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So you can still get pathfinding failures with this if you lay down alot of buildings and storage sheds. Refer to the troubleshooting above. Also, to avoid issues at the very start, don't lay them down on top of the main pathfinding roads (these are roads the characters and spawned squads gravitate towards/walk on) - you can see these if you click ctrl-shift-F11 and if I recall correctly, if you look at the road tab, these while be outlined as either yellow or faintly white. On the map itself, at times you will notice the characters running/walking over faintly coloured path compared to the rest of the ground if going a through several area (this is another way of identifying them).
Thanks for mentioning that. I will add a troubleshooting guide in that respect - I guess some recent update may have affected how this mod operates. In the future, once Kenshi is updated with a new engine I will remake the mod (or rather, make it from scratch as I lost it from a computer crash).
What I did to fix the problem was manually delete a few sheds at a time and reload.Later found out that you don't need to reload to fix the problem.
All you need to do is delete one shed at a time until you find the one causing the problem and just move it :)
The mod on its own cannot affect your gates (it copies the same vanilla buildings but allows it to store stuff). Building a significant number of buildings, including from this mod, can affect the gates, as the game suffers a bit from pathfinding issues, particularly if you compact buildings too much. Apply ctrl+shift+F11 and select regenerate mesh, should fix the issue.
i was only going to use it for mod testing/balance/fixing purposes, honest :)
May want to ask over on the forums, maybe some improvements have occurred since I last played and you can get those specific items. Good luck and don't go lose yourself playing in god mode :)
for example, i could choose from a list of mines to make and place, but the item spawn would only seem to drop 1 item, at random :) piece of bread, iron plate, jug of water etc but no way to specify?
Just some troubleshooting here, did you build some sheds near gate? If so, as bk3000 says (or said in the past), you may need to apply ctrl+shift+F11 (did some digging in the comments - you will need to select something that says regenerate mesh). It is a common issue when you have some buildings/containers set to closely/packed to each other, causes pathfinding bugs which leads to... interesting results (ineffective gates are not the only issues - ignored walls/buildings are another). Thought that this recurring issue was fixed in the game.
Also, this mod does not modify gates, so I would be surprised it would have an effect. It creates standalone outside containers (to avoid the need for fixing after each update); these are equal to the vanilla containers you can erect outside buildings.
If anyone else has the same issue as Klutz, can give a heads up. Been awhile since I have last played (3 years ago), so I haven't kept up with any changes since then.
Been a while since I played, it was
<shift> + <F11> that you probably need,
if I remember correctly.
i did read on another mod, about a problem with gates (possibly needing an import) but i would make a backup save first just in case, since importing can reset some things, including losing any raiders you have on poles etc
Usually if you would assign a task, like say farming, they can haul the farm harvest automatically to the shed, no requirement for the autohaul. Similar for those that require to use the product later. It is recommended to assign one character to a single kind of task (so one person assigned to work 5 farms, example), as the vanilla game can result in glitches with multiple jobs. There is a glitch in the game if they don't have enough inventory room, they may freeze like that (has been a while since I played, so there could be new ones). To get around these, I normally assign each one with a backpack (can be small but the kind that stacks, the orange kind). You can also assign a person to autohaul to the shed from the farms too, can reduce such glitches. Pathfinding is another glitch, can find the fix in the comments here.
You mention you use other mods. These sheds are for vanilla items, so may want to look around if someone adapted these to other mods materials.
in my current game (with lots of mods from the Blood and Sand s collection, including GenMod), i have a lot of small storage items all over the place, and sometimes struggle with having enough room to put them etc... but each box is for 1 item...
can i use this mod, to make 1 Farming shed, and anything to do with farming crops, goes inside it? (does it also include modded farming items?)
for example, anything i can plant as a farm (or harvest from a farm), would auto haul into the farm shed? (what happens to the existing Hemp barrel or Cotton Barrel i already have, do i need to remove it)?
when i tried making 2 boxes before, for Iron plates, an Engineer got stuck picking up 2 plates, and dropping them back into the box over and over :) (that was without this mod yet)
I had overlooked the group of assets.
Thanks for the very quick reply.
Has been awhile since I have last played Kenshi, much less opened this mod, but the decorations are seperately added in the build menu. From there you can access those decorations, which can be put on the shed itself (with some improvisation) or on the ground. Was originally a project I had in mind, but was a little too complicated and time consuming to add (created through the use of vanilla objects by alot of trial and error). You could probably use the developer mode to add them to it too, but the issue will be to remove them if using developer mode, like say you decide to move/delete a shed. Not something I ever attempted.
"(you can put some of these decorations on the roofs of these storage sheds)"
Does this mean that I can use the developer mode to decorate it?
Not sure of the Genesis (haven't played in a long while) but this mod is using stand-alone vanilla files, as modified from the forgotten buildings (so uses vanilla file components for the mod). So if you have access to the regular vanilla shed, then you should have access to this too.
I am thinking it is as bk3000 says, just download and use. If issues arise, maybe check with them to see if that patch should solve the issue in using this mod.
I don't think any of that is relevant to this mod. You can simply use it.
From what I recall, there is some kind of setting (can be searched in the previous comments, shift+ F12 to get to that setting? Don't recall exactly?) that helps reset and recalculate the pathfinding. Any hiccups in delivery to and from the sheds is caused by putting many new structures in the same area, which distort the pathfinding. Importing won't help with fixing the pathfinding unfortunately. Hope this helps.
Yes, just need to add the building as a task for hauling, they will automatically haul it to the shed.
Can we give jobs to our people to fill up the sheds?
If someone is crafting something, do they automatically store it in the shed?
Hope this helps.
first of all make you sure you check out our sponsors at Skillshare.
Second, it was my not paying attention. I hadn't realized you could've scrolled through the different storage types with the left and right arrows
No worries, you are not. The building itself is found in "Storage Sheds: Basic Building Materials", just need to sort through them. What you are accessing is "Storage Shed Assets: Basic Building Materials". That was some leftover decorations that were abandoned, as the game is too glitchy to place such assets (it also uses more of your computer resources).
I am uncertain about the building material being mislabeled as Copper, unless some update has broken it (was finalized last year ). I would have gotten a lot of comments about it otherwise.
Am I missing the Building Material storage? Also there's a typo where it says Building Material but is actually for Copper.
There is one called Building Material Asset and it's just three boxes but don't have an inventory
Got an ultra-mecha-robobeep running books from mongrel, wowee RIP all my cats
Don't have a library shed, though you can throw them in the general shed, it will hold 500x of each item that fits in the space provided (I recall it was 6 x 6)
Got all these books and nowhere to hold em, son.
Sounds good Nox Echo. If anything, I will add a link for people that use that mod to. Give my thanks to the mod maker!
Are you referring to the "storage sheds" mod or the "All foods and indoor farming" mod? I don't know what you mean by gristle flap recipe, as the storage shed does not have stoves. But the food mod does, only I don't think it adds a recipe, it adds stoves that make a single type of food.
And the problem with the dirt is that the foundation will pull the shed into the dirt, so there is a limit for lifting it (uncertain what the developers put it for).
you build the platform where you want your new base and place buildings and stuff on it, storage sheds cant be placed on it for some reason, theres a few other things that cant be placed on it, ill leave a comment for the creator as well to see what they can do.
also the sheds hitbox sinks into the dirt, ive tried raising them above it but sometimes i get stuck with the roof of it visible.