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IWK+: Primitive Tech & Survival
   
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21 May @ 12:10pm
21 May @ 12:22pm
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IWK+: Primitive Tech & Survival

In 3 collections by team_on
IWK+: Primitive Tech & Survival Modpack I
95 items
IWK+: Primitive Tech & Survival Modpack III
270 items
IWK+: Primitive tech & Survival Modpack II
139 items
Description
(Firstly, read what IWK+ mod do. This mod heavily based on it, so you need some intro before jump in)
(If you player Rimworld with Vanilla Factions Expanded - Tribals than you can think that it's Tribals but in Kenshi)

This mod totally overhauls tech tree, buildings progression and survival in wildness, by adding Lvl0 tech and alternative research tree for Stone Age and Mud-Ceramic

My main passion - is to fill gaps between Tech Lvl 0 and Tech Lvl 1, while keeping vanilla feel and without breaking anything else

So all vanilla Kenshi features unchanged. If you start wanderer game - it's still the same wanderer game. But you can use this mod in addition for your camping/base building expirience

A lot of IWK+ mod and mod mods content rebalanced, to better fit into progression(so primitive buildings always work slower that camp. And camp buildings works slower that normal ones)

And a much more added to trully survive in wildness without ever visiting town or buy something. Only primitive starts forced to progress from Stone Age. All other start can use it in addition to vanilla research tree

It's NOT a standalone mod. Some mods required for proper game. They all listed by steam requirments and included in IWK+: Primitive tech & Survival Modpack I

Here are additional mods:
- IWK+: Primitive tech & Survival Modpack I - contain mods that required just to run this mod and all included features. You must subscribe to all. Consider this as a bare minimum.
- IWK+: Primitive tech & Survival Modpack II - contain mods that patched for this modpack and fits it perfectly with garanted compatability. All balance and design made around this mods, so they required for intented gameplay. Strognly recommend to subscribe to all, but feel free to disable some parts that you don't like. All controversial parts listed.
- IWK+: Primitive tech & Survival Modpack III - contain mods that I'm currently play with. So it's top priotity in integration and at least works together. Take a look into it, maybe you would find some mods for you.
- All other mods should work as usual, because this modpack don't change vanilla stuff at all. But you can face some ballance issues. For example, Hive Buildings mod add Campfire Cooking Pot, that can cook all Cookstove food, but actually it's a campfire that cooks food faster than any other campfire and cost nothing to build. (Ye, I care about balance a lot)
- If you think that some other mods fit it well - feel free to list it in comments
- All modpacks have load order included. If you don't know what it is - read Proper Load Order & You and Kenshi Load Order Organizer and Kenshi Mod Manager[github.com]

More about progression
All buildings virtually(in-game it's all in same tabs) can be splitted into 4 categories: Primitive, Basic Camping, Advanced Camping and City

Each category can be researched and advanced independely. So you can be halfway between Basic Camping and Advanced Camping. And simultaneously have basic City buildings. Actually, it's how vanilla gamestart start. Modern people don't need to make axe from stones, thay just kill some starwing bandits and buy axe from store(or sometimes it can drop from bandits, because they do camping actually). Vanilla gamestarts have some camping items included. Wanderer starts with axe, because he actually need it for wandering. While Son of a Captain starts without it.

New primitive gamestart start even before Primitive

Mod add 3 new research tabs: Primitive(Meditation), Meditation and Foraging. Expand Camping and Farming tab a lot. All others tab have 1-2 new research

Primitive category can be researched in Primitive(Meditation) and Meditation tab. It's Stone Age. Here are you start with bare hands, making your first bowl, axe, hacksaw, smashing and throwing stones... And progresssing to the next level by unlocking Traveling Research Box. Don't require Books for research, but uses Journals mechanics, that you craft on separate bench. All this research can be completely skiped on normal gamestart and researched in Foraging tab, so think that it's alternative research tree

Basic Camping category can be researched in Foraging tab. It's basic camping, where you gather resources around you to build shalters, gather food and craft some items. Items/buildings from Meditation tab can be unlocked in Foraging tab for free. All other research need Books. Near the end of research tree you can unlock Small Shack, Small Research Bench and simple processors for Building Materials and Iron Plates

Advanced Camping category can be researched in Сamping tab, Advanced Camping tech. It's buildings from Advanced Camping mod. So it can work as a small-scale base

City category can be researched in all other tabs. It's vanilla Kenshi buldings

Tips for starting
- Always read items/research description. And what exactly new research unlocks. Mod have a bunch of new buildings/mechanics that work together and useless without other building. For example, you can build Frog Trag, but for actually trapping you need to bait frogs with grubs, that gather via Forage for insects I (Bowl). Usually, all buildings unlocked one-by-one. So you learn how to catch frogs only after grubs gathering.
- Start with finding some stone resource and gathering 2 stones
- Place Meditation Journaling Pillow I to craft Journals and Meditation Research Pillow I for research
- Research Basic Logging I (Meditation), Craftspot: Toolstone (Meditation) and Craftspot: Axe (Meditation). You need to craft Journals on Meditation Journaling Pillow I
- Craft Axe. Find tree. Gather Wooden Logs.
- Got the idea? You unlock new items/buildings via reseaching in Meditation tab. If you laking some items to build newly unlocked building - look into Primitive (Meditation) tab
- Research Stone: Workbench I (Meditation). Build Workbench I (Stone). Now you can craft Toolstones faster and make simple weapons. Toolstones is required to build all primitive stuff, so you gonna need a lot of that.
- Research Basic Insect Foraging (Meditation) to gather food, just enough to not starve, if gathered 18 hours a day. To build Insect Forager you need a Wooden Bowl. To craft a Wooden Bowl you need Wood, Craftspot: Wood Bowl and 2 Wooden Sticks.
- Research Basic Froggo Trapping (Meditation) and Basic Fire Making (Meditation) to turn insects into more efficint food, like cooked frogs.
- Craftspots can be upgraded to other craftspot type and than back for free. For example, Craftspot: Tools -> Craftspot: Hacksaw, Craftspot: Wooden Bowl -> Craftspot: Mortar and Pestle, Clay Firing Pit (Gear) -> Clay Firing Pit (Wares)
Popular Discussions View All (4)
6
16 Jul @ 1:06pm
PINNED: Bug report
team_on
0
21 May @ 12:28pm
Patching gamestarts
team_on
0
21 May @ 12:27pm
Balance notes
team_on
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!