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I'm not sure lol, I think they prioritize whatever has the most nutrition depending on their Hunger levels. I suppose if you want, move your food supply barrel closer to where you want people to eat from, that way they pick the closest/highest nutrition meal?
No problem, would be pretty easy to make. Although, I won't be home for a few weeks. If you want to try and make it in the mod tools, it's pretty straightforward.
You'd need to put a copy of the "Biome Food Expansion" mod and "UWE" into your Kenshi/mods folder. You'd copy it from the Steam/common/workshop folder (use Windows Search for "Universal Wasteland Expansion" and the Biome mod). Once you copy the whole folder, rename it to whatever the .mod is called (without the .mod part, ie. "Universal Wasteland Expansion").
Open up the "Forgotten Construction Set" when you launch Kenshi from Steam, you should now see both mods. Make a *New* mod with a checkmark into both UWE/Biome mod, this now lets you see both.
You can find the Storage devices under "Buildings" and double click each of the ones you want to change, then on the right side column you'd see a list of food. Add the various foods you want, you can search for them individually in that same area (...).
The meats were removed
No problem, I can do that too.
Finally updating this to remove the bread and to update it with the most recent "Default Research"
I could probably do that, I still have my other Food Storage Fix hosted that I merged into this.
Not sure why it would mess with production chains though lol
It could also probably be the reason those 3 items weren't included originally in the "Food Storage" containers? 🤔
All padded clothing assigned to the Cloth Bench
All reinforced clothing assigned to the Leather Armor Bench
All sneaky chain clothing assigned to the Chain Armor Bench
Removed the ronin clothpants from the Heavy Armor Bench and assigned it to the Clothing and Cloth benches where it belongs.
Assigned all the ND armour to the right benches (one could buy the blueprint, but not craft it) and added the missing blueprints to ND vendor
I'll update this later today to fix the co-exist
Please report any specific towns this will need to be adjusted for.
Rebirth and Shark are prime candidates, especially since Rebirth likes to throw random rocks on the road blocking exits lol
If anyone else has a town that they have issues with, let me know and I can test different foliage ranges to try and fix issues like this (I stumble upon them my chance, so I need to start making a list)
The only thing that changed as the current coordinates for that one particular building (moved it like 300m S/E-ish from the Hiver town). If you do not use Dyer's Guild, then there won't be anything to move
It requires an import mainly to move buildings around and to fix the "Old Ironsides" creature since it has its "code" changed around to not blow up things lol
Future updates to this mod may require a new "Import" as well. If you happen to be using the "Roleplaying" list, then pretty much 99% things have been patched
Future bug reports will probably just get added directly to this mod, to help cut down on the overall mod "count" on all these UWE lists lol