Search found 15 matches
- Sun Aug 03, 2014 3:55 pm
- Forum: Gameplay
- Topic: Good Trade Routes?
- Replies: 3
- Views: 1747
Re: Good Trade Routes?
tradiging is viable but gives good outcome when you have a large party. Remeber that now if you are overencumbered bandits will catch you. Also those backpacks are very expensive in the beginning and they nerf out completely the melee stat for a youn char. So yeah, problem of trading is tht you need...
- Wed Jul 09, 2014 6:57 pm
- Forum: Bug reports
- Topic: [0.69.2] Half of the map not loading and invisible walls
- Replies: 0
- Views: 291
[0.69.2] Half of the map not loading and invisible walls
Yesterday half of the map was not loading. The area called "desert" (east of the map, from catun to clownsteady) did not load and there was an invisible huge wall that crossed all the map. My team and npc too where not able to cross that invisible wall. An hour before my base, wich was loc...
- Wed Jul 09, 2014 6:49 pm
- Forum: Bug reports
- Topic: [0.69.2] Base disappeared completly
- Replies: 0
- Views: 303
[0.69.2] Base disappeared completly
Hello, i've decided to bring all my squad to a training trip (travel the map and fight everything that moves). My base was located near catun. After travelling all the map for 3 ingame weeks i came back to my base, and everything was gone as if never existed. Also in the UI the "my base area&qu...
- Thu Jul 03, 2014 9:35 am
- Forum: Bug reports
- Topic: [0.69.2] Storage Boxes bug + crash (2 crash dumps)
- Replies: 3
- Views: 853
Re: [0.69.2] Storage Boxes bug + crash
I've noticed better how the bug kicks in: using hemp as an example, when an hemp far is full the automated worker takes all the emp, places it in machines that need hemp (like medbays or fabric looms) and brings the rest to the hemp storage. When the worker places the hemp in the hemp storage the he...
- Wed Jul 02, 2014 10:40 pm
- Forum: Bug reports
- Topic: [69.2 EX] Saloon became unenterable.
- Replies: 2
- Views: 485
Re: [69.2 EX] Saloon became unenterable.
in my experience if the navmesh doesn't like something it's useless to be stubborn. Reloading a save before you built the saloon, then building the saloon first and the beds one by one probably would fix your issue. My base is on a flat hill, i've built ramps to access another hill nearby. The first...
- Wed Jul 02, 2014 5:50 pm
- Forum: Bug reports
- Topic: [0.69.2] Storage Boxes bug + crash (2 crash dumps)
- Replies: 3
- Views: 853
[0.69.2] Storage Boxes bug + crash (2 crash dumps)
Hi everyone, enconuntered a new bug in 0.69.2: sometimes storage boxes get filled with 100000 items (i had 100000 leathers in their box, and 100000 weatstraw in their box, and also happened with hemp storage). If a char tries to loot that box during automated orders the game crashes after the messag...
- Wed Jun 25, 2014 5:00 pm
- Forum: Gameplay
- Topic: [0.68] Walls V exagerated
- Replies: 3
- Views: 1241
Re: [0.68] Walls V exagerated
Bear in mind that in this instance, the walls and the building have been quite literally made by different people. IIRC, Chris sourced the buildings online for free when he was starting to work on the game, whereas the walls, new character models and new armour are being made, I believe, by a dedic...
- Wed Jun 18, 2014 4:06 pm
- Forum: Gameplay
- Topic: [0.68] Walls V exagerated
- Replies: 3
- Views: 1241
[0.68] Walls V exagerated
Walls V in my opinion have an exagerated design: the gate is far bigger and taller than any other building you can meake in your base. The gate itself is so big it becomes the most prominent building of your base. The walls are taller and even bulkier than many buildings (i know you can adjust heigh...
- Wed Jun 18, 2014 3:57 pm
- Forum: Bug reports
- Topic: 0.68 and 0.69 Wall Issues
- Replies: 10
- Views: 2254
Re: (v0.68.1 Experimental) Defensive Wall V build problems
i have the same issue. With walls IV the problem was fixed by placing the engeneer in the very middle of the wall fundation, with walls V there's no way i can build them. Also in my opinion Walls V are exagerated, the gate is the biggest building in the game, far bigger than outpost 4 and even talle...
- Wed Jun 04, 2014 7:55 pm
- Forum: Gameplay
- Topic: repairing gates
- Replies: 2
- Views: 852
repairing gates
i'm playing the 0.68 experimental, and i love it. The new gates are very long to repair, 3 engeneers with about 80 skill each use up to 20 real time minutes, while a dozen bandits use 20 seconds to break it. I love the fact that now my base gets attacked every ingame day, but this way i have to cont...
- Wed Jun 04, 2014 7:47 pm
- Forum: Modding
- Topic: can't find no prospecting mod
- Replies: 6
- Views: 3015
Re: can't find no prospecting mod
Did you make sure to add the mod into the mod list file (mods.cfg)? Unfortunately I don't really know how to get mods running in kenshi, as I haven't tried them. I'm sure hatsune neko might be able to help though. Yes Tolwarth, i enabled the no prospecting mod in the load tab (inside the forgotten ...
- Tue Jun 03, 2014 6:04 pm
- Forum: Gameplay
- Topic: Patch 0.68 - Prospecting questions...
- Replies: 20
- Views: 6878
Re: Patch 0.68 - Prospecting questions...
as it is prospecting right now i found two solutions: go with 2 bases but don't split your team: one base will have several stone and ore mines and several stone grinders, so all your team can produce iron ore and buildning materials. the other basse will have farming and production (since fabric is...
- Tue Jun 03, 2014 5:41 pm
- Forum: Modding
- Topic: can't find no prospecting mod
- Replies: 6
- Views: 3015
Re: can't find no prospecting mod
I don't think that mod exists yet, though you could just disagree to beta, and it should revert to v0.67.2 which doesn't have prospecting. Also, it seems many resources are determined mostly by altitude. It wouldn't be too hard to find a place where you can build that you can easily cover both area...
- Mon Jun 02, 2014 5:33 pm
- Forum: Modding
- Topic: can't find no prospecting mod
- Replies: 6
- Views: 3015
can't find no prospecting mod
I have nothing against prospecting, it's a good idea becouse it forces you to move your base, and adds challenge. As it's now it's not very well implemented though: 20 people are not enough to manage 2 bases and you can't find a spot that has at least a little bit of every resource. I read in the ho...
- Wed May 28, 2014 5:46 pm
- Forum: Bug reports
- Topic: [0.68.1] Crash when trying to build interior items
- Replies: 6
- Views: 1586
Re: [0.68] Crash when trying to build interior items
same issue, every time i try to build something inside an owned house in an npc village the game immediatly crashes.