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Mod Research comms not showing up
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.
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!
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.
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.
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!
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!
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.
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/