Kenshi
Interactive World : Kenshi+ (v4)
 This topic has been pinned, so it's probably important
Mandalf  [developer] 2 Jan @ 5:56pm
KNOWN BUGS / BUG REPORTS / TECH SUPPORT - v2.0+
This thread is for mod technical information, bug fixes, and bug reports, thanks.

Check out these threads to start surviving in the wilderness in no time!
Getting Started w IWK+

IWK+ Load Order and You!

BUGS / FIXES v2.0
NEW IN v2.0! - UNSUB FROM IWS / Interactive World: Vanilla Synergy Patch

[-] I've got mod load errors, some weird research, and other unexpected IW related issues.

[-] This may be the IWS mod IWK+ was originally developed against. It has missing dependencies and with ver2 will create some undesired balance and research oddities if you leave it subbed. But it being installed should not break anything outright.

[+]FIX: If you are subbed go unsub from IWS and the related Patch now!

[+]FIX: If issues with an IWK+ submod then try moving the order like this:
OG mod
IWK+
IWK+ Submod for OG mod

FASTR
[-] Do you have FASTR installed?

[+]FIX: If so, you will want the FASTR + IWK+ BETR FASTR Patch to make sure everything works correctly.

TREES AND LOGGING
[-] I can't find trees to chop!

[+]FIX: Mouse over near the base of the tree to see if it is choppable. Not all trees are suitable for logging. Be sure to look for fallen logs and trees as well.

[+]FIX: Do you have FASTR installed? If so, you will want the FASTR + IWK+ BETR FASTR Patch to make sure everything works correctly.

[-] Sometimes characters with logging jobs will stall out.

[+]FIX: Usually just move the character away from the tree or at a different angle. Make sure no other characters are also assigned to that tree.

[+]FIX: Since logs are large and do not stack character inventories may get filled up with logs. Make sure they have a place to deliver the logs that is not blocked.

STICKS
[-] How do I make sticks?

[+]FIX: Build a chopping stump from the CRAFTING build menu.

[-] Sometimes my characters operating the Chopping Stump will get greedy, take everyone's logs, and turn them into sticks before you know what happened.

[+]FIX: In this patch I have slowed down the stick chopping a bit and reduced it's inventory size.

[+]FIX: Still, I advise keeping an eye on the team members operating the chopping stumps. One solution is to give them an alternative job, then right click on a stump so they will work until it is full and then move on.

SCRAPWORK COLLECTION
[-] Sometimes characters with scrap collection jobs will stall out.

[+]FIX: We are still working on this one. You can right click and also set a job to haul scrap, but ... we are working on it.

INSECT FORAGING
[-] I am having a hard time seeing the bowl when I need to dig for grubs.

[+]FIX: The bowl building is just too low to the ground. Use the + key (by default) to raise the bowl to where you can see it.

MEDITATION
[-] If meditation crafting journals are not showing up...

[+]FIX: Look at the meditation refresher or introduction to IWK+ research to enable them

Cities? / Flat's Lagoon / Mud Town / CATO conflict?
[-] As best I can tell IW / IWK+ does NOT make any changes to Flat's Lagoon, Mud Town, or any other town. However the zone data may not jive with other overhaul mods.

[+]FIX: If you use CATO or other overhaul mods place them after the IW mods. Let me know and if no good, post your mod list and we will take a look.

IS THIS COMPATIBLE WITH X,Y, AND Z?
[-] The short answer is maybe? IWK+ adds a lot of items, research, and landscape buildings (trees). It makes changes to the world zone maps for plants. But, it does not alter NPC's, world states, or factions. So... try it out, play with your load order, and let us know!

[+ ] Kaizo - YES!
[+/-] UWE - Yes, mostly!
[+/-] Reactive World - PROBABLY!
[+/-] Apocalypse - PROBABLY!
[-] Genesis - NO! (parts of IW are already included I think)

Users report issues with this mod:
Particles and foliage fix (performance and FPS boost)

TIPS
[] If you can't see an object you are trying to build hit the + key to raise it.

[] To determine if a tree is loggable, mouse over it near its base. Most of the time, the higher quality the tree, the more of it's trunk will register as a resource when you mouse over it.

THANKS!
Please post any questions, suggestions, queries, problems, issues, ideas, errors, tips, hints, tricks, or wise sayings.
Last edited by Mandalf; 6 Jun @ 9:24pm
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Showing 1-15 of 28 comments
Mandalf  [developer] 5 Jan @ 8:48am 
Bone claws do not have an icon

Mod Research comms not showing up
bone claw now can has icon
Compost and some cultivated farms are creating outposts when built, is that intentional?
And the planters lack base crop requirements, making wheat with only water and a cheap camping resource seems a little weird
Mandalf  [developer] 31 Jan @ 6:16am 
@ King Patric
Hello, no planters and compost should not create an outpost and planters should have reasonable build requirements. I hope this has not caused any issues in your game and Thank you for this feedback! I will look into it and hope to have a fix by this afternoon.
Mandalf  [developer] 31 Jan @ 2:35pm 
Hello King Patric
Compost and cultivated farms should no longer create an outpost, my apologies.

The planters you are referencing are from Advanced Camping, I did not change their build costs but I will make a note to look at updating them to something more realistic.

Thanks for the feedback!
Last edited by Mandalf; 31 Jan @ 2:58pm
Tollerent Zsu 17 Feb @ 11:47pm 
Hello - I have been using this mod about two weeks now. My mod list includes the list above (FoodExpansion, Interactive World, iw-compat-vanilla, iw-compat-vanilla2) - among others - near the bottom of the mods.cfg file.

Unfortunately have at least one issue - Mud Town doesn't spawn a Town Marker, there is no entry on the map, no center of town statue in the Editor - sorry forgot what its called. But at the correct location on the map there are buildings, the Mud Town fence, one complete gate the other gate is the portcullis just hanging in space, several other doors also just hanging there - one is for the bar. When I move characters beyond the door, as if they are going into the building an empty building appears, and remains persistent while my characters are in the area, though it doesn't re-spawn if I leave and come back. Additionally there are only a few gate guards in the area, no other characters spawn.

When I remove the Interactive World mod and all patches and additions (leaving the rest of my mod list intact) Mud Town reappears, with all characters, expected.


My second issue, may just be me, but I feel that harvesting logs, sticks and lumber is set to high. I have only compared the Harvesting Speed of these with those for Iron and Stone. It feels, to me at least, that I can fill the Iron or Stone Storage bins much faster then I can fill the Logs, Sticks, Lumber bins. I base this on the fact I have three characters working to fill both the Stone and Iron Storage, And four characters cutting trees, working the cutting block and the saw horse. Heck even have Building Materials Storage 1/4th filled, While no lumber or logs and only 35 sticks.

In any event thanks very much for the mod, I am looking forward to explore the rest of it.

ps - I can post my full mod list if you wish. Again thanks for this great mod.
Last edited by Tollerent Zsu; 17 Feb @ 11:48pm
Mandalf  [developer] 18 Feb @ 3:37am 
Originally posted by Tollerent Zsu:
Hello - I have been using this mod about two weeks now. My mod list includes the list above (FoodExpansion, Interactive World, iw-compat-vanilla, iw-compat-vanilla2) - among others - near the bottom of the mods.cfg file.

Unfortunately have at least one issue - Mud Town doesn't spawn a Town Marker, there is no entry on the map, no center of town statue in the Editor - sorry forgot what its called. But at the correct location on the map there are buildings, the Mud Town fence, one complete gate the other gate is the portcullis just hanging in space, several other doors also just hanging there - one is for the bar. When I move characters beyond the door, as if they are going into the building an empty building appears, and remains persistent while my characters are in the area, though it doesn't re-spawn if I leave and come back. Additionally there are only a few gate guards in the area, no other characters spawn.

When I remove the Interactive World mod and all patches and additions (leaving the rest of my mod list intact) Mud Town reappears, with all characters, expected.


My second issue, may just be me, but I feel that harvesting logs, sticks and lumber is set to high. I have only compared the Harvesting Speed of these with those for Iron and Stone. It feels, to me at least, that I can fill the Iron or Stone Storage bins much faster then I can fill the Logs, Sticks, Lumber bins. I base this on the fact I have three characters working to fill both the Stone and Iron Storage, And four characters cutting trees, working the cutting block and the saw horse. Heck even have Building Materials Storage 1/4th filled, While no lumber or logs and only 35 sticks.

In any event thanks very much for the mod, I am looking forward to explore the rest of it.

ps - I can post my full mod list if you wish. Again thanks for this great mod.

Thank you for this detailed feedback! I really appreciate it. I will take a look at these items this evening and report back.
Mandalf  [developer] 18 Feb @ 9:08pm 
@ Tollerent Zsu
MUD TOWN
so, concerning mud town (I love Mud Town, I'm sorry it's broke heh) I loaded up just IW, then IWS, then IWK+ and went to mud town, hit shift f12 and there was the statue / marker each time.

I looked all around the town radius for any kind of IW plant that might be in the town and could not find any that might interfere. I don't think IW modifies any towns, but I do know it has level data for all the plants that are placed in the world.

do you happen to have this mod installed:
City Architecture Total Overhaul
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3343755563

if you do try placing it last in the load order and any other mods that may override swamp locations after the IW mods. Let me know and if no good, post your mod list and we will take a look.

TREES and LOGGING SPEED:
I understand you to say that the logging speeds seem to be too slow? This may be the case, here is my take on it. There are probably hundreds of trees for each iron and copper mine in the world of Kenshi. This is part of the balancing act. In addition, some tree types are more efficient than others which should push you to go out and find the best trees.

Version 2 which is sooooon to release also adds some powered, automated, and more efficient logging buildings, as well as the ability to upgrade trees to higher efficiency which will also speed things up.

Having said all that, in testing tonight and based on the fact you said you had 35 sticks, I think the stick chopping guy is being greedy and taking all the logs. I watched it happen in my game, and if I dont monitor them they will chop sticks faster than others can make lumber and new logs.

So, I am considering just slightly speeding up logging from trees and then slowing down the chopping stump and not making it hold as many logs and sticks to compensate.

After testing, feedback, and consideration I will publish this with V2 in the next few days.

Thanks again and hope you enjoy the mod.
Weird issue with the 'Barrenwood Tree' that you can find in the NW Great Desert. They seem to have massive invisible hitboxes and frequently catapult the camera up into the sky. Less important, but Building Material Fabricatorr II has an extra r.
Mandalf  [developer] 23 Feb @ 6:27pm 
@Felonius hello and thank you for the feedback!
I have been fighting those hit boxes lol.

As of 2 mins ago, I have updated the meshes, that should not be an issue any longer.
I have also fixed the extra r's.

Please let me know any more issues or suggestions, thanks again!
I know trees aren't supposed to spawn in cities, but for some reason there are sapwood trees inside the buildings at shark. All of my other mods are items, characters, and gameplay tweaks, so not sure whats up? Is it possible to fell/destroy these trees or are they static like vanilla resources?
Mandalf  [developer] 13 May @ 12:52pm 
Hello Texas red, thanks for the feedback!

Hmm. Do you have fastr installed? If so put it after IWK+, that's the only mod I've seen make trees appear in odd places so far.

No, you can't chop down the trees they just stay there, but IWK+ doesn't actually add any trees, that's the mesh system so I'm not sure...

If you want to post your mod list we can take a look and figure it out!
Texas Red 13 May @ 3:50pm 
So i haven't played in a few years... just assumed this mod was the culprit since it made trees interactable and was the first thing i downloaded before booting up.

Turns out it's being caused by a mod from 2019. It works similarly to fastr, but the issue stems from the mod itself.

This is the mod in question:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1767450093
Just replaced it with fastr, and everything works fine now, thanks.
Last edited by Texas Red; 14 May @ 1:45am
Mandalf  [developer] 14 May @ 4:14pm 
Great find! Thanks for reporting back and glad it's all sorted!

I will add it to this page and also our
IWK+ Load Order and You page:
https://gtm.steamproxy.vip/workshop/filedetails/discussion/3398360783/596272753491845550/
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