Frostpunk 2

Frostpunk 2

City Development Effort - Balance Overhaul
410 Comments
Alleycat739 Sep 26 @ 4:24pm 
and if you pair a T2 adaption building with the heat dispatcher that lowers DISTRICT output but boosts BUILDING output, that would make the set up even stronger, making them last even longer. I see. I wasnt aware that the disease debuff was removed. Thanks for the info!
Sampsa  [author] Sep 26 @ 12:42am 
For the Adaptation buildings, the disease they produce normally is removed, and instead require you to make hospitals to deal with the sick and injured coming from the cold districts if you want to fully utilize the cold bonuses.

They are definitely a viable alternative, as running your districts cold without losing output saves a lot of fuel, although at the cost of workforce.
Later on, the T2 Adaptation buildings actually stop consuming from the deposit, so very cold districts with some good planning can make the non-infinite deposits last for a VERY long time.
Sampsa  [author] Sep 26 @ 12:24am 
The modding tools are currently not updated to the newest version, and from what we know they will be only updated to the hotfix that is coming next week. Updating the mod itself shouldn't take too long after I get access to the updated modding tools.
Alleycat739 Sep 25 @ 5:42pm 
i feel like i dont understand very well how to use buildings that benefit in cold weather. how does one utilize those buildings? do you just accept the fact that workers are going to get sick? are they mostly used to improve relations with the corresponding factions? does anyone have a cold district build/set up that is extremely optimal?

wonders aside, this has been such a great mod. If this and PO can work out some tweaks and come together, that would basically make this Frostpunk 2.5. I love how much this mod has been forcing me to think differently with every run/attempt. The rework to the heat distribution as well as the hub changes are incredibly cool. Amazing work. Thank you for sharing with us a new way to enjoy an already great game.
Quixotic Coyote Sep 25 @ 4:23pm 
Enjoyed playing this mod a bit a few weeks ago. Thanks for all the work on it. Thinking of starting another run but not sure about timings. When do you think this is going to be updated to work with the newest patch? Don't want to start one on the old patch if something new is coming in not very long.
Funkycord1336 Sep 13 @ 12:19am 
really wish there was a in depth guide for this amazing mod. I've been trying to do the refugee tale and even on citizen i keep getting my teeth kicked in.
Malorn Sep 3 @ 6:40pm 
Population wise, would it be possible to make cold/starvation/disease reduce population growth more than it does currently? I've had quite a few cases of gaining population in the middle of a whiteout, with starvation occurring. Is it also possible there is some flaw in the calculation? I had 'greatly decreased' from two separate sources with only 'marginally increased' as a the only positive, and yet it ticked upward.

It even said 'our population remains stable' but still was ticking up by 1% per week or so.
PlayerX Sep 3 @ 1:37am 
I think there is a small bug. Subsided buildings name is equality tower name.
Malorn Sep 2 @ 7:09am 
There are limits to what can be done, certainly, maybe a bit longer would be nice though.
Sampsa  [author] Sep 2 @ 6:51am 
For the Freezing districts, unfortunately the freezing happens on a fixed cyclical loop of 12 days, so you can just get unlucky and have the district instantly freeze. I could make the cycle slightly longer, but it doesn't entirely remove the issue if you happen to hit a bad timing with the cycle.
Sampsa  [author] Sep 2 @ 6:49am 
It's supposed to be weekly, but the game treats all stockpilable resources as "daily", so it's an UI bug.
aFlowerIRL Sep 2 @ 6:14am 
Is the heatstamp and prefab production supposed to be daily? Ex: I have +4 heatstamps and it says when I hover over it "4 heatstamps/day", but I only get more money at the end of the week, same goes for prefabs. Is it working as its intended and the tooltip is wrong?
Malorn Sep 2 @ 6:03am 
Some positive feedback, I like the rebalanced population growth. I now actually want people, rather than feeling overburdened with them.
Malorn Sep 2 @ 6:00am 
I like that turning off districts has a cost of them becoming frozen. It makes decisions a bit more complex. I do think the timing of how fast they become frozen may need to be extended. You can't man a district while it is 'broken' and if it is unmanned it can freeze. So I repaired, was about to man it, and then it froze again. This has happened a few times. And it makes sense that it might take a bit more time for things to break. Perhaps just extend the time?
Sampsa  [author] Sep 2 @ 2:43am 
Thank you for the kind words.

Making the new statistics visible is actually quite trivial, but bloating the statistics UI with "statistics" that are actually better the more you have of them would look wrong alongside the normal statistics. I floated the idea of adding them similar to how you see Zeitgeist progress, but didn't yet look how technically feasible that would be.
Marcus Sep 2 @ 2:35am 
Thank you very much for the last update. I have been playing this mod since its release and it has been an absolute delight, making me want to come back and play FP again and again.
Especially, big shout out for the new mechanics of grit vs luxury, education vs faith etc, they are well thought and make the gameplay more meaningful, more interactive, while being lore friendly.

There is a lot going under the hood with these mechanics. The only thing that would be nice to improve in the future (which I guess it is not yet possible due to FP UI) to bring these metrics out to be more visible, alongside with hunger, crime and others, so you can track how the automation or grit are changing and how they affect the city (without going into each district resource tab).

Thank you very much for your amazing work and good luck at the modding contest. If I had a vote in it, your mod would be my number 1 prize winner :)
Malorn Aug 31 @ 1:40pm 
I guess it depends on how you view colonies, I can see your reasoning in why they would grow. Perhaps it's a consequence of the fact that I often find myself with too much in the way of population, so constantly having to check colonies to make sure they haven't outgrown their housing makes me worry.
Sampsa  [author] Aug 31 @ 12:26pm 
Isn't micromanaging the colony population by having to transfer all the population there from the Capital also a thing? Either way, some form of micromanagement is going to be a thing.

I eventually want to make colonies into "full cities" with their own generator, and maybe even their own factions if I can figure it out.
Malorn Aug 31 @ 12:23pm 
I should also say, I am overall delighted by the new version. A lot of VERY good changes.
Malorn Aug 31 @ 10:37am 
Hmm, gonna really ask that colonies do not have population growth, as it merely creates a micromanagement irritation. Perhaps have colony growth accounted for but automatically added to the city? Same results, less micro.
Ragnarr Loðbrók Aug 30 @ 3:15pm 
CDE + PO, 2 mods that should have been part of the Vanilla release.
Thanks for creating this mod <3
Lord Nem3sis Aug 30 @ 9:35am 
this is no longer a mod, this is free DLC
I really hope you can win something in the FP2 Modding contest
V<tr1a Aug 30 @ 9:19am 
Thank you for your swift response. I already liked it before, I can't wait to try out your excellent mod again.
Sampsa  [author] Aug 30 @ 9:16am 
They did indeed, added it there.
V<tr1a Aug 30 @ 9:12am 
Nice, I've waited for an update. However, do the preview pictures miss a slide for Merit?
Sampsa  [author] Aug 26 @ 7:59am 
The mod will only support English.
@孔子古人@ Aug 26 @ 7:26am 
MAYBE,we need Chinese
Sampsa  [author] Aug 25 @ 2:06pm 
With a Stockpile district. Which is not buildable if you are using Political Overhaul.
Soene Aug 25 @ 6:57am 
how do i increase stockpile?
thericeyboy Aug 16 @ 2:28pm 
Does this mod work with political overhaul?
Sampsa  [author] Aug 16 @ 2:50am 
1. The mod is largely untested in the Campaign and things will be broken, it's primarily meant for Utopia builder.
2. The mod has been beaten on the hardest difficulty, on the hardest map and with all the tales, so it's very much possible.
Petit_lion Aug 16 @ 2:26am 
This mode has great potential, but as it stands, it's not possible to go very far in the story. I think it would be wise to reduce the number of workers needed for all districts, as the difficulty here is too high.
Sampsa  [author] Aug 15 @ 3:46pm 
Heads up: I just posted a large update in preparation for the proper release for the modding contest in 2 weeks time. I will be rewriting the descriptions and redoing the images soon.
jline Aug 5 @ 6:21am 
It may be worth writing new tutorials once you've finished developing this mod. It's very complex
Sampsa  [author] Aug 4 @ 2:32am 
The images right now are for the old version of the mod, and the new version is not yet to feature parity (nor will it be, as a lot of things have changed.)

The linked Discord has more up to date builds, and I will update the mod descriptions soon after I get a mostly feature complete version ready.
wbyjake Aug 4 @ 2:18am 
Hi, great mod. The progress overhaul picture says there is a foundry to make cores, but I have not been able to find it. Is it exclusive to the cores tale or should it be available in a progress utopia playthrough?
Sampsa  [author] Jul 12 @ 5:55am 
It's an important change to make city layout design more complex. Unlikely I will make it into an optional module.
Bombermans Jul 12 @ 5:26am 
Could "Hot" debuff be optional?
masterofthegears Jul 6 @ 3:27pm 
@Javveling. Would you want to live in 80+ degrees when you're used to freezing weather every day? While it would make for a good place to warm up, living and sleeping in such hot housing wouldn't be great just like too cold. However, I feel like they should at least make the homeless not die as much if there is a boiling commons area they could wander into for second.

Also for the hot problem, due to heat sharing, you're housing areas might be heating each other up. One thing that might help is turning the housing off and on to stop the heat feed back, or turning the generator off and on.
Javveling Jul 5 @ 4:09am 
What am i doing wrong, all my houses end up hot
Sampsa  [author] Jul 5 @ 3:48am 
It's only a debuff in Housing districts to make heat management more complex.
Javveling Jul 5 @ 3:34am 
Why is "Hot" a debuff :(
Sampsa  [author] Jun 19 @ 12:27am 
Incompatibility with Political Overhaul.
Raz Sofer Jun 18 @ 11:17pm 
I got playing back into the mod and i don't see the financial district. Don't know if its another bug
Jimmy Space Jun 18 @ 2:08pm 
How balanced is this for the depleted cores tale? it just doesn't feel like there's enough coal once things start getting colder
Big Basha Jun 11 @ 6:20pm 
Oh I see, thank you for the clarification!
Sampsa  [author] Jun 11 @ 6:56am 
Those districts disappear when playing with POH.
Big Basha Jun 11 @ 6:54am 
Does anyone know how to increase prefab, heatstamp, and advanced material storage? I have seen people mention a special stockpile hub for prefabs and advanced mats, and even a market district for heatstamps, but I cannot find any relevant research for them. Fantastic mod otherwise, especially when paired with political overhaul.
Red_Snuffy Jun 10 @ 4:38pm 
Nevermind, it started working again. Don't know why, don't know how. But I'm not going to look a gift horse in the mouth.
Red_Snuffy Jun 10 @ 4:31pm 
I'm not sure if its the mods fault or mine, but the mod does not seem to be working for me. I can't tell the difference between Vanilla and this one. Which is weird because I have played with this mod before and I could absolutely tell the difference.

The game says the mod is out of date. Is anyone else having this problem?