Kenshi
UWE - Giga Patch ONE
34 Comments
Dr. Igor Dolvich  [author] 17 Feb @ 1:11am 
@Brilly

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?
Brilly 16 Feb @ 4:35pm 
hello sir i am here again, i found out the old storage works for the recipes but also! is there any way i or you could make a mod that makes people eat the best food first? people keep eating my ingredient foods lol
Dr. Igor Dolvich  [author] 13 Feb @ 9:10pm 
Afterwards you could theoretically delete both of the original mod files (UWE/Biomes) from your /Mods folder, doesn't really matter though. Whatever is in your /Mods folder takes priority over the workshop, so if UWE or whatever updates then it won't update for your game.
Dr. Igor Dolvich  [author] 13 Feb @ 9:08pm 
@Brilly

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 (...). :cactusrum:
Brilly 13 Feb @ 6:05pm 
hey this is really random but with the biome food expansion mod i cant store the food from that mod in the storage containers added by uwe, i know its not your mod but is there any way a compatibility patch can be made for that?
Dr. Igor Dolvich  [author] 7 Feb @ 6:35pm 
No problem 🙏
Anrhaa 7 Feb @ 4:49am 
Thanks bro
Dr. Igor Dolvich  [author] 7 Feb @ 3:04am 
@Anrhaa

The meats were removed :2017stickycrab:
Dr. Igor Dolvich  [author] 7 Feb @ 1:36am 
@Anrhaa

No problem, I can do that too. :cactusrum:
Anrhaa 6 Feb @ 10:05am 
Dr. Igor, can you remove the raw meat and foul raw meat too? Characters prefers to store the meat at food containers instead to their dedicated containers. And since regular food containers are 'no-take' they can't use the stored meat at recipes.
Dr. Igor Dolvich  [author] 3 Feb @ 10:48pm 
@Anrhaa

Finally updating this to remove the bread and to update it with the most recent "Default Research"
Anrhaa 20 Apr, 2024 @ 11:32pm 
Very likely that was the reason. It took a while to discover the original purpose lol
Dr. Igor Dolvich  [author] 20 Apr, 2024 @ 10:44pm 
@Anrhaa

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 :beeped:

It could also probably be the reason those 3 items weren't included originally in the "Food Storage" containers? 🤔
Anrhaa 16 Apr, 2024 @ 2:03pm 
I big request, could you remove raw meat, foul raw meat and all breads from food storage? It messes a bit with production chains
Dr. Igor Dolvich  [author] 24 Mar, 2024 @ 3:58am 
Updated content provided by @Anrhaa

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
Dr. Igor Dolvich  [author] 31 Jul, 2023 @ 7:09am 
Increased the "relations" between Hook Raiders and Shinobi Thieves ( They're pretty much the only "friends" of the raiders anyways lol ), so this should stop them from randomly killing each other. Especially since there's a Shinobi Tower in the Hook Raider village.
Dr. Igor Dolvich  [author] 30 Jul, 2023 @ 10:35pm 
Sure!

I'll update this later today to fix the co-exist :cactusrum:
Anrhaa 30 Jul, 2023 @ 8:30pm 
Request: Could you add Shinobi Thieves and Hook Raider to have co-existence and 100 relations? UWE adds a new city for that mino faction and the Shinobi has a tower at their city. I'm currently getting reports about them killing each others :I
Dr. Igor Dolvich  [author] 25 Jul, 2023 @ 2:30pm 
Lots of changes, please see the Changelogs tab for more information. :cactusrum:
Dr. Igor Dolvich  [author] 23 Jul, 2023 @ 9:46am 
Merged in the " UWE - Food Storage Fix " mod by me, you do not have to stay subscribed to the old mod. I left it up for compatibility / legacy. :dustwich::greenfruit:
Dr. Igor Dolvich  [author] 23 Jul, 2023 @ 9:40am 
Update to further increase the "No Foliage" range for Shark and Rebirth, this will further reduce random rocks and trees blocking buildings/roads/etc. around these towns. :cactusrum:

Please report any specific towns this will need to be adjusted for.
Dr. Igor Dolvich  [author] 22 Jul, 2023 @ 3:15pm 
I also know of a few Shinobi Guild buildings that collide with some walls (very minor cosmetic issue), so I'll be visiting a bunch of Shinobi locations to move all of these, similar to the Dyer's Guild move.
Dr. Igor Dolvich  [author] 22 Jul, 2023 @ 2:28pm 
@Anrhaa had a good idea (posting it here so I can also remember lol), I'm going to adjust the "Foliage Range" of a few towns that have issues with rocks and trees blocking buildings.

Rebirth and Shark are prime candidates, especially since Rebirth likes to throw random rocks on the road blocking exits lol :cactusrum:

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)
Dr. Igor Dolvich  [author] 20 Jul, 2023 @ 2:21pm 
No problem! Let me know if there's anything else you noticed that needs adjustments :greenfruit:
Who 20 Jul, 2023 @ 2:19pm 
Thank you! You are really improving the Kenshi experience my friend
Dr. Igor Dolvich  [author] 20 Jul, 2023 @ 2:17pm 
Updated the Description text to further elaborate on that. Thank you! :dustwich:
Dr. Igor Dolvich  [author] 20 Jul, 2023 @ 2:14pm 
No, the Dyer's Guild is not required @The Worst.

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 :crusader_helmet:
Dr. Igor Dolvich  [author] 20 Jul, 2023 @ 2:13pm 
lol no problem bro :steamlaughcry:
Who 20 Jul, 2023 @ 2:13pm 
A better question I'd like to ask is, is the dyers guild mod optional? My load order is getting out of control so I'm trying to cut down where possible for performance
Who 20 Jul, 2023 @ 2:12pm 
Just re-read the description, nevermind lol. Long day
Dr. Igor Dolvich  [author] 20 Jul, 2023 @ 2:11pm 
Yes @The Worst

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 :cactusrum:
Who 20 Jul, 2023 @ 2:09pm 
Thank you for the mod! Does this need an import to take effect?
Dr. Igor Dolvich  [author] 20 Jul, 2023 @ 7:52am 
Thank you @Anrhaa lol

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

:beeped: :cactusrum:
Anrhaa 20 Jul, 2023 @ 7:47am 
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