Kenshi
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Winds for Stormy Deadlands
   
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8 Jan, 2019 @ 4:06am
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Winds for Stormy Deadlands

Description
Tiny Tweaks: Winds for Stormy Deadlands

Threre is a permanent Acid Storm going on in the Deadlands area, however there are absolutely no winds there in the unmodded game.
In my view it does influence the immersion factor when playing there, especially when one uses Wind Turbines and observing they do not move one bit.

Mod simply adds winds layer of warrying factor to the permanent acid storm already present there.

The main reason behind the Tiny Tweaks series is to offer small and modular improvements to the gameplay without affecting the general diffuclty too much or disturbing the vanilla cities feel. Players can decide which modules they wish present in their game.

Import is REQUIRED

This mod REQUIRES a savegame import.
10 Comments
nidaren  [author] 30 Jun @ 10:14am 
I would need to look into it, no idea if that is possible in the current modkit
Milk_Bottle12 30 Jun @ 8:14am 
could you please add more poison gas?
Ibram Gaunt 17 Dec, 2023 @ 9:11pm 
You know what else i want? I want to add in poison gas clouds and twisters of FIRE into the deadlands as well without messing with the acid rain
shadowsknight5 3 May, 2023 @ 11:33pm 
This mod is great i always found it really weird that Deadlands had no winds even though the Tech Hunter notes entry for it specifically says to look out for "twisters", implying strong winds
Da_Sub 1 May, 2021 @ 3:29am 
Exactly what i was looking for. It made no sense to me that there was zero wind somewhere there is a permanent storm.
nidaren  [author] 25 Jan, 2019 @ 11:57pm 
My pleasure, I have more wind layers to add to other regions too.
CS_Dark 25 Jan, 2019 @ 10:33pm 
I have added this mod to my collection "Komrad's Kenshi Kollection" for the great addition to gameplay it provides, thank you to your contribution to this community and for keeping this great game fresh and interesting.
Lovely 20 Jan, 2019 @ 2:34pm 
Pits East has very little wind (Has wind but little of it), it would make so much more sense with it being on the coast of a massive ocean that it would get tons of wind coming through. I'm not sure if everyone coastal zone ingame acts like this but I was pretty disappointed considering farming is impossible there without hydroponics so two fuel options are almost entirely eliminated save for the 2mph winds you get.
nidaren  [author] 20 Jan, 2019 @ 12:54pm 
Sure, why not. Let me know which one make logical sense to have detectable winds.
Lovely 20 Jan, 2019 @ 12:33pm 
Would you be willing to look into adding winds to more regions like Pits East and whatnot?