Kenshi
Interactive World : Kenshi+ (v4)
Mandalf  [developer] 31 Mar @ 1:08am
Interactive World : Kenshi+ Development Updates
Interactive World: Kenshi+ – Version 4.0 Update - 04.13.25
Version 4.0 is here!
This update introduces Ghanja and brings balance improvements, updated plants, scrapwork tweaks, new survival starts, and even working outhouses.

Please note this mod is in active development! Fixes and balance passes are ongoing. Please report any issues or suggestions. Thanks!

New! Kenshi Ghanja
A fully integrated Hemp and Ghanja mod integrated into IWK+ see the full post for details: Kenshi Ghanja
  • Craft Ghanja, Kief, Spliffs, Hashish Hand Press, portable hookahs
  • Spliffs are now visibly equippable in belt slots
  • Ghanja is Illegal in most cultures, but sometimes tolerated in small amounts

Landscape Plants Overhaul
More plants are added to the world and they should be easier to spot!
  • Wild plants now appear in clusters of three
  • Larger in size and with some new colors
  • Fertile soil mounds at the base help you spot them

Nomad Reports
  • New note items placed in the world
  • Offer hints on where and how to find wild plants
  • Send us a Nomad Report and we might add it to the mod!

New Meditation Pillow Research
You have become more adept at meditation. You achieve breakthroughs faster and your metabolism is further slowed as you meditate.
  • Meditation Research Pillow II
  • Meditation Journaling Pillow II

Poppy Flower Update
  • New icons for Poppy Flowers and Opium
  • Opium is now a separate item
  • Craft Opium from Poppies at a Mortar and Pestle
  • Opium is an Illegal narcotic with high value, adjusted trade prices (we welcome balance input)

Outhouses
Courtesy of Interactive World - Poop Extended by realpikkio
  • Outhouses are now usable
  • Produce droppings that can be composted
  • Latrine can be built after research: “Latrines”

Scrapwork Adjustments
  • Scrap resources now have some variable efficiency (we welcome balance input)
  • Larger scrap objects often yield better results

New Game Starts
  • Three new starts added, each features two characters and basic survival gear
  • Perfect for wilderness playthroughs
    [*IWK+ "Wilderness Wanderers : Forest"
    [*IWK+ "Wilderness Wanderers : Mountain Top"
    [*IWK+ "Wilderness Wanderers : Desert"

Balance Pass
  • Additional rebalancing across research, starts, buildings, and items



POST V4 CHANGES

4.15
added cup of water 5nu
added Wooden Bowl Rain Collector - 18 cups / 24 hours @ 1nu per cup in game
made Water Jug IWK+ drinkable - on par w water collection
added more plants

4.2
Added more plants around Squinn and Stenn Desert
Prisoner Pole Build cost - adds rope
Corrected issue with fishing net build cost (2 vs 200)
Corrected prices with fishing nets
Corrected hookah hemp perception (had 2 functions)

4.21
corrected mobile scrap storage to be built outside
Last edited by Mandalf; 1 May @ 8:27am
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Showing 1-9 of 9 comments
Mandalf  [developer] 1 Apr @ 12:06am 
Interactive World: Kenshi+ – Version 4.0 Update - 04.13.25
Version 4.0 is here!
This update introduces Ghanja and brings balance improvements, updated plants, scrapwork tweaks, new survival starts, and even working outhouses.

Please note this mod is in active development! Fixes and balance passes are ongoing. Please report any issues or suggestions. Thanks!

New! Kenshi Ghanja
A fully integrated Hemp and Ghanja mod integrated into IWK+ see the full post for details: Kenshi Ghanja
  • Craft Ghanja, Kief, Spliffs, Hashish Hand Press, portable hookahs
  • Spliffs are now visibly equippable in belt slots
  • Ghanja is Illegal in most cultures, but sometimes tolerated in small amounts

Landscape Plants Overhaul
More plants are added to the world and they should be easier to spot!
  • Wild plants now appear in clusters of three
  • Larger in size and with some new colors
  • Fertile soil mounds at the base help you spot them

Nomad Reports
  • New note items placed in the world
  • Offer hints on where and how to find wild plants
  • Send us a Nomad Report and we might add it to the mod!

New Meditation Pillow Research
You have become more adept at meditation. You achieve breakthroughs faster and your metabolism is further slowed as you meditate.
  • Meditation Research Pillow II
  • Meditation Journaling Pillow II

Poppy Flower Update
  • New icons for Poppy Flowers and Opium
  • Opium is now a separate item
  • Craft Opium from Poppies at a Mortar and Pestle
  • Opium is an Illegal narcotic with high value, adjusted trade prices (we welcome balance input)

Outhouses
Courtesy of Interactive World - Poop Extended by realpikkio
  • Outhouses are now usable
  • Produce droppings that can be composted
  • Latrine can be built after research: “Latrines”

Scrapwork Adjustments
  • Scrap resources now have some variable efficiency (we welcome balance input)
  • Larger scrap objects often yield better results

New Game Starts
  • Three new starts added, each features two characters and basic survival gear
  • Perfect for wilderness playthroughs
    [*IWK+ "Wilderness Wanderers : Forest"
    [*IWK+ "Wilderness Wanderers : Mountain Top"
    [*IWK+ "Wilderness Wanderers : Desert"

Balance Pass
  • Additional rebalancing across research, starts, buildings, and items



POST V4 CHANGES

4.15
added cup of water 5nu
added Wooden Bowl Rain Collector - 18 cups / 24 hours @ 1nu per cup in game
made Water Jug IWK+ drinkable - on par w water collection
added more plants

4.2
Added more plants around Squinn and Stenn Desert
Prisoner Pole Build cost - adds rope
Corrected issue with fishing net build cost (2 vs 200)
Corrected prices with fishing nets
Corrected hookah hemp perception (had 2 functions)

4.21
corrected mobile scrap storage to be built outside
POST V4 CHANGES

4.15
added cup of water 5nu
added Wooden Bowl Rain Collector - 18 cups / 24 hours @ 1nu per cup in game
made Water Jug IWK+ drinkable - on par w water collection
added more plants

4.2
Added more plants around Squinn and Stenn Desert
Prisoner Pole Build cost - adds rope
Corrected issue with fishing net build cost (2 vs 200)
Corrected prices with fishing nets
Corrected hookah hemp perception (had 2 functions)

4.21
corrected mobile scrap storage to be built outside

Interactive World: Kenshi+ – Version 3.0 Update - 03.31.25
Version 3.0 is here!
This update brings updates to the scrapwork system and new storage for fishing and farming!
Please let us know any issues or questions, thanks!
Please welcome Team_on to the … team!

We will keep updates in this thread from now on (probably) and update the title and top post as needed.

Farming Storage
[] Rope and riceweed basket storage for all crops(vanilla + IWK+)
[] Rope and riceweed basket storage for individual vanilla crops
[] Unlocked with Ropework (Crop Baskets) and Weaving (Crop Baskets)
Cactus
Cotton
Greenfruit
Hemp
Riceweed
Wheat

Fishing Storage
[] Rope and riceweed basket Fishing Storage added
[] Unlocked with Fishing I research
Basket: Fishing Nets
Basket: Grand Fish
[] Unlocked with Fishing II research
Storage: Fishing Rods

Scrapwork Update
[] Unlocked with Scrapwork: Scrap Storage research
[] Scrap storage options that do not create an outpost are added:
Storage: Scrap (Med Iron)
Storage: Scrap (Med, Scrap)
Storage: Scrap (Mobile, Iron)
Storage: Scrap (Mobile, Scrap)

[] Scrap Crafting benches are added:
[] Scrapwork: Tool Crafting Bench I
[][] Unlocked with Scrapwork: Scrap Tool Crafting I
[][] Scrapwork: Tool Crafting Bench I crafts
axe
crab trap
hacksaw
pickaxe
Tools

[] Scrapwork: Mechanical Crafting Bench I
[][] Unlocked with Scrapwork: Scrap Mechanical Crafting I
[][] Scrapwork: Mechanical Crafting Bench I crafts
crossbow parts
gears
hinge
motor
rat trap
Last edited by Mandalf; 19 Jun @ 10:28am
Mandalf  [developer] 1 Apr @ 10:01am 
3.1 - WIP

updates to buildings prod mults and build costs for consistency.
note, workbenches, they now need tools. sorry guys, blame team_on now, but you'll thank us later.

updates to research
Mandalf  [developer] 1 Apr @ 6:53pm 
fixes for scrap collection jobs distance
add gears and rat trap via research for the scrap work mech crafter
Mandalf  [developer] 1 Apr @ 8:40pm 
Storage: Scrap (Large) name and desc updated
Scrap Resource prod mult 96->82
Mandalf  [developer] 3 Apr @ 7:22pm 
3.2
Flag Is Interior Furniture used to allow build things inside buildings. I set it to false to things, that shoudn't work inside.

Changes:
* All traps
* All Cultivated plants
* All Plants
* All Planter Box
* All Fishing rods/nets
* All Fish drying rack

update IWK+ "Wilderness Wanderer : starts to have a bit more survival equipment
Last edited by Mandalf; 6 Apr @ 9:47am
Mandalf  [developer] 5 Apr @ 10:51pm 
3.3
added wool, compatible w animal variations mod
added:
Camp Loom (Wool Fabric)
Wool Chest
Basket: Wool
RopeBasket: Wool
Last edited by Mandalf; 6 Apr @ 9:47am
Mandalf  [developer] 13 Apr @ 11:01am 
Interactive World: Kenshi+ – Version 2.0 Update
Version 2.0 is on the way! This update brings improvements to the logging industry, a brand-new scrapwork system, and removes the requirement of using IWS!

⚙️Technical Changes
[] Users no longer need the IWS mod - only IWK+ and IW is required! Thanks to modder Tonechild!

Logging & Industry Updates
[] More types of trees can be logged and there is a wider variety of tree qualities

Tree Type
Efficiency
Fallen
10
Dead
15
Barren
20
Withered
30
Sapwood
35
Horsetail Sapwood
37
Fairwood Tree
40
Hardwood
45
Densewood
50
Giant Hardwood
60/180

[] New Branchy Tree / Bush types allow for direct gathering of sticks
[] Tree resource hit boxes are larger and will roughly match the tree quality
[] Powered Saw Horse for efficient wood processing
[] Automated Lumber Mill for large-scale production
[] Building Material Fabricator research naming updated
[] Hemp and Wheatstraw Baskets – new crafting & storage options via realpikkio Interactive World - Rope Crafting
[] Animal Skulls are now Bones

New Feature – Scrapwork!
[] A brand-new system for salvaging and reclaiming materials. Thanks to modder Royalfox for allowing use of the Scavenging Mod!
[] Gather and refine scrap metal from the world
[] Process junk into usable resources for crafting
[] New workstations dedicated to breaking down and reclaiming scrap
[] This implementation of Scavenging is equivalent to a slightly less powerful version of this mod: Scavenging++ SlightlyMoreKenshi which does not include the option to create artifacts from scrap.
[] If you would like to include the option to create Scrapwork Artifacts as well, then install this mod (IWK+) Scrapwork Artifacts.

Fixes and More
[] Updated some mod icons, descriptions, weights, sizes
[] Changes to the meditation research system
[] Various other bug fixes and balance improvements
[] 3 new wilderness game starts
[][] IWK+ "Wilderness Wanderer : Forest"
[][] IWK+ "Wilderness Wanderer : Mountain Top"
[][] IWK+ "Wilderness Wanderer : Desert"

Your feedback is welcome! Please let me know if you run into any problems or have ideas for additions or balance. Thanks for supporting this mod and trusting me with your Kenshi game!

++++++++++++++
I had to back out of the functionality that would allow you to "upgrade" trees to higher qualities. The game would not save the upgrades correctly and they would disappear upon reload. So that's a no go for this pass.

It has been very difficult to try to make a version that doesn't require IWS and also doesn't break or go wonky if IWS IS installed. There may be some research artifacts such as a rogue "Insect Foraging" skill in Core research.

The mod balance and flow will work much better if IWS is removed.

For Meditation research I really stripped those down to basic survival skills. Meditation research is just the bare bones needed in a survival situation, it is no longer the entire skill level.

Using other variations of the Scavenging Mods may cause some unexpected research and build costs. If you have any of the Scavenging Mods installed and you want to stick with them, just put them lower in the load order, use their research options, and let me know if you have any issues.
Last edited by Mandalf; 13 Apr @ 11:05am
Mandalf  [developer] 13 Apr @ 11:02am 
IWK+ is at STABLE Alpha 1.95!
The rough foundation has achieved a certain level of polish, thanks for everyone’s patience through this cycle. There should be no more major changes until ver 2.0 release which will include additional balance passes and more features.

The original post is here for archiving purposes:
Thanks,


"This mod is a complete overhaul of the Interactive World mod, originally created by Stupendous Man. The original mod IS AMAZING and brought significant depth to Kenshi, offering a rich survivalist experience with new resources, crafting options, and immersive gameplay. This patch aligns the mod more closely with vanilla systems and the current mod ecosystem, while preserving the creativity and early-game intent of the original work."

Tonechild, the modder who began this whole project, said it better than I ever could.
Go here to read their excellent description and breakdown of the work they've done to create a solid foundation for us to play on: Tonechild’s IW Synergy Mod

What started as a simple attempt to fix a missing mod requirement for Tonechild's Interactive World (IW) patch has turned into a full-blown Interactive World Kenshi+ (IWK+) patch that sits on top of their IW Synergy patch (IWS). But it STILL has the mod load error, lol. Just use this patch:

MOD LOAD PATCH FOR IWK+.
Thank you so much to help and advice from the legends Shidan and Cattrina!
(IWK+) Missing Mod Requirement Patch

OK, let’s Do Those Acronyms Again:
  • IW = The OG Interactive World Mod
  • IWS = Tonechild’s overhaul to Interactive World
  • IWK+ = My overhaul to Tonechild’s overhaul

Why tho?

I'm just some guy that loves this game and how Stupendous Man’s mod (IW) helps transform Kenshi into a more fully fleshed-out survival game. I think IWK+ has the potential to be a wide and deep branch of the Kenshi world.

This sub-mod is in active development. Backup your saves! I’d greatly appreciate feedback and guidance from players and the mod community. Please give bug reports, request features, test stuff out, and join the Interactive World Kenshi+ project!

Changes and Additions:

Below are some highlighted updates, built on top of IWS, with a few modifications to its changes.

Building Materials
Building Materials are now crafted in the Building Material Fabricator and require:
  • 1 raw stone
  • 1 lumber

Repeat: Building Materials now require lumber!

Economics
Since lumber now affects the price of Building Materials, and Building Materials affect the price of almost everything, I’ve balanced lumber’s value close to raw stone, while factoring in the extra time it takes to process. This introduces a new resource chain required for building.

(See this mod if you want them made from regular old two stone)
(IWK+) Build Mats Don't Need Lumber

Modified Items / Menus / Descriptions:
  • Added to vendor / loot lists: Yuca, sand potatoes, xander, and other cooking ingredients, logs, sticks, lumber, axes
  • Enhanced several item descriptions.
  • Changed 999.2 items attributes: size, stacking, weights, qualities, descriptions, and build requirements.
    (e.g., “Animal Poo” is now “Animal Droppings”; “Healing Powder” is now a “Healing Poultice I.”)
  • Further cleaned up building menu structures.
  • It is my intention that you can be 100% confident when you build from the CAMPING build menu that it will not create an outpost
  • It is also my intention that every campfire that you play using this mod have a wood / stick based ingredient option. Let me know if you use a campfire mod you would like me to patch in.
  • Camping.Campfires includes passive cooking and light producing fires.
  • Camping.Cooking includes recipe based cooking fires.
  • Camping.Furniture is created for all outdoor seating and tables
  • Simplified and reorganized building menu structures.
Research
  • Outdoor Workbench and Logging Research no longer require blueprints but they do require books.
  • Added the Meditation Research system. Gather your thoughts around the fire and use the Meditation Research Pillow to unleash them.
  • The Meditation Journaling Pillow and Meditation Research pillow buildings are in the TECH build menu.
  • This system is completely optional, can be mixed and matched across research, and allows you to "get around" book requirements, but it will take you a good while for some items.
Beds
Rebalanced and expanded bed variations:
Bed Type
Rest Value
Camp Bed (Ground)
125
Camp Bed (Fabric Blanket)
150
Camp Bed (Hide Blanket)
200
Camp Bed (Fabric and Hide)
250
Camp Bed (Hide Blankets)
300
Crafted Beds
Camp Bed (Crafted Hides)
350
Camp Bed (Sleeping Bag)
400

Removed:
Saltpeter and other obsolete references.
Replaced:
Saltpeter and other obsolete references :)

Compatible and Additional IWK+ Mods
Customize your IWK+ gameplay with these companion mods:

Thanks again to Tonechild for getting this started, and to Stupendous Man for creating this wonderful mod and letting us work with it.

Moonshine Fungus for everyone!

Keep up with the latest updates:
IWK+ Update thread

Mod Order
(FoodExpansion is the patch*)
  • FoodExpansion
  • Interactive World
  • Interactive World: Vanilla Synergy Patch
  • Interactive World: KENSHI+ (This mod)

    in your loader it will look like this:
  • FoodExpansion
  • Interactive World
  • iw-compat-vanilla
  • iw-compat-vanilla2

    ENJOY WITH SOME FRIED BATRAT
Mandalf  [developer] 13 Apr @ 11:02am 
Development Updates / Yap Yap Thread

IWK+ Development Update: Progress and Plans

The Goals:
1. Cleanup and Balance
Current focus is on cleaning up the mod, solidifying core features, and ensuring a balanced experience aligned with Kenshi's vanilla feel.

2. Expanding Mechanics
Next steps include fleshing out advanced mechanics, enhancing higher-tier industrial lumber machines, more in depth balance, and adding depth to the world’s survival elements.

3. New Interactions and Expansions
Long-term goals aim to make the world more interactive—introducing new plant life, balancing ecosystem dynamics, and providing players with fresh encounters and challenges.

These will be the principles that guide many of my decisions for this project.
1. Underpowered is better than overpowered
It’s easy to get excited and include overpowered items in a mod. Or it’s easy to overlook something which gives the player an upper hand. For this project I am going to err on the side of less power, less speed, and more challenge and will work to maintain reasonable balance with vanilla mechanics.

2. Always have a way to move up
I always want the player to be working towards a new goal that will push them forward and give them a sense of accomplishment when it is achieved. We have to pay attention to item one, so that we have somewhere to go without stepping into the realm of the OP.

3. Always have something useful to do around the fire
The essence of the nomadic and wilderness lifestyle is sitting around the campfire with your group while food is cooked, songs are sung, and stories are told. You take pieces of your home with you on the road. The idea here is that these pieces of home can quickly be set up in your camp and provide cooking, crafting, training, and more options in the field. But we must also pay careful attention to the first two principles to maintain balance.


===================================
Good day flatskins!

So this is the update thread from within FCS (the mod editor),
https://gtm.steamproxy.vip/sharedfiles/filedetails/changelog/3398360783

but it is pretty barebones and sometimes I want to share updates with players because it might affect their game, or maybe I just want to ramble… So here we go with the latest updates.

GOAL: Try to make the mechanics of the items more obvious to players, so you have things like Workbench I and Workbench II with plans to give more stat info in the descriptions as well.

GOAL: To give the workbenches a common name that isn’t “outdoor.” Many items in OG IW are referred to as “outdoor” this or that, but these items are not limited to outdoors, so I was looking for something different.

GOAL: Make all OG IW options available to players in the new research tree. Some of the OG IW items and research were not available, I have worked on making everything available although the research requirements may have changed. There are a lot of entries to go through, so if you are missing anything in your playthrough please let me know!

Anyhow here we go:

OLD NAME : NEW NAME
Forge : Stone Forge I
Outdoor Crossbow Crafting : Workbench I (Crossbows)
Outdoor Fertilizer Storage : Fertilizer Storage
Outdoor Food Barrel : Roughcut Food Barrel
Outdoor General Storage : Roughcut General Storage
Outdoor Moonshine Barrels : Moonshine Barrels
Outdoor Raw Meat Barrel : Roughcut Raw Meat Barrel
Outdoor Rum Barrels : Roughcut Rum Barrels
Outdoor Weapon Crafting : Workbench I (Weapons)
Outdoor Wood/Bones Crafting : Workbench I (Bonework)
Simple Workbench (Hides / Wood) : Workbench I (Hidecraft)
Simple Workbench (Leatherwork) : Workbench I (Leatherwork)
Simple Workbench (Rice Straw) : Workbench I (Rice Straw)
Simple Workbench (Utility) : Workbench I (Utility)
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