Kenshi
Primitive Techs – Mud and Clay
151 Comments
malphaswave 20 May @ 6:57pm 
I researched it but there is no Mud category in the build menu. am i missing something?
team_on 23 Mar @ 5:52am 
I find it works great with Interactive World : Kenshi+ (v2.0) for survival/tribal play. So I made a patch to integrate this mod into research tree.

Ping me if I'm not allowed to do this, I'll remove my patch.
iriemk 21 Feb @ 9:13pm 
Needs to be set perma-task (shift+right-click) as any other crop, for harvesting and of course you need to build storage for juicepipes. And I'd advise you build at least two mud-collection spots and mud storages & fill em up up with mud, before you start growing them juicepipes.

Works just fine like that in my setup.
renegade_sock 21 Feb @ 8:58pm 
I doesn't seem like it's possible to farm Juicepipes, I've put mud in the input, the progress bar is filled, the plants have grown, but nothing comes out and clicking on it to "use" it does nothing
iriemk 12 Jan @ 3:52pm 
This is a stellar mod! Houses, furniture, everything looks excellent. And the way it is all set up functionality-wise is really original & creative thinking. Very cool for a tiny crew, if you don't care much for base building, this is it.
And also the perfect decor & gear for any tribal-ish, cannibal-ish setup.
.drew 25 Dec, 2024 @ 9:02pm 
Hey great looking mod! I'm curious though does it play well with Primitive Tech - Less Early Raids? Because I'm not a huge fan of the so called "primitive shack" in that mod, I mean it should at least use the ruined shack model no?
Fallenangel 30 Aug, 2024 @ 6:37pm 
@дрочеврат, надеюсь, ибо как минимум не хватает оружия ближнего боя. Ну и наверное не плохо было бы прикрутить рекрутинг и более валидные пути заработка, а то клепать чашки по 6 кат..
дрочеврат 27 Jul, 2024 @ 9:34pm 
hello! i'm new to modding and your mod is really cool! i would to try out adding more stuff to it (weapons armor etc). i would like to reach out about this
Pungun 24 Jun, 2024 @ 4:20pm 
Love this mode, are you planning on updating it any time soon?

Best wishes
ent-2-ene 22 May, 2024 @ 1:16pm 
We need more of these!
Inquisition Time! 5 Feb, 2024 @ 2:08am 
The only complain I have is that all the tech should be avariable at the start of the game instead of having to research it.
CeasarCheeser 4 Jan, 2024 @ 11:39am 
Ah an old classic
JediKnightSky 4 Jan, 2024 @ 6:59am 
I love this mod a lot. Been using it a good long while. If I had one wish, it would be for it to not mark as an outpost. This really fits in well with the other off the grid camping and nomad mods. But getting marked on the map as an outpost when you are living far off the grid in huts of mud, really should not bring the taxman etc imo.
Black Pearl 31 Jul, 2023 @ 7:44pm 
Really hope to see this mod updated again someday.
Trogdor 3 Jan, 2023 @ 12:40pm 
I figured out my rookie mistake! Excited to use this mod. Thanks for making it!
KirrieD 27 Dec, 2022 @ 11:43pm 
Hi, can I use your work in my build?
kjbrglt23 28 Sep, 2022 @ 7:48pm 
This mod is absolutely fantastic, and goes well with other camping-type mods.
Server 11 Jul, 2022 @ 8:35am 
I'd love it if hivers could use the gear too! Mostly the masks and bodypaints.. Though, i don't think bodypaints for hivers are quite possible, right?
Pamparampampamparam 6 Jul, 2022 @ 8:52am 
Wouldn't really use it myself but these assets are amazing. I'd love to see a Tribal faction added to the game using these.
Latch 7 May, 2022 @ 4:13pm 
Is there plans on creating NPCs that use this tech in the swamp?
RandomEdits 28 Mar, 2022 @ 1:04pm 
I recommend you create a separate drying rack for animal skins, because I'm pretty sure tribals don't know how to farm cotton. Also remove all the book requirements. Also create a tribal research area.
Niska24 17 Mar, 2022 @ 3:55pm 
If all of the new mud based additions did not count as an outpost would really add to the vibes of playing like this :3
YRYR Yui 28 Feb, 2022 @ 10:49pm 
does this disable the normal cooking tab in the building menu?
ACubeOfSalt 20 Feb, 2022 @ 9:46pm 
Very nice mod and was loving it up until finding out the blowguns are apparently entirely non-functional. Tried everything. The characters don't use them.
Also I'm going to second the suggestion that our mud huts not qualify as a settlement. I almost felt bad for those poor raiders coming to my hermitage in force only to make off with a bunch of dried bugs they probably didn't really want to take.
thanks for all the effort put in so far. This mod has and hopefully will continue to facilitate some of the best roleplaying I've managed to experience playing Kenshi.
CHAOStheory1220 19 Feb, 2022 @ 2:48am 
So I have correction for my previous comment the skill requirement for the Blowpipe is fine I for some reason can't use it tho.

I don't know if this is just a glitch with the mod (and if so has anyone else had this problem?) or if it's some incompatibility with another mod I have which the only one that might even affect it is the animation mods I have so besides them idk what the problem is.
HazWin 13 Feb, 2022 @ 5:04pm 
|| I second this. - Great mod!
V
Cavanoskus 9 Feb, 2022 @ 1:27pm 
Part 2:

Same with books. Would it be possible to just make the research take a long time but not require them? I'd rather not have to visit "civilization" (ick) to learn these crafts, and I'd like to imagine my people can't even read yet. (Also, sorry if it was said, but is some kind of primitive-looking research bench included? If not I can use the one from Sensible Nomadism that looks like a wooden table.) Ultimately I'd like to RP a tribe that has never seen books or metal before. (Raw stone is almost as primitive but even that feels more advanced than what I'd want to do, haha.) Then sloooowly climb my way to the top.

Lastly, if you do create a new faction/locations, could you please make that a separate mod? I only want the primitive techs without adding anything else to the world.

Thank you for reading :)
Cavanoskus 9 Feb, 2022 @ 1:26pm 
This looks awesome and I'm strongly considering it for my next playthrough (I'm actually already excited about it, lol) but I have a couple of minor concerns. I see in the comments that the buildings create an outpost? Personally I don't think they should... I feel like you should be beneath everyone's notice if you're living this primitively. Maybe nobody would even know you're out there, like an uncontacted tribe.

I also would prefer if everything in the mod could be built with the mod's own resources, as opposed to needing an iron plate for anything. Otherwise I'll need to either go into town or build a modern-looking refinery, unless I picked one up from a ruin, but that seems like a lot of work just to build a storage container which I'm probably going to need early. Maybe baskets woven from reeds?

Sorry, I'm going to have to split this comment in two, haha.
pgames-food 30 Jan, 2022 @ 8:18pm 
hi kai :) its not complaining - its all friendly questions :)
funny thing is that i always thought that mudsnacks were mud dug up to find small worms and insects, not eating mud itself but maybe i didnt realise what it was :)
Kai 30 Jan, 2022 @ 5:56pm 
For the people complaining about eating mud not being good.... consider that you are eating mud which contains almost no nutrients
CHAOStheory1220 28 Jan, 2022 @ 12:53pm 
Hey first off I just wanna say this mod is fantastic but I just have one problem so far and one suggestion.

For some reason the pellet blowgun says it needs a skill of 90 to use which seem waaay too much and I think it should at least be usable at level 1.

My only suggestion other than adding more higher tier armor is adding melee weapons like for example using 2 or 3 Juicepipes to make a blunt polearm and/or a bladed spear which I imagine would just look like a long piece of bamboo with a point cut into it for the bladed version.

Keep up the amazing work!!
pgames-food 26 Jan, 2022 @ 8:48pm 
ah yeah, more time to gather for more NUtrition could help,
initially i thought having another task to squash lots of them into a MudCube could work but any tweak to mudsnacks could help :)
John™ 25 Jan, 2022 @ 6:41pm 
Absolutely love the mod. Great addition to my game, and there aren't enough low-tech mods imo. The only issue I have with the mod is the low 1nu of the mudsnacks. It makes sense for it to be that low due to how easy it is to produce, however the problem is my workers in my base end up in a never ending cycle of running to get food, because by the time they return to their post with the mudsnack they're hungry again, and go to get another. Perhaps they could require more mud to make, or take longer to make, but have a higher nu score?
pgames-food 7 Dec, 2021 @ 9:38pm 
as far as i can tell, kenshi characters eat on their own, every so often, but if they eat 1 mudsnack at 1nu nutrition, they wont eat anything else until the next eating cycle, and still be hungry (burning off more than they eat per cycle), but if there is a way to compress the 20 mudsnacks into a food cube, even getting the 20 nutrition's worth from 20 mudsnacks could help :)
pgames-food 7 Dec, 2021 @ 9:35pm 
welcome back :)

i recently added this to my game, and so far have managed to get 2 Mud Collection spots, and the building that makes Mud Snacks :)

i noticed that raw mud seems to be worth more for selling, than mudsnacks (and mud has more possible things in the production chain), but was wondering, is there any way to be able to make a "MudSnack FoodCube"? possibly using 20 MudSnacks + 1 raw meat = MudSnack FoodCube with 40mu? :)
Macrotaz  [author] 21 Nov, 2021 @ 4:05am 
I'm back from holidays folks ! The development will start again soon ! Thank you for your support :steamhappy:
Kailu The Bhaalspawn 20 Nov, 2021 @ 5:12pm 
How's development going?
sostomato 20 Nov, 2021 @ 4:52pm 
I love this mod! The bodypaint is so much better than the tatto mod. And I love the armor, furniture and other mud stuff! However, I hope you make the huts bigger so they can fit regular Kenshi furniture so I can start building entire settlements out of mud.
Baby Shark 6 Nov, 2021 @ 12:55pm 
Mod is great but it needs more armor. The terracota trinkets could have a small amount of arm coverage atleast since it looks like it has the hard mud gauntlets almost around the arms. The clay headpiece while dosent look very protective could maybe have a small Perception bonus maybe? not big like 5 at most. That there would be a reason besides looks to make it for the people using the Pipe ranged weapon. Some leg armor similair to the arm decorations could look cool too while giving some leg protection.

Just a few thoughts after using the mod for a bit. love the mod, love a good tribal aesthetic
Azreal 3 Nov, 2021 @ 6:07pm 
No worries Macro I have really enjoyed the mod and I am looking forward to see what you add to it. Kenshi has surpassed Project Zomboid and Fallout 4 (heavily modded) as my favorite game to play. It was really refreshing not having a true base (not my first nomad playthrough but it feels like the first real tribal playthrough if you get what I mean lol) so all the pesky raids never happened so I am really curious as to what added features will do. I also think the walls would be a nice touch as well.

Side note I can not seem to make the blowdart weapons upgrade even with maxed weaponsmithing stats and wondering if anyone else managed to get better then prototype. Would be a nice addition if using raw iron and animal skins to create crude weapons and possible armor. Either way I have really enjoyed the mod and adding the dino mods with it really spiced up my playthrough. :steamhappy:
Macrotaz  [author] 31 Oct, 2021 @ 4:17am 
Hi everyone. Thank you for getting you inspiration on fire with this mod ! The most requested feature at the moment is mud walls which will be implemented. A custom faction may also be in the horizon at some point since I quite like the idea.
As usual, I can't give a timeline, especially now because I'm on holidays, but the development is still ongoing.

@Azreal : thank you so much for your invaluable insight. I can't believe you've been through the commitment of doing an entire playthrough only (or mostly) with mud ! Hats off to you ! So now I've got a solid base to improve the mod gameplay-wise for whoever else wanted to take up that challenge :steamthumbsup:
Azreal 28 Oct, 2021 @ 12:59pm 
Also for what it's worth noting that crafting the armors with increase the armorsmith skill. I found doing the body paint armor until i fill up storage the deleting and rebuilding was quite fast to help level it (the mods armors sell for very little so not worth selling unless in dire need of cats). With the new playthrough I am about to start I also invested into a simple campsite and worksite mods. Plus added the wooden sandals and armored rags blueprints to also do some simple farming and armor crafting. Also added dinosaur mods for the giggles. So another attempting in the Unwanted Lands is gonna be even scarier with not only Beak Things but also T-Rex dinos as well. I have a feeling I will be restarting quite a bit lol. Should be fun. :steamhappy:
Azreal 28 Oct, 2021 @ 12:53pm 
I wish the armors in this mod had a least some defense to them like the rag version in vanilla. I would also be happy to have a pants option to build as well. Plus I don't know if it's a bug but building the blowdarts never levels weaponsmith stat. Which was kind of a shame as the base prototypes never did much for the tribe so they all ended up master martial artists with the goofy clay mask (the only armor with defense ratings). All in all it was still fun as my friend chose the Unwanted Lands as my starting point (granted from a save with all tier 1 and 2 tech researched). My poor main character and Ruka struggled as my little pups (7) slowly died but the nomads (that could make it to me) and the prisoners (mods) really keep the run going. It's also a unique experience to not have a "real" base. If in the Unwanted Lands make sure to leave A LOT of people behind to guard it lol. I HATE BEAK THINGS! lol
benai 26 Oct, 2021 @ 2:56pm 
I always find it disappointing that there is no theme based armor for all tiers that you can use.
Like with Interactive World where you have only the low tier armor and nothign beyong it.
realpikkio 26 Oct, 2021 @ 9:03am 
sorry I meant to say North East of the Swamp. And for the relations basically to have a classic bounty system, as well as the healing/helping mechanics. I would imagine them as a faction that doesn't wander much far away of their lands, and doesn't attack others until they become a threat.
I think would be cool if they had some powerful rare weapon to fend off who dare to disturb them, maybe some poisonous dart (not sure if can be done, but could be simulated with an insane blood loss for a small actual damage). So they would be fragile (weak armour and low strength), but fast and equipped with these dangerous darts which makes small wounds that have to be bandaged quickly. And they might have some domesticated Swamp Raptors... or even be friends with the Raptors faction altogether, so the wild animals might step in to help them in battle :)
realpikkio 26 Oct, 2021 @ 8:45am 
Would be cool if there was a custom faction based on this mod, with body paint and custom equipment like in the screenshots. Maybe with a couple of villages with their custom structures, either in the North West of the Swamp or in the South Wetlands. They could also have a shop where you can buy some of their items, but probably would make sense for the lore if they start with slight negative relations towards everybody else (but a passive trait so they don't attack unprovoked), and then you can gain their trust by putting some of their enemies in their cages (such as swamp ninjas or swampers).
Villager 26 Oct, 2021 @ 3:01am 
monke :twerk:
Finger 25 Oct, 2021 @ 1:57am 
I agree with guakfarrell! It's time for the mud trench wars againt the Swamp Raptor menace!
guakfarrell 9 Oct, 2021 @ 12:09pm 
You need to add mud wall to help keep the Swamp Raptor away from the Juicpipe farm.