Zartury/PotatoMaster Mod Downloading Page
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PotatoMaster
- Posts: 26
- Joined: Sat Apr 02, 2016 4:57 pm
Decided to organize all the mods made into one topic page, since there are others who like to modify for their own use or who didn't buy this game on steam and so can't download it from there.
Re-made the Wandering Squads Mod into a modular mod, so you can pick what should run without the bulk or conflicts between mods.
Wandering Squads - Spawn Engine
Required to run any of the other wandering squad mods.It pretty much totals all vanilla spawns to 100 points, in proportion to what the developers set them to. Why? Makes life simple when adding spawn rates of other mods, especially when you don't want to crunch the numbers.
This will also serve as a patch for anyone who has recruited under the previous mod "Wandering Squads" or the current ones out "Wandering Squads - Recruits", should you turn them off so that you don't lose the recruited members.
Last modification was to reduce spawn amount from 1 to 0.25 for the Arm of Okran, because there are no spawned squads for that area. The mods add some to appear, so that its less desolate.
FAQs
Do I need this to run if I turn off Wandering Squads (original) or Wandering Squads - Recruits/Wandering Squads - Cannibals?
If you recruited anyone under these mods and wish to keep them, yes. If it won't bother you, no need to do so.
Why does this have to run for the other wandering mods?
It helps set spawn values for vanilla to 100 points (or 100% percent), so it makes it easy to decide what the spawn rate should be for each mod, like 5%, 4%, 2% and so on. Without it, you will notice that vanilla squads may spawn less or more often compared to mod spawns. A lot of the spawn figures are not easily divisible or workable without a calculator, and I would rather save myself the headache of doing that.
Wandering Squads - Trader's Guild
Adds wandering traders as part of the Trader's Guild faction, pretty much across the whole world. Two types of traders, the ones situated in reasonable areas of operation and dangerous areas. The ones in the regular areas are pretty much the same like ordinary traders. The ones in dangerous areas command high prices for their goods.
All caravans are composed of a trader and a buyer.
- 4 type of buyers which buy stuff from your counters: food stuff, trade goods, adventure goods (medicine and specialized food) and construction goods. Buyer is randomly chosen for each squad at spawning.
- Trader only handles direct trade with your character, with 6 different categories of purchasing available: food stuff, trade goods, construction goods, adventure goods (medicine, maps and bags), weapons and armors. Each category has a chance of being spawned. I have seen during testing only once that 5/6 categories spawned. It has occurred that none were spawned too, so its normal.
Also, there is diplomacy. If you attack them too many times, they will stop direct trading with you. Only bribery will help restore your relations but it will cost you!
Spawn rates:
Cores areas 6-8%, cannibalized areas 3-5%, spidered areas (excluding bugmaster's area) 3-6%
Wandering Squads - Recruits
Creates spawnable recruits for almost every region in the game. The recruits spawned are now related to the faction that inhabits that region. Therefore, recruits will not be found in places where no one inhabits.
Skeletons are predominantly found in Deadlands, Floodlands and Obedience, besides other areas like Swamper territory, Empire territory and Tech Hunter territories.
Humans are found anywhere there are human settlements, so excluding Vain and Shek territories. Tthe factions they come from are based on the area they are found wandering in, so Deadcats are usually found up north, Holy Nations in Hidden Forest and Holy Nation territories, Empire in The Hook and Empire, and so on.
Sheks are predominantly found in Spider Plains and Stenn Desert, but you can find them also in the Empire territory and Tech Hunter territories.
Hivers are predominantly found in Vain, but you can find them also in the Empire territory and Tech Hunter territories.
Spawn Rates:
5% for all areas where villages/towns are found in.
Re-made the Wandering Squads Mod into a modular mod, so you can pick what should run without the bulk or conflicts between mods.
Wandering Squads - Spawn Engine
Required to run any of the other wandering squad mods.It pretty much totals all vanilla spawns to 100 points, in proportion to what the developers set them to. Why? Makes life simple when adding spawn rates of other mods, especially when you don't want to crunch the numbers.
This will also serve as a patch for anyone who has recruited under the previous mod "Wandering Squads" or the current ones out "Wandering Squads - Recruits", should you turn them off so that you don't lose the recruited members.
Last modification was to reduce spawn amount from 1 to 0.25 for the Arm of Okran, because there are no spawned squads for that area. The mods add some to appear, so that its less desolate.
FAQs
Do I need this to run if I turn off Wandering Squads (original) or Wandering Squads - Recruits/Wandering Squads - Cannibals?
If you recruited anyone under these mods and wish to keep them, yes. If it won't bother you, no need to do so.
Why does this have to run for the other wandering mods?
It helps set spawn values for vanilla to 100 points (or 100% percent), so it makes it easy to decide what the spawn rate should be for each mod, like 5%, 4%, 2% and so on. Without it, you will notice that vanilla squads may spawn less or more often compared to mod spawns. A lot of the spawn figures are not easily divisible or workable without a calculator, and I would rather save myself the headache of doing that.
Wandering Squads - Trader's Guild
Adds wandering traders as part of the Trader's Guild faction, pretty much across the whole world. Two types of traders, the ones situated in reasonable areas of operation and dangerous areas. The ones in the regular areas are pretty much the same like ordinary traders. The ones in dangerous areas command high prices for their goods.
All caravans are composed of a trader and a buyer.
- 4 type of buyers which buy stuff from your counters: food stuff, trade goods, adventure goods (medicine and specialized food) and construction goods. Buyer is randomly chosen for each squad at spawning.
- Trader only handles direct trade with your character, with 6 different categories of purchasing available: food stuff, trade goods, construction goods, adventure goods (medicine, maps and bags), weapons and armors. Each category has a chance of being spawned. I have seen during testing only once that 5/6 categories spawned. It has occurred that none were spawned too, so its normal.
Also, there is diplomacy. If you attack them too many times, they will stop direct trading with you. Only bribery will help restore your relations but it will cost you!
Spawn rates:
Cores areas 6-8%, cannibalized areas 3-5%, spidered areas (excluding bugmaster's area) 3-6%
Wandering Squads - Recruits
Creates spawnable recruits for almost every region in the game. The recruits spawned are now related to the faction that inhabits that region. Therefore, recruits will not be found in places where no one inhabits.
Skeletons are predominantly found in Deadlands, Floodlands and Obedience, besides other areas like Swamper territory, Empire territory and Tech Hunter territories.
Humans are found anywhere there are human settlements, so excluding Vain and Shek territories. Tthe factions they come from are based on the area they are found wandering in, so Deadcats are usually found up north, Holy Nations in Hidden Forest and Holy Nation territories, Empire in The Hook and Empire, and so on.
Sheks are predominantly found in Spider Plains and Stenn Desert, but you can find them also in the Empire territory and Tech Hunter territories.
Hivers are predominantly found in Vain, but you can find them also in the Empire territory and Tech Hunter territories.
Spawn Rates:
5% for all areas where villages/towns are found in.
- Attachments
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- Wandering Squads_Engine_V12.zip
- Version 12 (2018-06-03), Completely reviewed the whole mod. Spreadsheet of changes to vanilla included in the attachment.
- (56.36 KiB) Downloaded 396 times
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- Wandering Squads_Traders_V12.zip
- Version 12 (2017-11-04), Humans were in the deadlands, being burned by acid, in land fit for skeletons. Makes sense? No! Fixed!
- (607.45 KiB) Downloaded 443 times
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- Wandering Squads_Recruitables_V5.zip
- Version 5 (2017-09-30), updated to reflect Kenshi version 0.97.2 with the new map release, may be tweaked later.
- (5.62 MiB) Downloaded 531 times
Last edited by PotatoMaster on Sun Jun 03, 2018 5:31 pm, edited 11 times in total.
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PotatoMaster
- Posts: 26
- Joined: Sat Apr 02, 2016 4:57 pm
Wandering Squads - Hollering Mercenaries
Wandering mercenaries looking to be hired for bodyguarding or protecting your town. They allow peddle for services in a non-intrusive way, so you will always notice them when they are around. However, it isn't simply limited to that.
There is also some diplomacy added to your interactions with the mercenaries. Souring relationships will make them charge more for services or even disband future services. Positive relations allow you to benefit from lower or free services. You can increase relations quickly using money but beware, the worse your relations are with them, the costlier it is to get them back up again.
Mercenaries races are based upon regions, so Shek mercs in Shek territories, hiver mercs in vain and so on.
Spawn rates:
6% for cannibal infested areas and skeleton areas, 8% elsewhere. None in uninhabited southeastern region.
Wandering Squads - Non-Hollering Mercenaries
Wandering mercenaries looking to be hired for bodyguarding or protecting your town. However, it isn't simply limited to that.
There is also some diplomacy added to your interactions with the mercenaries. Souring relationships will make them charge more for services or even disband future services. Positive relations allow you to benefit from lower or free services. You can increase relations quickly using money but beware, the worse your relations are with them, the costlier it is to get them back up again.
Mercenaries races are based upon regions, so Shek mercs in Shek territories, hiver mercs in vain and so on.
Spawn rates:
6% for cannibal infested areas and skeleton areas, 8% elsewhere. None in uninhabited southeastern region.
Wandering Squads - Cannibal Recruits
Recruitable cannibals.
Says it all.
But, there are two kinds. The kind that get you into trouble, especially when you least expect it. Your traditional cannibal. And then there are the nice ones, who have accepted that they are like you. You will see when trying to recruit them.
Unlike the other mods, these don't appear in groups. If you try to recruit the bad cannibals, you should try being creative, as they are likely to eat you beforehand.
Look for the areas where cannibals reside. If you are lucky, you should find some. They don't have any recruitment costs, but their special stats aren't that great (good at cooking). Enjoy!
Spawn Rates:
2% for Bad Cannibal Recruits and 2% for Good Cannibal Recruits in Beserker Country, Brink, Cannibal Plains, Dreg, and Hidden Forest.
Wandering mercenaries looking to be hired for bodyguarding or protecting your town. They allow peddle for services in a non-intrusive way, so you will always notice them when they are around. However, it isn't simply limited to that.
There is also some diplomacy added to your interactions with the mercenaries. Souring relationships will make them charge more for services or even disband future services. Positive relations allow you to benefit from lower or free services. You can increase relations quickly using money but beware, the worse your relations are with them, the costlier it is to get them back up again.
Mercenaries races are based upon regions, so Shek mercs in Shek territories, hiver mercs in vain and so on.
Spawn rates:
6% for cannibal infested areas and skeleton areas, 8% elsewhere. None in uninhabited southeastern region.
Wandering Squads - Non-Hollering Mercenaries
Wandering mercenaries looking to be hired for bodyguarding or protecting your town. However, it isn't simply limited to that.
There is also some diplomacy added to your interactions with the mercenaries. Souring relationships will make them charge more for services or even disband future services. Positive relations allow you to benefit from lower or free services. You can increase relations quickly using money but beware, the worse your relations are with them, the costlier it is to get them back up again.
Mercenaries races are based upon regions, so Shek mercs in Shek territories, hiver mercs in vain and so on.
Spawn rates:
6% for cannibal infested areas and skeleton areas, 8% elsewhere. None in uninhabited southeastern region.
Wandering Squads - Cannibal Recruits
Recruitable cannibals.
Says it all.
But, there are two kinds. The kind that get you into trouble, especially when you least expect it. Your traditional cannibal. And then there are the nice ones, who have accepted that they are like you. You will see when trying to recruit them.
Unlike the other mods, these don't appear in groups. If you try to recruit the bad cannibals, you should try being creative, as they are likely to eat you beforehand.
Look for the areas where cannibals reside. If you are lucky, you should find some. They don't have any recruitment costs, but their special stats aren't that great (good at cooking). Enjoy!
Spawn Rates:
2% for Bad Cannibal Recruits and 2% for Good Cannibal Recruits in Beserker Country, Brink, Cannibal Plains, Dreg, and Hidden Forest.
- Attachments
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- Wandering Squads_Hollering Mercenaries V4.zip
- Version 4 (2017-10-01), updated for map release for Kenshi 0.97.2
- (6.1 MiB) Downloaded 400 times
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- Wandering Squads_Non-Hollering Mercenaries V3.zip
- Version 3 (2017-10-01), updated for map release for Kenshi 0.97.2
- (3.5 MiB) Downloaded 322 times
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- Wandering Squads_Recruitable Cannibals V5.zip
- Version 5 (2017-10-01), updated for map release for Kenshi 0.97.2
- (9.53 KiB) Downloaded 301 times
Last edited by PotatoMaster on Mon Oct 02, 2017 2:35 am, edited 2 times in total.
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PotatoMaster
- Posts: 26
- Joined: Sat Apr 02, 2016 4:57 pm
KK (for next set under wandering squads)
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PotatoMaster
- Posts: 26
- Joined: Sat Apr 02, 2016 4:57 pm
Guarder Mod
You start a new game, import your army of how many guys into a new world. You laugh at the bandits weakness. Only till you realize all your characters have OCD and chase everything they come across. Came up with this idea after the third day of constantly calling them back (inspiration through annoyance).
Useful for: static guard, recall point after gap in tasks (farmers that wait for stuff to grow and should stay close-by), idleness and sacrificial "cannonfodder". Only torches and furniture can be used in buildings.
Update January 2017 - Have added furniture to sit on outside and inside as well as a campfire that they stand around. Left the guard lights in, so that it won't mess up anyone games.
Regular guard torch is unlocked at the beginning, others are unlocked as you complete tech for guarding stuff (for Guard Light Post I, Guard Light Post III, Guard Electric Torch, Guard Campfire, Guard Sittingbox and Guard Bench). Building materials needed are the same as regular items. Energy, on the other hand, varies with how many guys are at the guard station.
What it MODIFIES:
Indoor Lighting Tech, Light Post Tech and Light Post Efficiency Tech (not groundbreaking for updates).
All Food and Indoor Farming Mod (updated 2017 October 8)
You should use some mod, either a mod that allows for the production of AI cores by myself under the Robotics + Research workshop mod or Research Mod - Books>Ancient Books>Engineering>AI by ForgeDrake http://steamcommunity.com/sharedfiles/f ... t=research, since the level 3 indoor farms require AI cores, and that would be a pain to import for every single farm you would upgrade.
You import an army. And somehow, despite being ill-prepared and not being able to produce food, you manage to survive and create a huge farm. Only problem: spamming food into your guys and spamming food creation so that food is maintained for 65 guys. This mod helps solve a few of these issues, and more!
Single use cooking stove: You got stoves that only produce one type of food, so need to break your mouse. It comes with its own individual food basket (has to be used if you want to food pack it). Its color coded!
Single use food packer: Condenses 4 food items into one. Makes it easier to feed and forget, especially with big groups. Requires its own food type basket, the characters won't pick up ingredients from general food basket. Also color coded!
Multi-use food packer: Does the same thing as the others, its just all food packers rolled into one (works like the game's cooking stove).
Indoor farming: Advanced versions of the indoor or hydropronic farms that currently exist in game. Reworked it to relfect an improvement compared to before, with a lot of tinkering to make it not cheatish but desirable. There are two new levels, invented by the tech faction, to help improve yields even further. But be warned, they are more energy and water intensive, and are quite expensive to build!
Fish farms: Now you can farm indoors or outdoors thinfish in just about anyplace. Not affected by fertilities, only water, energy and food.
Fish drying racks: Allow the conversion of raw fish into dried fish food.
Automated Grain Silos: Need I say more? Requires gears and electricity!
Higher tiers of bread ovens, produce bread faster.
Wells IV-VI that are double/quadruple/eight-times the capacity of Well III, though watch the electricity usage!
What it MODIFIES:
Cooking Tech, Desert Cooking Tech and Advanced Cooking Tech (not groundbreaking for updates) as well as modified to a reasonable level the amount characters can harvest in a day under the indoor cotton and cactus farms, because it was too low compared to all the other indoor farms made by the developper (20->140 compared to the other farms where thge developer set them to 250)
Indoor Farming Only Mod(updated 2017 October 8)
This takes the portion of the indoor farming mod from the CondensedFood mod on steam.
You should use some mod, either a mod that allows for the production of AI cores by myself under the Robotics + Research workshop mod http://steamcommunity.com/sharedfiles/f ... =705102861 or Research Mod - Books>Ancient Books>Engineering>AI by ForgeDrake http://steamcommunity.com/sharedfiles/f ... t=research, since the level 3 indoor farms require AI cores, and that would be a pain to import for every single farm you would upgrade.
You import an army. And somehow, despite being ill-prepared and not being able to produce food, you manage to survive and create a huge farm. Only problem: spamming food into your guys and spamming food creation so that food is maintained for 65 guys. This mod helps solve a few of these issues, and more!
Indoor farming: Advanced versions of the indoor or hydropronic farms that currently exist in game. Reworked it to relfect an improvement compared to before, with a lot of tinkering to make it not cheatish but desirable. There are two new levels, invented by the tech faction, to help improve yields even further. But be warned, they are more energy and water intensive, and are quite expensive to build!
Fish farms: Now you can farm indoors or outdoors thinfish in just about anyplace. Not affected by fertilities, only water, energy and food.
Fish drying racks: Allow the conversion of raw fish into dried fish food.
Automated Grain Silos: Need I say more? Requires gears and electricity!
Wells IV-VI that are double/quadruple/eight-times the capacity of Well III, though watch the electricity usage!
What it MODIFIES:
Modified to a reasonable level the amount characters can harvest in a day under the indoor cotton and cactus farms, because it was too low compared to all the other indoor farms made by the developper (20->140 compared to the other farms where the developer set them to 250)
You start a new game, import your army of how many guys into a new world. You laugh at the bandits weakness. Only till you realize all your characters have OCD and chase everything they come across. Came up with this idea after the third day of constantly calling them back (inspiration through annoyance).
Useful for: static guard, recall point after gap in tasks (farmers that wait for stuff to grow and should stay close-by), idleness and sacrificial "cannonfodder". Only torches and furniture can be used in buildings.
Update January 2017 - Have added furniture to sit on outside and inside as well as a campfire that they stand around. Left the guard lights in, so that it won't mess up anyone games.
Regular guard torch is unlocked at the beginning, others are unlocked as you complete tech for guarding stuff (for Guard Light Post I, Guard Light Post III, Guard Electric Torch, Guard Campfire, Guard Sittingbox and Guard Bench). Building materials needed are the same as regular items. Energy, on the other hand, varies with how many guys are at the guard station.
What it MODIFIES:
Indoor Lighting Tech, Light Post Tech and Light Post Efficiency Tech (not groundbreaking for updates).
All Food and Indoor Farming Mod (updated 2017 October 8)
You should use some mod, either a mod that allows for the production of AI cores by myself under the Robotics + Research workshop mod or Research Mod - Books>Ancient Books>Engineering>AI by ForgeDrake http://steamcommunity.com/sharedfiles/f ... t=research, since the level 3 indoor farms require AI cores, and that would be a pain to import for every single farm you would upgrade.
You import an army. And somehow, despite being ill-prepared and not being able to produce food, you manage to survive and create a huge farm. Only problem: spamming food into your guys and spamming food creation so that food is maintained for 65 guys. This mod helps solve a few of these issues, and more!
Single use cooking stove: You got stoves that only produce one type of food, so need to break your mouse. It comes with its own individual food basket (has to be used if you want to food pack it). Its color coded!
Single use food packer: Condenses 4 food items into one. Makes it easier to feed and forget, especially with big groups. Requires its own food type basket, the characters won't pick up ingredients from general food basket. Also color coded!
Multi-use food packer: Does the same thing as the others, its just all food packers rolled into one (works like the game's cooking stove).
Indoor farming: Advanced versions of the indoor or hydropronic farms that currently exist in game. Reworked it to relfect an improvement compared to before, with a lot of tinkering to make it not cheatish but desirable. There are two new levels, invented by the tech faction, to help improve yields even further. But be warned, they are more energy and water intensive, and are quite expensive to build!
Fish farms: Now you can farm indoors or outdoors thinfish in just about anyplace. Not affected by fertilities, only water, energy and food.
Fish drying racks: Allow the conversion of raw fish into dried fish food.
Automated Grain Silos: Need I say more? Requires gears and electricity!
Higher tiers of bread ovens, produce bread faster.
Wells IV-VI that are double/quadruple/eight-times the capacity of Well III, though watch the electricity usage!
What it MODIFIES:
Cooking Tech, Desert Cooking Tech and Advanced Cooking Tech (not groundbreaking for updates) as well as modified to a reasonable level the amount characters can harvest in a day under the indoor cotton and cactus farms, because it was too low compared to all the other indoor farms made by the developper (20->140 compared to the other farms where thge developer set them to 250)
Indoor Farming Only Mod(updated 2017 October 8)
This takes the portion of the indoor farming mod from the CondensedFood mod on steam.
You should use some mod, either a mod that allows for the production of AI cores by myself under the Robotics + Research workshop mod http://steamcommunity.com/sharedfiles/f ... =705102861 or Research Mod - Books>Ancient Books>Engineering>AI by ForgeDrake http://steamcommunity.com/sharedfiles/f ... t=research, since the level 3 indoor farms require AI cores, and that would be a pain to import for every single farm you would upgrade.
You import an army. And somehow, despite being ill-prepared and not being able to produce food, you manage to survive and create a huge farm. Only problem: spamming food into your guys and spamming food creation so that food is maintained for 65 guys. This mod helps solve a few of these issues, and more!
Indoor farming: Advanced versions of the indoor or hydropronic farms that currently exist in game. Reworked it to relfect an improvement compared to before, with a lot of tinkering to make it not cheatish but desirable. There are two new levels, invented by the tech faction, to help improve yields even further. But be warned, they are more energy and water intensive, and are quite expensive to build!
Fish farms: Now you can farm indoors or outdoors thinfish in just about anyplace. Not affected by fertilities, only water, energy and food.
Fish drying racks: Allow the conversion of raw fish into dried fish food.
Automated Grain Silos: Need I say more? Requires gears and electricity!
Wells IV-VI that are double/quadruple/eight-times the capacity of Well III, though watch the electricity usage!
What it MODIFIES:
Modified to a reasonable level the amount characters can harvest in a day under the indoor cotton and cactus farms, because it was too low compared to all the other indoor farms made by the developper (20->140 compared to the other farms where the developer set them to 250)
- Attachments
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- IndoorFarming_V3.zip
- V3 (2018-06-03), reviewed to provide fix to vanilla hemp and cotton Hydroponic farms.
- (599.85 KiB) Downloaded 307 times
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- All Food and Indoor Farming Mod V11.zip
- V11 (2018-06-03), reviewed to provide fix to vanilla hemp and cotton Hydroponic farms, along with changes to automated food packers and specialized food stoves.
- (1.23 MiB) Downloaded 454 times
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- Guarder_V2.zip
- (2017-01-06) Updated to have guard campfire, as well as outside furniture to sit at.
- (2.82 MiB) Downloaded 407 times
Last edited by PotatoMaster on Sun Jun 03, 2018 5:33 pm, edited 5 times in total.
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PotatoMaster
- Posts: 26
- Joined: Sat Apr 02, 2016 4:57 pm
Realistic Hunger
Does hunger seem a little off to you. It never made sense to me how one ration pack could keep you going for a week at a time. Bandit attacks never dented food production. Not many people were required to produce food. Plus, there was always too much food (in my case).
This made things too easy. That how this mod came into being.
Food typically lasts you up to 3 days or so. Small foods will hardly give you any nutrition, 3 breads are required just to stay full for a day, while a ration pack lasts for a day. Can you play hitting bottom without starving to death. Yeah, you can.
This actually gives more depth to the game, however, it isn't for everyone. Those who completing in 30 game days all there is to do in the game will dislike it.
Storage Sheds
Storage is a bit of a hassle in this game. No really, it it. But, instead of making a shack, spamming a bunch of storage bins for 1 type of material, while leaving room for all the characters to access it normally, why not store it in the shack itself? Some tech is required to research it, however, it requires little to no research time. Cost of building it is equal to a normal stack. It gets its very own building tab, to make it easy to find what type of shed you want.
The concept of storage amount is how much of a item can fit into a 6x6 box one thousand times, so depending on the item size, it can vary as to how much it can store that item.
Also added in-game assets that don't count as anything but decoration. Use it to decorate your shacks to help you remember what it contains (you can put some of these decorations on the roofs of these storage sheds).
Alcohol Storage Fix
It a fix to cactus, grog and sake containers that I made way back when. No idea if it was ever fixed but its been lying there. Looked into the game editor some time ago and saw it wasn't fixed. So if its still the case, here you go.
Does hunger seem a little off to you. It never made sense to me how one ration pack could keep you going for a week at a time. Bandit attacks never dented food production. Not many people were required to produce food. Plus, there was always too much food (in my case).
This made things too easy. That how this mod came into being.
Food typically lasts you up to 3 days or so. Small foods will hardly give you any nutrition, 3 breads are required just to stay full for a day, while a ration pack lasts for a day. Can you play hitting bottom without starving to death. Yeah, you can.
This actually gives more depth to the game, however, it isn't for everyone. Those who completing in 30 game days all there is to do in the game will dislike it.
Storage Sheds
Storage is a bit of a hassle in this game. No really, it it. But, instead of making a shack, spamming a bunch of storage bins for 1 type of material, while leaving room for all the characters to access it normally, why not store it in the shack itself? Some tech is required to research it, however, it requires little to no research time. Cost of building it is equal to a normal stack. It gets its very own building tab, to make it easy to find what type of shed you want.
The concept of storage amount is how much of a item can fit into a 6x6 box one thousand times, so depending on the item size, it can vary as to how much it can store that item.
Also added in-game assets that don't count as anything but decoration. Use it to decorate your shacks to help you remember what it contains (you can put some of these decorations on the roofs of these storage sheds).
Alcohol Storage Fix
It a fix to cactus, grog and sake containers that I made way back when. No idea if it was ever fixed but its been lying there. Looked into the game editor some time ago and saw it wasn't fixed. So if its still the case, here you go.
- Attachments
-
- StorageSheds_V6.zip
- Version 5 (2017-11-12), Fixed general storage shed's description
- (2.17 MiB) Downloaded 473 times
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- Realistic Hunger.zip
- For 0.96.16: Makes hunger as realistic as possible
- (313 Bytes) Downloaded 296 times
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- Alcohol Storage Fix.zip
- For 0.96.16: Provides a fix for alcohol storage, will allow automated storage (has been with me for a while, don't know if it was fixed)
- (436 Bytes) Downloaded 272 times
Last edited by PotatoMaster on Mon Nov 13, 2017 1:35 am, edited 3 times in total.
-
PotatoMaster
- Posts: 26
- Joined: Sat Apr 02, 2016 4:57 pm
Robotics + Research workshop mod
I don't know what to call this exactly. Its sort of an overhaul of sorts, but not the cheating kind at least. It was made in conjunction with the newly updated "All foods and indoor farming mod" + "Indoor farming only mod", mostly on account of the needed parts, components and research needed to build the stuff from those mods (FYI, the highest level of indoor farms use AI cores as construction materials + lots of robotics stuff).
Needless to say, it wasn't created only for that. Anyone can use this mod to enhance that portion of the game, where:
- Level 1, robotics: You can produce gears, tools, hinges and capacitors
- Level 2, robotics: You can produce CPU units and generator cores
- Level 3, robotics: You can produce AI cores
- Level 4, Research books: You can produce Engineering and Ancient Science books
You have to research these things in the crafting tech section before you can create the buildings to produce them.
The only thing that may peeve anyone is that each item requires its own production building, on account of the way production in the mod has changed, or rather the ingredient system for items has changed. For every item ingredient you add, the value of said item skyrockets, so that the AI cores became something like $500,000. Thats the reason why I did it like this instead, so that CPU cores don't become money makers or other items like it.
I don't know what to call this exactly. Its sort of an overhaul of sorts, but not the cheating kind at least. It was made in conjunction with the newly updated "All foods and indoor farming mod" + "Indoor farming only mod", mostly on account of the needed parts, components and research needed to build the stuff from those mods (FYI, the highest level of indoor farms use AI cores as construction materials + lots of robotics stuff).
Needless to say, it wasn't created only for that. Anyone can use this mod to enhance that portion of the game, where:
- Level 1, robotics: You can produce gears, tools, hinges and capacitors
- Level 2, robotics: You can produce CPU units and generator cores
- Level 3, robotics: You can produce AI cores
- Level 4, Research books: You can produce Engineering and Ancient Science books
You have to research these things in the crafting tech section before you can create the buildings to produce them.
The only thing that may peeve anyone is that each item requires its own production building, on account of the way production in the mod has changed, or rather the ingredient system for items has changed. For every item ingredient you add, the value of said item skyrockets, so that the AI cores became something like $500,000. Thats the reason why I did it like this instead, so that CPU cores don't become money makers or other items like it.
- Attachments
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- Robotics and Research Workshop V2.zip
- V2 (2018-06-03), modified some of the higher tier level research, allows more workers to participate to make research go faster (not too grindy). Modified level at which Robotics II gets unlocked (Level 5 instead of 6), added container for research and pictures!
- (4.81 MiB) Downloaded 339 times
Last edited by PotatoMaster on Sun Jun 03, 2018 5:37 pm, edited 2 times in total.
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PotatoMaster
- Posts: 26
- Joined: Sat Apr 02, 2016 4:57 pm
Updated officially some of the Wandering Mods for 0.96.16, namely the Spawn Engine and the Trader's Guild, which was also updated on Steam. I may update the Wandering Recruits and Mercenaries at a later point (maybe before the end of August), but I would prefer waiting for the new area before updating.
Currently I am testing and balancing a new iteration of the All Foods and Farming Mod, so I would like to get that out of the way before going on to those guys (too many OS malfunctions + lost progress + new starts to get to this point killed my appetite of testing out this mod). Its actually running in conjunction with a few others, so hopefully a bunch will come out at the same time. Which reminds to release at least two of them for now. They are realistic hunger, storage sheds and alcohol storage fix.
I am going to be writing updates for any mod tinkered with on this page, so that if any are subscribed to this post will be alerted of any updates, for those that don't use steam.
Currently I am testing and balancing a new iteration of the All Foods and Farming Mod, so I would like to get that out of the way before going on to those guys (too many OS malfunctions + lost progress + new starts to get to this point killed my appetite of testing out this mod). Its actually running in conjunction with a few others, so hopefully a bunch will come out at the same time. Which reminds to release at least two of them for now. They are realistic hunger, storage sheds and alcohol storage fix.
I am going to be writing updates for any mod tinkered with on this page, so that if any are subscribed to this post will be alerted of any updates, for those that don't use steam.
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PotatoMaster
- Posts: 26
- Joined: Sat Apr 02, 2016 4:57 pm
Released updates to the first three wandering squad mods, namely the engine, the traders and recruits for Kenshi version 0.97.2. It is just as fine for others that aren't on experimental version of Kenshi to use them too. The two versions of wandering mercenaries and cannibal mod will probably get updated by tomorrow.
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PotatoMaster
- Posts: 26
- Joined: Sat Apr 02, 2016 4:57 pm
Wandering mods for both mercenaries and cannibal recruits has been released. Will return my focus on tidying up the All foods and farming mod, and then the storage sheds mod for the future for now.
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PotatoMaster
- Posts: 26
- Joined: Sat Apr 02, 2016 4:57 pm
Alright, so finally the All Foods and Indoor Farming Mod, along with the Indoor Farming Mod, have been updated fully and completely! Have also added the Robotics and Research Books mod for streamlining and enhancing the ability to produce for the updated farming mods, though it is also good on its own as well.
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PotatoMaster
- Posts: 26
- Joined: Sat Apr 02, 2016 4:57 pm
Here are some updates:
-Wandering Traders mod is now up-to-date, humans in black desert (a slip-up on my part, though nobody minded it)
-Wandering Squads: Spawn Engine is also up-to-date, there were minor modification in 3 spawn areas made by the developer that had to be fixed for this mod to work properly
-Storage sheds has changed around and gained new decorative assets for helping identify storage. Added general storage shed, abides by the concept set down in mod, so that it isn't overpowered compared to other sheds.
As for current work to be done, I am guessing its going to be to add more decorative assets to storage sheds and some tweaks to the Robotics + Research workshop mod, along the lines of making higher techs a team job, like farming.
-Wandering Traders mod is now up-to-date, humans in black desert (a slip-up on my part, though nobody minded it)
-Wandering Squads: Spawn Engine is also up-to-date, there were minor modification in 3 spawn areas made by the developer that had to be fixed for this mod to work properly
-Storage sheds has changed around and gained new decorative assets for helping identify storage. Added general storage shed, abides by the concept set down in mod, so that it isn't overpowered compared to other sheds.
As for current work to be done, I am guessing its going to be to add more decorative assets to storage sheds and some tweaks to the Robotics + Research workshop mod, along the lines of making higher techs a team job, like farming.
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PotatoMaster
- Posts: 26
- Joined: Sat Apr 02, 2016 4:57 pm
Fixed the description with storage sheds mod regarding the general storage shed. Also released an update to the all foods and indoor farming mod, with regards to 1 higher tier for the automated grain silo, as well as 2 new tier levels for bread ovens. Didn't enjoy spamming them to feed my army. There is a cost to convenience though, electricity demand!
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PotatoMaster
- Posts: 26
- Joined: Sat Apr 02, 2016 4:57 pm
Alright, so I have updated the wandering squads spawn engine, in order to reflect the changes in existing areas, especially the north-eastern deserts. Have also cleaned up the unreleased portions of the map too. Heng and the Great Desert have been reverted to vanilla values, since a lot more squads were added and some couldn't be downscaled to total 100, so they were left to total 250 and 248. Once the last part of the map is released, I am going to probably try to solve this problem by upscaling the total for each area to 1000.
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PotatoMaster
- Posts: 26
- Joined: Sat Apr 02, 2016 4:57 pm
Alright, so I got a few modifications to add for the All Indoor Farming and Foods mod, Indoor Farming mod, Tech and Research mod and most importantly an absolutely necessary update to the Spawn engine, as some regions (about 8-9) were completely out of whack with the vanilla game (one squad was set to 200, that while the rest totaled 100). An important addition for the Spawn Engine mod is a spreadsheet detailing the changes for the Vanilla spawn squads (both for your benefit and my own).
Next on the list is probably to update the wandering squads so that they use bows and adding tiers of mercenary guards, but updates will trickle quite slowly now, on account a shortage of time (the spawn engine will get an update on the final release of the map, though it won't be so significant, as I am able to add to the unreleased areas beforehand, since they still show up in the construction set). I will still try to keep these up to date, but expect it to take longer if anything.
Next on the list is probably to update the wandering squads so that they use bows and adding tiers of mercenary guards, but updates will trickle quite slowly now, on account a shortage of time (the spawn engine will get an update on the final release of the map, though it won't be so significant, as I am able to add to the unreleased areas beforehand, since they still show up in the construction set). I will still try to keep these up to date, but expect it to take longer if anything.
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