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Rapporter et oversættelsesproblem
Grit and Luxury however are working against the effects of their respective laws.
The more merit laws the higher your social inequality. It's all about giving luxury to the "worthy."
I hope you understand what I'm trying to say.
The INSANE cost simply makes them not viable. They produce less and cost twice as much.. Progress buildings are just far more costefficient. The adaption buildings are OBJECTIVELY bad.
I think it would be much better if the adaption buildings cost as much heatstamps as pre-fabs.
They are cheap, and don't produce as much.
Progress buildings are expensive, but produce much more.
The way it is right now, there's simply no possible situation where I would ever build an adaption building. Heatstamps are much more valuable than pre-fabs.
I really love your mod! Thank you. I hope you'll take my comment to heart.
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.
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.
It even said 'our population remains stable' but still was ticking up by 1% per week or so.
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.
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 :)
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.
Thanks for creating this mod <3
I really hope you can win something in the FP2 Modding contest
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.
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.
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.