Kenshi
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Complex Crafting & Research Rethought
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8 Oct, 2024 @ 1:20am
11 Jul @ 8:44pm
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Complex Crafting & Research Rethought

Description
!!! EXPERIMENTAL: Would NOT recommend using on an in-progress save !!!

A LOT of the vanilla Research Tree and Buildings have been redone, reworked, or replaced.

Outline:
This mod is an attempt to restructure the Technology Progression of Kenshi, as I find some areas to be inconsistent, leading to weird jumps back and forth in equivalent real-world technology levels. As such, due to the close relation between Research, Crafting, and Buildings, I have opted to change a lot of things in one package.
This includes:
  • New, and modified items
  • New crafting recipes
  • New crafting benches
  • Significantly altered building recipes

Research
Many Research options have been removed, consolidated into one item, or entirely new ones have taken their place. The most notable is that all Research is now prefixed by a [I-VI] to show which Tech level it belongs to.
Main features:
  • Metallurgy - Unlock the ability to craft new metals up to Tech 4.
  • Refinery - Tied to Metallurgy, a single consolidated building capable of meeting all your metal crafting needs.
  • Weapons - Follows the Metallurgy research line to unlock new tiers of crafting with higher grade materials.
  • Crossbows - Available at Tech 1, with tiered progression to Tech 3.
  • New Training Devices - Teach your recruits how to use a crossbow or punch people.
  • Various Upgrades - Some bonus research has been sprinkled in to give some buildings more progression, increasing power consumption and/or productivity with new materials or technology.
  • The Peeler - It can be researched of your own depravity.

Items
New:
  • Copper Plates - in case you ever thought it was weird that Electronic Components were constructed from raw, unprocessed Copper Ore.
  • Carbon - technically already in the game files, brought back to make Steel and Spring Steel, and burn as an early fuel source!

Renamed:
  • CPU Unit -> CPU Core - the U already stands for Unit, I don't like it.
  • Copper Alloy Plate -> Advanced Alloy Plate - considering vanilla spring steel was also a copper alloy, (very wrong) I don't know why this even had the name in the first place.

Craftable:
  • Books - Can be made later in the tech levels.
  • Capacitors - Early electronics
  • Carbon - Required to make Steel and Spring Steel
  • CPU Cores - Required for crafting advanced building(s)
  • Hacksaw
  • Parchment - Can be made into books
  • Power Core - Required for crafting advanced building(s)
  • Tools
  • Wrench

Weapons
Now follow a material-based grade unlocked through research.
  • Iron Ore = Unknown: Rusted Junk and Rusted Blade
  • Iron Plate = Ancient: Mid-Grade Salvage, Old Refitted Blade, Refitted Blade
  • Steel Bars = Catun Scrapmaster: Catun No.1-3
  • Spring Steel = Skeleton Smiths: Mk1-3
  • Advanced Alloy = Edgewalkers: Type 1-3
  • Cross: Meitou is able to be forged at Tech 6.

Buildings
A lot of building recipes have been made significantly more complex.
Why? Internal logic and consistency help my immersion. Generator Cores exist in the game and their description and name implies they are important for generators, yet they are not used. This is no longer the case.
Various new items have been added to building recipes, such as Motors, Generator Cores, Copper Plates, CPU Cores, to name a few.

This change, I imagine, also makes your base more valuable to you, as the time and material commitment to building it has increased. The total quantity of materials has in most cases gone down over the vanilla counterparts, but complexity has increased. If you're a fan of logistics style games, (Factorio, Satisfactory, etc) maybe this will help scratch that itch too.

I could be wrong though, feel free to say that is sucks in the comments lol
Popular Discussions View All (2)
4
26 Nov, 2024 @ 7:50pm
I have no idea how to get carbon
Scorpio
1
13 Oct, 2024 @ 7:48am
tried this mod, cant figure out how to research storage
PixilKiller
65 Comments
Drestalos 15 Aug @ 8:29pm 
Ah alright, Yeah yours definitely covers quite a bit more than the other mod I was running, bigger scope as you were saying too, I liked the concept as a whole of making use of the random valuable "junk" objects I also like the different material-based grades you added, makes sense.
If you wouldn't mind expanding on the information given in the mod page, I would really appreciate it, showing what was added to recipes or changed, like a discussion link if you don't want to info dump on main page, or like side by side photo left material cost labelled "Vanilla" and right labelled "Modded" or something, I think it'd help conceptualise what changes were made visually.
Honestly though, feel free to do whatever bigguy, mod is good, info can be added, but you can completely disregard it, its just something that helps me with downloading mods, seeing all the stuff, I just appreciate the comprehensive look into the mod conflicts or overlap you went through for me, much appreciated.
Lyкiяe  [author] 15 Aug @ 7:18pm 
The vast majority of base constructions have had their recipes tweaked to include things that make sense to be in them. Things like motors, generator cores, gears, and also capacitors in battery banks, yes.

Looking at the Immersive Engineering (IE) mod page, there's a degree of overlap between IE and what I've made - I would say mine is more comprehensive, both in scope and material choice (we've both added items like gears, capacitors, motors, etc to crafting recipes), and wouldn't recommend running them side by side. If you're looking for complexity, it's already here 😅

The only issue I really foresee is the way I have curated the building and research pipelines to be parallel with one another. There is a risk that using IE could cause you to not be able to build something at certain tech levels and causing you to get either stuck, or forced to buy/find materials at certain progression points.
Drestalos 15 Aug @ 7:33am 
Oh Sweet! Thanks for looking into it bigguy!
Side note, my intention was to use this alongside a nexus mod called Immersive Engineering, which adds additional materials into crafting lists, and expands uses of items that didn't have a use before. Like batteries needing capacitors, and generators needing motors.
You mentioned in the description: "Various new items have been added to building recipes, such as Motors, Generator Cores, Copper Plates, CPU Cores, to name a few."
Do any of these items touch Generators & Battery Banks, or Refineries of sorts?
Lyкiяe  [author] 14 Aug @ 9:42pm 
Hey Drestalos,
Personally I haven't used it so I don't know, but their mod page does say the following:
As long as the mod maker uses the default manufacturers, this mod will work. If the mod uses custom manufacturers or custom weapon grades, it won’t work.

This mod doesn't add any new weapons grades, it only tweaks the researches associated with unlocking them. If you run into any significant roadblocks, I can make a compatibility patch if needed :steamthumbsup:
Drestalos 14 Aug @ 7:12pm 
Hey bigguy is this comptaible with improved smithing? It adds different tiers inside of the original tiers of weapons. Let me know if you got a moment! Thanks :beeped:
Lyкiяe  [author] 6 Aug @ 2:59am 
To be fair, wasn't the first one to do that. I "borrowed" the idea from some nomad-type mod I tried awhile back.
The mining site was marked by a torch, which made interacting with it difficult sometimes. I tried to shrink the model of the rock pile a bit, ideally expanding it with each upgrade, but it never changed. Some things in the FCS just don't work :steamfacepalm:

Glad you're enjoying it otherwise. I did not really take into account various resource scarcities when I put the progression together, but I suppose it encourages travel and trade in those areas.
Exodus 6 Aug @ 2:06am 
Ah, metallurgy might be the problem. I don't have a reliable source of iron near my outpost so I bought most of it from the nearby town and didn't research it yet, so I was at a weird spot where I already had carbon, but not any way to use it for power. Thank you for your answer :)

Also, more positive feedback: Being able to construct the first stone mine without needing any ressources is still one of my favourite additions, despite being so simple. I never really understood why I needed to use something you craft from stone to even be able to mine it.
Lyкiяe  [author] 6 Aug @ 1:33am 
@Exodus
Shouldn't be the case - Generator Theory is a Tech 2 research, which then allows you to research Solid Fuel, and Wind Generators, which are both also Tech 2.
Electrical Crafting 1 is also a requirement for Generator Theory, which in turn also requires Metallurgy.

If you're running into any further trouble, I'm happy to help.
Exodus 5 Aug @ 5:27am 
I'm currently playing another run with this mod and... I don't know if I overlooked something, but it seems like you need a research bench level 3 (which requires power) to unlock generators.
Unless of course you unlock generators after unlocking the electrical workbench (which I haven't done so far), but since that isn't shown, I'm slightly confused
Lyкiяe  [author] 11 Jul @ 8:48pm 
@Pulaaaa - Done. I can't limit the kilns to only be made on roofs, unless I was to do something silly like give it a huge collision box that clipped into the ceiling.
I'm not responsible if your house burns down :)