Search found 3 matches
- 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...
- 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...
- 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...