Configuration
Everything is tunable, and nothing is mandatory. The mod runs great on defaults — but when you want control, you have 160 documented settings across 17 sections, reachable two ways: a live in-game window, or a plain-text config file.
01 Two ways to tune
The F6 window
Press F6 in-game to open a configuration panel. Changes apply immediately so you can feel the effect while you play. Best for everyday tuning.
The .cfg file
Edit com.stixsworldhd.tph.ungodlyai.cfg in a text editor for exact values, bulk changes, or
sharing a setup. Each setting carries an inline comment with its range.
02 The in-game window
Load into any hospital and tap F6. An IMGUI panel opens over the game with every setting grouped by section. Adjust a value and it takes effect on the spot — no reload, no restart. Press F6 again to close it.
At the very top sits MasterEnabled. Turn it off and the entire mod stands down — the
game behaves 100% vanilla instantly, with the plugin still loaded. Turn it back on to resume. It's
the safest way to A/B the mod against the base game.
03 The config file
Prefer editing text? The auto-generated config lives alongside BepInEx's own config:
…\Two Point Hospital\BepInEx\config\com.stixsworldhd.tph.ungodlyai.cfg
It's standard BepInEx TOML-style config. Each entry looks like this — a commented description, the acceptable range, the default, then the live value:
## A master switch for the whole mod. Off = vanilla game.
# Setting type: Boolean
# Default value: true
MasterEnabled = true
[00 - General & Director]
## How aggressively the Director corrects difficulty (0 = gentle, 1 = strong).
# Acceptable value range: From 0 to 1
# Default value: 0.5
Director Aggression = 0.5
If you hand-edit the .cfg while the game is running, BepInEx may overwrite your changes
on exit. Either edit it with the game closed, or just use the F6
window live. Values stay within the documented ranges automatically — anything out of range is
clamped, never crashes.
04 All 17 sections
The config is organised into 17 numbered sections, 00 through
16. The first fourteen tune the core simulation; the last three
(highlighted) are the standalone helper systems. Here's the full
map:
| # | Section | What it controls |
|---|---|---|
| 00 | General & Director | Master on/off, GUI hotkey, balance-override toggle, and the full Dynamic Difficulty Director. |
| 01 | Patient Need Rates | Per-need decay speed for patients, plus a master multiplier. |
| 02 | Patient Behaviour & Happiness | Patience timers, need thresholds, happiness reactions to curing and pricing. |
| 03 | Patient Routing & Queues | Room-choice scoring, queue spreading, search radii — intelligent crowd flow. |
| 04 | Staff Energy & Breaks | Staff need rates, break thresholds and durations, reaction delays. |
| 05 | Staff Morale, Salary & Resignation | Morale volatility, resignation cadence, salary demands. |
| 06 | Staff Job Director | The complete job-scoring weight set for staff task selection. |
| 07 | Staff Training & Skill | Training speed and passive XP gain. |
| 08 | Treatment & Diagnosis | Success bias, death-on-failure scaling, diagnosis speed, Tough-Luck balancer. |
| 09 | Environment & Hygiene | Hygiene rating weighting, thermal comfort band, person-to-person contagion. |
| 10 | Machines & Hazards | Maintenance, repair, smoke and fire wear thresholds. |
| 11 | Economy | Sell-value refunds and the master in-game day length. |
| 12 | Navigation AI | Path-failure retry timing and unreachable-area warnings. |
| 13 | Performance | Configurable attribute-processing batch size and verbose logging. |
| 14 | Job Assign Helper helper | Starved-room boost, demand weighting, idle-staff preference, chronic-neglect escalation, safety caps. |
| 15 | Epidemic Helper helper | Vaccine pool multiplier and flat bonus, no-wasted-doses refund, optional hands-free auto-vaccinate. |
| 16 | Auto Pay Raise Director helper | Real-time auto-raises toward desired salary, overpay buffer, per-step cap, optional auto-promotion, quiet mode. |
Sections 14–16 — the Job Assign Helper, Epidemic Helper, and Auto Pay Raise
Director — are explained in depth on the Systems & features page, including
every knob and what it does.
05 Tuning safely
A few principles keep changes predictable:
- Start with the Director. For most players, picking a difficulty mode in section
00is all the tuning you need. Leave the rest at defaults until something specific bugs you. - Change one thing at a time. Because settings interact, small single changes are easy to reason about; sweeping edits aren't.
- Ranges are guard-rails. Every value has a documented min/max and is clamped to it. You can't enter a number that breaks the game — worst case a setting feels too strong, and you dial it back.
- Defaults are a safe home. Lost in your own edits? Delete the
.cfgand relaunch — the mod regenerates it fresh at defaults.