Kenshi
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Shoddy Firearms Into Interactive World
   
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7 Jan, 2022 @ 2:41pm
11 Jan @ 11:56am
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Shoddy Firearms Into Interactive World

In 2 collections by realpikkio
Pikkio's Interactive World extensions for Kenshi
6 items
Pikkio's Shoddy Firearms extensions for Kenshi
4 items
Description
This mod takes advantage of the Blackpowder's production chain which is introduced by Interactive World, and applies it to the Shoddy Firearms. This means that in order to produce ammos you will need Blackpowder as well.

I honestly think that the Shoddy Firearms is the only firearms mod which has sense within the world of Kenshi, but it was a bit unbalanced (guns and ammos were too cheap, too powerful, too easy to research and to craft), so with this mod I've also tried to rework and tweak the firearms cost/values, as well as researches and production chains.

I strongly recommend to use this mod along with the Shoddy Firearms Dissemination Patch, so that ammos and guns can be found around the world in shops and on some npc too.

List of Changes:
  • reworked the cost and strength of the Shoddy Firearms and the Tanegashima so that they are more balanced compared to vanilla crossbows (generally increased their price a lot, modified the ingredients needed to produce them, reduced the damage and slightly tweaked some other values)

  • crafting guns is more complex/expensive and requires Firearm Parts (Spring Steel + Lumber + Hinge) and Steel Bars. Crafting firearms also requires a specific bench.

  • crafting ammos requires Blackpowder (which can be produced with Sulfur and Saltpeter in the Outdoor Workbench). Make Ammos using a new custom bench for Ammo Crafting that can be found under the Crafting tab.

  • changed the icon/mesh and name of the Manhunter Shots which now are called Musket Shots and look like the Hayagu Ammo for the Tanegashima.

  • added sulfur and saltpeter resources to several biomes (in different quantities)

  • added sulfur and saltpeter to various vendors (in different quanties and probabilities)

  • added various storages related to this production chain. Ammos can be stored in vanilla bolt-box OR in specific storage-boxes (found under the Survival buildings).

  • rebalanced the researches related to firearms (costs and requirements) so that it's more challenging/rewarding to reach them all, and doesn't allow to have very strong weapons too early.

  • Intentionally did not add Blackpowder to the various shops/vendors, so that it's harder to have enough ammos and it requires to produce Blackpowder first.

Blackpowder Realistic Recipe
If you want to add even more realism (and challenge) to the production chain for ammos, I recommend to install my patch More Realistic Blackpowder Recipe, which will change the ingredients needed for ammos so that they also require Charcoal.
The doses of the ingredients are also realistic: 1.5 Saltpeter, 0.3 Charcoal, 0.2 sulfur.


Tech Tree Notes
In order to craft Flintlocks you need to unlock Tech Level 3 first (and then use a Research Bench level 3).
Then you need to research:
1. "Boom Boom Boom" (from Interactive World, to unlock blackpowder) under "Survival" in the tech menu
2. "Flintlock Crafting" under "Smithing" in the tech menu

at that point you can build the "Ammos Bench" and the "Firearms Bench".
You will need Iron Plates and Blackpowder to craft ammos. And to craft guns you will need Steel bars and Firearm Parts (hinge, spring steel, wood log).

then when you've researched "Flintlock crafting 2" and "Flintlock crafting 3" and you have unlocked Tech Level 4, you can use a research bench level 4 to research the "Musket Crafting" techs and be able to craft the more advanced guns (they will become available to craft in the Firearms Bench) and their ammos (in the Ammos Bench).


Important Compatibility Notes
This mod will likely have conflicts with Shoddy Firearms LITE patch, because that mod is removing the bench used to craft firearms. If you wish to use this mod you should unsubscribe from that one and subscribe to Shoddy Firearms Dissemination Patch, which does the same things but doesn't remove the bench.

This mod is not compatiible with my other mod Shoddy Firearms Rebalanced. If you want to use this mod you should unsubscribe from the other one first. This mod does everything that the other one does, so you shouldn't lose anything.


Foot Notes
Huge thanks to the authors of Interactive World and Shoddy Firearms. The hard lifting has been done by them! I have only reworked some values and blended together things introduced by these 2 mods.

Put this mod below the other 2.

An import might be necessary, but I would suggest to give it a go first and wait a couple of in-game days to see if the shops and biomes will update on their own.

While working on this and other mods I've noticed that the position of foliage tends to change a bit after you run an import. Sulfur, Saltpeter and most of the custom plants and mineral introduced by Interactive World are actually "foliage" and might change their position after the import.


This mod is part of a series of mods I made to extend Interactive World. Check out the others:


Please let me know in the comments if there is something that you would like to change or something broken.
And please don't forget to like or favorite if you're enjoying this Mod! :)
24 Comments
Mandalf 1 Apr @ 7:28pm 
if you are using this mod: https://gtm.steamproxy.vip/workshop/filedetails/?id=3398360783

then we can help support you with issues. I have not messed much with the saltpeter resources but we can figure it out.

you can post more detailed questions in the bugs thread:
https://gtm.steamproxy.vip/workshop/filedetails/discussion/3398360783/597388908982964995/
Hsutes 1 Apr @ 7:20pm 
I am using V3 of interactive world so I guess so I did just find out mods have to be loaded bottom up so maybe it was that I am not sure I am starting a new game to see. @mandalf and @realpikkio thank u!
Mandalf 1 Apr @ 1:50pm 
@ Hsutes are you running OG interactive world or IWK+?
realpikkio  [author] 1 Apr @ 1:44pm 
Hi @Hsutes! My mod doesn't edit the saltpeter object/functionality, it only add its reference to some more biomes than what's coming from Interactive World. I would guess that your problem comes from something else or maybe you just need to run an import. Have you tried to start a new game and see if it works there? If it does then you probably need to do an Import on your main savegame.
Hsutes 31 Mar @ 10:58pm 
I cannot collect saltpeter the little box does not pop up and I am not sure why. Can anyone help? Thanks love the mod!
realpikkio  [author] 12 Jan @ 1:05pm 
yeah I totally understand what you mean and I think most of us went through a similar path while learning how to make mods for Kenshi...:lunar2019crylaughingpig:
Just try to do your best and to create something that you love to use in your own games too. Then the important thing is that you enjoy the process. Good luck!! :lunar2019grinningpig:
Mandalf 12 Jan @ 11:45am 
Believe you me I have lost sleep over some of the design decisions, I'm barely above knuckle draggin in mod skill level. In the end it comes down to this:
1 IW is the grandaddy but Stupendous Man no longer supports it.
2 IWS was the catalyst that allowed me to even being to understand IW
3 I couldn't just merge or copy from those mods without permission, at that time I didn't understand some of the changes IWS had made and I still thought I would get in touch w Tonechild (IWS author) or just fix the mod req error without an additional mod.

It's 4 mods if you include the patch, I know it's a pain to work with, I'm still figuring all this out. Thanks again for your mods and how they add to Kenshi and IW.
Mandalf 12 Jan @ 11:45am 
@ PiKKio
I understand both aspects, tho I was hoping were back into it and we could work on some mods together :) I appreciate you allowing me to utilize your mods in IWK+, they are exactly the direction I would like to take the project. I will provide credit and the utmost respect!
realpikkio  [author] 12 Jan @ 10:57am 
Though if I have to be honest I think you're going a bit out of track with all these patches and mods that modify some things and then other patches that brings them back so that another mod can still work within that new enviornment... I would suggest that instead of building on top of the IW Synergy mod, you create your own overhaul mod that picks what you like about Synergy and what you like about other mods (mine included) and put everything together.

Then you can have a couple of separate patches to introduce particular features like an integration with Shoddy Firearms. But again, I think at that point the best would be to create a new mod, rather than patching mine. You can duplicate and use my mods as a starting point if you want, just add credits in your mod description. ;)
realpikkio  [author] 12 Jan @ 10:57am 
@Mandalf, I am sorry but I haven't played the game since ages and I don't have time to actually work on mods (more than a tweak here and there). :( In particular I don't have time to activate/deactivate new and old mods in order to test yours and mine together.