Frostpunk 2

Frostpunk 2

Automaton Overhaul
62 Comments
Kazeck 9 hours ago 
I mean if they essentially make 1.5 each, that isn't a bad idea at all. It'd incentivize making specific dedicated districts, which is fair.

That'd make 3 out of a dedicated district, which wouldn't be bad at all, ultimately on a typical map it'd mean having 1-2 dedicated districts produce the automatons for your materials, food, and fuel source, plus some industries.

Alternatively send them to a colony to not need to send many pops there.
ActionPickle  [author] 15 hours ago 
Thank you too! I'd have probably never looked back at this if you hadn't mentioned it.
I was also thinking about (if 3 Units were too much) to make Factories "synergize" with one another, either for ust the radical automatons, or if the idea was good enough, all of them.
Essentially, you make 2 factories in 1 district produce the radical automatons, you get one free.
How does that sound?
Kazeck 19 hours ago 
Thanks! Yeah I understood your desire for balance, and I am glad you took a look because it was just shocking for me at first, I totally get eyeballing it a bit though.

Appreciate your willingness to look at it, the mod is fundamentally really awesome.
ActionPickle  [author] 21 hours ago 
I see.
I eyeballed the numbers when making the automatons costs and upon checking what you said, yeah, it's overpriced and unviable. I wanted this to be a late-game upgrade, but it is completely unsustainable
So I did some testing and the best solution that avoids snowballing seems to be to double the amount of Integrated Automatons produced, while keeping the cost.

So now, as long as you have 2 districts, 1 with 2 Automated Workforce Factories set to produce Integrated Automatons and prefabs, and the other with 2 prefab factories (the ones that produce 20/week) with the district also producing prefabs AND any efficiency increase (even Efficiency Bonuses works) you'lll cover the cost of the factories and have 3 Integrated Automaton Units to work wherever you'd like! Seems like a fair trade-off now.
Of course, Stormbreakers got the same treatment.
Kazeck 16 Oct @ 5:10pm 
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
ActionPickle  [author] 13 Oct @ 12:31pm 
Thanks!
James Stone 13 Oct @ 9:41am 
I know enough about software dev to know that UI problems can be a major pain. Good luck and good job!
ActionPickle  [author] 12 Oct @ 3:19pm 
Because of that I uploaded the mod.io version here, so works, just with the UI issue. Will be fixed at a later date.
ActionPickle  [author] 12 Oct @ 2:52pm 
Aaaaand the UI issue might be a bigger problem than it seems to fix
ActionPickle  [author] 12 Oct @ 11:17am 
Thanks for the offer, Picpus, but translations are a nightmare to implement for FP2 mods. Political Overhaul for example has a team of volunteers (including me!) but that's been left on the back burner due to its difficulty.
ActionPickle  [author] 12 Oct @ 11:13am 
Hello James!
There were a lot of issues on my part with my Frostpunk 2 installation (lol) but I got that fixed.
Literally just have to fix a single UI issue (that came with FP2 v1.4) and I'll try to have it done and shipped today, but in the meantime the mod is available on mod.io (with the issue, of course. Doesn't affect gameplay, it's just... ugly)
I could've had this updated to 1.4 on basically day one of the update, but my Frostpunk 2 crashing whenever I tried to save or load prevented me from checking whether everything worked correctly in game. Had to nuke all my user settings to get it resolved.
But yeah, TODAY!
James Stone 12 Oct @ 5:06am 
Hi there! Any idea on an ETA for an update to the latest version?
PicpusPaulo 11 Oct @ 7:38am 
Hello how are you ? I can help you for a French translation if you want ^^
sanche011 11 Oct @ 5:39am 
:automatons: Thank you for detailed answer! :automatons:
ActionPickle  [author] 9 Oct @ 2:21pm 
(Dear God that was longer than I thought)
ActionPickle  [author] 9 Oct @ 2:21pm 
So, TLDR? In the far future? perhaps. I like the system as it is now, but I could tweak the values in the near future if I had user feedback on balance. Already did with the Factory's cost and effect on the Progress branch!
However, I'd also like to work on other mod ideas, so after 2 more content updates I have in store (1 done and 1 to make), I might leave this as it's own thing (but still update it for each game version and do balances, tweaks, community ideas of course) and make a 2.0 version in the future or something.
This won't be as big as Political Overhaul or Brave New World, just an overhaul of a specific game element. Guard Squads seem like a fun thing to mess around with too!

Sorry for the block of text. Thank you for your feedback!
ActionPickle  [author] 9 Oct @ 2:21pm 
The issue comes with balance. 1 Factory can't, for balance and lore reason, maintain (let's say) 25 automaton squads, so I'd have to implement a maximum capacity for each building. Meaning it would be district-specific, and that's something (district-specific stuff in general) Hevi is messing around with, but is still unexplored as of yet. Additionally, if you could make automatons, you should be able to scrap them like in FP1, right? That would be too many buttons for a district, which means I would have to mess with the district's UI to make it look nice (that's a whole 'nother mess), which in turn is more blueprints that I do not understand in the slightest.
ActionPickle  [author] 9 Oct @ 2:21pm 
Because of that, I chose go with the lore explanation that each factory creates and maintains the machines, hence the constant prefabs and oil requirements.
To replicate that function and keeping the production order system, I would have to make it so each "unit" of automatons drains those resources just by having them stockpiled, which would require making code using Unreal Engine's blueprints which I have no clue how to use. Still, I could ask someone, Hevi or the devs of Brave New World, to help me with that. It's function is simple, I just never used visual programming before.
ActionPickle  [author] 9 Oct @ 2:20pm 
2) When I was first making this mod, I had no experience with the game editor. Absolutely nothing. I made it specifically for the Modding Contest. I wanted to do it how FP1 did it, but I just did not possess the technical know-how at the time, so I went with this. I could perhaps make something similar to the production order system, but that comes with a few caveats:
The goal of the mod was 2 thing: To bring back the glory of the Automatons and to make the only building in the game that's meant to be them actually useful while keeping them balanced.
FP1's balance came with the extreme cost creating each automaton (mainly core cost), and that could be replicated, but would be wildly unbalanced in, for example, the Depleted Cores Tale.
ActionPickle  [author] 9 Oct @ 2:20pm 
Hello! Sorry for the incredibly late reply. Haven't been checking my Steam page for this mod.
Now, to answer your question:
1) Yep. These ideas are radical, meaning they can't be researched without progress along the branches. I believe you need at least 30% to research them AND a Faction with that zeitgeist (that's how it is in the base game). I once tried to make automatons effect the branches based on which ones are produced, but that just crashed my game. Who know? maybe I'll figure it out some day.
sanche011 2 Oct @ 12:20pm 
Hi! The mod is just super! Thank you for the work done. I have a couple of questions:
1) Is it normal that when research radical ideas (Integrated and Stormbreaker automatons), the slider of the zeitgeist does not increase? The same applies when I produce these automatons. Or are these ideas radical, so that they cannot be research without initial progress along the branches of Progress/Adaptation?
2) The question of balance. Districts (namely factories in districts) produce a fixed number of automatons, which cannot be increased in any way. Is there an opportunity (maybe something like this in the plans) to prescribe a production order system, as it was in the first game? Just allocating an entire district and a building slot in it (one, since I use the second one for heating building) looks impractical, especially for only two automatons (or just one, if we talk about Integrated/Stormbreaker)
Типа художник 15 Sep @ 2:14pm 
Понял, спасибо за ответ, успехов в разработке!!
I understand, thank you for your response, and good luck with your development!!
ActionPickle  [author] 15 Sep @ 1:09pm 
Nope, It doesn't, sorry.
Типа художник 15 Sep @ 7:44am 
Hi, does the mod support other languages?
ActionPickle  [author] 18 Aug @ 2:42pm 
Not really, I though of it quite a few times but Guard Squads just aren't used that much outside of Civil War, and by then you'd have already collected quite a good amount. There would need to be an entire Guard Overhaul to justify another "resource" like this...


However, I suppose those automatons once served in a certain Guard...
Plague Doctor 18 Aug @ 11:39am 
I was wondering, is there any plans in the future to have Guard Automatons?
Galactic_Mouse 18 Aug @ 7:27am 
Love it, I have missed that part I found it so amazing to have automatons and such a wonderful feel it gave in the original game
ActionPickle  [author] 16 Aug @ 1:25pm 
Trench enjoyer, that is in fact in the works, I just have plans for it that take a bit more time than just making it give automaton squads
Average trench enjoyer 16 Aug @ 6:31am 
also, in the frostland you can find broken automatons. In the base game it give workforce, but maybe you could change it to give automaton squads instead
Ramdom 15 Aug @ 5:37am 
This should be base game, you're a savior !
Ernst 13 Aug @ 7:34am 
Absolutely awesome. Keep up the good work Pickle.
PlayerX 13 Aug @ 7:04am 
Ok, I will try that
ActionPickle  [author] 13 Aug @ 6:44am 
It does work with Political Overhaul, you just have to activate this mod first.
PlayerX 13 Aug @ 6:21am 
I played with the Political overhaul mod, not sure does it work with it but idea is awesome.
aboba 12 Aug @ 5:33am 
NEW MOD
ainaraskuzmickas 11 Aug @ 8:21am 
omg pickel made mod... for progress!!!!!! yipeeeeee
Truck-san 11 Aug @ 7:18am 
Okay, but all files is fine xD
Sometimes on other mods i have same problem so its only abouy new icon maybe top on the screen like idk
Plague Doctor Electro 11 Aug @ 2:37am 
chad
ActionPickle  [author] 10 Aug @ 2:13pm 
I plan on eventually reworking the way Automaton production is done to mimic the way it was in FP1 even further.
ActionPickle  [author] 10 Aug @ 1:59pm 
:)
Plague Doctor Electro 10 Aug @ 12:30pm 
hevi i installed the modio version and it worked idk how but reagrdless this mod is fun af thx pickle for creating such a banger