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バランスが丁度いい
Love this mod <3
This mod is fine and much more balanced than the alternative, thanks!
I hope the situation is not because of this mode,
Because I like this mode because I think it's the most appropriate mode for the store
This mod doesn't change any cells / buildings / npc placements so it is unlikely this mod is causing the issue (the only thing this mod changes are the caps on vendor lists and available money for vendors).
There are known issues with the pathing for some buildings in Kenshi, specifically the "Bughouses" like the ones in Squin, sometimes you can fix the issue by resetting the game's navmesh or closing and reloading the game but there is also a mod you could try to fix it.
Less Buggy Bughouse by Kindrad:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2600663487
Hope that helps
I have eight people
Four people went into Squin's weapon store, four people couldn't go in, even four people inside couldn't come out, turned off the mode, and the situation was end
At the entrance of the city of Squin, two npc trying to get closer to each other, turning off the mode, the two walked into the town
Double checked and there definitely are not any changes to the "vendors refresh time" value, have linked a screenshot showing some of the shops below:
https://files.catbox.moe/cvri7w.png
To be 1000% sure I will: make another import, contact the author of Universal Wasteland Expansion mod, as my load order is developed around this mod.
Could you check again your mod, please?. Maybe it deos not work with the experimental Kenshi?
@mahatmadandy
Had any luck with the import?
(the only problem i did have was some stall / small shop keepers in the hub, got killed by raiders, so now there are less shops available) :) but i think an import can fix that. (i have too many people in prisoner cages / poles so far, so need to process them first before importing) :)
I will have a look into it, though this was not an issue I ran into when I was testing.
None of the values for refresh times should be altered but I will double check the change list in FCS.
For the time being might be worth disabling this mod, importing, re-enabling the mod and importing again then re-testing to see if the same issue occurs. Then if that does not work I would say to test completely removing this mod then doing an import, if the issue still occurs at that point it might be something else causing the issue.
Regarding Thief Fences:
Looking at the mod file it looked like they should already have been accounted for, the number of items will be very low as the default is only to have one item (so even though I had doubled that it will still only be very low), that does not explain why the money was so low though.
There is another Thief bar squad that doesn't look like it is a vendor but might be that squad that was causing the issue. I have updated them to be in line with the rest so hopefully the issue should now be fixed (you may have to wait a day in game for them to reset).
As for the blueprints:
This mod aims to keep the exact same ratio of items as vanilla just with a larger total amount - so increasing blueprints specifically would not be a change I would make to this mod.
I could however make a separate mod to increase the number of blueprint specifically.
The balance is totally fine! It was wrong first impression based on one of the traders in Stack, which has bunch of building materials, books and 1-2 pieces of other goods, but it look like it's supposed to be that way.
Btw, thief fence in bars still has couple items and 3000 cats.
Also it feels like lack of blueprints of items sold, but it's an impression after using other mods for a long time :)
Thanks for the comment.
With regards to your suggestion, I have another version of this mod which does the same thing but increases the numbers of both the shop items and money by a lot more than this one does - is what you are looking for something in the middle that has much more items like the other mod but still has a sensible amount of money like this one? or something else? (in which case please could you go into what you are looking for a bit further as if it is something I can manage in the FCS I am open to the idea of making it).
Whichever it is I can probably make it happen when I get some free time.
Great mod! That's exactly that I've been looking for!
Is there a possibility to increase production basic items(armor platings, fabrics, etc) separately? It still feels not enough of them.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2383046616
and as a thanks i can add something for you in my rimside recycling mod im working on for rimworld lol :)
ok cool ill add it and also check the mod ordering - thanks :)
It looks like the sunflower seeds have been added to existing vendor lists, which are in turn referenced by shop squads that this mod updates the item cap for so I would expect that these mods should work fine together in that regard.
Another thing to note, most likely the reason the item is so hard to find is that it seems that only a very limited number of shops use the vendor lists it has been added to, specifically some of the bigger trade goods shops as well as hive caravans, one shop off of the top of my head that uses the correct vendor list would be the general shop in Heng but if you have a search for the following terms on the wiki you should find more:
Shop trade adv
Shop trader UC Bigger
Just as a heads up though that mod seems to be a pretty big overhaul so you probably want it to be lower in your mod list so that it is given precedence on any changes it makes that conflict with my mod.
for example, one of the mods i use has extra food items which can be used in other recipes but they appear not that frequently, and just wondering it i could maybe use this mod, to essentially double my chance of finding something like sunflower seed (modded) item , so i can make it into oil :)
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1222324217/1741105170032982316/