Kenshi
Foliage and Stone Total Rework (FASTR)
188 Comments
masternate 24 Jun @ 6:32pm 
i need you to remove the swamp vines bro
BootyHunter 16 Jun @ 7:14pm 
I go away from Kenshi for a few days and you make it even better. Danke!
Shela Monster 16 Jun @ 5:12pm 
Thank you for fixing the texture blending in/around Mongrel! It was a bit jarring, but I know you'd get it tweaked just right! :steamhappy:
crunk aint dead  [author] 16 Jun @ 2:26pm 
@Jango yup this rock is completely removed in FASTR.
Jango 16 Jun @ 1:02pm 
thank you for the great update!
Is this already a thing in your mod?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3498912211
crux 16 Jun @ 12:30am 
I'm blown away by how gorgeous the Swamps are now, not to mention how smoothly the game runs in them. Amazing work!
Shela Monster 15 Jun @ 12:07pm 
Ah, that's what that means, thanks for explaining it! Will certainly take some adjusting to get used to but glad to know it was intentional! Thanks again! :steamhappy:
crunk aint dead  [author] 15 Jun @ 11:52am 
@Shela Monster these changes are intentional, I set texture blending to be much lower so it isn't using the slope textures for all heights.
Shela Monster 15 Jun @ 11:21am 
Hope this helps! https://imgur.com/a/5I1vmcj
Shela Monster 15 Jun @ 11:17am 
Hi Crunk! Thanks for the update and your continued dedication to optimizing Kenshi! :steamhappy: I think something might have broken though as for some reason my Mongrel land textures seem very off... they still load, so not invisible ground, but the texture of the ground inside the town is VERY different now.
crunk aint dead  [author] 15 Jun @ 5:25am 
@Kraut Kontrol 100% compatible with KPM LEM
Kraut Kontrol 15 Jun @ 4:38am 
Thanks for the update!

"Incompatible with all other foliage mods (such as Biome Edits, Less Foliage, Clean and Speed, Remove Swamp Vines, Thicc Foliage, and more)"

What about KPM: Lowpoly Environment Models ?
crunk aint dead  [author] 14 Jun @ 3:50pm 
new version is live now, couldnt wait to share it <3
Laughing Forest 14 Jun @ 10:04am 
[insert guy rubbing hands behind tree meme]

Thanks for the awesome work Crunk
crunk aint dead  [author] 14 Jun @ 9:59am 
A new version of FASTR is on the way soon which will significantly improve performance more so than any other foliage mod ever has.

I have been removing collision boxes from all foliage which spawned in areas inaccessible by the the Navmesh. This has allowed me to push the optimization further than even I myself realized. I have removed thousands of collision boxes from some zones such as Arm of Okran and Royal Valley. No longer will your game spend so many resources rendering collision for areas which cannot be reached.
Although it is possible I (hard) guess. Because these terrain objects might act like buildings and destroy the nav mesh if they are touched
@NeverFrosty This is a common bug in the game engine that happened to me multiple times before installing this mod. I had one pop up literally in my base while I was building it, it has something to do with buildings and terrain that creates them. NOTHING to do with this mod
crunk aint dead  [author] 2 Jun @ 12:55pm 
@NeverFrosty where are you finding blocked pathways? let me know so i can fix it <3
NeverFrosty 31 May @ 9:12pm 
There are multiple pathways that are blocked, when u hover your mouse u can see the blocked icon. Even npcs cannot walk on those places lol. I was waiting for the raid, and saw them not moving. It's because they cant move to that path lol. Decided to disable this mod and it started working again as intended. If u experience this, problem, the cause is probably this mod.
Instant +20-30FPS after installing. The pitts go from 20 second load times to 1-5. Thank you for this
theo 13 May @ 5:23am 
Nevermind... The crashes and infinite zone loading still occur without FASTR. How strange!
theo 13 May @ 1:31am 
I don't know exactly the reason why this mod (likely) crashes my game and/or makes it load zones infinitely after a time. But if I had to guess, it might be a weird interaction between the Engine Mesh Updater's UpdateSteamMesh function and FASTR. I don't know.
theo 13 May @ 1:25am 
Forgot to mention, for the test details and results, see comments #13-14 in the linked post.
theo 13 May @ 1:23am 
Hello! For anyone experiencing infinite zone loading and/or crashing and have this mod in their list, try to disable it. In my case, I've experienced crashes with this mod enabled. After extensive testing, it is most likely that this mod can cause infinite zone loading and/or crashes in certain instances after travelling for a long time. Though, further research is necessary.

See this Steam discussion on Infinite Zone Loading for more info and the test results.
crunk aint dead  [author] 17 Apr @ 9:19pm 
Uploaded a new update today folks! I was able to significantly improve optimization in the swamp! Load times are slightly better than vanilla and fps is 30% faster than vanilla
猫雷Kiss 13 Apr @ 8:28pm 
any possibility of compatible with genesis?
Captain Doubledick 11 Apr @ 6:25am 
now i have nearly 80fps always on max settings WITHOUT compressed textures. Great mod thank you
Skolokiroptera 11 Apr @ 12:44am 
Excited to hear about the update. Not sure if you're aware but the NE path leading out of Endin into Sinkuun is blocked by a rock pillar.
AntMC 8 Apr @ 2:37pm 
Is the mod compatible with the Universal Wasteland Expansion mod and the mods that are compatible with it (including patch mods)? Also, in the kingdom of Shark, there's a tree blocking the entrance to a shop. Has that tree been removed?
Vinterfaust 27 Mar @ 3:03am 
im so happy to hear
crunk aint dead  [author] 19 Mar @ 1:56pm 
Hey folks I am working on a big update right now! Made a massive breakthrough on optimization recently.

I did some benchmarking and discovered why loading screens were longer in a few zones than they should be. In the swamp for example, loading screens were averaging 2-5 seconds longer than vanilla in spite of averaging a full 30% more fps. This is because FASTR was causing too many things to load in at once by shortening view distance. Paradoxically having a further render distance for many pieces of foliage actually reduces loading times by breaking up the asset loading into more chunks.

This discovery is going to let me squeeze some more fps out of zones that normally struggle, stay tuned!
Mandalf 14 Mar @ 6:09pm 
Presenting a BETR FASTR PATCH FOR IWK+ !
[] It’s not a brute force fork copy, it’s a real patch!
[] Fixes any issues with logging trees (or your money back!)
[] Fixes any issues with collecting scrap metals

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3444572590
Collision 9 Mar @ 3:04pm 
Insane mod, just got rid of any lags.
TheyCallMeVincenzo 25 Feb @ 6:29pm 
There are other things here that are great that I may not realize, but the foliage next to water/shore lines is probably the best part.
crunk aint dead  [author] 20 Feb @ 9:06am 
@MarciXeN check out the Genesis discord server, myself and tons of other modders are there.
MarciXeN 20 Feb @ 9:04am 
Maybe I will try when I have the time. I've just recently started my journey to modding a variety games. If that time comes I'll let you know, a little guidance around your mod would probably be very helpful if you'd be up for it ;>
crunk aint dead  [author] 19 Feb @ 5:25pm 
@MarciXeN I am unlikely to make anything like this myself, but anyone is welcome to modify FASTR to create a mod similar to wastelands if they want. Just be sure to credit me and StarCornet.
MarciXeN 18 Feb @ 4:10am 
I have a suggestion since you're doing amazing work with your HD mods, and I can't find anything good - a landscape overhaul that would make colouring more seamless and saturate colors like green, and desaturate the ugly yellow or red lines on the ground. Possibly add more greenery all around since realistically it only exists in Okran's pride which still looks quite ugly. Something like Wastelands except unfortunately it removes like 90% of foliage and objects so something to go along with FASTR would be a just about perfect combination.
crunk aint dead  [author] 13 Feb @ 9:56pm 
@Shela monster i dont but thanks for asking <3
Shela Monster 13 Feb @ 9:40pm 
Thanks for clarifying! Do you have a page for donations as well? Appreciate all your work on these Vanilla friendly mods! :steamdance:
crunk aint dead  [author] 13 Feb @ 9:20pm 
@Shela monster nope nothing like that.
Shela Monster 13 Feb @ 9:16pm 
By chance does this also convert the various weather effects into .dds format similar to Mood Waves does for water textures? Thanks!
crunk aint dead  [author] 13 Feb @ 1:37pm 
@Shela monster I believe the problematic boulders are terrain features, i will look into it soon. It sadly might not be fixable
Shela Monster 13 Feb @ 1:35pm 
Regarding the Death Yard camps, maybe the stones around Fog Islands could be removed, or slid around into different spots? I'm assuming the camp spawns have fixed (but random) locations, but not sure if that's per game seed or not. :steamthumbsup:
Shela Monster 13 Feb @ 1:33pm 
Thanks Crunk! Here's hoping the grass in the stone outside Mongrel is gone, and the big vines blocking the path in Mud Town is fixed! :steamhearteyes:
crunk aint dead  [author] 13 Feb @ 12:49pm 
Just put out an update folks, it's been a while since the last one so i updated some random stuff
Laughing Forest 12 Feb @ 5:10am 
Looks like it’s a camp. Ah well, thanks for the quick feedback on this one
crunk aint dead  [author] 11 Feb @ 9:42am 
@Laughing Forest no clue, do they spawn as a camp or as a static feature? if its a camp most likely not.
Laughing Forest 11 Feb @ 9:39am 
Hmmm fair enough ... could FASTR move the fogmen prisoner poles out into the open then from within the boulders?