Kenshi
Chi: Conduits Mod (1.4) [ABANDONED - ASURA CHI IS THE NEW ONE]
117 Comments
InsideOutlander 19 Oct, 2021 @ 2:44pm 
Yes I have! Just started in a new save.
Vanaukas  [author] 18 Oct, 2021 @ 7:30pm 
@InsideOutlander

I must admit that since I stopped working in this mod seeing it in the mod load order unchecked it's so weird, it makes me feel kinda sad but happy at the same time.

have you tried the new one?
InsideOutlander 18 Oct, 2021 @ 7:15pm 
I was using this mod since I first subscribed to it nearly a year ago until just yesterday when I saw your revamp on it.
Vanaukas  [author] 18 Oct, 2021 @ 7:01am 
@InsideOutlander
Thank you pal, this means a lot to me.
InsideOutlander 17 Oct, 2021 @ 10:45pm 
RIP, Chi: Conduits you were awesome, but like all things in Samsara death is inevitable, as is rebirth in a new form.
Thank you, Vanaukas, for sharing your skills and passion. Your enthusiasm for this unusual and delightful project touches my heart.
Vanaukas  [author] 16 Oct, 2021 @ 8:17pm 
I can't believe it but the new mod is finally here. I hope you all cna ejoy it! (remove this mod if you play the new one!)

LINK: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2630049503
Vanaukas  [author] 13 Oct, 2021 @ 9:03pm 
Hello! I'm finishing some details and I'll just release the new version. I need to get better at modeling for a few ideas I have (unless some modeler wants to participate in the project, I'm open to work with someone if likes the whole concept of this mod), and while I'm getting closer I jsut want to release it to leave it polished mechanically and later I'll update meshes and textures for something even better (hopefully). 15 or 16, I'll leave here the link and I'll edit the mod description when it happens. Thanks to everyone that has participated here for the support!
Vanaukas  [author] 9 Oct, 2021 @ 5:32pm 
@GoingBatty

I'm not interested on that but if anyone wants to expand the future mod can do it! (not this one because it'll be abandoned when the new ones arrives).I failed my own time limit because I've tried to spice the chi respiration with some nice graphics but doesn't work on every race, so I'm trying to do some model in blender for that, if it tooks me 3 more days I'm gonna add it later.
CyberBatty7 9 Oct, 2021 @ 5:13pm 
What about a chi shrine that is an upgraded chi mat that makes the player hard to find by beast and enemy's and maybe allow a player outpost have one?
Vanaukas  [author] 9 Oct, 2021 @ 5:04pm 
@GongBatty

I think Chi Master covers that perfectly! All the stats will be affected
CyberBatty7 9 Oct, 2021 @ 12:01pm 
Can we have a chi combat medic start, with 25-30 stat points in the relevant skills? Not to squishie but not cheaty start?
Vanaukas  [author] 20 Sep, 2021 @ 3:36pm 
Bad news: Kenshi has some hardcoded stuff that mess with melee weapon crafting. If I release the melee weapon I made for crafting I'm gonna mess with the weapon smith from vanilla game and also mods... So I have 3 choices: Deleting the weapon completely, launching the mod with the weapon regardless (and making a mod to deactivate that stuff) or launching the mod without the weapon for crafting (but added in other mod).
For now I'm gonna go for the third option and the melee weapon will be added to the starts, it's not OP and people probably will replace it for something better, I've tried really, really hard to make this work but it's impossible without breaking something. Went under my radar because I thought I needed more farming level, but as I leveled up my melee weapons were still crap, so I investigated and found the problem... I'm sorry. The ETA for launching remains the same!
Vanaukas  [author] 19 Sep, 2021 @ 3:50pm 
(4/4 good lord I hate the 1k char limit)

A big and sincere hug to everyone that helped me to perfect this mod, with suggestion or bug fixes, this project is very special for me because it's related to my IRL game project (which was also halted due IRL issues), so those contributors are also special for me. I hope the new mod can live the expectations, but after some beta testing I'm sure the new one will surpass this mod in terms of quality. Here is a little sneak peak (the armor and scorchlander color aren't from the mod!): https://i.imgur.com/Kcglkod.png
Vanaukas  [author] 19 Sep, 2021 @ 3:34pm 
(3/4)- Chi Conduit: The small sphere that floats at your side was changed for something that I find way more cooler to look and also stands out more at glance.

- Chi lanterns were deleted as lantern but added into a "new" bag item, very small space.

- Those cosmetic anukara items (except the limbs) weren't added, too much clutter and visual bugs. I hope y'all like the new cosmetics tho :) (with nice stats and very, very poor protection)

Before launching I'm gonna re read the nexus page and this one looking if I missed some common request. I'll try to push my writting skills for the things I'm missing right now, this week I'm gonna do a trip to my hometown so I'll sepnd those days writting too.
Vanaukas  [author] 19 Sep, 2021 @ 3:34pm 
(2/4)Chi "beds": It's impossible to balance, specially the skeleton bed so I opted for not creating them in the new one. Vanilla sleeping bags are perfectly balanced, creating a similar one from chi renders that one useless, which it's not the case with all the other items, since they act as "sidegrades" for vanilla items. It also encourages visiting towns more often for the lone wanderer or a nomadic squad

- Chi distillation: Bugged as hell, also very broken if you know how the "true" use for item furnaces. If you want to create stuff for leveling up without cluttering your inventory just drop the items, sell it for 0 cats in any shop or use a vanilla item furnace. A protable item furnace was just too convenient

- All the robotic limbs except the basic skeleton ones, didn't deleted the "organic" limbs that emulate your character body. Honestly too much limbs and defeated the purpose of my custom limbs, which are meant to be weak but without penalties
Vanaukas  [author] 19 Sep, 2021 @ 3:32pm 
(1/4)@Jet
Hey dude, thank you for your support through all this months! If you (or anyyone reading this) have suggestions, this is the final call to add them before I publish the new mod. I'm open to questions or discussion too!

So far I "deleted" from this mod (things in this mod that won't appear in the new):

- Chi users: Dialogue was atrocious and I'm not interested on making a better one, in fact, I'm not interested on creating dialogues at all, it's just too much work prone to be broken and not readed by anyone after the first times. In any case, I'm currently pondering creating some random spawns in the world to add some flavor, but I've noticed that it can interfere with other mods, so I'm probably not adding it at all. If anyone wants to do it I have zero issues, just use the new mod (when arrives) as dependency, don't work on this one because after some bug fixes this mod will be abandoned (I can still do it if peopularity demands it).
Jed 19 Sep, 2021 @ 12:38am 
Time to start a new game when the mod updates
Vanaukas  [author] 18 Sep, 2021 @ 1:40pm 
Hello again! For now I think I've finished all the items, art (almost, I'm still working in some icons), behavior, buildings and research. Now I'm gonna work into the "lore" for the items, the books that can be transfered from the astral plane to real world. I think I'll be launching the new mod on 2 or 3 weeks max, I'm very excited for this. I hope you are all ok!
Vanaukas  [author] 11 Sep, 2021 @ 7:37am 
(2/2) - added bonus items (a small bag with lantern (TESTING light colors), a head gear item, a surprise item,a gift for the ultimate master )
- Chi generation produces double faster and capped on 99 of inventory stack on the building, be careful tho, still uses hunger as power

I'm open for ideas on things to change from this mod or start ideas

Remember that his mod is "discontinued", I'll do a small bug fix here after publishing the new one
Vanaukas  [author] 11 Sep, 2021 @ 7:34am 
(1/2) Hello! I've added more stuff and just finished working on the "logic" of the meditations, now it needs new or modified descriptions and more lore, but a small list of new stuff:

- a second tier of the weird melee (2 tiers total: "regular" and enhanced)
- conduits now have 3 tiers (weak, "regular", enhanced) for each "theme", new meshes and they grow in size as this mod. The stats are the same as this mod too, with a small thematic bonus.
- meditations that produces stuff will now work with farming skill
- the research was completely scrapped and a new one was created, simplified with decreeased resource cost. Max 5 chi and from 1 to 5 hours depending the research. Increased hunger times to compensate (TESTING hunger rates)
- only 6 types of meditations, 3 base and 3 unlockables (now they'll work on exterior and interiors, like the campfire or camp bed, as popular request)
Jed 4 Sep, 2021 @ 2:05am 
nice I'm excited
Vanaukas  [author] 3 Sep, 2021 @ 12:49pm 
(2/2)
- Limbs textures were replaced (and fortunately improved), same meshes. Full limb set for all the vanilla races, only 2 versions, only regular limbs to avoid clutter
- No more Chi users or Chi blueprints, the basic meditations and basic research will be available right from the begginning on almost any start, Chi concept books will be available in a new building
- Less research tiers, less time to learn but increased resource cost
- New chi resources to spice things up (and balance the new speeds), used for building and item construction
- Less buildings, smaller buildings (with lights)
- News and old starts
- New backpacks, 2 variants for now, currently working in a third one with lantern (only 3 custom variants)

If anyone has some comments or doubts, I'll be glad to talk! Thank you for reading and I hope I can release this soon!
Vanaukas  [author] 3 Sep, 2021 @ 12:49pm 
(1/2) Hello everyone!

I've been working on an improved version of all my past work (of this mod and the future mod) and basically redone some things from scratch. I´ve learned to work with some assets in a better way than before (I'll be improving art over time) and also finally decided some changes I've tried

This mod won't be changed (probably some bug fixes and that's it) and will remain in the workshop for those who still want to use it. The new one will be the one I'll be updating and can be resumed in something like this (this is work already done):

- Conduits tiers where replaced by different projectiles (different meshes) with different effects. 3 in total so far, they'll be available at the same research tier
- A new shapeshifting melee (a weird sharp blunt that baerely do blunt but do cut)
- Same healing items with same upgrade mechanics, same respiration gear with changes in bonus stats

(continues)
Vanaukas  [author] 22 Jul, 2021 @ 3:54pm 
@MrTea777

hery mate, glad you liked it! I've fixed that in my build with a few other bugs, but if I'm being honest, too much time has passed between that and my work on new assets (and I'm still working on it lol) so I've forgotten how much I've done besides a few things I luckly writed on a document. I'm sorry to everyone because this huge delay, real life took over my plans for this mod but I refuse to let it die.

I've been tryingd to use this mod for the "Chi 2.0" version I'm also doing, but it's much easier if I just add some few things here and do the other standalone because it will definetely break a lot of games due the huge changes I'm making. I hope I can bring some good news soon!
MrTea777 21 Jul, 2021 @ 1:39pm 
btw - chi shek leg (right) is human male leg right mesh and not bone male leg right mesh
MrTea777 21 Jul, 2021 @ 8:09am 
I have only just begun using this mod. I must say I am very happy that I stumbled across it. I really enjoy it. Thank you for this!
Vanaukas  [author] 18 Jun, 2021 @ 7:24pm 
@GoingBatty

Yes! Absolutely! I'll add new starts.

I'm sorry for this taking so long, but I really suck major ass on art and I really want to do something good, plus IRL stuff. I've also decided that both mods will be standalone because they will be too different, but I'll try to put most of the QoL stuff I'm working on :).Thank you all for your patience!
CyberBatty7 17 Jun, 2021 @ 9:31pm 
Can we have a chi novice start? With no big penaltys?
Jed 16 May, 2021 @ 7:47pm 
Well what a time to go back to kenshi when the mod gets updated
Vanaukas  [author] 15 May, 2021 @ 11:39pm 
I'm currently working (again after a long hiatus) in expanding this mod and some things are going to change in terms of the ammount of buildings, items and also the way the chi users can generate stuff. I'm thinking in releasing a "2.0" version of this mod and keeping this one as requirement and legacy version to avoid destroying some save due the changes and also to don't mess with the things that you, the suscribers, likes from the current mod. Basically I want to make things faster but in more steps to try to be mroe dinamic than just sitting or floating in one place, so the changes about times and items consumption will be included here but without the new systems, wich wll be included on the 2.0 version.

I don't have a date but I'll update the Chi collection and edit the description to reflect the changes when they arrive :)
Vanaukas  [author] 30 Jan, 2021 @ 8:53am 
@phonon5891

I honestly don't know what causes it, but your theory makes a lot of sense (fun fact: I also have a skeleton bed for free placement lol).

And you are free to tweak the values! I hope you can keep enjoying the mod mate!
phonon5891 29 Jan, 2021 @ 5:00pm 
@Vanaukas

Hmm, you might be on to something. I recall seeing (years ago!) similar problems with mods allowing people to build useful objects outside of their intended usage, like skeleton beds. Maybe something like that is happening here as well: the game engine expects the distiller to be tied to a settlement; when you first construct the object things work for a while, but then the engine catches up and something breaks when it realizes the object isn't tied to anything.

Thinking to test this theory by tweaking the distiller to allow for indoor placement, so I can see if the problem occurs when the object is tied to a settlement -- like if I bought a house in Stoat and built the distiller inside.

As for the xbow stuff: I forgot I was using a mod that boosts and nerfs xbow stats to make them more differentiated --sorry about that. I guess I'll just go in the FCS and tweak the stats myself to make the conduits more competitive in my own games.
Vanaukas  [author] 29 Jan, 2021 @ 10:52am 
@phonon5891

I don't believe that making a new game will solve this issue, as I had it on multiple runs with different races, I believe the issue is related to the stationary nature of the OG Item Furnace (wich is the base for Chi Distillation), because I've been able to make it work after getting the bug.

About the dmg and speed, the conduits are intended to be weaker than regular crossbows but with faster reload, each category has their own "benefit" compared to regular stuff, but the common denominator is faster reload.

You can check the stats of my weapons here: https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2279757842/2970649384360526608/ and compare it to OG crossbows here: https://kenshi.fandom.com/wiki/Crossbows
phonon5891 29 Jan, 2021 @ 9:48am 
@Vanaukas

Good to know that someone else is having this issue too. At least I now know that it's not just a case of me using the distiller wrong.

I still haven't been able to force any of my old squad (5 skeletons) to use the distiller. I've just started a new game today, with a more diverse squad (skeleton, human and shek) and am still trying to find a chi expert so I can try to reproduce the problem again. Will report back with my findings.

One unrelated comment: the second and last tier conduits feel excessively slow and weak compared to the sheer effort to get to them, not to mention crafting them. It seems to me that both are trumped in every aspect by the vanilla xbows. In the end I found that the weakest conduit had much more utility than the higher tiers by virtue of its sheer refire rate to stunlock weakly-armored enemies. Maybe you can give a boost to their shot damage and/or fire rate to make them competitive to similar xbows?
Vanaukas  [author] 29 Jan, 2021 @ 6:40am 
@phonon5891

I had the same error sometimes, what I do is try different methods of forcing my chars to use it until it works again, because I have no idea what causes it, until now I thought it was an error on my end since other testers never told me about it. I'm gonna add it later to the "possible bugs" section.
AFAIK, it needs a worker, you tried loading? Sometimes that helps too.

@Jet
Thank you for your help mate, I really appreciate it!
Jed 29 Jan, 2021 @ 3:46am 
@Phonon5891 I see, im gonna do testing of my own if i get the same problem while we wait for the author to reply.
phonon5891 29 Jan, 2021 @ 2:37am 
@Jet yeah that was one of the first things I tried, right after I realized simple right-clicking was just causing my chars to open the distiller inventory. I even assigned permanent jobs ("operating" job, NOT the "hauling to" one) to several chars, and they just stand there.
Jed 29 Jan, 2021 @ 1:48am 
@phonon5891 its usually turning it on and then Holding Right click and then clicking use. Try that
phonon5891 29 Jan, 2021 @ 12:36am 
Does anyone know how to operate the chi distillation building? I had it work a few hours ago, converted 10 iron plates to 5 chi, no problem. Now all of a sudden my chars refuse to "use" the object. I can load metals into the chi distiller, and turn it ON, but without anyone to actually "use"/work on the distiller I can't get any more chi this way. I've tried save-loading, building other distillers, tried different things to melt down, nothing works. Am I doing something wrong?

Maybe just make the thing automatic, so that you just need to flick the ON switch and things get melted into chi, without the need for workers.
Vanaukas  [author] 18 Jan, 2021 @ 6:41am 
@Jet

Yeah some mods that add NPC to the bars may interfere with the regular spawn and my mod spawn, but I also use a low chance on purpose. I've never tried kaizo tho, but I had this problem with other mods.
Jed 17 Jan, 2021 @ 9:44am 
Does anyone else use this mod with Kaizo? been roaming for like 3/5ths of the entire map and i haven't seen a single chi user to learn the fundamentals from until i uninstalled Kaizo, imported my save then waited for like 2 to 3 in-game hours in a bar and found one chi expert. I couldn't talk to him so i just knocked him out and took the fundamentals and chi pass (probably should have waited for him to talk to himself about chi then speak to him) then saved, reinstalled kaizo and import latest save.

I just need to confirm if kaizo is drowning out the spawn rates of these chi users.
Vanaukas  [author] 14 Jan, 2021 @ 11:47am 
@Jet

I'm glad you ound the solution mate! And thank you for letting me know, so I can edit the possible bugs section, I hppe you keep enjoying the mod!
Jed 14 Jan, 2021 @ 4:40am 
So i have to lose my limbs first then wear the anukara limbs and theres no problem
Jed 14 Jan, 2021 @ 4:31am 
@Vanaukas

Hey! so i figured out why my limbs were invisible when i was using the anukara limbs because
i never had any limbs in the first place (always started with chi: last breath start) so when i started with no limbs it wasnt able to copy any textures as if i had any to begin with i just tested these with 1 leg so far and it worked
Vanaukas  [author] 11 Jan, 2021 @ 9:38am 
@Jet

You and the other 121 users (and 169 on nexus) are very important to me, I want you to have the best experience I can provide! When you reported the "invisible anukara bug", I was very close to release it anyway, and while I tried to help you I was also working on the update, I want you to know that I didn't rushed or crunched myself for this! Thank you for your support and preocupation tho <3 means a lot to me.
Jed 11 Jan, 2021 @ 8:56am 
That update came sooner than expected, still take your time.
Vanaukas  [author] 11 Jan, 2021 @ 7:13am 
UPDATE 1.4 DEPLOYED! IMPORT IS REQUIRED! I'm still working on the part 3 of the mod, but IRL stuff and this mod still consume a lot of my free time, I apologize with everyone who is expecting part 3! Read the patch notes here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/changelog/2279757842
Vanaukas  [author] 10 Jan, 2021 @ 8:00am 
@Jet

Thank you mate, I wish I could help you more on this but it's honestly beyond my skills, I'm sorry about it, but I'm glad you like it. I hope you like what's comming next in a (hopefully) few more days
Jed 10 Jan, 2021 @ 7:15am 
Anyway love the mod its absolutely a must have for me especially since ive got a monk village mod installed and i love the idea of the whole chi breathing into utility
Jed 10 Jan, 2021 @ 6:54am 
@Author Well this really puzzles me reinstalled the game and loaded my save it worked, well half of it both of hiver legs were visible no arms though. Thought it was missing files so i redownloaded your mod then it got back to the original problem no legs no arms visible. Restored the mod that i deleted earlier in the trash bin still nothing. Beginning to think this is a graphical problem im running the game on default settings on a GTX 1060 6gb

If i cant fix it right now ill just live with chi arms for now