NPC Settlement Survey Bug Report

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Rustledjimm
Posts: 43
Joined: Wed Feb 27, 2019 12:28 am
Location: Scotland
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Fri Feb 07, 2020 12:54 pm

So I noticed a few bugs here and there in Vanilla Kenshi for certain settlements so I decided to go through them all to see any potential issues. While I've checked all villages/towns I have yet to check all ruins, though one particular ruin issue is reported below. I'm sorry if it's a bit of a mess, I'm not actually a professional at this stuff.

I have tried to split them into the type of issue at hand.

NPC Town Issues

Interior Issues:


The following list are issues that have arisen due to a building not having an interior that a squad trying to spawn there wants to use. This list will not include default resident issues, they will be covered in Empty Buildings section.


Narko’s Trap

In Narko’s Trap two buildings (a Stormhouse and a Small Shack) spawn completely empty with no interior or squad. However, in FCS there are enough squads set to spawn all buildings should have people spawn. This is due to the fact that the Generators squad are set to only spawn in Small Shacks and Materials Storage is not an interior for either Small Shack or Stormhouse buildings.

I fixed it in the following way: For the small shack I copied the General Storage interior and renamed it to Materials Storage. You could also do something like this for the Stormhouse however what I did was copy the Holy armoury squad and change it to fit Narko’s Trap (I swapped out sentinels for Paladin Guardians).

FCS before: https://i.imgur.com/pS5El58.png
FCS after:https://i.imgur.com/4yLYBuX.png


Okran’s Fist

This is a two-fold issue. A Stephouse and Small Shack are “empty”. However, what actually spawns in them are two Patrol squads which are set to residents and they spawn in them but have no interior. The Hospital and a General Storage do not spawn.

My first discovery is that the Stephouse has an interior called “Armoury” however the Holy Armoury has it’s interior set to Armory. To fix this I simply copied the Armoury interior and named it Armory. I also changed a few priority spawns and now everything spawns correctly.

FCS after fix: https://i.imgur.com/iQcRpXV.png

Port North

Empty L-House, a resident called “Stone Camp Shop” is supposed to spawn however no building has an interior called ‘Materials Wholesaler’. To fix this I simply copied the L-House General Shop interior and named it Materials Wholesaler. Could also use Materials Storage but I wanted it to look more like a shop.

Port South

Exactly the same issue as Port North, this will be fixed automatically by the above fix without requiring any additional work! Should also be noted an Outpost s-III and Stormhouse and completely empty due to no more available residents. Personally I would add a barracks to fill the Outpost and Storage/Power for the Stormhouse.

Rebirth

Two Empty small shacks, One due to Incorrect Interior - One is set to spawn Materials Storage which will already be fixed if the Narko’s Trap fix was done. No available residents left that spawn in a Small Shack. A temple is also set to spawn here but no available building. Could somehow make a new “Temple” interior for Small Shack or just add another storage/cages.

Slave Farm South

Empty Outpost s-III due to incorrect Interior. It is for the Slave Farm Trader, however that squad uses Bakery interior which Outpost s-III does not have. As a quick fix I simply copied the General Shop interior and named it Bakery to have it spawn. Other farm shops within the UC use this interior.

South Stone Camp

Empty L-House, this is fixed by the previous Port North fix.

Police Barracks in Sniper Valley

All four Outpost s-V buildings empty as squad attempting to spawn here uses Trashed Interior however they do not have Trashed Interiors. This is due to the fact that Outpost s-III is already sharing it’s interiors with Outpost s-I and it cannot share them with Outpost s-V.

Empty Buildings issues
(this will also include empty gates)

I know some of these have already been covered above and will not be gone over again.

Bark

Empty Swamp Shack and Swamp House. Default resident uses “Small Residential” interior which these buildings do not have, they only have “Residential”. Could be fixed by simply copying the Residential interior and naming Small Residential.

Black Scratch

Empty Y-house and Small Shack due to not more available residents/no default residents.

Catun

Empty Outpost s-III, no more residents left to spawn and no interior shared with any default resident.

Heft

Empty Outpost s-IV, no more residents left to spawn and no interior shared with any default resident.

Trader’s Edge

Empty Bughouse, no more residents left to spawn and no interior shared with any default resident.

Manhunter base

Empty Swamp Store, no more residents left to spawn and no interior shared with any default resident.

Mud town


Empty Swamp Dome, no more residents left to spawn and no interior shared with any default resident. (Possible could be used for HQ of Twinblades if Hideout interior set, their building would be filled by a default resident then).

Okran’s Shield


Empty third gate (usually one facing Iron Valley) due to only 2 gate residents set to spawn.

Spring

Empty Wallhouse, Run out of residents to spawn and no default resident. (I would also like to note that no bar spawns due to hydroponics higher priority and no battery station spawns due to no small shack or other building sharing such an interior).

Stone Rat Village


Empty gate as only one gate resident spawns.

World’s End

Empty L-House and Small Shack. A Tech Hunter guard resident is supposed to spawn in this town but does not. Two fixed could be to copy one of the existing L-House interiors and rename it to Barracks to have them spawn there or change priorities of spawning so the Guards take a Bughouse currently used by the weapon/armour shops and they will then spawn in the L-House. (The Small Shack I would personally add a Generators or extra battery station squad)

Other various issues

Some of these are so minor barely worthy of attention, others are usually power issues which I will put at the top.

Last Stand

Due to the tiny town circle all Wind Generators are No Faction, thus not providing any power to the town leaving them in darkness.

The Great Fortress

Town has no power production at all yet uses lights requiring power, yet further proof the Shek just like the dark.

Fort Simion

Same issue as Great Fortress, I guess if the Samurai can’t see you they can’t hurt you.

Rot
Hound guards are set to spawn as "Roaming Squads", these do not spawn as Roaming Squads only work on nests etc. Should be set as Housemates or bar squad to actually spawn and guard the town.

Now come the ones that are barely worthy of attention


Wall Sections or minor Buildings outside Town Circle and so are No Faction:
Mud Town - (tiny section of fence by the casino is No Faction)
Narko’s Trap - (section of fence other side of Lab is No Faction)
Okran’s Shield - (Ramps outside town circle are No Faction)
South Stone Camp - (Northern Ore Drill and sections of wall by it are No Faction)
Port North - (Quarries outside walls No Faction… don’t worry slaves, there are still some inside)
Port South - (A few sections of wall and Quarries set to No Faction)
Rebirth - (Section of wall and Mounted Crossbows set to No Faction)

I can provide further pictures of issues (and if I have attempted fixes and you would like to see the result/FCS I can provide pictures of those too).

I will eventually get around to checking all ruins, this will just take a bit longer as I can't always just spawn directly into the settlement I want due to many ruins sharing the same settlement FCS entry.
Maker of mods!
Includes:
Kenshi Dialogue Expansion Project
Lore Books Expansion
Hippity Hoppity
Deep Drill Mining


And a few more here!
I like this game.

Journeyman
Posts: 13
Joined: Sat Feb 22, 2020 3:54 am

Tue Jan 19, 2021 11:59 pm

Wonderful list, thank you! I am trying to incorporate all of these fixes into a patch mod.

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