Search found 18 matches
- Fri Dec 07, 2018 7:12 am
- Forum: Bug reports
- Topic: NPC Campaigns, Pathing, and Nested Walls
- Replies: 1
- Views: 550
NPC Campaigns, Pathing, and Nested Walls
Nested wall structures (such as an internal arena) play merry hell with pathing for NPC campaigns. https://i.imgur.com/hOaCIQg.jpg In this base, for example, if my outer gates are closed then campaigns will sometimes fail to properly approach my base. They will attempt to path to the innermost gate ...
- Sat Sep 15, 2018 2:40 am
- Forum: Feature Requests
- Topic: Modding: "Consume Item" dialogue effect
- Replies: 1
- Views: 1048
Modding: "Consume Item" dialogue effect
Dialogue can currently grant items, and can require the player character to have an item, but there's no way of consuming (vanish into thin air) an item as a result of a dialogue interaction. Having something like this would be incredibly useful for modding. Also, a version that doesn't destroy it b...
- Thu Sep 13, 2018 7:54 am
- Forum: Modding
- Topic: Workaround for Dialogue Take Item?
- Replies: 1
- Views: 1578
Workaround for Dialogue Take Item?
Since there's no way for a dialogue option to take an item from your inventory (either giving it to the NPC or destroying it outright), does anyone have ideas for how to accomplish this or something similar? So far I've tried two things: 1) "Give item" with a negative value. Doesn't work. ...
- Sun Mar 11, 2018 7:12 pm
- Forum: Bug reports
- Topic: [98.5] Playing dead issue.
- Replies: 3
- Views: 529
Re: [98.5] Playing dead issue.
Having the same issue. Turrets spamming bolts into "Playing dead" enemies they can't do anything about. Also distracting them from the guys actually hitting the gate.
- Sun Mar 04, 2018 10:49 pm
- Forum: Feature Requests
- Topic: limb cutoff influenced by toughtness, species?
- Replies: 4
- Views: 933
Re: limb cutoff influenced by toughtness, species?
Would be nice if this value or some multiplier was moddable per race.
- Sun Mar 04, 2018 2:32 am
- Forum: Modding
- Topic: 0.98: Inconsistent Armor Item Values
- Replies: 2
- Views: 947
Re: 0.98: Inconsistent Armor Item Values
Ah, I thought they were new, not old and pending cleanup. Thanks for the clarification!
- Sun Mar 04, 2018 2:31 am
- Forum: Feature Requests
- Topic: Limb cutoff point (-100) as a new game/import advanced option?
- Replies: 0
- Views: 319
Limb cutoff point (-100) as a new game/import advanced option?
Any chance we could get the value at which limbs are servered as an import option slider or multiplier? Similar to how death chance is configurable. Could be funny to turn it way down to -1 or if you if you're a total prostophobe you could set it to -999 or something. Alternatively, maybe moddable p...
- Fri Mar 02, 2018 1:52 am
- Forum: Modding
- Topic: 0.98: Inconsistent Armor Item Values
- Replies: 2
- Views: 947
0.98: Inconsistent Armor Item Values
While updating my armor mods I noticed an issue with armor items in the FCS. New items in the mod have a "ranged bonus" value under a "misc" category, like so: https://i.imgur.com/2TEVkP2.png Dyed Trousers also have an entry for "inventory sound" in the same category, b...
Re: Blender
Oh okay sorry, I misunderstood. I thought the imported skeleton was different from the in-game skeleton. If they're the same then there's no issue.
Re: Blender
Either way, not worth bending over backwards for at this stage. I don't and I don't think anyone else has any plans of making models for animals at the moment beyond some musing on the discord about spider armor. Even then, I wonder if the import skeleton's correctness even affects weight painting f...
- Sat Oct 28, 2017 1:02 am
- Forum: Gameplay
- Topic: I would love to see * Your Kenshi Outpost *
- Replies: 19
- Views: 4694
Re: I would love to see * Your Kenshi Outpost *
Yeah, I recapture the nobles if/when I want to. They don't persist across imports. Hydroponics don't obstruct walking, so my farmers just walk over/around them. There are some pathing issues around the front gate but that's inevitable. Just have to do a little micromanagement. I modified one of the ...
Re: Blender
Just curious, is this Garru skeleton correct? Looks like the back legs aren't aligned properly. Not sure if it's just a skeleton quirk or something not aligned right in the Blender plugin import process.


- Sat Oct 21, 2017 9:01 am
- Forum: Gameplay
- Topic: Faction Status
- Replies: 15
- Views: 3466
Re: Faction Status
The police station in World's End is actually a United Cities police station, so turning in bounties there won't raise your Tech Hunters/Machinists rep, only UC. I think this is strange personally and would eventually like to fix this in a mod. Flotsam Ninjas have no police station. Most factions do...
- Sat Oct 21, 2017 9:00 am
- Forum: Gameplay
- Topic: I would love to see * Your Kenshi Outpost *
- Replies: 19
- Views: 4694
Re: I would love to see * Your Kenshi Outpost *
Here's an album of my current base. Probably going to scrap it soon and build a new one though.
https://imgur.com/a/UMzcI
https://imgur.com/a/UMzcI
- Wed Oct 18, 2017 1:11 am
- Forum: Bug reports
- Topic: AI and "Empty" Containers that Aren't Really Empty
- Replies: 0
- Views: 323
AI and "Empty" Containers that Aren't Really Empty
Apologies if this has already been reported. It seems if a container has a single inventory grid square open, even if nothing can fit there, then the AI treats it as empty and keeps trying to put things in there. This manifests itself in various ways: - AI getting stuck trying to drop off armor in a...
- Mon Oct 16, 2017 4:43 pm
- Forum: Feature Requests
- Topic: A faction "hate" setting in the diplomacy tab
- Replies: 6
- Views: 921
Re: A faction "hate" setting in the diplomacy tab
A checkbox next to each faction to KOS them would be immensely helpful. Including one for wildlife (and herbivores). I still can't understand whats the fuss about player characters NOT hating anything on sight. What's the problem with manually attacking what you want to attack? I want my crossbows t...
- Tue Oct 10, 2017 1:08 am
- Forum: Feature Requests
- Topic: Simple Feature Request for Modders Regarding Signs/Banners
- Replies: 0
- Views: 355
Simple Feature Request for Modders Regarding Signs/Banners
Currently every building in the FCS has an "Is Sign" true/false flag that lets that building be placed on the walls of another building. Unfortunately, this "Is Sign" flag also makes the sign unselectable (so you can never dismantle it later). Would there be any way to separate o...
- Mon Oct 09, 2017 1:43 am
- Forum: Modding
- Topic: [Mod Release] More Plate Options
- Replies: 1
- Views: 1426
[Mod Release] More Plate Options
https://i.imgur.com/6wdD7g7.png More Plate Options Adds two new armor items (with three variants each) to the game: Plate Pants (+ White/Black Plate Pants): - New armor piece to match the Plate Jacket with Medium Armor stats. Plate Boots (+ White/Black Plate Boots): - Retextured version of the Plat...