StixsworldHD · Ungodly AI Overhaul Two Point Hospital · install guide BepInEx ↗ v1.2.0
Plate 06 · Using the mod

Systems & features

Beyond the 160 per-setting controls, the Overhaul ships four standalone systems. The rule for all of them is the same: they work through Two Point Hospital's own logic rather than replacing it — re-using the game's real treatment math, its staff scheduler, its vaccination system, its salary methods — so they stay faithful and compatible with the base game, all DLC, and other mods.


Dynamic Difficulty Director

The headline system: a closed control loop that keeps the game exactly as hard as you want. On a fixed real-time interval it samples your hospital — average patient happiness, staff morale, head-counts — compares that to a target band, and applies a smoothly-changing pressure signal across three optional levers. It never yanks values around; it eases them up and down so difficulty drifts naturally.

The three levers
Patient need speed, staff energy drain, and treatment success chance. Each can be disabled independently, and each has a maximum-swing cap so the Director can only nudge so far.
Key sliders
Target Happiness, Band Width (a dead-zone so it isn't twitchy), Aggression (how hard it pushes), Update Interval, and the per-lever swing caps.
Live status
The F6 window's status bar shows what the Director is doing right now: current mode, whether it's pushing harder or easier, intensity %, your average happiness and morale, and the live multipliers in effect.
It will never quietly kill your patients

The Director's need-pressure lever deliberately never touches patient Health, Hygiene, or Temperature decay — so it can make the game tenser without silent deaths. Patient deaths only ever change through the explicit, opt-in treatment death-chance setting in section 08.

The five modes

Section 00 lets you pick how the Director behaves. Most players set this once and never touch anything else:

Off

Hands off

The Director does nothing. Only your manual settings apply.

Relax

One-way safety net

Only ever eases the game when patients struggle — never makes things harder. Ideal for relaxed or creative play.

Adaptive

Set and forget

Rubber-bands difficulty both ways to hold your target happiness band. The default everyday mode.

Hardcore

Push me

Ratchets difficulty up the better you perform, relenting only near a failure cliff.

Custom

Your numbers

Uses the Target, Band-width, and Aggression sliders exactly as you set them, in both directions.


Ungodly Job Assign Helper

A real-time staffing system that watches every room and intelligently steers the game's own staff-assignment AI toward rooms that have a queue but too few working staff. Under-served and chronically-ignored rooms get covered fast, idle staff get put to work, and nothing sits empty — without ever bypassing the vanilla logic.

Only ever helps
It only raises a room's appeal to the scheduler — it never penalises anything. A starved room becomes more attractive to assign staff to; everything else is untouched.
Escalates with neglect
The longer a room is ignored, the stronger the boost grows, so chronic blind spots finally get attention instead of being permanently skipped.
Hard-capped
The boost is clamped to a safe ceiling so it stays stable and never causes staff to thrash between rooms.
Tunable
Section 14: starved-room boost strength, demand weighting, idle-staff preference, chronic-neglect escalation rate, and the safety caps.

Ungodly Epidemic Helper

Tips epidemic challenges in your favour through the game's own vaccination system. It does nothing when no epidemic is running, so it's completely safe to leave switched on.

Bigger vaccine pool
Boosts the starting number of vaccine doses with both a multiplier and a flat bonus, so an outbreak doesn't immediately overwhelm you.
No wasted doses
Refunds any dose spent on a patient who turned out not to be infected — misclicks stop costing you.
Optional hands-free dosing
Can auto-vaccinate known-infected patients a few per pass — never an instant mass-cure, just steady relief. Off unless you turn it on.
Tunable
Section 15: vaccine pool multiplier, flat bonus, the no-wasted-doses refund, and the optional auto-vaccinate toggle.

Auto Pay Raise Director

Quietly keeps your staff paid. It watches every staffer and raises under-paid people toward their desired salary in real time, using the game's own salary and promotion methods — so no more babysitting the pay-review screen.

Only raises, never cuts
It acts solely on under-paid staff and never lowers anyone's pay. Staff already paid fairly are left alone.
Won't spike your wage bill
Each raise is per-step capped, so wages climb gently toward target instead of jumping. An optional overpay buffer lets you pay slightly above desired to keep morale comfortable.
Optional auto-promotion
Can promote eligible staff automatically through the game's own promotion call, and offers a quiet mode that suppresses the notifications.
Tunable
Section 16: target/overpay buffer, per-step raise cap, optional auto-promotion, and quiet mode.
Off by default — it spends money

Because this system raises salaries automatically, it ships disabled. Switch it on in section 16 (or the F6 window) when you want hands-free wage management.


·· What gets hooked

For the technically curious: the mod patches only the specific methods below — which is why conflicts are unlikely. It re-implements game math faithfully rather than overriding outcomes blindly.

Character.GetAttributeMultiplier The single choke-point for every patient and staff need/attribute rate, postfixed with an allocation-free switch.
Level.Update The per-frame sim tick — drives the Difficulty Director and the real-time helpers, and tracks the active level.
GameAlgorithms.Initialise Captures the live balance table so the 90 balance fields can be written and tuned at runtime.
GameAlgorithms.CalculateEstimatedTreatmentOutcome Applies the honest treatment success bias, so the UI estimate matches the actual roll.
GameAlgorithms.CalculateTreatmentOutcome Faithful re-implementation enabling the death-on-failure multiplier while preserving the Tough-Luck pity-timer call order.
GameAlgorithms.CalculateRoomJobScore Postfixed by the Job Assign Helper to multiply in a starvation/idle boost — steering the game's own staff-assignment AI without replacing it.
ChallengeEpidemic · VaccinateCharacter Used by the Epidemic Helper to pad the vaccine pool, refund wasted doses, and (optionally) auto-vaccinate through the game's own vaccination method.
Staff.SetSalary · Staff.AutoPromote The Auto Pay Raise Director uses no patches at all — it runs from the level tick and calls the game's own salary and promotion methods against each staffer's desired salary.
Zero placeholders

Every setting in every section is wired to real behaviour — there are no dummy toggles. Ninety of the game's balance fields are tuned live, and all four systems run against shipped method signatures.