Frostpunk 2

Frostpunk 2

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Terratrox Mar 13, 2024 @ 10:35am
Mod Support?
One of the things I think Frostpunk missed out on was having Workshop support, or at the very least mod support. Apparently it was an engine issue or something that made mods basically impossible. I hope with this one that we can mod the crap out of it.
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Showing 1-10 of 10 comments
Blanch Warren Mar 13, 2024 @ 1:50pm 
I doubt it was a priority.
HazardHawk Mar 13, 2024 @ 3:29pm 
Not likely. I dont even see where a workshop could possibly add benefit to the first game unless someone wanted to make the game easier end then no point.
Last edited by HazardHawk; Mar 13, 2024 @ 3:29pm
Terratrox Mar 13, 2024 @ 3:43pm 
Originally posted by HazardHawk:
Not likely. I dont even see where a workshop could possibly add benefit to the first game unless someone wanted to make the game easier end then no point.
I mean... modifyable storms? Cosmetic changes? Extra mechanics? Custom laws and buildings? How about making Last Autumn not such a pain in the ass with the "you fell behind for 3 seconds so ♥♥♥♥ you start over"? How about whole community made scenarios?

If you don't see any opportunity for modding, you're not looking very hard.
Last edited by Terratrox; Mar 13, 2024 @ 3:44pm
HazardHawk Mar 13, 2024 @ 3:58pm 
Originally posted by Terratrox:
Originally posted by HazardHawk:
Not likely. I dont even see where a workshop could possibly add benefit to the first game unless someone wanted to make the game easier end then no point.
I mean... modifyable storms? Cosmetic changes? Extra mechanics? Custom laws and buildings? How about making Last Autumn not such a pain in the ass with the "you fell behind for 3 seconds so ♥♥♥♥ you start over"? How about whole community made scenarios?

If you don't see any opportunity for modding, you're not looking very hard.
It costs a company money to maintain a workshop just for cosmetics and having to pay for more moderators to maintain the rules then goes on top long term. Too much liability for too little option.

Something most people do not consider is FP is a direct play orchestrated game. Not a single detail could be changed without the interactive repercussions; except to make easier. The point of this type of game is to succeed within the complex balancing act rules.
Terratrox Mar 13, 2024 @ 4:47pm 
Originally posted by HazardHawk:
Originally posted by Terratrox:
I mean... modifyable storms? Cosmetic changes? Extra mechanics? Custom laws and buildings? How about making Last Autumn not such a pain in the ass with the "you fell behind for 3 seconds so ♥♥♥♥ you start over"? How about whole community made scenarios?

If you don't see any opportunity for modding, you're not looking very hard.
It costs a company money to maintain a workshop just for cosmetics and having to pay for more moderators to maintain the rules then goes on top long term. Too much liability for too little option.

Something most people do not consider is FP is a direct play orchestrated game. Not a single detail could be changed without the interactive repercussions; except to make easier. The point of this type of game is to succeed within the complex balancing act rules.
Except... you know, all the similar games with mod support. TONS of details can be and ARE changed ingame already without problems. For example, the temperature changes. Costs of things, ranges, upgrades, storm density, ALL of these things are variables that are already changed ingame with absolutely no repercussions. So I don't see why other things cannot be changed.

Nothing is going to have "interactive repercussions" unless they are coded to. (or not coded properly). You could throw in "Disco Points" that affect your research speed based on the hope of your city and on how many of X Y Z building you have. And depending on how it's balanced, it could make the game MASSIVELY more difficult, or easier. Or keep it about the same.

The point of ALL games is to succeed within the rules. What's your point?

Also... so you're saying that say... Megacrit pays a moderator team to police the workshop for StS, and that it's been a massive, ongoing cost for the studio to do so, despite the fact that StS is far beyond the time it was relevant.
Last edited by Terratrox; Mar 13, 2024 @ 4:54pm
Pancho★Pistolas Mar 13, 2024 @ 9:19pm 
The first FP uses an in-house engine, which makes modding next to impossible outside some basic number changes. The sequel will use unreal engine, which is its own can of worms but will make modding a possibility. Still i dont think modding is in the priority list of the devs.
Terratrox Mar 13, 2024 @ 9:44pm 
Originally posted by ULTRA•VIOLENCE:
The first FP uses an in-house engine, which makes modding next to impossible outside some basic number changes. The sequel will use unreal engine, which is its own can of worms but will make modding a possibility. Still i dont think modding is in the priority list of the devs.
Yeah I know. That's what I was saying though. That it'd be cool if they included infrastructure for mod support for FP2. Of course, best option is they enable Workshop support, but that's a lot of work.
Yuri Bezmenov Mar 20, 2024 @ 2:04am 
Originally posted by ULTRA•VIOLENCE:
The first FP uses an in-house engine, which makes modding next to impossible outside some basic number changes. The sequel will use unreal engine, which is its own can of worms but will make modding a possibility. Still i dont think modding is in the priority list of the devs.
Deep Rock Galactic was made using Unreal Engine and it does have mod support. Not a Workshop, and it was added in a late update, but it was well received by the community. There are mods which improve the gameplay (like making important minerals brighter), and there are mods that change things like spawning multiple dangerous enemies at the same time.

I personally don't want to be optimistic with 11 bit studios. They once welcomed modding with This War of Mine. They can receive a warm welcome once they add modding in a late update because I see interesting possibilities in this game. But the devs must take the first step, they are the ones who need to earn that trust.

An announcement like "modding is in the works" can rise Hope and lower Discontent.
Last edited by Yuri Bezmenov; Mar 20, 2024 @ 2:09am
MrCoffee Mar 23, 2024 @ 7:32pm 
Objective opinion: 11BS would make more money with mod support than what it would cost. The reason for this is quite simple, if there is a dedicated community who are dedicated to make mods for the game for example overhauls or new laws and etc. It would lead to more people buying and playing the game due to those mods and eventually make a profit. Skyrim is perfect proof of this.
SeanBotha Mar 24, 2024 @ 12:11pm 
they milked frostpunk with dlc's no way they are going to put mod support and give their dlc's competition
Last edited by SeanBotha; Mar 24, 2024 @ 12:11pm
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Date Posted: Mar 13, 2024 @ 10:35am
Posts: 10