Kenshi
Unofficial Kenshi Patch
105 Comments
г.Потужный 3 Oct, 2024 @ 1:22pm 
does this require an import?
killer_klown94 18 Apr, 2024 @ 12:30am 
bs dont work
Cavanoskus 16 Jan, 2024 @ 1:29pm 
@leonardodiasm, use this one instead: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2714086775

It has this entire mod included. :)
leonardodiasm 15 Jan, 2024 @ 4:58pm 
Is this mod still necessary? I am new to the game.
GE0 15 Feb, 2023 @ 4:08pm 
Hey Lyston, just wanted to let you know that your mod has been added to the Unofficial Patches for Kenshi , thanks again!
GE0 5 Feb, 2023 @ 10:41pm 
Thank you very much, I appreciate it!
Lyston  [author] 5 Feb, 2023 @ 9:58pm 
Feel free to use the mod or anything from the mod however you want. It's all pretty self-apparent stuff, so it'd be downright silly to fight "ownership" over any fixes, lol.
GE0 5 Feb, 2023 @ 7:11pm 
Hello Lyston,

I have been working on a compilation patch mod of various author's fixes called the Unofficial Patches for Kenshi , and I was wondering if I may include your mod in this compilation? All credit would go towards you for the fixes you've provided.
Berry 19 Jun, 2022 @ 7:30am 
Does it conflict with Genesis?
iSpoof V3 28 Nov, 2021 @ 10:24pm 
does this mess with any mods or is this safe to download?
♠️ 💗 8 Jun, 2021 @ 5:57pm 
Could you add the World's End power supply problem fix to this mod? In vanilla, World's End runs out of power permanently because there is no wind there (which doubly doesn't make sense as it's on top of a mountain). This mod here fixes it, I think it'd be a good thing to implement in this patch of yours. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1594165947
Teralitha 28 Apr, 2021 @ 11:46am 
Have all these been added to the vnailla game by the devs? I have seen purchasable shacks in the holy mines, so it got me wondering if I need this now...
jmandevel 14 Mar, 2021 @ 10:12am 
A group of moders who have made similar patches such as yours (including me) are trying to collaborate to make a community patch mod. Please accept my friend request.
Endless Serpent 19 Feb, 2021 @ 3:47am 
Hey there, I didn't realise there was another mod that deals with typos lol. If you want, you can download my "Naming Fixes Project" mod, add it to your mods folder and have a look at the typos and naming errors I've found! Feel free to add any changes to your mod :)
Zero 17 Feb, 2021 @ 11:20pm 
I noticed Hooded Empire Noble Guard is named Hooded empire noble guard in game. Seems like a weird typo to me, I didn't see the change in UKP but I might have skimmed over it.
Lyston  [author] 31 Jan, 2021 @ 4:06pm 
@W.R. Winter It's not too trivial at all. Feel free to report any typo you see.
W.R. Winter 31 Jan, 2021 @ 1:37pm 
@Lyston
lol, thanks. only reason the KLR typo stuck out to me was because it was my first masterwork prosthetic. unfortunately that got me into the habit of noticing others, so assuming they're not too trivial I hope you don't mind if I report more of 'em.

the dustcoats have 2 errors: "wierdos" and "sleveless" on the variant.
Lyston  [author] 28 Jan, 2021 @ 9:22pm 
Alright, I removed bread from the Food Store's permitted items list and fixed that little KLR typo while I was at it.
lizardmang 24 Jan, 2021 @ 5:17pm 
I second that bread being allowed in food store feels like more of a tweak than a fix for the reasons Dix Dark mentioned. Great mod though.
Dix Dark 20 Jan, 2021 @ 10:38am 
I have two different people on the jobs(historically developed and it's convenient for me), so it's bread everywhere.

In case with ration packs - it's possible to just queue packs after cubes so there won't be any clutter - the cube will be used right after it is cooked(though I don't even make packs, I'm fine with cubes).

Anyway, as I said, I removed it for myself and don't actually care if it will be removed in UKP, just saying that the bread basket was made for a reason, the same reason why bread wasn't put in food storage list in vanilla.
Lyston  [author] 19 Jan, 2021 @ 9:34pm 
@Dix Dark Just to say, if you put a bread basket down closer to your oven than your food store, your cook will deposit all their bread into the basket instead of the store (until the basket(s) are full). You can also put foodcube production higher in job priority than bread production to make them use the bread instead of stockpiling it. Even if I remove bread, overproduction filling a storage can still happen, like cluttering your food store with foodcubes not allowing you to deposit ration packs in the food store.

Get back to me with your thoughts. Like I said, I'll remove anything from UKP if there's sufficient reason. I haven't had any issues with this myself, since it just takes a little foreplanning in your layout, but an argument can be made that needing to plan for it is already beyond the scope of the mod.
Dix Dark 18 Jan, 2021 @ 3:08pm 
Please remove the bread from Food Store. It wasn't added there in vanilla because it will just clutter the whole barrel and there won't be any other food production that involves bread.
For example, I'm trying to make foodcubes and noticed that I don't have any because my whole food barrel contains only bread, and it is this mod's fault.
The game has bread basket for bread.

Made a little fix for the time being or if the bread stays in UKP - "No Bread in Food Store for UKP"
Lyston  [author] 12 Jan, 2021 @ 12:10am 
@W.R. Winter I see it, lol. I'll definitely fix it, but it's such a tiny thing I'll wait to bundle it with other changes if there are any more.
Lyston  [author] 12 Jan, 2021 @ 12:07am 
@Donut Demon I'm a little late in replying. I know exactly what you're talking about, but pathfinding isn't something I'm comfortably trying to fix. For one, Kenshi's pathfinding is really finicky. Trying to fix one thing often ends up breaking something else, and I might not notice the other broken thing. Secondly, adding pathfinding changes in this mod will mostly likely hurt its compatibility with other mods, especially those big mods that either adjust pathfinding/roads themselves or altered it with new cities. UKP has a really tiny footprint that lets basically anything overwrite it without conflicts or introducing instabilities. I'd like to keep it that way.
W.R. Winter 11 Jan, 2021 @ 10:38pm 
there's a typo in the description for KLR arms (it's instead of its). probably the absolute smallest fix you could make but hey, it's there.
Eochaid 3 Sep, 2020 @ 10:42am 
Could you by any chance fix the absolutely busted pathfinding in the spider factory? If you don't know what I'm talking about, try walking inside of it.
Cavanoskus 27 Aug, 2020 @ 2:02pm 
Thank you for this! Underrated, IMO.

"Removed: blueprints for armors already learned at the research bench (There is a bug related to these armors where their blueprints tell you don't know them, even when you do. Not only do they serve no function, they are misleading for people trying to collect all the recipes)"

Plus the blueprints you added.

Couldn't find a single other mod that did this, and also couldn't find any bug fix patch that didn't also make sweeping balance "tweaks." Thanks again.

On another note, during my search for bug fixes I found this on the Nexus. It's old and I haven't been there in game yet, so I don't know if such a thing is still needed. Do you know about it? https://www.nexusmods.com/kenshi/mods/333
Falcon_BR 20 Aug, 2020 @ 5:03am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1602889027
Mod that I am using that stared with the bug to the cook trying to get bread from the food basket (bread are the last ones) but instead, got sandwich, dumped the sandwich and do it forever, until I manually get bread to them.
Tried to fix it, putting UKP to be the last one to load, crashed once, but now, I think it is fixed.
Lyston  [author] 20 Aug, 2020 @ 12:02am 
@Falcon_BR (pt2) As for "eating all the bread before I can turn them into other food items," that has nothing to do with this mod. In vanilla, if you put your breadbasket in the same spot your recruits will eat all your bread out of your breadbasket before you can turn it into food. Hungry recruits automatically run to the closest food container and eat out of it, whether that's a food store or bread basket. You can solve this by positioning a food store closer to your workers, while your cook has a breadbasket or second food store next to his bread oven, which is a bit further away than your stove's food store. That way recruits grab from the closer food store and leave your bread untouched. I tested this in quite a few ways just to make sure, both vanilla and with UKP. Lastly, remember that "closest" means in a straight line, even through walls. A hungry recruit can run past a food store to a breadbasket if the breadbasket was closest at the start of him moving.
Lyston  [author] 20 Aug, 2020 @ 12:02am 
@Falcon_BR (pt1) I spent the last two hours trying to create any sort of problem with bread. First, I couldn't find a mod called "Double Space" or "Double Space In Storage Items". So I tried "Storage Amount Doubled." With that mod, there were 0 issues or loops with cooks getting bread out of bread baskets, food stores with only bread, or food stores full of all kinds of foods. However, just by what you described, that sounds like a common Kenshi problem regardless of modding. Things in the job system seem to just break, sometimes without any reason.
Falcon_BR 19 Aug, 2020 @ 10:39am 
Those concerns are right, my recruits are eating all the bread before I can turn them into other food itens.
Falcon_BR 19 Aug, 2020 @ 10:29am 
Please, remove bread from food store, it is bugging the game with the mod double space in storage items. Cooks, are in an infinity loop trying to get bread from them, but get other food items instead.
Lyston  [author] 9 Aug, 2020 @ 9:05pm 
@GibblyJibbly I can't. I believe that's related to pathfinding, which modders have no ability to touch.
GibblyJibbly 3 Aug, 2020 @ 8:11pm 
can you fix my characters running around for no reason? like running to the middle of nowhere then running back?
Mavrah 19 Jul, 2020 @ 10:16am 
Okay, that makes sense. As long as we're able to pull ingredients out, that should work fine. Thanks for addressing that concern.
Lyston  [author] 19 Jul, 2020 @ 2:14am 
I already had those concerns in mind, but I'll lay out all the factors and let you decide. Kobura, bread are not permitted in vanilla Food Stores. Mavrah, recruits take food to eat from both Bread Baskets and Food Stores automatically in vanilla. There isn't a functional difference between them in that regard, just whichever is closer to a hungry person. However, the vanilla Food Store has a "NO EMPTYING" tag which means food items put inside cannot be used for cooking. UKP removes the "NO EMPTYING" tag from Food Store because the ingredients for the Ration Pack (Dried Meat & Food Cube) have no other storage container. If cooks can't take them out, Ration Packs can't be made automatically. The reason I believe Bread should be permitted in Food Store is because the barrel is meant to store all edible foods in the game. If you aren't producing food at all and just dropping off a load of foods you bought from a bar, it makes no sense you can put everything there except your bread.
Qobura 18 Jul, 2020 @ 8:42am 
V
And that is what I may have thought about. Lyston it's worth balancing these concerns.
Mavrah 18 Jul, 2020 @ 6:46am 
But the bread baskets as separate containers was supposed to keep people from consuming all your bread while you're trying to cook it into foodcubes or meatwiches, as well as allowing your cooks to grab it as a resource. If you add bread back to food containers it may cause issues when cooking.
Qobura 18 Jul, 2020 @ 6:42am 
that is sweet thank you so much. I wasn't sure if it was intended or not. Without UKP would I have been able to store bread? Just wondering. I've never been magnanimous enough to have both extra bread and storage for it, before :D *new player*
Lyston  [author] 18 Jul, 2020 @ 12:50am 
@Kobura You're right. Bread is not in the vanilla "limit inventory" list of a Food Store. It definitely should be though. I'll push out an update right now for it and another little thing I fixed.
Qobura 17 Jul, 2020 @ 8:05pm 
I can't seem to put bread in food barrels.
FighterMKII 27 May, 2020 @ 1:56am 
Have you considered sending your edits to the devs so they can implement it in the game legit?
Lyston  [author] 15 Mar, 2020 @ 11:32pm 
@TheyCallMeVinny They should be perfectly fine together. Just put UKP above GenMod in the load order, so it's changes overwrite this mod's. UKP doesn't depend on anything but vanilla and is designed to be overwritten by things that change vanilla.
TheyCallMeVincenzo 15 Mar, 2020 @ 7:22am 
What type of compatibility does this have with Gen Mod? Would it crash?
Lyston  [author] 11 Mar, 2020 @ 11:32pm 
@Kaniel Alright, it's live now. Hack Stoppers are at Great Library, Sleeveless Dustcoat can only by found at Scrapyard like the regular Dustcoat blueprint.
Lyston  [author] 9 Mar, 2020 @ 7:47am 
@Kaniel Yeah, I'll give it a look. Where to put them is the question though. Might just be Great Library.
Mak 17 Feb, 2020 @ 9:25am 
@Lyston ah no worries it's weird. sometimes the building lets me in and other times it doesnt. I tried to use shift+f11 and fix buildings but it doesn't work on this one. It was a destroyed building in the hub so I wonder if that has something to with it idk.

I just locked the building up and I hope my characters avoid going there
Lyston  [author] 16 Feb, 2020 @ 9:30pm 
@PavelDuckSoup Sorry, I've never experienced anything like that modded or unmodded. The only thing I can tell you is that UKP doesn't touch any buildings whether it's the mesh, collision, or functionality. While I can safely say this mod wouldn't cause a problem like you described, neither will UKP fix that problem.
Gary demonic 16 Feb, 2020 @ 6:08pm 
Yeah, don't worry about the skin peeler problem Lyston. I looked into it too. apparently it's hard coded in. Unless Lo-Fi fixes it on their end it's not going to happen. thanks for trying though.