Frostpunk 2

Frostpunk 2

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flarg Sep 26, 2024 @ 4:26am
housing can't be turned on while 90 are homless
bunch of building in winterholme are just broken
what mechanic that the devs decided to not explain am i running into?
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Showing 1-13 of 13 comments
marc477 Sep 26, 2024 @ 4:43am 
You have no workforce. Housing needs workforce to do maintenance, the homeless people are already employed and working all day, You need reduce workforce in other buildings first
DeathRow Sep 26, 2024 @ 4:44am 
can you fix the buildings?
flarg Sep 26, 2024 @ 4:47am 
Originally posted by marc477:
You have no workforce. Housing needs workforce to do maintenance, the homeless people are already employed and working all day, You need reduce workforce in other buildings first
jfc this retarded game
marc477 Sep 26, 2024 @ 4:56am 
I don't think its "retarded", remember that housing district have research station, watch tower and other buildings that require employees and you turn those on at same time.

Maybe they should make it so that the basic housing district dont cost workforce so if you turn off the specialty building you can at least turn on the district without workforce.I found this part confusing at first also. But realized it's because i over extended my workforce in other districts.
Northwind Sep 26, 2024 @ 5:13am 
Originally posted by marc477:
I don't think its "retarded", remember that housing district have research station, watch tower and other buildings that require employees and you turn those on at same time.

Maybe they should make it so that the basic housing district dont cost workforce so if you turn off the specialty building you can at least turn on the district without workforce.I found this part confusing at first also. But realized it's because i over extended my workforce in other districts.

I disagree. All housing IRL needs a workforce. Either the owner takes care of the job or superintendants, carpenters, masons and othe craftsmen do. The housing that is not maintaned quicly fall into disrepair.
flarg Sep 26, 2024 @ 5:16am 
Originally posted by Northwind:
Originally posted by marc477:
I don't think its "retarded", remember that housing district have research station, watch tower and other buildings that require employees and you turn those on at same time.

Maybe they should make it so that the basic housing district dont cost workforce so if you turn off the specialty building you can at least turn on the district without workforce.I found this part confusing at first also. But realized it's because i over extended my workforce in other districts.

I disagree. All housing IRL needs a workforce. Either the owner takes care of the job or superintendants, carpenters, masons and othe craftsmen do. The housing that is not maintaned quicly fall into disrepair.
more so annoyed about how unclear that is
marc477 Sep 26, 2024 @ 5:19am 
Yeah but you must admit it would make sense to be able to "shelter" the homeless without employees and let the district wear go up?
I just think it's a bit confusing at first at least it was for me. But i understand that specialty building like research should always require workforce. But you could turn those off.

Maybe a toggle box that says "shelter without workforce", when it's on the district wear goes up and specialty building are off.
Last edited by marc477; Sep 26, 2024 @ 5:20am
Northwind Sep 26, 2024 @ 5:32am 
Originally posted by marc477:
Yeah but you must admit it would make sense to be able to "shelter" the homeless without employees and let the district wear go up?
I just think it's a bit confusing at first at least it was for me. But i understand that specialty building like research should always require workforce. But you could turn those off.

Maybe a toggle box that says "shelter without workforce", when it's on the district wear goes up and specialty building are off.

That could work.
Whiskeysauce Sep 26, 2024 @ 5:40am 
Originally posted by flarg:
Originally posted by Northwind:

I disagree. All housing IRL needs a workforce. Either the owner takes care of the job or superintendants, carpenters, masons and othe craftsmen do. The housing that is not maintaned quicly fall into disrepair.
more so annoyed about how unclear that is

if you can't read three sets of numbers when building a new district, the problem might not be with the game
flarg Sep 26, 2024 @ 9:19pm 
Originally posted by Whiskeysauce:
Originally posted by flarg:
more so annoyed about how unclear that is

if you can't read three sets of numbers when building a new district, the problem might not be with the game
everyone is complaining about the UI
CreativityBrain Sep 27, 2024 @ 12:40am 
Originally posted by marc477:
Yeah but you must admit it would make sense to be able to "shelter" the homeless without employees and let the district wear go up?
I just think it's a bit confusing at first at least it was for me. But i understand that specialty building like research should always require workforce. But you could turn those off.

Maybe a toggle box that says "shelter without workforce", when it's on the district wear goes up and specialty building are off.

+1
Or maybe, if you really want more housing districts, you shut down something else to get more workforce.
HardNRG Sep 27, 2024 @ 4:10am 
Originally posted by flarg:
Originally posted by marc477:
You have no workforce. Housing needs workforce to do maintenance, the homeless people are already employed and working all day, You need reduce workforce in other buildings first
jfc this retarded game

Is the game retarded, or somebody else?

Originally posted by flarg:
Originally posted by Whiskeysauce:

if you can't read three sets of numbers when building a new district, the problem might not be with the game
everyone is complaining about the UI

Lots of whiny people yes.
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Date Posted: Sep 26, 2024 @ 4:26am
Posts: 13