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Weapon Smithing Redux - Core
   
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Weapon Smithing Redux - Core

I 1 samling av 2PercentNate
Crafting Redux Series
8 artiklar
Beskrivning
Buried under a mountain of random weapon blueprints? Wish your forge didn't look like a hoarder's collection of mods you never asked for?
Weapon Smithing Redux streamlines the chaos—sharp, clean, and deadly efficient. Your smithing setup will finally feel worthy of a master blacksmith.

⚔️ Overview ⚔️
Crafting Redux Series is a modular overhaul of Kenshi’s armor and weapon crafting system. Its goal is to reduce blueprint clutter, organize armor and armour mods, and make crafting more intuitive—while preserving immersion and compatibility.

All core and expansion modules are conveniently available in one Steam Workshop Collection:
🔗: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3586168016

🏆 Advantages 🏆
• Fully modular: Want everything in one place? The original forges remain intact. Want focus? Just use the Redux forges.
• User experience: Scrolling through 50+ recipes is now manageable. Each forge corresponds to singular weapon grade.
• Dedicated Menu: All Redux benches and research appear under a new categories, keeping them neatly separated from vanilla content.
• Reduce bloat: Multiple weapon mods clutter the vanilla crafting system. Redux organizes everything by forge and research node.
• Improve accessibility: No more hunting tiny blueprint icons in shops or wondering if you've already purchased them. Unlock everything through research.
• Easy to Recognize: Each Redux forge has a weapon leaning against its tool rack. Polearm for Catun, Naginata for Masterwork, and Falling Sun for Edgewalkers. You'll know exactly which station is which at a glance.

⚙️ How It Works ⚙️
• Research-Driven Unlocks: Instead of purchasing individual blueprints, weapon types are unlocked through research nodes.
• Progression: Crafting unlocks once you reach Catun Weapon Smithing, which becomes available at Tech Level 3. From there, you can either stick with the vanilla forges and unlock new weapon types, or continue upgrading through the linear grade path that leads to Edgewalkers Weapon Smithing.
• Early Game (Before Catun Smithing): Iron Club and Staff unlock at Tech 1. Horse Chopper and Flesh Cleaver at Tech 2.
How It Feels: Very similar to vanilla. This does mean that weapon smithing is *vastly* inferior to purchasing weapons because this was also an issue in vanilla Kenshi. If you'd like stronger crafted weapons, check out the Weapon Smithing Redux: Edge module.
🔗: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3585386805

📔 Holy Nation Bonus! 📔
Catun No. 3 weapons are now smithable (with a critical success) at Tech Level 3, unlocked with one Engineering Research.
This change exists because the Holy Nation never reaches Tech 4 (no Ancient Science Books, sorry Okran), and only Mk. weapon grades are truly ancient tech in vanilla Kenshi.
So there's really no reason Catun No. 3 should be locked behind forgotten knowledge. Let the faithful forge in Okran's light.

⚖ Why This Works ⚖
• Immersion: Ancient research is still important—you need artifacts to unlock the system itself. After that, crafting knowledge is "commonplace," requiring only Books.
• Balance: Shops no longer restrict progression, but Books still cost cats, so instant unlocks aren't possible.

🚩 Compatibility 🚩
• Core is fully compatible with everything: all new entries, zero conflicts, load in any order.
• Expansion modules must be loaded after Core.

🧩 Developer's Note 🧩
Across all its modules, Crafting Redux adds a lot of new content — over 177 new data entries between the two Core modules alone. These include new research paths, crafting recipes, and benches. I've done my best to ensure everything works perfectly, but if you spot something missing or broken, please let me know in the comments — I'll patch it up as soon as I can. 👍

🧠 An Afterthought: Why Blueprints Feel Bad 🧠
• Microscopic UI: Tiny icons, easy to miss in shop inventories.
• No progress overview: You can't see all your known blueprints in one place.
• Scaling issue: Even vanilla with 50+ armors, blueprint hunting becomes overwhelming clutter instead of fun scavenging. If you mod Kenshi, forget it...

If you enjoy my mod, feel free to hit that 👍
Positive ratings let me know I'm doing a good job! 😊
I appreciate all feedback, so please leave a comment! I read every single one of them!

I'm also working on updating all my old mods, so I'd love it if you checked them out. They're featured on my workshop page:
https://gtm.steamproxy.vip/id/2PercentNate/myworkshopfiles/?appid=233860

Permissions & Use
Feel free to translate, edit, chop up, deep fry, or otherwise modify my mods to your heart's content. All of my mods are freely distributed. If you end up editing one, I'd really appreciate receiving credit with a link to the original mod. It's not required, but it would make my day! 😊

[File: 2PN8WeaponSmithingCore.mod | ID: 3585386517]
11 kommentarer
2PercentNate  [skapare] 18 okt @ 1:48 
You're welcome! Thanks for helping me make my mod even better <3
Rakiin 17 okt @ 21:56 
Thanks again!
2PercentNate  [skapare] 17 okt @ 21:48 
Once you unlock a weapon, it becomes available at all forges, regardless of how it was unlocked. Because of this, you can still start with the vanilla Basic Weapon Smithing and Basic Weapon Grades, grab that Iron Club and Staff, and smith away!
(This is also why modded weapons work on my forges without a patch.)
2PercentNate  [skapare] 17 okt @ 21:42 
@Rakiin No need for Tech 3 — you can craft these on the vanilla Weapon Smith once you’ve unlocked them via the modded research.
Rakiin 17 okt @ 21:33 
Ah, thank you for clarifying,
yea I was confused thought some sort of conflict happened, and even more confused after trying only with your mod enabled.

Now it's not empty anymore. I can continue with peace on my mind. :D

But I still need to unlock Tech 3 before I can craft them correct?
(Even with Iron Club being now Tech 1 etc.)
2PercentNate  [skapare] 17 okt @ 21:24 
Tech Levels 1 and 2 were left out intentionally — I didn’t want anything to feel like an “instant” unlock. That said, it was a bit of an oversight on my part not to consider that an empty research category might cause confusion. To fix that, I’ve moved a few weapons to lower tiers:
Iron Club and Staff are now Tech Level 1, while Horse Chopper and Flesh Cleaver are Tech Level 2.
Everything else still unlocks at Tech 3, as before.
2PercentNate  [skapare] 17 okt @ 16:20 
@Rakiin You’ll need to reach Tech Level 3 first. My mod starts with Catun Weapon Smithing. I didn’t remake the weapon grades from Tech Levels 1 and 2, so the new weapon crafting options won’t appear until then.

The reason you see Crafting: Armor right away is that Tech Level 1 clothing is always available, so it doesn’t require unlocking.
Rakiin 17 okt @ 13:03 
Doesn't seem to work (Weapons only),
I installed all 6, armour works fine, but Crafting: Weapons is empty.
Do I have to unlock something else first? I mean, Armour is there without researching anything.

I also tried just starting a game with:
2PN8WeaponSmithingCore.mod

and

2PN8WeaponSmithingCore.mod
2PN8WeaponSmithing.mod

also
2PN8WeaponSmithingCore.mod
2PN8CraftingReduxVanilla.mod
2PN8WeaponSmithing.mod
2PN8CraftingResearchPatch.mod

nothing worked, ):
Daevinski 16 okt @ 9:16 
Nice! Thanks!
2PercentNate  [skapare] 16 okt @ 9:15 
@Daevinski
New weapons added by other mods will automatically appear in the new forges — no patch needed! The forges craft by weapon grade, so any weapon that can be produced at that grade will show up automatically.

That said, unless the other mod adds its own research unlocks, you’ll still need to find (or buy) the blueprints for those modded weapons as usual.