Kenshi
[Spoons] Complete Overhaul Mod
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Update: 2 Sep, 2018 @ 7:38pm

0.51 update! (Work on vendors, pricing, bug fixes, and balancing)

UC police stations fixed!
Hiver villages now trade much more leather/skins, and some other vendor balances to promote hivers.
Couriers now trade from 50% to 100% more parcels.
Fixed some potential bugs when dealing with vendor money.
Switched all vendor money values to be controlled by custom vendor lists only.
Holy armourer has more variety.
Some vendors have been balanced to stock more items overall.
Vendors have had their total cats for trading rebalanced (mostly much higher, and randomized).
Courier parcels now have more chance to spawn for larger city destinations.
Added gold and silver granules as a chance to spawn on traders at mining areas.
Increased chance to spawn fuel on skeleton bar vendors.
Bolts cost around 50% more to craft, but come with around 50% to 100%+ more charges.
You now get around 70% of materials back when dismantling (instead of 60%).
Minimum lockpick chance to even attempt is now set to 10% (was 5%).
(This is to make lockpicking harder for non theives, and training more important)
Individual pricing for all alcohols and narcotics is now complete!
More work on pricing for economy overhaul (currently 28.7%). (up from 25.1%)
Heng has been shuffled around a little to look better.
Stack has had some buildings wriggled/lowered to fix a pathing bug.
Raw meat has slightly less charges (nutrition).
Campfires can now hold double the ingredients.
Sugary foods and drinks slightly increased in value in HN territory.
Added wood, copper and coal to material caravan traders lists.
Slightly increased average trading money of most vendors.
Efficiency techs now have their own group so it's not as cluttered.
(some under the hood work has been done on casino gambling, and gambling chips have been added.)
(A casino will pop up somewhere in the next few weeks!)
Beehive can be clicked again!

Update: 27 Aug, 2018 @ 9:23am

0.50 update! (Become a hired courier!)

lantern light radius reduced for stealth detection. (it's anti-stealth range was strangely large)
'Safe' has had 4 rows of storage removed, as it's storage window was too big and caused some issues.
Fixed a potential crash at a waystation.
Prisoner Shackles blueprint no longer sold at libraries.
Unarmed damage has been increased by 6%.
Maximum Squads has been increased from 10 to 12.
Carry Weight multiplier slightly reduced.
Wood storage barrel now takes wood to build instead of building materials.
Vendors will no longer sell prototype gear in their shops!
Vendors will now also have a higher chance to spawn better gear.
Fixed admag missing it's custom trade culture.
"Splints" tech type changed to "Medical"
All gate guards now carry lanterns.
All stone mines now have 20% increased production rate.
Raw stone is worth around 15% more, which means building materials will also cost slightly more.
Wood is now worth around 12% more.
Iron and iron products are now worth 5% to 10% more.
Increased town populations slightly.
You can now deliver mail/packages between cities to be rewarded a delivery fee.
Pickup any 'package' from the courier in any city with a bar, and transfer it
to it's destination for double you money back. Good for early-mid game.
Fixed a bug that was blocking some pricing changes.
Medical box renamed to Medic Box.
Food need has been increased. (still much less than vanilla)
(there is also a slider you can use in game to change this value more)
You now use 15% more food.
You now get 10% less nutrition from foods.
Being encumbured burns around 15% more food.
New experimental game starts have new descriptions to match the others.
Honey has had it's weight increased.
Beehives now take 3 days to make each honey (previously 2).
Beehives now take more materials to make.
Beehives now take around 50% longer to build.
New repeatable tech 'Beehive Efficiency' can increase beehive output by up to 125%.
(overall much faster than previously at top tier)
Beehives have a new model, but currently the texture is not working correctly.
Increased chances of "Shady Guy" being in bars by 10% to 20%.
Added chance of "Shady Guy" now spawning in Brink bar.
Added chance of "Shady Guy" now spawning in Drin bar.
Okran's Fist + Shield bars now have a small chance (35%) to spawn "Shady Guy".
Removed Shady Guy spawn chance from swamp village.
Much less chance for gold and silver to be in traders lists.
UC Bar bed hire cost has been reduced to 90c (was 135c).
UC Hospital bed pricing is 155c.
Heng has been reworked! Now has new/expanded buildings/NPC's. (Has vanilla bug no bar squads spawn)
Heft has been reworked! Now has new/expanded buildings/NPC's.
Stoat has been reworked! Now has new/expanded buildings/NPC's.
Stone Camp has been reworked! Now has it's own trade culture, and sells cheap stone/building materials.
Sho-Battai has been reworked! Now has new/expanded buildings/NPC's.
Port South has been reworked! Now has it's own trade culture, and sells cheap stone/building materials.
Bark has been reworked! Now has new/expanded buildings/NPC's.
The following research items removed from library vendor list: (As they are not craftable)
Swamp ninja gear, Empire Samurai Gear, Hack stopper gear, + some shackles I missed.
Some compatibility fixes for the latest Experimental Kenshi update.
Tequila/vodka crafting typo fixed!

Update: 14 Aug, 2018 @ 9:25pm

0.49 update! (repeatable efficiency upgrades)

Each tier of defensive walls now give a larger bonus to turrets sitting on them.
Repeatable tech "Workbench Efficiency" added. Increases workbench speed by 25%. (up to +125%)
Repeatable tech "Book Rebinding Efficiency" added. Increases book rebinding speed by 25%. (up to +125%)
Repeatable tech "Plate Crafting Efficiency" added. Increases auto plate crafter speed by 25%. (up to +125%)
Repeatable tech "Copper Alloys Efficiency" added. Increases alloy crafter speed by 25%. (up to +125%)
Repeatable tech "Steel Efficiency" added. Increases steel crafting speed by 25%. (up to +125%)
Repeatable tech "Chain Efficiency" added. Increases chain sheet crafting speed by 25%. (up to +125%)
Repeatable tech "Leather Efficiency" Increases BOTH leather tanning bench and leather armour crafter (up to +125%)
Repeatable tech "Loom Efficiency" added. Increases all autoloom crafting speed by 25%. (up to +125%)
Repeatable tech "Healing Efficiency" added. Increases healing in all bed types by 25%. (up to +125%)
Repeatable tech "Training Dummy Efficiency" added. Increases training rates on all dummies by 25%. (up to +125%)
Repeatable tech "Well Efficiency" added. Increases the output rates of all wells by 25%. (up to +125%)
Repeatable tech "Hydroponics Efficiency" added. Increases the output rates of hydroponics by 25%. (up to +125%)
Repeatable tech "Biofuel Efficiency" added. Increases the output rates of all biofuels by 25%. (up to +125%)
Repeatable tech "Silo Efficiency" added. Increases the output rates of auto silos/mills by 25%. (up to +125%)
Repeatable tech "Cooking Efficiency" added. Increases the output rates of all cooking by 25%. (up to +125%)
Repeatable tech "Wind Power Efficiency" added. Increases the max output of wind generators by +15 (up to +75)
Repeatable tech "Coal Power Efficiency" added. Increases the max output of coal generators by +11 (up to +55)
Repeatable tech "Fuel Power Efficiency" added. Increases the max output of fuel generators by +17 (up to +85)
Repeatable tech "Electronics Efficiency" added. Increases speed of Auto Electrical Workbench by 25% (up to 125%)

Update: 14 Aug, 2018 @ 8:08am

Very quick change, Bar tender at the hub is no longer named "Bar Shek".

Update: 14 Aug, 2018 @ 7:56am

0.48b quick update!

Now compatible with latest Kenshi Experimental update 0.98.48!
New experimental game starts will work with the mod.

Update: 14 Aug, 2018 @ 7:50am

0.48 quick update!

Robotics storage can now also hold :
[AI cores, CPU units, Generator cores, Grind Machines, Power cores]
Increased priority of police station and barracks spawning in some cities.
Fixed some wording with new traders.
Slightly (10%) less usage of medical supplies at low levels.
(Current bug: sometimes prototype bandanas will be on sale, but they are so bad they are worth 0c)

Update: 12 Aug, 2018 @ 6:02am

0.47 update!

Sugar refinery finally added. I thought I had already done it..
Hivers now let you use their beds for a very good price. (30c)
Hospital bed cost is now 120c (but heals much faster)
Fixed Last Stand's new trade culture.
Cotton is now stored in a barrel. (Much smaller)
You can now hire a bed at Holy Farms for 60c (if you are not hostile).
Fishing piers were removed by a recent Kenshi update, they are now back again.
Prison times reduced, but still much higher than vanilla.
Fixed potential bug with not being able to build iron/copper storage boxes.
Shark has been decorated, expanded, and new shops added.
Bad Teeth has been redesigned, expanded, and new shops added.
Holy Mines redecorated. Now sells cheap ores / slaves.
Holy Mine pricing has been completed. (23.3% total complete)
Holy Farms redecorated. Now has honey.
Holy Farm pricing has been completed. (25.1% total complete)
Holy bars now let you rent beds for 85 cats.
Holy Hospital beds are 135c to hire, but they don't have skeleton beds or adv healing items.
Blister Hill has been redesigned, expanded, and has more shops.
Stack has been expanded, and has more shops.
Holy Military Base decorated, and has more power generation.
Rebrith decorated, and has more power generation.
Okran's Shield expanded and decorated. Also has a weapon shop, hospital, and a bar.
Okran's Fist decorated and shops added.
Narko's Trap decorated and given more power generation.
Fixed any issues with automated buildings not being automatic!
Added Jewellery Strongbox (Jewellery storage) to "Jewellery Crafting" tech.
Heart items are no longer stripped when NPC's / bandits are being arrested.

Update: 7 Aug, 2018 @ 12:15am

0.46 update!

Hive villages now sell drugs!
Hive villages now sell dyes (dyes currently have no use)
Tailors now sell less dyes than before.
New item "Hiver Paste" added as a very cost effective food.
Can't be crafted, only bought at hive villages.
Added "Medical Box" healing item. (Sold at hospitals)
The same as having 10 adv first aid kits, but compact. Is heavy to carry though.
Increased hospital supplies.
Hiver village pricing has been completed. (21.5% total complete)

Update: 6 Aug, 2018 @ 6:11pm

0.45 update!

UI has been correctly updated for the latest experimental changes.
The Hub has been reworked.
Hive vendor list slightly changed. (Lean towards exotic trade goods)
Hive Villages slightly decorated.
Fixed some unenterable buildings - (let me know if I missed any)
Steel bars now also require half a coal each - But steel items are worth slightly more.
Coal / carbon should now always be called coal (or charcoal).
Charcoal maker can now hold more coal and wood.
Harpoon boost tech is repeatable 2 times.
All tech blueprint prices, and book costs to research have been balanced.
All the new weapon type techs now have book costs to research.
Storage for foul raw meat added, available without research.

Update: 5 Aug, 2018 @ 3:35pm

0.44 update!

Squin is reworked (and fixed)
The Great Fortress is reworked (and fixed)
New Kralia is reworked (and fixed)
Admag is reworked (and fixed)
Last Stand is reworked (and fixed)

All areas should now be working as intended.
Please let me know if you find any bugs,
or anything that doesn't look right. Thanks!