Kenshi
Campsite Sitting Rug
29 Comments
jbra1  [author] 13 Jul, 2022 @ 12:15am 
HI ALL:

The "Interior Design" dependency issue has been resolved. This mod now works all on its lonesome.

It seems with Interior Design, Shidan did a whole bunch of clean up work properly assigning the collision meshes in the game files to materials that in Vanilla, the devs never got around to assign. One of those materials composed this rug. It didn't have it's collision assigned in Vanilla (despite having one in the game files), that's why you couldn't click it. Fixed now!
The Son of Suns 8 Feb, 2020 @ 2:20am 
Okay, so it works, but as jbra1 said, you must have the Interior mod installed, but after this, move the sitting rug mod ABOVE the interior mod in your load order. Then after that import your game. This is what I did to get it to work. Hope this helps whoever is reading this in the future. :cactusrum:
The Son of Suns 8 Feb, 2020 @ 2:14am 
Doesn't work even with the interior mod. Strange. Thank you for your efforts regardless however though!
jbra1  [author] 16 Dec, 2019 @ 2:14am 
@Gremlinman29 Yeah, that's a quirk. When the AI is in a 'town' they will sit facing the nearest camp fire. When they are in the wilds, they'll sit in a default direction based on the placement. Just rotate the placement when dropping the rugs, they'll sit in different directions then. Usually I put them around a campfire, so reason if I place one on one side, I'll rotate it 180 for the opposite side. Then, either way, one faces the fire, and the other faces out, 'keeping watch'.
Tonota 13 Dec, 2019 @ 9:00pm 
I´m able to sit but all my characters sit in the same direction :c
LittleSister 13 Jul, 2019 @ 11:30am 
@sEver same problem here
jbra1  [author] 6 Jan, 2019 @ 3:51am 
@sEever, for some reason I can't work out, it requires the mod 'Interior Design' to work. So, quick fix is to grab that mod. Long, solid fix is to wait for me to finally have time to get back into this and work out what's going wrong. I recommend the former :P
sEver 4 Jan, 2019 @ 9:17pm 
So I subbed this today, built few carpets and wasn't able to sit on them. Can anyone confirm?
jbra1  [author] 28 Nov, 2018 @ 10:03pm 
Updated to hopefully remove the dependency on 'interior design', but haven't tested it yet. Will do this evening.
Dark Nemesis 24 Nov, 2018 @ 9:36pm 
Hey @jbra1 I just did some more testing when I saw your coment and I got results :steamhappy: @Calheb was right you accidentally introduced a dependancy on another mod and you were right, it was "Interior Design". I remembered that I had "Interior Desigh" but I just don't tend to have it enabled since I don't use it and I try to keep my mods to a min, but anyway I enabled it and imported my game and then just threw some rugs down (I'm in the "Gut" biome just so you know) and it worked just fine. I also had some guys in "Venge" so I tested it there as well I it worked fine. So yeah your mod requires "Interior Design" to work.
jbra1  [author] 24 Nov, 2018 @ 4:28pm 
@Calheb & @DarkNemesis. Thanks for the testing guys. Sorry been dealing with RL stuff. I think, Calheb, you have got it~ I think I might have accidentally introduced a dependency on another mod (probably 'interior design') when I was playing around trying to get forced directionality on it. I'll clean that up this week and reupload! Thanks again!
Dark Nemesis 24 Nov, 2018 @ 12:04pm 
I have the same problem as @Calheb. Once I have quit the build menu after placing the rug I cannot interact with it at all. I have been in many biomes when I tried using it, the main ones being "The Great Desert", "The Swamp", "Gut" and "The Hub" and all it's surrounding lands/biomes. Every time it is the same, doesn't work.
Calheb 28 Oct, 2018 @ 10:41pm 
Ok i have made a few tests:

- Moved it to bottom of mod list - Same problem
- Disabled every mod except this one - Still no luck
- Verified game files (4 files redownloaded), relaunch with this mod alone - Same
- Unsubscribed and resubscribed to this mod - Same

In every test i just started as wanderer (fresh start every time, closed the game after every test) and walked to the west of the hub until i can build in a level terrain, laying multiple mats. So it should be easy to reproduce.

Maybe instead of other mods making this one not work it's the opposite and this mod needs another one to work :steamsad:
jbra1  [author] 26 Oct, 2018 @ 3:19am 
@Calheb, that's weird. I've had that happen on rare occasions where the precise spot the rug must have clipped under the ground, but the one next to it, and all the others, are then fine. Maybe 1/50 rug placements have the problem. Couple of questions to help me troubleshoot: What biome are you trying it in? And can you try loading it to the bottom of your Mod load order next time you play and give it a shot? If it's glitching out every time, just want to make sure it's not a mod conflict, and find the spot in game so I can reproduce it for fixing. Thanks!
Calheb 25 Oct, 2018 @ 9:29pm 
I can't make this mod work. I lay the rug near my campfire but as soon as i leave "build mode" I can't interact with it anymore, my characters can't sit on it or dismantle it, and i can not select in with left-click (I have used shift+F12 to delete the rugs).

I'm currently playing in the stable version of the game. Is it supposed to work in this version?

I would like very much if i can get this working, will add a lot to the game mood :steamhappy:
jbra1  [author] 23 Sep, 2018 @ 2:34am 
@Dagsdags Enjoy!
Dagsdags 23 Sep, 2018 @ 1:31am 
It's working now. Much appreciated man!
jbra1  [author] 22 Sep, 2018 @ 6:36pm 
@Dagsdags did you use the Freedom Seekers start? I just realized with that start it might not appear, have fixed that now. Ditto with modded starts if they mess with the default starting research. Take a look now. It shouldn't even require an import.
Dagsdags 22 Sep, 2018 @ 2:55pm 
Do you need a blueprint? It's not showing up under camping
Bragdras 20 Sep, 2018 @ 9:32am 
Awesome thanks, yeah adding an arrow would be a neat little addition
jbra1  [author] 20 Sep, 2018 @ 9:30am 
@Bragdras shouldn't effect hunger any more than any other seat. Facing direction is a little glitchy. When I first made it the game was coded such that characters would 'prefer' facing the nearest fire. That seems to have been patched out, so they now have a direction, it's just not indicated, you've got 50/50. I might update with an arrow. I haven't tried them in settlements (characters only auto sit within settlement bounds) but technically it should work - there's no difference between sitting pillows data wise. The rug was never intended as a replacement for other furniture (hence why its free) - just a thing to throw down for the night when you're bushwhacking. Rough and ready.
Bragdras 20 Sep, 2018 @ 8:25am 
Also if not already the case, you could probably make it function like benches and other sitting objects so that the AI automatically rests when there's a lul in their job list.
Bragdras 20 Sep, 2018 @ 8:24am 
Question, does it properly affect hunger rates? There was a mod that basically added guard rugs to make your character stand up, but I couldn't use it because it basically reduced their hunger rates to 0, meaning they never needed to eat when on guard duty, thus my question for your mod.

Also will characters always face the same direction, and if yes is there an arrow to indicate its direction when building?
oi__io 19 Sep, 2018 @ 10:32pm 
I see. Well, if it is not possible to add nodes to the campfire I think another option is to add carpets and sitting pillow mesh models around the campfire in Blender and save it as individual parts of the campfire so that you can still use the campfire as campfire and randomize the carpets/sitting pillow parts when you build the campfire in game but that seriously over complicate things. LOL

I'm interested in exploring the possibility though. Might give it a try for my modder's resource. :D
jbra1  [author] 19 Sep, 2018 @ 6:54pm 
@oi__io, hmm. My guess is going to be that that's not possible. Currently workers are stations can find their positions anywhere around the machine, with a big no-clipping mask in the middle. To make that would require a new model, and then create a no-clipping mask around the fire - which I guess makes sense, but it would mean people could make walls out of free campfires to direct enemies. The fact the Dev's haven't implemented that with bar tables and chairs makes me think there is some wonky consequences. Besides, roasting some goat meat over the fire increases the vibe!
jbra1  [author] 19 Sep, 2018 @ 6:50pm 
@jandekhoss and @Boneman - thanks! I made this a while back because I always stopped and set up camp at night when travelling - the Darker Nights mod made it a necessity. Kind of bugged me having everyone just standing by a campfire.
oi__io 19 Sep, 2018 @ 7:46am 
I have a question: is it possible to let's say duplicate the campfire, add 4 or 5 different nodes at specific angles to it and change the function of the campfire from cooking to sitting on the floor? That way when you craft that specific campfire, it'll automatically comes with 4 or 5 assignable sitting spot surrounding it without the need to craft individual rugs.

It would be awesome if that is possible. :D
CattleGrove 19 Sep, 2018 @ 12:26am 
Oh this is awesome thank you
Koraxious 18 Sep, 2018 @ 9:02pm 
Most immersive Kenshi mod of 2018. 5/5