Kenshi
Desolate Farming (In Development)
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Update: 6 Apr, 2018 @ 2:32pm

Changes: Forage Pine Cone:

New decorative saplings were placed within the plot. It is possible for you to build other objects on the edge of the foraging plot. Basically I tightened the no build zone to be more snug to the barrel and allow for more player creativity.

You can be creative placing things like stools or benches as a makeshift park if you wanted to. During testing I was able to plant functional pine trees (for needle collection) inside the boundaries of the fence to save space. Might be kinda fun if people want to make a thicker looking forest. ~Cheers.

Added new research rank:

Forestry II to rank 4 research.

You can now plant "Juvenile pine trees" which provide shelter from acid rain, as well as remain a source of pine needles which can be collected and turned into medicinal tea. Expect some tweakes (minor improved production rates) very soon.

Now that the models looks good for juvenile trees, and everyhing seems functional with the foraging plots I can repeat the process and create Forage Pine Cone : Rank 2 (with larger trees) and improve production rates with a higher rank of foraging plot. This shouldn't take long to complete.

Update: 6 Apr, 2018 @ 11:22am

Cleaned up Research by creating a "Foraging" category.

Moved Desolate Foresty, and Foraging Pine Cones, and future unlreleased Foraging Mushrooms here.

Foraging and Forestry activities will grant perception skill instead of farming or labouring skills.

Adjusted the research requirmentst to be in line with the information on the front page mod description. Previously they had been ungated for testing reasons.

Update: 3 Apr, 2018 @ 10:58am

Added: Empty Grog Can to Barmans inventory. This should solve any issues with the game not spawning enough empty grog cans. Now you can just purchase one if your running into issues finding them.

Update: 3 Apr, 2018 @ 10:49am

Adjusted all research to show up under the farming category. (For now)

Update: 1 Apr, 2018 @ 6:36pm

(Not joking) I am going to be experimenting with some of the items and making them look better. (You might see some changes with the pine cone foraging plots.)

Blender work has begun for the Rock Carrots.

https://twitter.com/CuteBeaver2/status/981340614028505088

Update: 28 Mar, 2018 @ 12:22am

Added new item Pine Barrel into T3 Research: Desolate Forestry.

Added new icon art for "pine needles" and "pine needle tea."

Pine Needle Tea:

I am unhappy with the current item functionality of Pine Needle Tea. Unfortunatly there is no way to adjust the animation or limit the "tea" to only be used by the player holding it. I never intended for it to be an "in combat item" . Most likely I will end up making a new 3D object in blender, and then, using pine needle tea as a "fuel" source for that new object (tea pot) to do what I had originally planned.

Unfortunatly there are no tea-pots and nothing convincing enough I can use right now to make the changes id like. I did consider using the survival pot, however its functionality had already been assigned to cooking. When I tried to make it do both tasks it simply broke.

Anyway: The goal for the tea was to assist and improve the healing rate above the normal campbed...

I would like to have your troops gather around the teapot, while the building is "being powered by tea" they will be healed significantly. Basically use this after combat - as a regeneration technique which is less tedious then making a row of campbeds and more effective for a group of people.

For now just enjoy the tea, as a simplistic, low grade, British... first aid kit.

Update: 26 Mar, 2018 @ 11:09pm

Added new Icon art for "Pine Cone" and "Roasted Pine Nuts".

You can get these items at tech level 2 under Desolate Foraging. You can cook the nuts on the improved stove or the survival pot after learning Desolate Cooking II

Reduced the size of the Rock Carrot Plant to be a little bit smaller.

Update: 26 Mar, 2018 @ 4:31pm

Finished work on appearance of Pine Trees as a "building".

Pine Trees are intended to be heavy time sinks that allow for adaptation to the Deadlands Biome. Even small trees will help you complete advanced cooking and other production recipes. Because its currently impossible to use normal farm mechanics in the "Dead" Biome. I was forced to find a creative "upgrade" solution.

I added a bonus to encouage players "upgrade" the trees instead just building better and better versions when they learned more reasearch. I want you to build pine saplings from scratch. I intend to have each tree offer something unique, a choice to the player, you may just find yourself having a mix of trees ideally. To begin constructing one Pine Sapling it will take only 5 Kenshi hours to complete the project. To upgrade from a Sapling to a Juvenile takes an aditonal +10 hours. While it might sound harsh, if you were to skip this process and you would spend 20 hours constructing a "Juvenile" from scratch. By "growing" the tree manually to a sapling first, and then upgrading it, you save yourself a considerable chunk of time..

Here are the exact numbers to save you the trouble of doing math.

Sapling (5 Hours) --->UPGRADE + 10H = Juvenile ( 20H) --->Upgrade + 20H = Mature Pine Tree (60H)
In Game Time Saved using upgrades : (5 hours) (40 hours) = 45 hours total saved.

Pine trees are going to have some pretty powerful features. So its worth the time investment to create them. They are a bit of a game changer and I didn't want players to just plunk down hundreds of them. Time is money in Kenshi and it seemed like a powerful currency players could trade for these trees. Constructing them in the harshest Biome with non stop acid rain should prove to be an interesting goal.

Please keep in mind too many treees could actually cause performance issues. So this is another reason why I made them very time consuming to get. If the trees were too easy to create and spammable you might end up slowing down your game. You will also notice i turned down their foliage render distance to slightly lower then normal just incase someone is absolutely determined to make their own forest somewhere XD. There are warnings about this on the foilage file settings, so I am just being cautious.

You will be able to "grow" Pine Trees by constructing them from Pine Cones. You can get Pine Cones from a new Foraging Skill which is unlocked very early Tech 2 Research. This should be finished in the functional version tomorrow. It wont have icon art yet, but it will work. The animations and files behave correctly all thats missing is the "Roasted Pine Nuts" recipe. This will be my main focus on the 27th.

Desolate Cooking II: Lost Boiled Meat (This was moved to Rank 1) and instead gained "Roasted Pine Nuts" recipe. Easy swap. All the other items remain. You can create the Roasted Pine Nuts using the new and Improved Stove. If you have a default Cooking Stove just hit the [UPGRADE] option on the left and the stove turn into the mod friendly version. You can cook all normal stove top recipes on it too. However just like the survival pot, your going to need an Empty Grog Can to complete the transformation.


Update: 26 Mar, 2018 @ 3:04pm

Results After testing the mod North of Blister Hills:

1) Rock Carrots/Boiled Rock Carrots alone kept a small outpost fed enough to maintain light activity. Vastly more difficult with Realistic Hunger Mod installed. Frankly thats fine as long as its possible I'm going to just leave things as they are.

2) Automatic AI behaviour when it came to cooking or general labour like mining ore, needed higher quality food to function well. At some point the base would essentially become dysfunctional to a degree it wasn't viable (especially when testing with RHM). The AI bugs recently experienced on experimental also drove that point home. While mathmatically its possible to survive on Rock Carrots alone the derpy AI was driving me bonkers and it wasn't enjoyable. I found myself speeding through research and upgrading the bench as fast as possible until I could get my hands on additonal food sources. Temptation was high to make a food run Blister Hills.

3) My friend who had a more violent / hunting playstyle, roamed around a ton during his early days. He struggled later on to get his farms running to the degree necessary to support his party. However he obtained an ample supply of foul meat. Unfortunatly he "starved it out" until researching boiled meat. Then poof - all of his problems vanished and he got control of the food situation.

Conclusion:

Clearly the soltuion was to make Boiled Meat available sooner so he wasn't punished as badly as those who chose to settle down and set farms up quickly. The testing encouraged me to do a shuffle of the Research Tree to be a bit more forgiving. I am currently in the process of adding an "effort" based food you can "forage" and collect. Wonky mechanics aside it should allow you to designate manpower to produce food and allow for some of that flexibility newer players need.


Rock Carrots are still going to remain passive production food source. Something which rewards forward thinkingand placement for their maximum production rate. Thats something I insist on keeping. Going forward I will be using Rock Carrots at higher tech levels in soups to grant higher quality foods which should alieviate issue experienced with really derpy Kenshi AI choices.

Finally I am finished artwork for a new source of food which will be tied in nicely. It will be "technology and production" based" instead of based on effort or manpower alone. I wager thats a happy balance between good planning, effort, and having a well organized squad invested in proper food production and unit skill.

This three teird approach is the direction I am taking in terms of food production. (Time / Planning) (Effort / Manpower) (Research / Production Based) The testing showed me clearly one size doesn't fit all when it comes to food production with so many variables such as base design / location and playstyles. Hopefully this makes sense why I have re-arranged the recipes a little bit. It should be more enjoyable this way for more people. :)

Update: 25 Mar, 2018 @ 5:46pm

Added: Improved Stove to Research Desolate Cooking II

Thank you Shanghai Teahouse for the suggestion <3 This solves an issue I was having with new recipes - which simply could not be done realistically in a cooking pot alone. Much better to have both an indoor / outdoor options.

The Improved Stove visually just has a cooking pot shoved on top of it. Either way you can do all the normal cooking recipes (when unlocked through research) in addition to all the desolate recipes. Improved Stove does require an empty grog can for the upgrade. You can upgrade the normal stove using the bottom left side panel and click [Upgrade Item].