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Thanks for pointing about prices, I'll rebalance that.
Well, without axe you can't harvest branchy bushes/trees at all. It's required for processing.
Axe actually a resource, that capped at 1 and produced with -0.01 rate. But due to some bug in Kenshi, sometimes it spawn tree with 0.01 axe in it. So axe become not required and, moreover, you can acquire one more axe after harvesting 100 sticks)
Does an axe have any effect on harvesting branchy bushes/trees? There's an axe slot that isn't required, and I can't tell if there's an actual boost from including one or if the slot is just a game limitation from them being classed as trees.
Just got my prim duo to lumber and getting there felt well-paced. Didn't quite avoid buying from town (ran out of food too early), but I learned enough that I could do it next time.
There isn't much else I've seen that feels super off-balance, more minor nitpicks than anything.
The ornate jug and ceramic jar input/work to value ratio is a little weird imo. Ornate is supposed to be a trade good, but the ceramic jar ends up being better value. I think it's something like 5 mud + 10hr for ~250 cats out of 5 vases vs 5 mud + 5hr for 270 cats on the big one. Ceramic is 2x the weight of five jugs, but takes up slightly less space.
Not a massive disparity, but ornate doesn't seem worth it unless you're barely scraping mud. Maybe the weight is intended to balance it out.
Anyway, thanks for posting the pillow patches so quickly, Science is working perfectly.
These mods will affect base IWK+ and therefore also this mod
I made a submod for journaling pillows to train science:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3494532616
@Gopnik
And one where they do not train at all:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3494533040
Any other ideas or balance suggestions are welcome, please enjoy!
Tested an override for Science on journaling and that levels at what feels like a normal rate, but idk if you're trying to avoid doubling up on Science between the two pillows.
Removing the skill completely works fine too, though I agree it's not ideal to get nothing for all of that work. Crafting time on journals might need to be tweaked for that one though since I assume it uses the flat 1x rate without a low skill to nerf it.
- we could make journal production faster, which would mean less time training but would upset page prod balance
- we could make a journal pillow that doesn't train or use any skill (as Gopnik suggested) but that seems overly harsh to the player and doesn't make logical sense to me. this would have to be done within the IWK+ mod
- we could make a journal pillow that trains a different skill and the player could self balance. or we could make certain journal pages be craftable on certain pillows that train different skills.
Having said all this, I would need to import pages from this mod and make changes to IWK+ to support these requests. I could possibly do this but it will take some time and effort and I am kind of on Kenshi Modding break to actually PLAY kenshi right now. I encourage you guys to also learn about the FCS and start making your own tweaks. That is the path to truer personal Kenshi customization!
Let me make a few points on their balance.
- if you were to craft 10 weapons your weapon skills would be closing in on the 20s depending on your crafting conditions
- perception will not overpower your low level character, in combat or production, they are still super squishy and super slow on regular science skills
- we cannot change the rate or the cap level for these items. the longer you use, the more you train.
- I would think an XP reduction mod would also reduce this rate, but I would have to look at that actual mod, as xp gain can also be adjusted for different sets of skills.
contd...
Obsessed with this pack though. First thing that's really got me hooked on Kenshi after owning it for a decade.