Search found 263 matches
- Wed Jul 11, 2018 1:17 pm
- Forum: Feature Requests
- Topic: Outpost Flags - not that kinda flag.
- Replies: 10
- Views: 6170
Re: Outpost Flags - not that kinda flag.
Dangit! Why isn't there an endorsement button to show your support for this idea without hving to make comment to say that you do? Also it would also be cool to make the ideas with the most votes show up high in the requests list. It would make it easier for the devs to see what people people are i...
- Wed Jul 11, 2018 1:05 pm
- Forum: Feature Requests
- Topic: Slavery - Fix/Add-on
- Replies: 12
- Views: 4737
Slavery - Fix/Add-on
okay, so...i recently went into a town sold one slave. bought 2 more. one of the slaves i bought joined my squad. the other was tagged as 'friendly ' just followed me out of town an ran off.... now to some degree of altruism , if i could state that was my intent i'd be fine with that i don't mind th...
- Wed Jul 11, 2018 3:56 am
- Forum: Feature Requests
- Topic: Travelling Slave Traders.
- Replies: 4
- Views: 1998
Re: Travelling Slave Traders.
So... i've seen some travelling slavers here an there with slaves in tow. the slaver boss isn't given a tag where we can request to buy their slaves. now i get that sometimes they might be travelling with the slaves , to a scheduled buyer. but at the same time they might get some while travelling t...
- Tue Jul 10, 2018 10:14 pm
- Forum: Gameplay
- Topic: What Feature do you think needs improvement?
- Replies: 122
- Views: 351723
Re: What Feature do you think needs improvement?
Personal faction management. both in letting other factions know you want to be friendly toward them. and in getting other factions to recognize that you are your own power - assuming you don't join someone at which point it wouldn't really be your 'personal faction' anymore. more options for buildi...
- Tue Jul 10, 2018 9:59 pm
- Forum: Feature Requests
- Topic: Travelling Slave Traders.
- Replies: 4
- Views: 1998
Travelling Slave Traders.
So... i've seen some travelling slavers here an there with slaves in tow. the slaver boss isn't given a tag where we can request to buy their slaves. now i get that sometimes they might be travelling with the slaves , to a scheduled buyer. but at the same time they might get some while travelling th...
- Tue Jul 10, 2018 9:57 pm
- Forum: Feature Requests
- Topic: Outpost Flags - not that kinda flag.
- Replies: 10
- Views: 6170
Outpost Flags - not that kinda flag.
basically i think it'd be nice if there were a menu where we could tag our outpost, for NPC to find. based on the kind of NPC we want to attract. for example if i wanted to befriend, outlaw factions, or escaped slaves. i could check a box, it would let the factions whom i choose to be friendly towar...
- Mon Oct 09, 2017 3:50 am
- Forum: Feature Requests
- Topic: Tailoring, Leatherworking, Armour Smithing...
- Replies: 5
- Views: 1706
Re: Tailoring, Leatherworking, Armour Smithing...
And abundance of resources to produce something does not equate to racial proficiency. China has a long history of producing "chinaware" which means a long history of people who've learned and practiced the craft. They're good at it because they've learned techniques to do it. they aren't ...
- Sat Oct 07, 2017 1:25 pm
- Forum: Feature Requests
- Topic: Player Outpost Guards
- Replies: 5
- Views: 1374
Re: Player Outpost Guards
while its not perfect. there is/was a mod you can download from the steam workshop that adds in Guard post rugs which will allow you to assign individuals to them. who will atleast look like guards though you can't give them any complex orders, it does help with the aesthetic of looking guarded, and...
- Sat Oct 07, 2017 1:20 pm
- Forum: Feature Requests
- Topic: Medic prioritise critical limbs, placeholder limb damage, more looting, optional hide info
- Replies: 2
- Views: 940
Re: Medic prioritise critical limbs, placeholder limb damage, more looting, optional hide info
it works on most life threatening , it stops blood loss first - cause if you lose consciousness you can't very well continue first aid. then it heals Head Chest Torso , cause if your brain or heart stop functioning well...you losing your leg isn't going to really matter much. then it works on your a...
- Sat Oct 07, 2017 1:09 pm
- Forum: Feature Requests
- Topic: Tailoring, Leatherworking, Armour Smithing...
- Replies: 5
- Views: 1706
Re: Tailoring, Leatherworking, Armour Smithing...
So...your race some how determines how good you are at producing things? seems kinda silly. pretty sure how well you make something is based on your knowledge of the materials you're using an the best ways to combine/mix them, an the method in which you over lay them determines how well things like ...
- Sat Aug 12, 2017 7:44 pm
- Forum: Feature Requests
- Topic: Bigger Cities. Bigger Map?
- Replies: 6
- Views: 1804
Re: Bigger Cities. Bigger Map?
Citys grow and expand based on their population. most of the cities/towns in Kenshi only house 20-100 people. so having giant sprawling towns with sky scrapers is a bit much. its also important to note that life on Kenshi is harsh, and seemingly without very advanced or common healthcare. its safe t...
- Sat Aug 12, 2017 7:25 pm
- Forum: Feature Requests
- Topic: Aimless sitting
- Replies: 12
- Views: 2845
Re: Aimless sitting
Be cool to add a feature to that dinner table (food storage container) that people below 200 hunger sit down and eat until they are back to 200 at least instead of picking up a piece of charred meat and eating it and running back to work right away. - It would give a sense of hunger instead of a nu...
- Sat Aug 12, 2017 7:11 pm
- Forum: Feature Requests
- Topic: Sleep Indicator
- Replies: 3
- Views: 1036
Re: Sleep Indicator
16 hours to recharge? what? humans can barely survive 24 hours awake. at 48 you've already set into a series of problems . at 72 hours which the majority of people would never be able to reach because your body will force you to shut down before then. would be the currently believed maximum point yo...
- Sat Aug 05, 2017 3:26 am
- Forum: Gameplay
- Topic: Larger Squad Limit
- Replies: 5
- Views: 2118
Re: Larger Squad Limit
i believe the current base limit is 30-50.
i haven't played in a little bit.
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as far as mods becoming outdated so long as the mod over rides the base file. it should always work. unless theres conflicting data somewhere which with a squad increase mod on its own shouldn't conflict with much.
i haven't played in a little bit.
-
as far as mods becoming outdated so long as the mod over rides the base file. it should always work. unless theres conflicting data somewhere which with a squad increase mod on its own shouldn't conflict with much.
- Sat Jul 29, 2017 5:31 am
- Forum: Feature Requests
- Topic: Generic farming job.
- Replies: 3
- Views: 883
Re: Generic farming job.
I kind of agree a generic job that had them manage all fields would work a little better than having to assign them all to fields individually one by one. and then one by one delete every field i no longer want them to work. it'd make life easier if they'd work all the fields preferably with a set r...
- Sat Jul 15, 2017 4:42 pm
- Forum: Feature Requests
- Topic: [SUGGESTION] Add Functionality to Attack Own Squad Members
- Replies: 18
- Views: 3891
Re: [SUGGESTION] Add Functionality to Attack Own Squad Members
Well, the main problem i think would come from not all people are into RPing, and if it had no practical reason to be there. people would probably end up wanting it to give xp . since it would be only logical you can't fight someone an not learn new things. however i'm sure eventually there will be ...
- Wed Jul 05, 2017 5:13 am
- Forum: Feature Requests
- Topic: Pause on load
- Replies: 4
- Views: 926
Re: Pause on load
it used to do this but they changed it at one point. not sure why.
- Wed Jun 28, 2017 12:53 am
- Forum: Feature Requests
- Topic: Minor cosmetic suggestion-Squad related
- Replies: 0
- Views: 512
Minor cosmetic suggestion-Squad related
okay so, every time we have to import a game due to an update the squads tend to re-organize themselves which means spending a few seconds to re-organize the squads an put them back in order. this isn't a huge deal but i think its something i would like to see kinda..erm modified/fixed. in that the ...
- Fri Jun 23, 2017 4:43 pm
- Forum: Feature Requests
- Topic: Instruments or interactions
- Replies: 1
- Views: 584
Re: Instruments or interactions
while i don't think it will occur, i agree that having instruments would be nice perhaps even skills attached to each instrument, taking jobs in bars as a muscian to pay for travel, food an such would be nice.
- Mon Jun 12, 2017 1:06 pm
- Forum: General
- Topic: What Did You Do In Kenshi Today?
- Replies: 11
- Views: 14670
Re: What Did You Do In Kenshi Today?
Hunted AI core carriers(mod) failed to locate any.decided to return by taking a walk through fogmen territory decided to stop in the ancient lab fought off 6 security spiders almost lost my hole travelling group,fought some fogmen freed a few captives did a little shopping in mongrel hired a comrade...