Search found 3 matches

by OPG Godsend
Mon Jan 11, 2021 2:32 am
Forum: Feature Requests
Topic: Ability to remove decorations (trees/plants/doodads)
Replies: 2
Views: 1298

Re: Ability to remove decorations (trees/plants/doodads)

The vast majority of said trees/plants/etc. can be removed in K1 by just building a base there. On reload it will automatically clear foliage out from nearby your base. Though I would love to be able to destroy the foliage manually, so that I can choose what gets removed and where. To your first li...
by OPG Godsend
Sat Jan 09, 2021 5:45 am
Forum: Feature Requests
Topic: Ability to remove decorations (trees/plants/doodads)
Replies: 2
Views: 1298

Ability to remove decorations (trees/plants/doodads)

No clue what Kenshi 2's map will look like but Kenshi (1)'s has so many great base locations that are just ruined by everything I listed in the title. If in the sequel we could destroy or otherwise remove doodads (terraforming too, please, dear god please terraforming) it would allow for all the doo...
by OPG Godsend
Sat May 13, 2017 7:19 am
Forum: Modding
Topic: Building Conditions Calculator
Replies: 0
Views: 301

Building Conditions Calculator

I created a mod months back that set all buildings to only require ONE construction material to construct. This has since been broken by, what I assume, is the new way building conditions are calculated; it sets all buildings to 1 health... I've been searching hard but I just can't seem to find a wa...