sound effects.
  • Fixed North American Ambulance missing engine sound.

Misc Fixes & Improvements
  • Fixed holes from the previous city remain on the terrain after starting a new game (Until something with terrain holes is spawned).
  • Fixed right indicator on the back of NA_Ambulance01.
  • Fixed direction indicators of trams flashing out of sync.
  • Fixed missing basketball basket from the basketball court in the Film Actor Mansion Signature building.
  • Fixed Small Bus Station illumination after upgrading it with the Extra Platforms and Taxi Stop.
  • Fixed some building upgrades missing fire visual effects.
  • Fixed electricity wires rendering on top of the smoke.
  • Fixed Forest Forwarder vehicle lights glow.
  • Fixed Forest Harvester vehicle light source placement.
  • Changed some industry chimneys' smoke to water vapor.
  • Several translation fixes.
  • Updated game credits.

Modding Changes
  • Added SettingsUIBindingMimicAttribute which allows mods to sync their bindings with built-in bindings.
  • Added invert option to SettingsUIHideByConditionAttribute and SettingsUIDisableByConditionAttribute to invert condition.

Paradox Mods
  • PDX SDK to 1.22.0
  • Mods UI to 1.7.0
  • New features
    • Time range selector for Most popular mods, defaulting to the past 30 days.
  • General
    • Spotlight image in Featured is now clickable.
    • Added dependency names to modal when subscribing to a mod with dependencies.
    • Improved the sorting text in Library.
    • Warn when a mod that have other mods depending on it is being removed.
    • Most Popular mods in Featured is now showing the past 7 days most popular mods.
  • Bug fixes
    • Fixed scrolling during sync in edge case where multiple progress bars were shown.
    • Improved visibility of error message in input fields.
    • Fixed alignment of Activate playset button in playset listing.
    • Fixed profile image from moving when following and unfollowing.
    • Fixed mods in playset details showing the wrong enabled state after subscribing.

Known issues & tips
  • Homelessness may take a while to clear up if the city has many homeless households. Building new residential buildings can speed up the process.
  • Empty buildings are currently not visible despite their effect on demand. However, they can still get occupied by residents or companies.
Any updates on getting mods for GeForce Now Users?
 
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What about mod support on GeForce Now? I think it would be an easy fix that allows a huge community to play this game who otherwise couldn't afford the required hardware. I wrote more about a fix in the respective thread.

My main concern is the lack of communication. I'm just waiting and can't play the game this way. I want to plan, and for this, I need to know if I should keep my founders membership and just wait for an eventual fix, or if you're not interested in that, so I'll have to look for other solutions, discard my membership and invest the money into a GPU.

By the way, FSR 3 frame gen would make a huge difference as well, enabling me to play the game on my old GPU. It's another way to gain a larger target audience and fan base.

Please communicate what we can expect. Since the beach DLC, you've done a good job with course corrections on a management level.
It has been discussed a few times, it is not something CO can fix alone, it requires GFN to make changes to there platform; they are trying to work with GFN to sort that out.
 
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Let me see if I can elaborate a bit here to make things more clear. The reason we added the limit to MovingInHouseholdCount is because it could get so high it took a long long time for homeless households in your city to get a place to live. It does not stop the growth of your city, it's there to enable you to alleviate homelessness in your city.

It's in the patch notes because it's a change and it may be relevant to modders, but just playing the game you aren't going to experience this limit affecting your city's growth or ability to have new households move in.
I am sorry, but this doesn't answer the questions which for the purpose of clarity I will raise again:

There are three values to be taken into consideration:
a) number of homeless people in the city
b) number of new households to spawn
c) number of available (in terms of costs, reachability etc) homes

"the limit to MovingInHouseholdCount" obviously limits the number of households which can be created at a given point in time. Else it wouldn't be a limit.

The question is
a) how high that limit will be
b) is it a fixed value (say 1000) or something based on percentages (say 5% of households already present in the city) or in which other way that limit will be determined?

Regardless of the way it is set, it is a LIMIT.
This means that at some point in time there will be a maximum number of MovingInHouseholdCount, which assumedly will be a combination of homeless households and new households (those which are about to spawn).
It seems obvious to me that this limit has to be checked against the available homes, apartments, you name it. And availability in this context is the combination of monetary costs, reachability, attractiveness, etc.

So, again the question is (numbers are just for illustration purposes):
a) if MovingInHouseholdCount = 1000 (<= said limit)
b) if number of homeless households = 2000

What does happen to "new households" then? Based on your words so far they seem to be put on hold, meaning they will NOT spawn. Futhermore, I assume that 1000 homeless households then are deciding to leave the city.

However, what does happen if the number of available homes = 3000? Does that impact MovingInHouseholdCount?
How often are MovingInHouseholdCount and the number of available homes checked against each other?
 
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What about mod support on GeForce Now? I think it would be an easy fix that allows a huge community to play this game who otherwise couldn't afford the required hardware. I wrote more about a fix in the respective thread.

My main concern is the lack of communication. I'm just waiting and can't play the game this way. I want to plan, and for this, I need to know if I should keep my founders membership and just wait for an eventual fix, or if you're not interested in that, so I'll have to look for other solutions, discard my membership and invest the money into a GPU.

By the way, FSR 3 frame gen would make a huge difference as well, enabling me to play the game on my old GPU. It's another way to gain a larger target audience and fan base.

Please communicate what we can expect. Since the beach DLC, you've done a good job with course corrections on a management level.
I'm afraid I don't have an update on the situation, but Paradox and Nvidia are working on finding a solution and I'm sure that @Cities: Skylines Official will share it when they have news on the situation.
 
there will be a maximum number of MovingInHouseholdCount, which assumedly will be a combination of homeless households and new households (those which are about to spawn).
Your assumption isn't correct. The point is that fewer people will immigrate until homelessness reduces.
 
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still waiting to be offered a refund.
 
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Your assumption isn't correct. The point is that fewer people will immigrate until homelessness reduces.
This is what you were responding to:
"there will be a maximum number of MovingInHouseholdCount, which assumedly will be a combination of homeless households and new households (those which are about to spawn)."

Of course my assumption is correct as it was explicitely stated:
The reason we added the limit to MovingInHouseholdCount

A limit to MovingInHouseholdCount means that it will have a maximum number which is exactly what I said.
From the name of that variable we can deduce that it will be a combination of all households which want to establish themselves in our city. Assumedly this will be the result of "homeless households" (willing to move into a new home) plus "new households" (those which are about to spawn in the city and are NOT homeless households).
 
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It has been discussed a few times, it is not something CO can fix alone, it requires GFN to make changes to there platform; they are trying to work with GFN to sort that out.
That's just inaccurate, plainly wrong. Nvidia doesn't have to get involved. I explained this in the respective thread. It's purely a question of not exiting the binary when restarting the game after applying the mods, or alternatively prefetching the mods before launching the game (i.e. how other Paradox-moddable games work with the Paradox Launcher). Two easy fixes that don't require Nvidia to change their whole infrastructure just for one game. Sure, it might be possible to do it this way if they save the downloaded mod folder, though the issue would remain that any changes to the mods would require exiting the session. Change in mod order, mod updates, different preset, everything would lead to a reset. And for some users, resets mean that they have to wait minutes or hours to get a new session.

Don't expect anything from Nvidia here. They didn't even fix Cyberpunk HDR for over half a year, are completely understaffed and don't listen to community feedback. If Nvidia is the answer, I know that modding support will not arrive. That workshop mods work on GFN is purely coincidental because no one exists in this company to care until there's some severe security issue. They don't even care about minor security issues such as stolen accounts that are stored on their infrastructure if you save the login.

There have been contradictory inconsistent statements from the team and community but nothing official. Nvidia would be the worst option to pick here. If they have some sort of policy that says "avoid binary modding where it's feasible", so be it, communicate it and we'll find other solutions.
 
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Good update, especially liking the part where dogs won't go to school or work anymore. They've been a nuisance at mass transit. Hopefully you also checked the formula on how many dogs a household can have. I am a dog person, but I believe 9 dogs in one family is a bit much?

@co_avanya Will you be adding a proper information about homeless too? Right now we don't have any information on how many homeless people we got.
 
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I'm afraid I don't have an update on the situation, but Paradox and Nvidia are working on finding a solution and I'm sure that @Cities: Skylines Official will share it when they have news on the situation.
This is what I meant. Some uninformed and unofficial chatter (not trying to blame you for trying to communicate, which is appreciated a lot). I assume it's been briefly mentioned on some backchannel, Discord or whatever, and that's what kept spreading the notion that "we won't fix it because only Nvidia can". I guess some person was asked who doesn't see it as a priority and who doesn't have a clue of what the issue on GFN is or how GFN even works. So let's delegate it. Nvidia will tell us the answer, it's their business model after all. Why wouldn't they care?

Nvidia doesn't care about GFN. They don't care about gaming anymore. It's all about AI and enterprise clients now. GFN is just as old as the Nvidia SHIELD as its main platform. A 2015 platform that has barely seen significant investments since then, just minor adjustments to keep it alive because it's somewhat profitable and because the server infrastructure is required either way for business clients, for AI training etc.

See, I get it. If I don't have full control over the contributing factors, the comfortable thing to not deal with an issue is delegation until everything is communicated. It's a comfortable way of ignoring issues because sometimes, a solution would depend on workarounds that don't actually fix the root cause. Investing more time just because someone else is "lazy". It's not the case here though, unless I'm completely mistaken. And I think it's in Paradox's interest to reach a larger audience since the hardware is a limiting factor here. Maybe they see it differently, looking at console sales of an unmoddable CSL1. But maybe the DLC sales on these consoles flopped as well and the lack of modding support might be the reason. Consoles are affordable gaming. There's a huge increase in mobile gaming, Steam Deck etc. There's a market that remains locked out by not fully supporting accessible hardware. CSL without mods is like playing a demo version, getting a hint of what's possible but not having access to all gameplay features.

I would ask the question how the demographics of potential city builders look like. Are they enthusiast PC owners who play Cyberpunk and all the AAA games regularly, so of course they own a high-end GPU. Or are they rather indie gamers who don't feel like a high-end GPU is worth it, or they can't afford it all with inflation etc.? There's been so much bad PR when the game released. This reputation sticks to the game as something that requires better hardware than Cyberpunk. Even though it's based on Unity and doesn't even utilize ray tracing. I'm worried this game won't reach its full potential. You can see it here in the comment sections, the frustration remains. And it's not like the game has been fixed to a state where it runs on cheap GPUs now. I can't play it on my GTX 1080 because I can't stand low fps rates of 20ish or just how it looks like a ten years old game on lowest settings. Unless Unity receives a magic update that fixes all sorts of performance issues (which it had with CSL1 as well), I don't think that consoles will be a turning point for this game. To market it on GFN specifically would be unconventional, I have to admit, since Nvidia doesn't care like Microsoft or Sony care about their platforms. It's possible that Nvidia randomly cancels the whole service. I still think it's the best compromise for the time being. And Nvidia not caring about locking out mods like Sony and Microsoft do can also be an upside here, since it's possible to fix the modding issue in house.

It's not about us few players who keep complaining. If anything, it should be part of a strategy to reach a larger player base; to provide an answer to all those folks who keep spreading the idea that this game is the new "But can it run Crysis?".
 
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This all looks great, looking forward to checking it out later.

On Homelessness - would be great if you could add a household/cim count to the stats graph.
 
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That's just inaccurate, plainly wrong. Nvidia doesn't have to get involved. I explained this in the respective thread. It's purely a question of not exiting the binary when restarting the game after applying the mods, or alternatively prefetching the mods before launching the game (i.e. how other Paradox-moddable games work with the Paradox Launcher). Two easy fixes that don't require Nvidia to change their whole infrastructure just for one game. Sure, it might be possible to do it this way if they save the downloaded mod folder, though the issue would remain that any changes to the mods would require exiting the session. Change in mod order, mod updates, different preset, everything would lead to a reset. And for some users, resets mean that they have to wait minutes or hours to get a new session.

Don't expect anything from Nvidia here. They didn't even fix Cyberpunk HDR for over half a year, are completely understaffed and don't listen to community feedback. If Nvidia is the answer, I know that modding support will not arrive. That workshop mods work on GFN is purely coincidental because no one exists in this company to care until there's some severe security issue. They don't even care about minor security issues such as stolen accounts that are stored on their infrastructure if you save the login.

There have been contradictory inconsistent statements from the team and community but nothing official. Nvidia would be the worst option to pick here. If they have some sort of policy that says "avoid binary modding where it's feasible", so be it, communicate it and we'll find other solutions.


I believe you don't understand how GFN works if you think it's an easy fix.

If Stadia couldn't do it in 2 years of spending millions on games, you believe NVidia wants to do that on a service that is not their priority anymore?
 
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Glad you've send the patch out!
I just launched my saved city, and found pathfind system seems better than before. I'll wait for a moment to find how everything goes.
Before: HouseholdFindPropertySystem kept increasing because the homeless want to find homes.
Now: HouseholdFindPropertySystem occasionally increase and there are two query types that is findhome->currentlocation and currentlocation->findhome.
1725449269978.png


Edit: Please pay attention to your city income! It seems homeless were moving out, and you lost labor, thus you've lost income from homeless that have no home but have job. My city is losing over 1 million. This might not be a bug, but rather frustrating. Also the hotel no lodging bug seems still exists.
 
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Please actually read and take this feedback to heart.

The Decorator Patch:

-There's no search bar? Mods have it. Dev mode has it.
-There's no visible prop names? Mods have it. Dev mode has it.
-There's hundreds of missing props? Mods have them. Dev mode has them.
-The props can't be overlapped, at all? Not even rocks or bushes? Mods can do that.
-The props are forced to point upward, meaning rocks placed on a slope don't actually place on the slope? Mods can do that.

What is the purpose of making props a vanilla feature if they still REQUIRE mods to use? What does a mod user- of which you have thousands upon thousands- actually get out of this update?

The Homeless "Fix":

-The entire system needs an overhaul.
-This should've simply fixed the homeless getting stuck- save changing how it all works for when you are actually committed to finishing the changes properly.
-There's still no UI means of actually understanding what's happening with hoemlessness. We've been telling you since launch that the game needs to provide this kind of information in many menus and for many features and you just don't provide it.

The other fixes:

-These are not big enough fixes to justify the Homeless fix being rolled into them and not released as a hotfix. This is not a big patch.

-We're dead tired of getting small patches that barely affect the actual game experience.
-It's disheartening when things like "People have 50 dogs and take them everywhere" takes 10 months to fix. Priorities seem all over the place.

The Game's Development in General:

-10 months with no assets, and nothing but "We have no timeframe"
-10 months of no UE delivery, and nothing but "We have no timeframe"
-All content delayed, over and over, with no real timeframe
-Q3 ends in under a month and content promised for Q3 is nowhere to be seen, and nothing but "We have no timeframe"
-Radio silence between patches, and nothing but "We have no timeframe"
-Base game features are still missing, lacking, or broken by the hundreds (Citizen animations, citizen designs and appearances, park functionality, tourism, industrial taxes influencing production chains outside of specialized industries, snow coverage, road wear visibility, the 2500 assets teased the week of launch, etc etc), and nothing but "We have no timeframe"

This has to stop. We need real, legitimate, humble communication. You have to tell us what you're doing. This game will be a year old soon and we still don't have a viable proper base game experience. This game is not at a reasonable 1.0 yet. It is still very much in early access. Early access games owe their players proper communication and timelines. PLEASE.
 
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I believe you don't understand how GFN works if you think it's an easy fix.

If Stadia couldn't do it in 2 years of spending millions on games, you believe NVidia wants to do that on a service that is not their priority anymore?

Given my education and experience, I think I do. I'm the dev who modded the GFN Android app to support rumble on third-party controllers. Easy fix, Nvidia just didn't care or some manager thought "let's intentionally lock out rumble even though we officially support those third-party controllers, that'll make players buy our outdated controller with poor battery life" (never happened). I eventually gave up on this when a major update released and their code obfuscation was just annoying, which made updates increasingly complicated.

Stadia isn't comparable to GFN. Stadia was a "cloud console". They had in house devs, changed the games to run on their mediocre hardware, with the latency and mediocre fidelity remaining. This business model didn't have potential. You had to buy every game separately from them. It was close to SaaS because every game was tailored to their infrastructure and could only be played on it. GFN is more like you're renting a VM that restricts what you can run, and that's ephemeral. You bring your own games to it, but they have to be whitelisted first. It's closer to PaaS.

Regardless, I don't understand what you mean by "what Stadia couldn't do in 2 years". They didn't use Steam Workshop. Sure, there's no way to expect Nvidia introducing their own modding hub (like Paradox Mods or Nexus). But it's not necessary. You get a VM that runs a specific executable and exits when the executable terminates. That's the industry standard. That's how containers, Kubernetes, App-V, etc. work with their ephemeral modes. That's how Microsoft RDS can be configured to reset a session. Just to name the services I've personally used in my career. I'm sure it's similar with Citrix or whatever Nvidia uses for virtualization and/or orchestration. So, no, I don't expect anything from Nvidia here. Their involvement isn't necessary.
 
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