Search found 18 matches
- Sat Sep 26, 2020 11:24 pm
- Forum: Gameplay
- Topic: Struggling to find broken ai cores with Gen Mod. I know they drop from Iron Spiders MKII but I've only found 4.
- Replies: 1
- Views: 6002
Re: Struggling to find broken ai cores with Gen Mod. I know they drop from Iron Spiders MKII but I've only found 4.
This is a mod question, and would most likely be better being asked on the mod page. However, out of curiosity I had taken a look at the mod files: This unit is proprietary to the mod and is not found in vanilla game. Kind of meaning that it has more competition for a chance to spawn. They can spawn...
- Thu Sep 10, 2020 11:35 pm
- Forum: Bug reports
- Topic: Rane the Giant Leg Not Healing
- Replies: 1
- Views: 439
Re: Rane the Giant Leg Not Healing
Is it a Metal leg? If so - you need to rest in a Skeleton bed.
If not - it's weird, but hardly game breaking. At least for now...
If not - it's weird, but hardly game breaking. At least for now...
- Tue Aug 04, 2020 8:58 pm
- Forum: Bug reports
- Topic: New Player, Downloaded and No Sound
- Replies: 2
- Views: 604
Re: New Player, Downloaded and No Sound
I think you should move this to Bug reports section. Also, provide some info on what rig you have, if you have sound drivers up to date - you know, the usual.
- Tue Aug 04, 2020 8:55 pm
- Forum: General
- Topic: Disseminated lore and micro-books
- Replies: 1
- Views: 1730
Re: Disseminated lore and micro-books
I like the 'micro-books' idea. Similar to scholarly text excerpts used as chapter intro in the Witcher book series. But don't they have them in the game already? Visit Black Scratch and raid the library. As for your sketch: I feel that you missed the fact that Bayan had his horns cut off, and what t...
- Sun Apr 28, 2019 3:31 pm
- Forum: Bug reports
- Topic: [1.0.25] 'Throw Intruder Out of Town' Job assignment only throws one out of the outpost.
- Replies: 3
- Views: 810
Re: [1.0.25] 'Throw Intruder Out of Town' Job assignment only throws one out of the outpost.
Are their jobs in proper order? Is 'throw intruder out' before 'find corpses"?
- Sun Apr 28, 2019 3:29 pm
- Forum: Bug reports
- Topic: [1.0.25] Crab Tournament occured in Black Scratch
- Replies: 3
- Views: 688
Re: [1.0.25] Crab Tournament occured in Black Scratch
I think the title should be "How to Lure The Crab Tournament into Black Scratch" :) A raid is just a squad (with the primary set of goals of 'reach your outpost', 'yell something' and 'attack'), and as such does use roads, will defend itself/engage enemies. Otherwise the player would not b...
- Sun Apr 28, 2019 3:14 pm
- Forum: Gameplay
- Topic: Vegetation fauna cleared out after importing buildings placed over them - Is it a feature?
- Replies: 1
- Views: 1440
Re: Vegetation fauna cleared out after importing buildings placed over them - Is it a feature?
Town settings for 'Your Outpost' have a no-foliage range of 1000. (A thousand what - I am not sure).
If you want to live in the forest you could change this value to zero. This would affect all your other outposts as well, though. Might end up having a giant tree blocking your gate.
If you want to live in the forest you could change this value to zero. This would affect all your other outposts as well, though. Might end up having a giant tree blocking your gate.
- Fri Apr 12, 2019 4:20 pm
- Forum: Modding
- Topic: Modding Questions
- Replies: 1
- Views: 3131
Re: Modding Questions
Mod away - don't worry. If you look at the 'Changes' made by a mod, any value that has been changed (with blue text) will include the addition of a new value and the deletion of the old one. So should you not load that mod later - well it will be as if the new value never existed and the old one was...
- Sun Jan 20, 2019 6:03 pm
- Forum: Feature Requests
- Topic: Be a mercenary.
- Replies: 11
- Views: 5710
Re: Be a mercenary.
Delivery job might be doable. One can trigger AI_goals through dialogue, right? If indeed possible, then it seems fairly simple to have 'the package' follow you from a certain town bar to another town bar where 'the target' will check the world state "the package is alive 1", give X number...
- Fri Jan 18, 2019 6:04 pm
- Forum: Bug reports
- Topic: [1.0.10] Save stopped working
- Replies: 8
- Views: 1714
Re: [1.0.10] Save stopped working
Whenever I have an instance of File Explorer open my silly Win 10 loves to deny access to the save files by not allowing them to be over-written. (Creating a brand new save with a new name still works.) The reason I'm saying this is because of your last entry in kenshi_info: {0x00003bf0} 2019-01-17 ...
- Thu Jan 17, 2019 12:23 am
- Forum: Gameplay
- Topic: Allying Flotsam Ninjas
- Replies: 8
- Views: 3354
Re: Allying Flotsam Ninjas
Damn - you sure hate HN a lot! 
I guess you could make sure that the High inquisitors are dead. But the conditions for Flotsam takeover of Blister Hill are identical to those of Rebirth.
I guess you could make sure that the High inquisitors are dead. But the conditions for Flotsam takeover of Blister Hill are identical to those of Rebirth.
- Wed Jan 16, 2019 11:56 pm
- Forum: Bug reports
- Topic: Game crashes on startup.
- Replies: 7
- Views: 1282
Re: Game crashes on startup.
It's in your "/Kenshi" folder. Or should be, at least.
- Fri Jan 11, 2019 10:59 pm
- Forum: Gameplay
- Topic: Allying Flotsam Ninjas
- Replies: 8
- Views: 3354
Re: Allying Flotsam Ninjas
The -5 rating I make no promises - that is what FCS says. I already brought the Phoenix and one high inquisitor to the Shek. Then how are you at war and not have won the war? :) Anyhow, giving Moll the Phoenix would yield +75 relationship, and +40 per High inquisitor. Definitely steal back your high...
- Fri Jan 11, 2019 4:44 pm
- Forum: Gameplay
- Topic: Allying Flotsam Ninjas
- Replies: 8
- Views: 3354
Re: Allying Flotsam Ninjas
You should be able to trigger the necessary Moll's dialogue if your standing with the Flotsam Ninjas is above -5. Then do the blah, blah, ask to join them.
Otherwise, well, the new patch is out - perfect opportunity to import
(import without the diplomatic relations, that is)
Otherwise, well, the new patch is out - perfect opportunity to import
(import without the diplomatic relations, that is)
- Wed Jan 09, 2019 1:07 am
- Forum: Gameplay
- Topic: Tips for Base Building and when to start building
- Replies: 6
- Views: 4435
Re: Tips for Base Building and when to start building
I love how a story this good is a problem. You definitely need turrets. And a big gate. I like to put my turrets on a pair of watchtowers, and have the gate 'indented' between them. Bigger walls can cause problems due to NPCs occasionally getting stuck on top of them if you walls make too sharp of a...
- Wed Jan 09, 2019 12:27 am
- Forum: Gameplay
- Topic: What Feature do you think needs improvement?
- Replies: 122
- Views: 360187
Re: What Feature do you think needs improvement?
Here's an an example of a repeating queue that will eventually fail: press>skeleton muscle>motor>robotic components I have had a similar problem and it seemed to me that the reason for work to stop was at the transition from crafting one item to a different item with the different material required...
Re: Heng
No, they should definitely have been there. Perhaps they got eaten by Skimmers. This is no big loss. Or maybe they haven't been generated yet, however unlikely, and coming back later will solve the problem. Changing world states will solve the problem too. I suppose you could import the game if you ...
- Tue Jan 08, 2019 4:11 pm
- Forum: Modding
- Topic: Seven Samurais Mod
- Replies: 2
- Views: 1276
Re: Seven Samurais Mod
Putting a character into a specific town is straight-forward. Make a character -> put him into a squad -> load the squad in the town you want To make that character recruitable you need to edit her dialog. Check out the recruits already present in the game, ex. Ruka, for the inspiration. Note: the d...