Kenshi
Universal Wasteland Expansion
2,014 Comments
A Terrible Modder 14 hours ago 
anyone else notice that the uwe created towns just dont unload (i can see rusted ridge across the map)
Putzin 23 hours ago 
I started as the Fishmen and cant seem to figure out how to recruit anyone, do you know of any conflicts or why I cant recruit anyone?
snugglebunny69 18 Aug @ 7:10pm 
Why are there no clothing shops in any of the Holy Nation cities? Only armor shops and boot shops for some reason
Ibram Gaunt 18 Aug @ 4:53pm 
I just checked the FCS, It requires Crossbow-bolts research
BooWomp 18 Aug @ 11:28am 
anyone have any idea how to get crossbow turrets my farm is desperate for some defense
Warden 17 Aug @ 10:47am 
@kavou Some mods are just incompatible with it, from what I've found. Like the Faction Upgrade Skeletons screws up Black Desert City, no matter the load order.
kavou 15 Aug @ 10:19am 
I am getting few buildings clipping to each other due to this mod, should I load it at the bottom of my load order?
Splunch 14 Aug @ 7:28am 
So after scraping up enough cats for mindless research, beds do eventually show up under Crafting. I suspect all the tech under Crafting that seems remotely affiliated to beds is what you need to unlock it (fabric, sleeping beds, etc.), so it does work -- just expect more than just Tech II to unlock it.
Splunch 11 Aug @ 6:42pm 
Hiya. Don't know if anyone else has an answer for this, but I've narrowed down UWE as the reason why I can't research beds (normal beds) and the UWE research logic tree shows no indication I had to do any prerequisite research.

I have level 2 tech and thus should be able to learn beds, yet it does not exist in Core research until I turn UWE off. The only other mods on my modlist is the compatibility patch for Reactive world and Reactive World itself.

I'm going bonkers. Am I stupid or does somebody know the answer?
Who_ci 10 Aug @ 2:58am 
After installing this mod, other custom race mod doesn't work.

For example, when i start a new game, i can only select the UWE races.
Bathroom Bandit 7 Aug @ 7:52pm 
I'm assuming this is the mod that is the culprit of making changes to the tech tree. Composite runners is not showing up in either the tech tree or in any shops. Its preventing me from researching harpoons. Furthermore the tech tree thread you have linked is completely out of date so I can't even use that to figure out what I'm missing. I have NO IDEA what prerequisite techs are needed now for anything. Hell I had no idea that leather armor making was required for crossbow turret strings to appear. How was I ever supposed to figure that out??
FrancoArv 7 Aug @ 12:56pm 
Loaded mesh doesn't exist: distant_XXX.mesh Has anyone else had this error or is it just me?
Tirith Amar 7 Aug @ 4:33am 
Got a question for uwe, did i get a bug, unlucky or is it just unfun/not for me?
Gate guards just ignore bandits that are mugging me.
No gear i get from bandits get me ANY value.
Mr-Julix 6 Aug @ 8:26pm 
I see that many have the same problem, and it is that I have infinite revenge campaigns. Any solution or patch or something?
That Might and Magic Guy 6 Aug @ 12:11am 
great mod, getting repeatedly eviscerated by bonecat alphas is my new swamp life reality :monsteroof:
DJPelotas 5 Aug @ 6:18am 
Infinite
campain vengeance.¿What i can do?
BasementCreature 1 Aug @ 8:45pm 
Where my nga cat at
Mary Valentine 31 Jul @ 7:22am 
hello, i got a problem where everytime i bring Kraz from Belecoz to Admag is always crash. Anyone also experience same problem ?
Lirissa 31 Jul @ 3:18am 
I can't select any of my modded Races or Subraces anymore, after the update. In any of the default scenarios.
Axel The Sir 29 Jul @ 7:21pm 
spotted a Foulhound manning a turret in 'Hive Village CE' north of Amdang, which i don't think is supposed to be happening. it was in the self-preservation state, which may be the reason. this is the only mod I have running
Rahsa 28 Jul @ 10:00am 
Randomly had Tech traders become hostile without incident and now I can not trade almost anywhere on my main save. Can't find a pacifier. Please help. love this mod and had it for years. Amazing work! Here's another person who has a similar issue.

@aris "Aris Jul 1 @ 5:38pm
Thank you for such a great mod! I'm having an issue though.
Tech Hunters are +100
Tech Traders are -79

I can't find "Tech Traders" anywhere in the FCS, but they populate pretty much every tech shop in-game. My favorite shopping spots are impossible now, and tech hunters become aggressive when I visit their towns, causing a cascade with machinists and many other factions. How can I locate the Tech Trader faction data to fix this?"
FCM 27 Jul @ 6:25am 
How can i get Allied with the Sturmijaz i killed all the Cannibal leaders and brought them the grand wizard but i cant hand him over directly so i just threw him in one of the cages i got the money but im still not allied to them.
Y2Kafka 26 Jul @ 7:47pm 
@Mel Make sure to put UWE at the BOTTOM of the Mod List order. That way it loads the modded races first.
bombini de palestini 25 Jul @ 2:10pm 
how did u manage to make debuffs count in fight?(like u can equip a backpack to train faster, because u will be weaker) like what mod adds it? please tell me bro i need to know asap:missing:
Cmuff 25 Jul @ 11:51am 
Hi, thank you for compiling such a huge overhaul mod while still making it lore friendly. I was wondering if you ever planned on releasing a version of it to include just the gameplay changes without introducing new features, like a lite version of the mod. I'm a big fan of the balance changes like the stealth and stealing overhaul, equipment quality changes, and just general nerfs of the strongest strategies in vanilla but, I often enjoy just playing vanilla Kenshi without the introduction of tons of new races and factions. So I was wondering if it would be possible to make an alternative release just making these gameplay changes while still keeping the feel of vanilla Kenshi. Thank you
VEXEROY 25 Jul @ 6:56am 
does this mod increase recruitment cap?
Lord Helmchen 24 Jul @ 7:18am 
To be able to research "Plate Armour Crafting" the prerequisite is "Iron Plates 3", in the current version of UWE3.0. I found out by desperately researching around. Normally, I dont research IP3 because I can live without it. Is there somewhere an overview of the research tree with the prerequisites of each research item? In which file is this data stored?
Vlad 14 Jul @ 6:13am 
Is it me or medium and large storage research is gone?
Nosferok 13 Jul @ 9:47pm 
Game start race selection seem to be restricted or bugged post update. Some starts let you pick anything from the mods you have installed, others seem to allow only a pretty basic selection. For example, Freedom Seekers does not appear to allow any Hive Worker to be chose, (along with a raft of other races and sub-races) and just lets Princes and Soldiers be available. I like to choose any race of any mixture in any quantity so this is a bummer for me
Song 13 Jul @ 6:09am 
So I thought my race mods wearnt working but it turns out for some reason the "5 nobodies" start no longer lets you choose any race like primordial hive, fishmen, ect. This is the only overhaul mod I have so I assume its this causing that. Does anyone know what start to pick that lets me have 5 people preferably and can choose any and all races. If its not already included in this mod then a different mod to download is fine
jack 13 Jul @ 6:04am 
Pork Chop- You need to but a blueprint. One of the advanced Outpost blueprints sold at waystations and learn it. See Mastero's post in this thread

"Tech Level 5
Tech Level 4 + Outpost Type IV => Tech Level 5
Outpost Type III + Heavy Building Foundations => Outpost Type IV
Advanced Outpost Blueprints (Waystations sell) + Heavy Building Foundations => Outpost Type III"
Figaround 13 Jul @ 5:22am 
Is there localization? In Russian.
Cpt. Salazar Kalashnikov 13 Jul @ 3:55am 
anyone got same problem as mine? tech5 doesnt show at the research if i am subscribed at this mod? anyway to fix it?
The Rapture 12 Jul @ 8:08pm 
Started up a new game and immediately gambled up to 100k cats. 10/10 modpack so far
Soulsteal 12 Jul @ 4:54pm 
Hi TreadLightly, great mod. Thank you for the effort you put into this.

I have one question for yourself or anyone else who may know the answer. I wanted to know if there is a guide anywhere that explains which of the created factions can be destroyed permanently and which cannot.

I know some like the Dust Bandits can and when they do they break into smaller factions fighting for control. But then I know there’s the Cannibals for example that cannot be fully eradicated.

If yourself or anyone else knows if a list exists and where I can find it that would be much appreciated.

Thank you!
leon2356 12 Jul @ 11:43am 
I got a question. In the contributor list, it list some mods as "complement" does that mean they are included in this mod? or is it just parts of them? is it safe to have the "complement" mod installed when i run UWE?
Outlaw Star 11 Jul @ 9:49am 
More faction aggression nonsense since last update: The mercs i hired to protect my outpost just became hostile because i was sneaking in my own building that they happened to be in....
Dungbie 11 Jul @ 12:37am 
Same problem as wave
wave4628w 10 Jul @ 10:28pm 
How on gods earth do i make a prototype skeleton bed it wont show up in research i have the pre req
DrPotis 10 Jul @ 10:50am 
Is there any way to see what the added quests are or how they work :D
leon2356 9 Jul @ 6:55pm 
Does this mod change the layout of any of the vanilla cities and towns. Like fixing crooked walls or add infrastructure that would make sense like adding windmills to towns that have no power generation?
Tam 9 Jul @ 1:50pm 
My people share food
El Telible 9 Jul @ 1:09pm 
I've been testing without any extra mods and it seems that the latest update of the mod has broken many things. They don't share the food that's in the backpack, there's no way to craft the furnace to melt items, there's no way to craft electrical components, there's no way to make turrets, there's no way to build the furnace for corpses, it has changed the research.
Tam 8 Jul @ 7:00am 
Its quite logical,irl you gonna be slapped by these guards for kiting dangerous fauna towards them.
Outlaw Star 8 Jul @ 5:42am 
Also noticing nonsensical behavior in Vain where only the turrets fire on local hostile fauna. seems the attempt to prevent players from using settlement garrisons for protecting ended up in behavior that makes no sense
Eshminima 8 Jul @ 4:06am 
Why does this mod make the ancient ruins skeletons allies with the normal skeletons?
Outlaw Star 6 Jul @ 3:29am 
are crossbows even worth using? the damage values look pathetic.
WarpSton3d 3 Jul @ 10:38am 
Hell,can I get some help with the crafting? I have bought a phew blueprints for the heavy armor station, but only thing there is the training GI. Any advice is welcome
Malto 2 Jul @ 2:14pm 
Does anyone know how to unlock turrets? I keep researching but it dosent seem to be available somehow.
passive entity 2 Jul @ 1:01am 
Hey does the price of goods increase based on distance from source location? I saw this in a loading screen. If not, are they based on fixed prices?