Kenshi
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Patrol Waypoints Plus
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788.882 KB
18 Sep, 2018 @ 2:04pm
25 Sep, 2018 @ 12:12pm
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Patrol Waypoints Plus

In 1 collection by Lord Lurk
Kenshi Plus
7 items
Description
This mod adds in custom torches that act as crafting stations to allow a waypoint system in the game. All construction is set to free at the moment, and is unlocked for research at a level 2 research bench.

How to use: 2 Way Post Setup, as shown above.

1) - Build 2WAY-A TICKET from Waypoint Ticket Crafting station
2) - Shift>Right-Click>Use on 2WAY A>B POST
3) - Shift>Right-Click>Use on 2WAY B>A POST
4) - Profit

So the posts are labled in a specific way, A>B for example, and this denotes what item the post needs and then produces. A>B will mean that it consumes TICKET A and produces TICKET B of whatever waypoint group you use, whether its the 2WAY or 5WAY.

There is also a variant that uses a simple rug model that gives no light source that is identical in function.

IMPORTANT NOTE!
The pathing to reach the waystations can only go so far, so place down regular torches, or something similar, to extend the AI pathing to allow it to reach other waypoints if they are too far apart.

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DO NOT FORGET TO IMPORT
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Join the Kenshi community on discord to stay in touch with me, other modders,
and fellow fans of the game: https://discord.gg/53uRaT7
113 Comments
Mic613 5 Apr @ 7:51am 
Import save but can't see Ticket Crafting station in building nor in research. Does this mod even work?:steamthumbsdown:
UnboundShadow 22 Nov, 2024 @ 10:28pm 
this mod used to work fine for me but all of a sudden doesn't anymore

my guys wont pick up the changed ticket, they go to the first post then just stand there

same as 'Mahzarin' in the comments below so it's not just me

tried importing, tried changing production speed, nothing seems to make it work

sometimes rebuilding the post will make it work once or twice then they will randomly stop picking up the changed ticket again and stop

sucks, i loved this mod :steamsad:
GuyWithGlasses 11 Feb, 2024 @ 10:18pm 
@Lord Lurk No problem man. I used to mod Fallout 4 in the past so I know how easy it can be to miss these things that won't necessarily turn up when testing :steamsad:

I actually found something else after my last comment though. The run animation attached to the functionalities was causing my guys to sort of...slide between the waypoints when they reached a high athletics skill. No leg movement, just their arms swinging, it was pretty hilarious to look at lol.
I think it might be some kind of bug from a character being told by different sources to do animations on the same body part at the same time (even if they're the same animation), or at least within very quick succession, causing a sort of...cancel out effect maybe? I've seen the same thing happen when miners were left with fast forward on.

Anyway I just removed the run animation from them as a quick fix, but it does make them do that "working" animation in its place. Seems to have stopped the desert ice skating though.
Dosboy 28 Jan, 2024 @ 11:27pm 
@Lord Lurk... as a stand alone mod, I find the research straightforward. Your mod is so good that I can't play without it. :) As part of the mod pack it has a requisite research called "guards" which I haven't been able to find. Wouldn't make sense that it wasn't available until the next tech level. Well, hopefully it will show up somewhere. Need to train athletics and strength w/o micro'ing.
Lord Lurk  [author] 28 Jan, 2024 @ 4:26pm 
@Rob - I did not consider this to be something to even consider during my testing from making the mod, but I will admit that I did stop playing around the time I finished this mod, so I never really had a chance to run into this issue. I'll try to look into it in the following week or two to push an update to address this for the future, thanks for the feedback and the suggestion!
Lord Lurk  [author] 28 Jan, 2024 @ 4:25pm 
@Dosboy - I unfortunately cannot speak of any 'modpacks' and as to what they may have tweaked, as I didn't even know my mod was part of Crovvv's collection whether due to me forgetting or what have you.

I've been contacted a few times about the research requirement causing some confusion, and I plan to just remove the requirement for it entirely when I make the above mentioned tweak as it was mainly something I wanted for myself in the end. Hopefully within the next week or two when I get some time to sit down and re-download everything and work on it. If Crovvv's collection just pulls straight from my mod, then this will update for the modpack as well.
Dosboy 28 Jan, 2024 @ 11:33am 
@Rob, sorry I didn't see your reply. Glad you got it working. I see the mod is included in the "Age of blood and sand" mod overhaul. I have the required tech 2 to research it, but it says I need "guards" research which I can't find anywhere in the research list nor in any included mods. I'm hoping someone here may have the answer. Unfortunately, the modpack is a few years old and not much discussion there. I really need this for my training.
GuyWithGlasses 29 Dec, 2023 @ 7:08am 
I couldn't get it working at first. It felt like the tickets were being produced much too quickly for my game to actually keep up, with the patrol seizing to a halt at the first or second waypoint. I looked at the building functionalities in the fcs and saw that the production multipliers were set to 8, and changed them to 2. After that I had no problems with my patrols :D So if anyone is having the same issue that might fix it for them.

Great mod btw this game really needs this kind of thing.
Shogun15 23 Dec, 2023 @ 11:26am 
@Dosboy - I am also seeing the guards requirement. What did you do to make it work?
Mahzarin 4 Oct, 2023 @ 3:22pm 
Idk why for just some of my guys, they won't pick up the changed ticket and proceed in the patrol.