Kenshi
IWK+: Primitive Tech & Survival
16 Comments
brickhead 19 Aug @ 9:38am 
opened up the axe mesh in the OG and the one in your mod, you've turned them sideways. I imagine this was to fix them standing upright when on the ground but its really more of an eyesore to have your guys use the axe wrong. FCS says its using the original IW's meshes but maybe its because they have the same ifle name or something. idk.
brickhead 19 Aug @ 8:22am 
also having the same issue with the pickaxe / axe being held sideways.
Gopnik 17 Jun @ 3:09am 
hello, I really like the whole package of these mods, the game becomes much more interesting with them, but I started to worry about the incorrect animation of the axe and pickaxe, and I began to find out which mod affects it, and eventually found out what exactly affects this mod, is it possible to do something about it?
Jack the Stripper 9 Jun @ 3:16pm 
Interesting, had no idea the axe was slowly being consumed. I'll test out some of the bushes/trees around me, because I don't know if I've ever been stopped from harvesting one without an axe. Either way, it's an easy exploit to avoid now that I know.
team_on  [author] 9 Jun @ 2:44pm 
@Jack the Stripper, yep Kenshi FCS is amazingly easy tool to work. But becomes nightmare for any complex mods.

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)
Jack the Stripper 8 Jun @ 10:49am 
I did have one question, and I'm sorry if this isn't the specific mod it comes from but it seems like you're the expert on all of them.

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.
Jack the Stripper 8 Jun @ 10:48am 
That was actually my first FCS attempt and I'm surprised how easy it was. Nothing like the nightmares from using the Bethesda CK

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.
Mandalf 6 Jun @ 8:30pm 
@ Jack, ah you seem to be an FCS scholar! We welcome any input and or submods you might come up with for IWK+ and this mod IWK+:PTS!

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!
Jack the Stripper 6 Jun @ 7:26pm 
I checked the XP mod and it's just a flat reduction on the global XP rate, so it should cover Perception. All I can guess is that Perception gain is buffed somewhat in the base game to cut out some grind. The point about Perception not having a major impact early on is fair though.

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.
Mandalf 6 Jun @ 7:32am 
I have a plan that should be easy to implement, I hope to have it out for you guys this weekend but don't hold me to it. Thanks again for the feedback!
Mandalf 6 Jun @ 6:21am 
so here are our options, let me know what you think or if other ideas:
- 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!
Mandalf 6 Jun @ 6:21am 
Hello folks! Thank you all for the feedback and glad you are enjoying this mod! The meditation pillows come from IWK+, they are not specific to this mod.

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...
Jack the Stripper 4 Jun @ 12:43pm 
Came here to ask the same thing. I started using the HellXP mod that reduces gains by 2/3 and Perception still cranked up to level 25 after crafting maybe 10 journals on the pillow. Haven't noticed anything else too crazy, but I'll keep an eye out.

Obsessed with this pack though. First thing that's really got me hooked on Kenshi after owning it for a decade.
Gopnik 1 Jun @ 10:35am 
Hi, I have a question, is there any way to significantly reduce the number of levels you get when using items in this mod, such as meditation, or disable it altogether?
team_on  [author] 29 May @ 3:36am 
@tanyfilina, actually requires
tanyfilina 26 May @ 9:53pm 
Does this mod actually requires ALL mods in requirement section, or are they optional?