Kenshi
Rusted House(s)
42 Comments
GURIZZLI 6 Feb, 2022 @ 6:16pm 
is the mod still good to use ?
Amok Harvest 13 Sep, 2021 @ 12:17pm 
Thanks appreciated :-)
four_feet_magic_monkey  [author] 13 Sep, 2021 @ 12:01pm 
@Amok Harvest - These models (and any other Kenshi mod assets I've made) are free to use by anyone in any Kenshi mod as long as credit is given.
Amok Harvest 12 Sep, 2021 @ 11:54pm 
Hey four_feet_magic_monkey - I'm the author of Kenshi Odyssey and I've been playtesting your assets. I'm contacting you because I've finally found a place where they work out really well on the map redesigns, and I'd like to include these buildings in the final release of this overhaul. All credit is given to authors, and I'm happy to work with you to ensure you get properly recognized for your work.

You can check out the project here.

https://www.facebook.com/kenshiodyssey/

If you have any questions at all or want to chat, hit me up on Discord. AmokHarvest#4416
Draco 30 May, 2021 @ 1:54am 
Mod total buggy, Häuser werden nicht gebaut,
Zerg_115 16 Apr, 2021 @ 7:26am 
four_feet_magic_monkey - Thanks!
four_feet_magic_monkey  [author] 14 Apr, 2021 @ 11:11am 
@Zerg_115 the Feudal theme dome 'skin' is added as a new building (the one with the blue geo dome) it uses the same model as the rusty dome with a different texture. Each of the rusty buildings has a Feudal counterpart which is effectively just a new skin but added as a new building in the build menu. I cant actually remember where I added it in the craft menu you may have to place it in free build.
Zerg_115 11 Apr, 2021 @ 5:19am 
Dear Author, this MOD. In the last update, you write that you added a new skin for the Added Feudal Bio-Dome, I downloaded your mod, but the skin of this house is only rusty. What is the problem? P.S. Sorry for my English. I wrote it using GOOGLE.
Wertologist 27 Jan, 2021 @ 10:30pm 
There seems to be a pathing glitch with both versions of the shrine. Nobody can enter the door. They can go up the stairs, but they can't walk through the door. Tried replacing the building and moving it, but no luck. That building just doesn't work properly. You can go on the outside of it, but just not in
Rusted Cake 20 Jan, 2021 @ 9:10am 
@four_feet_magic_monkey The issue is not unique to your mod & is likely a flaw with Kenshi or the modding community's understanding of how structures work.
I have had the same complication as theRejected7 in the past, but with some specific structures from other mods. 1 of the structures used to not have this issue.
I too don't know what causes it.
Said issue does seem to be rare but when it occurs it can be save ruining.
(Lost a entire cannibal play through to it once.)
Best advice is if using mod related structures, have more than 1 save ready.
This way when building of any modded structures is complete you can have a backup in case the base results in crashing.
Do note a base that has modded structures could cause crashing if the zone it is in is loaded at any point. (Likely something to do with loading said structures into the world.)
four_feet_magic_monkey  [author] 20 Dec, 2020 @ 7:08pm 
@theRejected7 - Unfortunately making these was a bit of guess work, as they are its better to place them from the editor menu since there is a high probability they will glitch on initial placement. You may need to try a few different placements until they working properly. Honestly I just cant figure out what they are missing to be stable and very few people have managed to even make custom buildings for kenshi so there is nothing I can really reference to help solve the issues.
WindUpHero7 20 Dec, 2020 @ 11:40am 
Having issues with the buildings where, once placed in construction mode, most of the time characters cannot actually start building them. More critically, once I got a character to actually start construction on one, the game immediately crashed
Jäger 13 Dec, 2020 @ 9:59am 
Looks promising. Added to my fav's and watching your progress. Nice work.
CyberBatty7 8 Nov, 2020 @ 9:10am 
How about a placeable greenhouse?
Kindrad 28 Oct, 2020 @ 11:22pm 
@four_feet_magic_monkey

igabod made me aware of your mod just today. So sorry if a bit late.

I've been working on some .xml collision file export scripts. Currently the scripts are in Unity and allow exportation of Unity physics colliders for a gameobject and it's children to the physx xml format kenshi uses.

ATM it properly (mostly) exports Box, Sphere, Capsule, Mesh, and Complex colliders.
Convex are still a WiP
I am looking into porting it to the Blender IO plugin though that's at least a few days off from now.

Anyways, I 've been posting my progress on the Kenshi Discord and hopefully will have something usable for modding within a couple weeks.

Thought I'd share.
SaltyDog 18 Oct, 2020 @ 7:36am 
The mod does not work. I'm only able to build the rusty Dome, the other ones once placed, cannot be build. my character cannot put building materials in these buildings...
four_feet_magic_monkey  [author] 11 Oct, 2020 @ 7:13am 
That said, I will keep trying to perfect them for full use
four_feet_magic_monkey  [author] 11 Oct, 2020 @ 7:12am 
Its frustrating that all they don't work perfectly. Figuring out how to make them at all was a nightmare with all the instabilities. I think they are still very usable tho, if I cant build something in them it goes somewhere else. But I am using them as static buildings for an npc town so I'm not always getting all the errors everyone else is because Im not using them for their full function.
theigabod 11 Oct, 2020 @ 7:05am 
the only custom houses I know of on the workshop are the Azuchi buildings. Maybe you can look at how those are done for a little guidance. I personally haven't tried to make custom buildings before and know nothing about using blender. So I'm afraid I can't help on this one. I hope you figure it out though. These buildings look great.
four_feet_magic_monkey  [author] 11 Oct, 2020 @ 7:03am 
@Harkie - As for the crafting benches I'm at a loss, some buildings they work others they don't but essentially all the buildings are the same, They use a trigger volume to determine the internal space which is set to exactly the internal space of the model like all the stock buildings so they should all work in every building. But they don't, some things work in the dome that don't work in the houses and vice versa. I'm going to try and make them more stable but it might take a while since none of these bugs are 100% common to all but the implementation of each building is identical.
four_feet_magic_monkey  [author] 11 Oct, 2020 @ 7:02am 
@Harkie - There have been several weird bugs with crafting benches and placement affecting pathfinding, Honestly I havn't found any reference material about adding custom houses so I'm flying blind a bit. There are several settings I can play with but they don't seem to make things change in a way that would affect the issues. All I know for sure is that the pathfinding for the buildings will work with correct placement, it seems that unfortunately trial and error to find that sweet spot is needed because the green highlight is based off manually set values that I will only find with trial and error. For this reason I personally place them with the editor as some 'red' positions work better than green ones(but you always have to regenerate navmesh).
Harkie 11 Oct, 2020 @ 3:20am 
for me the units are not able to enter the shrine door, it acts like a solid wall, the one thing that might be "unusual" in my case is that i have it built on water.

also noticed crafting benches can't be built in the large house bottom floor, only on the top floor
four_feet_magic_monkey  [author] 10 Oct, 2020 @ 6:36am 
@theigabod - Ill look into it, there are nodes in the fcs buildings but they have a descriptor that says they are no longer in use. maybe some of the internal stuff still needs them.
theigabod 10 Oct, 2020 @ 5:17am 
I got the "no valid usage nodes" on the hemp loom. That bench can be crafted inside even the small shack. So it shouldn't be a problem with the bench itself. It has to be a problem with the building. I was trying to build it in the large feudal house. Haven't tested any of the other buildings yet. I was on flat ground, leveled the building out just to make sure with the [ key and then lowered it all the way down using the - key. Just in case that makes a difference.
09Lip 9 Oct, 2020 @ 11:12am 
very cool stuff
glampald 9 Oct, 2020 @ 7:32am 
I like this mod so I will use it in the game. Thank you
four_feet_magic_monkey  [author] 8 Oct, 2020 @ 9:40pm 
@NetherTwister - I think the box collision for some of the crafting benches is very high, I believe it clips the roof so it wont let it be placed, I can do a patch for that but it would be editing the benches not the houses.
NetherTwister 8 Oct, 2020 @ 6:01pm 
very nice work . but only some of the crafting can be placed inside ,it says (no valid use note)
in the text above it says (Things missing that will be added in future;) is this one of them or is it a bug
Immaluckez 8 Oct, 2020 @ 5:10pm 
very nice
four_feet_magic_monkey  [author] 8 Oct, 2020 @ 9:58am 
Following up; I ran a few tests, feudal shrine worked as intended first time, of 4 rust shrines placed on difficult terrain;

2 had stair misses(Kenshi issue I cant fix),

1 worked perfectly,

1 allowed me onto the upper level but not inside.

This tells me the model is fine, the error is in the Navmesh being generated when the building is placed. Unfortunately the green highlight is supposed to stop buildings being placed in unstable positions to avoid exactly these errors, and the new buildings don't have that built in.

It means that until I figure out how to set that for the new mesh you may need to trial and error building placement.
four_feet_magic_monkey  [author] 8 Oct, 2020 @ 9:36am 
@Harkie - Can you describe the exact issue, Kenshi buildings are so twitchy it could be a few different things. Could you please test the rust shrine and the feudal shrine to see if they both have the same issue?

What it could be;
-There is a problem with old collision files existing as Kenshi generates .bin files that don't seem to be updated with new .xml files - I fix it by manually deleting the bin files, it might mean you need to import save.

-The stairs can miss the connection to the ground mesh, I think its angle based so moving the building can fix it. The green box is supposed to limit that but I've found new models don't always work with the green box. moving the building/placing a new one might fix it.

Harkie 8 Oct, 2020 @ 9:18am 
loving the new buildings! but there seems to be an issue with entering/exiting the shrine door still
donald.nintendo 8 Oct, 2020 @ 9:12am 
nice work. i really like the glass ones too.
Ghost Raptor 8 Oct, 2020 @ 8:01am 
These actually look like they fit into the Kenshi World, i wished the devs could have given the different factions also different architectural styles like the HN some more holy-esque and Shek some more brutish architecture etc., any hopes of seeing these buildings blended into K.A.M.? btw these houses would fit perfectly with the Flotsam Ninjas, think about it, its got hidden forest written all over them.
[VRG] Jungle VIP 8 Oct, 2020 @ 7:03am 
yoo, those houses ar so god damn good. Thats exactly what Kenshi needs, more houses.
A_Classic_Reborn 7 Oct, 2020 @ 10:42am 
these houses look so good i want to start a small village for food just outside my trade hub and they will fit perfect
なぞめいた 6 Oct, 2020 @ 12:58pm 
loving the aesthetic and style of the houses. Looking forward to future updates, good job!
Captain Rockhopper 4 Oct, 2020 @ 9:42am 
Thank you very much ! I will follow your updates very closely in order to keep your content up-to-date in my mod.:)
four_feet_magic_monkey  [author] 4 Oct, 2020 @ 8:55am 
@WoodenApplepie - Glad you like it :) As for using them in your mod; that is perfectly fine. You may use any content from the Rusted House(s) Mod as long as it is credited and linked as you said.
Captain Rockhopper 4 Oct, 2020 @ 8:30am 
Hi, I am the creator of Kenshi Architecture Mod (KAM), and I would like to ask your permission to use your houses in a mod I am currently working on.The work you have done is incredible, and your creations would fit a faction I created.

This goes without saying that your work would be credited on the mod's main page with your name and a link to your mod's page.

Hoping the best :)
-WoodenApplepie
four_feet_magic_monkey  [author] 3 Oct, 2020 @ 7:49pm 
@theigabod - Its pretty much exactly one Stormhouse inside. minus stairs, as for stats I'm open to suggestions about that since I will be updating it with the door/extras.
theigabod 3 Oct, 2020 @ 6:21pm 
Looks interesting. I subbed in anticipation of it getting finished. Can I suggest you add a few details about the building to the description? Such as building cost and relative size comparison? It looks like it is similar in floorspace to the storm house but it's hard to tell from the pictures. I'm going to go check it out in-game in a few minutes anyway, but other people might want that information before they subscribe.