Frostpunk 2

Frostpunk 2

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Automaton Overhaul
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2.125 MB
8 Aug @ 3:20pm
12 Oct @ 3:12pm
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Automaton Overhaul

Description
Automatons! Ever since I started playing Frostpunk my favorite 2 elements of the game was the Generator management and Automatons. The former was converted fairly well, but the latter? Not so much. It's only equivalent, the Automated Workforce Factory, is far from powerful like in the original game. What was once one of the most powerful resources in the franchise, reduced to just giving some workers at an absurd cost (especially the heating cost) and becoming obsolete in the late to mid game. I at least used it to somewhat automate Oil Colonies before the heating update...

Now, here are the statistics of each of the Automatons for anyone curious:

-All efficiency effects affect the District, however it can be upgraded to affect buildings as well.

-All automatons lower the workforce requirement in a district to zero (except for Integrated and the effect applies to buildings after upgrading)

Standard: 25% increase (same as emergency shifts)

Lightweight: 15% increase

Stormbreaker: 40% (70% during a Storm)

Integrated: 75%, requires workforce, +50 materials requirement for District and another 50 per building after researching the efficiency upgrade.



Please tell me if the mod makes the game crash, and any balance changes I should make. Most likely the severity of the efficiency effects.
58 Comments
Kazeck 4 hours ago 
Yeah, having conducted tests though, using 2 dedicated prefab factories on an industrial district can just barely supply an integrated automaton factory district's prefab costs when using an integrated automaton on it.

This effectively means I am paying oil, materials and laborers to produce about 10 prefabs. Or I have to dedicate many laborers to making the prefabs to run them, so I think integrated automatons are extremely overpriced for their performance, as while it is good, you only get 1 per factory compared to multiple automatons by default.

I wanted to use them as an alternative to merit drug factory spam for my technocrat and legionaire runs, but ultimately I had to use standard automatons instead.
ActionPickle  [author] 15 Oct @ 8:40am 
That's for 2 reason.
1. Balance
2. Having 7 extra abilites (4 automation + 3 automaton type creation) would most likely not fit on the district panel and would be very ugly even if it did.

Glad to hear you like that both adaptation and progress can have their own automatons though!
Kazeck 14 Oct @ 11:00pm 
I think that the prefab costs combo'd with not being able to automate the factories themselves can be a bit irritating, but overall I do love these new automatons.

I especially like that both adaption and progress have them.
ActionPickle  [author] 14 Oct @ 10:06am 
No problemo
Jesta-T 14 Oct @ 9:37am 
worked, thanks dude!
ActionPickle  [author] 14 Oct @ 8:42am 
That happened to literally every mod if you use Steam to play it. Check the mod.io collection in game and you'll see that Political Overhaul, Frostland Reborn and Automaton Overhaul are functional on 1.4.1
Just a visual glitch
Jesta-T 14 Oct @ 8:21am 
I have a little issue, even tho the mod got updated yesterday, it still says "Version Mismatch" is there a problem with my game or is it like a bug
ActionPickle  [author] 14 Oct @ 7:26am 
Although Spiro said something about being able to add an asset that might fix the issue, with huge emphasis on might.
ActionPickle  [author] 14 Oct @ 7:24am 
Not the console update, but the POM update where Hevi added the modded communities' equivilent of protests. Both mods add district abilites (POM's case being negotiations with said communities), thus the incompatibility
FunnyQuip 13 Oct @ 9:38pm 
i know you answered this before but i was told by one of the devs in the Political Overhaul Discord that this wasn't compatible but i saw in the comments before you said if it was activated before POM it would work, is this still the case or did the Console update change it? just very confused on whats right