Kenshi
Complex Crafting & Research Rethought
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 :)
Pulaaaa 10 Jul @ 6:57pm 
Hey @Lyкiяe can you make the charcoal kiln buildable inside a house or atlieast in rooftops? Some research needs charcoal as material and im playing as a Town dweller/trader and im essentially gimped on the research side. Thanks!
Lyкiяe  [author] 24 May @ 9:27pm 
I did redo the descriptions of the research, some items and buildings, and also labelled them I - VI
It should be fairly straight-forward in-game as to what you need to keep advancing technologically.
As for someone else making any documentation about this, I wouldn't know 😅
pipipupi pipupupi 24 May @ 11:18am 
Great mod! Does somebody have a progression tree avaible for this mod?
Lyкiяe  [author] 27 Jan @ 3:51pm 
Being able to craft Building Mats should be available from the start. I'll chuck in some duplicate unlocks in the early researches and hopefully that will help your issue without causing any other problems
Groovy 25 Jan @ 1:20pm 
BTW imported each time as well.
Groovy 25 Jan @ 1:06pm 
Hey m8 still having issues. I guess my question is.. what research gives the opportunity to construct the station for building mats. I researched metalurgy 1 which in the description opens reinery 1, storage copper/iron plates, building mats, copper/iron ore stone and something else thats cut off by the box. When I build refinery 1 I can only select copper plates. I'm sure your right about mod conflict... I axed almost everything I can think of besides Kaizo,living/reactive worl and nothing seems to change. Just let me know if Buildings mats should be available after metalurgy1/refinery1...thanks!
Groovy 23 Jan @ 9:56am 
@Lyкiяe Selected only this mod w/import and rebuilt refinery.. unable to construct building mats with refinery or workbench. Next plan is unsub from all mods/reinstall Kenshi and see what happens lol.
Groovy 23 Jan @ 9:08am 
@Lyкiяe I cannot use the regular workbench for building mats. I'm going through mods today to see if I can find the issue. Thanks and cheers!
Uncunny Valley (T﹏T) 23 Jan @ 4:45am 
@Lyкiяe Appreciate it!
Ibram Gaunt 23 Jan @ 2:46am 
It's feasible, I had a mod that had an item furnace that made iron plates. Problem is, I could not figure out how to expand the item furnace's inventory so I could melt all the garbage loot enemies leave on their corpses in one go. Shame there's no way to make characters auto loot weapons and armor.
Lyкiяe  [author] 22 Jan @ 7:28pm 
@Greg - Thanks for reporting it, I did forget to change the new functionality I copied to produce carbon, it's been updated and fixed :steamthumbsup:
Charcoal kilns are a tech 1, very early research, and they're located in the POWER section for building, for future reference.

@Groovy - I don't recall implementing anything that directly turns stone to carbon, although anything that 'mines' carbon does use the Stone map resource because carbon didn't get implemented in the final cut.
I think I will stick in unlocking building material crafting in a couple extra spots, I did originally put it in the various game start researches, but you may have another mod that conflicts with that, possibly causing you to not be able to craft building materials? Are you able to make them at the generic Workbench?
Lyкiяe  [author] 22 Jan @ 7:28pm 
@Ibram - Raw Iron is the same as Iron Ore, I simply renamed it. The Item Furnace has always been Iron Ore/Raw Iron, that's vanilla functionality and hasn't changed.
I did at one point float the idea of having multiple different grades of raw materials/ores, but the amount of effort to do that, and each type requiring a unique refinery makes it more trouble than it's worth. I'm also fine with it being reduced to raw/ore due to being melted with a bunch of other stuff and having impurities brought back into the resulting pile. Although it might be a new research I could stick in that upgrades it to produce plates instead? I haven't looked too closely into it yet to see if it's feasible.
Groovy 22 Jan @ 4:48pm 
@Geg there is a refinery that turns stone to carbon, not sure exactly how it was researched... but if you have carbon drill ( I don't) then you probably already have it unlocked.
Uncunny Valley (T﹏T) 22 Jan @ 12:19pm 
I encountered a bug where my carbon drills producing iron ore for some reason and I don't think I have a charcol kiln? How do I produce carbon at this point?
Ibram Gaunt 22 Jan @ 11:44am 
The other thing I'd noticed, is why does the item furnace melt stuff down to ore? Is Raw Iron ore or is it scrap Iron? Ore is not the bottleneck, Iron plates are. So why can't the furnace smelt stuff to iron plates? By the way, great job!
Groovy 22 Jan @ 4:51am 
Your awesome thanks! I've been really just exploring and decided to settle down. I dont have an option in the refinery for building mats. I can do iron/copper plates and steel bars in the queue.
I'll try to research that hybrid mine today and see if that solves my issue. Lol I should have made the bolt bench... thanks again! Yeah...you did some fine work here, I've restarted this game almost 20 times adding different mods because it seemed kinda plain. Your work, that which I've accessed, is top notch!
Lyкiяe  [author] 21 Jan @ 5:31pm 
@Ibram - I've updated the mod now as well - I feel as though I had some reason for doing it that way at the time, but in retrospect I can't recall why

@Groovy - Building materials should be included in the Refinery's crafting pool, unless you mean the stone to building material hybrid mine? I'm not certain what you're referring to, please feel free to share more details either here or by adding me.
For xbows, the Crossbow Parts are made at the Bolts Workbench, but unlocked at Crossbow Crafting II. The tier 2 crossbow turret requires the parts, but also requires t2 crossbows to be researched, so you should be able to make them. Glad you're otherwise enjoying :)
Groovy 21 Jan @ 4:16pm 
And as for xbows.... lol, i have storage option for xbow parts but can't make them ?yet? I unlocked tire 2 xbow turrets and they need parts to build but so far I can only buy them. I unlocked T1 xbows so I'm assuming the parts will come from the station eventually? I have found them for sale... once. Hoping you might drop a hint, tx.
Groovy 21 Jan @ 3:49pm 
Hey thanks for making this mod! It definitely makes the building system feel more immersive. I cant seem to find a refinery for building materials. I have tier 3 refinery for the steelbars and a stone to carbon refinery but cant seem to find where the building mats are located/made. I don't think I have conflicting mods... and this one is at the bottom. If ya get a second could you please share the name and category they are in. thanks!
Ibram Gaunt 18 Jan @ 9:09pm 
There's a tiny nitpick I fixed myself, Parchment is made from animal skins not from leather.
Lyкiяe  [author] 14 Jan @ 10:56pm 
I hadn't gotten around to testing the oil drills, I had assumed that there was still a Carbon map in the game even if you couldn't prospect for it. Unfortunate, but oh well, it's been moved to Stone.
I also added Carbon Drills alongside the other drills, and fixed the second Oil Drill research (I accidentally put itself as a requirement so it wouldn't show up in the research menu)
I set the production multiplier to half the value of iron mining. If it still feels too slow, I'll bump it up.
Hopefully that should significantly boost the availability of these resources in the mid-late game.
Ibram Gaunt 14 Jan @ 1:46am 
Thanks, but Forgotten Buildings mod now has them. Also, I found a bug with your oil rig, it looks for carbon, not stone. As for a work around the Oil thing, a hybrid rig that makes carbon, and another that makes fuel might be the answer
Lyкiяe  [author] 12 Jan @ 9:00pm 
I'd never thought of machinery making chainmail as something that was particularly feasible, honestly. Turns out there's a guy/channel/shop called TheRingLord who has videos of such a setup doing exactly that. Awesome stuff. Will definitely tweak some things so that the Refinery can make it.
I also added extra hybrid mines the other day thanks to your suggestion, just made the Hybrid Stone Mine research into generic Hybrid Mines and packed them all in there. So if you've already researched that, it'll show up in the build menu retroactively.
As for the Ash Domes, I don't know what kind of trickery other people use to make it so you can build them, but from my initial testing I can get the building to place, but can't get someone to actually do construction on it. Not sure what I'm missing to get that to work, so it'll stay out for the time being.
Ibram Gaunt 11 Jan @ 11:00pm 
Upon some tinkering with the mod I can actually make Hybrid mines easily, just take an automated mine, copy it, create a new functionality altered from the old one to change the output from iron ore to iron plates; or copper ore to copper plates, and have the storage be high.
Ibram Gaunt 11 Jan @ 12:02am 
Also I think the way to deal with chainmail is to make it part of the refinery crafting recipes, I mean if we're going from hammering out Armour plating to refining it, shouldn't we be refining chainmail the same way too?
Lyкiяe  [author] 10 Jan @ 6:59pm 
That's actually a brilliant idea, thanks Ibram! I'll take another look at the Ash domes, I've never specifically wanted to build them myself, but if there is a desire for them I can squeeze them in somewhere somehow.
Ibram Gaunt 10 Jan @ 5:09am 
There is one thing i'd like in terms of more advanced tech. Hybrid mines. Basically machines that mine and smelt at the same time, making iron and copper plates for easy refining into advanced materials. Easily done. Also I do like the mod.... Just wish I could add the ability to research ash domes and other buildings to the research tree.
Exodus 6 Jan @ 10:15am 
I think it's totally fine if they use more materals or take a bit longer because it's a bit of the players fault if they decide to settle somewhere without any water, and as long as it's a bit faster than the conversion chain it would probably already be enough
Lyкiяe  [author] 6 Jan @ 6:48am 
I suppose I could add a cactus (and maybe greenfruit) kiln(s) - I'd avoided doing so because of what I imagine their water content to be. If I did add them I might have to make them take more material and be slower than the other kilns. but that's just my autism :steammocking:
Exodus 6 Jan @ 5:13am 
My current base is located between the Eye and Heng where I am only really able to grow cactus and desert cinnamon from a food mod. The water availablity is abysmal (which may be my own fault with choosing this place to settle), and cotton has a 0% growth rate due to the arid climate.
I don't know how realistic it is, but I think it would already be a big step to be able to use cactus in the Kiln. This would at least cut the conversion from bio fuel and make it a lot quicker.
Lyкiяe  [author] 5 Jan @ 8:37pm 
Thanks for the feedback Exodus, I appreciate you taking the time to comment out your experience and I'm glad it's been enjoyable :steamhappy:

I definitely hadn't intended for steel to be a bottleneck, may be a consequence of settling in the desert unfortunately. Which zone are you based in, what are the grow rates for other crops? I haven't played bases in a lot of areas so my experience with the availability of carbon has been based off being able to grow other crops and mostly using cotton as carbon fodder.
If I recall correctly, I did reduce the amount of steel required to make the mid-tier crossbows, and the general idea was to make them more accessible in the early game through crafting.
I did test out some additional methods for making/getting carbon, but unfortunately due to design limitations they simply don't work.

If you have any ideas that would make carbon more accessible to desert bases, please let me know.
Exodus 4 Jan @ 2:40am 
- Carbon has already been brought up, but it's slightly iffy. I have my base in the desert, so I couldn't reliably get it with the charcoal kiln (since I can only really crow cactus). That means ii only got it later on via biofuel conversion, which works, but is slow and increases the working steps required to create steel bars a bit too much for my liking (cactus -> biofuel -> carbon -> refinery).
This also affects crossbow crafting: While you unlock it early on and having the ability to craft bolts is wonderful, you can only really make use of the crossbow crafting bench relatively late and expensively due to the steel bars bottleneck. I don't know if this is intended, because you can theoretically create junkbows from the beginning and without many ressources, I just never bothered to do that.

But overall, I'm really enjoying the mod :)
Exodus 4 Jan @ 2:40am 
Some thoughts from a (so far) 80 day playthrough:

- Most changes are amazing. Adding a use for gears and generator cores makes the game much more immersive, and many tech tree changes are also great (for example imprisonment).
- The Workbench as a crafting station is probably my favourite addition: I usually play as a ragtag band of unsavoury individuals where having giant refineries always felt wrong, so having more of a manufacture than a factory feel while crafting is greatly appreciated. I also love the flexibility where in theory you could still have a dedicated plate beating station by only putting plates in the crafting queue, but you could also theoretically create it along with other material on the same bench.

(I have to divide this into multiple parts because the text was too long)
Lyкiяe  [author] 3 Jan @ 5:51pm 
Mentioned in earlier comments, it's less a bug and more an inability to automate a 'crafting' building. It has to be a refinery type, which means it has to be a building per item type and not a multi-purpose building.
I've dragged my heels on it a little because it's an annoying and dumb limitation, but I think I'll implement automatic crafters as well, so you can always choose to keep a single refinery instead of having a whole bunch of them.
Ibram Gaunt 3 Jan @ 4:17am 
I found a bug. Your Refinery 6 isn't actually automated, it still requires an operator.
Rivus 24 Dec, 2024 @ 12:52pm 
This mod seems promising, vanilla building is far too simple. There are tons of items in the game yet none of them serve any purpose besides selling.
oniris 9 Dec, 2024 @ 8:01am 
hooo ok thanks
Lyкiяe  [author] 8 Dec, 2024 @ 6:48pm 
Mining Equipment boosts the mining speed of resource nodes - ie Stone, Copper, and Iron. It applies to any node you mine on, as they get 'claimed' by your faction. You should notice the efficiency improve in the inspection menu. And thanks! :steamhappy:
oniris 8 Dec, 2024 @ 1:06pm 
What does mining equipment do?
Also great mod
Bacon & Eggs 1 Dec, 2024 @ 1:58pm 
Also those extra researches are great because the burning of rice weed and hemp was getting rough lol