Kenshi
All Food and Indoor Farming Mod
90 Comments
pgames-food 3 Jan, 2021 @ 7:25pm 
cool, ok many thanks :)
zartury  [author] 3 Jan, 2021 @ 6:11am 
Hello Pgames,

The mod should still be working, as it is stand-alone addition (so whatever the devs added should not affect it). As for the blood and sands collection, I think they should be able to coexist together, unless it modifies farming to make it harder or easier, this mod will be an extra way to circumvent it. Though you will require a mod for procuring AI cores and other stuff like it for higher tier farming.
pgames-food 31 Dec, 2020 @ 7:57pm 
hi i got the kenshi game recently, and this mod looks really cool - i like cooking etc in games :)

and am currently using a Blood and Sands collection pack seen on a youtuber (dextor) ... im still a noob at kenshi lol, but can i check if this still mod works (since its 1 year later than last comment, which might imply that no news is good news :) and has anyone else used it with that collection?
zartury  [author] 16 Jan, 2020 @ 1:58pm 
Wow, I thought I made sure of that. Kudos for finding that, I will update accordingly. All users of the mod thank you :)
HellShadow793 14 Jan, 2020 @ 2:24pm 
Figured out what happened, under Building > Functionality > Farming Veg Copy/Farming Rice Copy the max workers was set to 0, which makes you unable to harvest with them. By setting that to 1 you can harvest them again. Tested it myself and it works.
HellShadow793 14 Jan, 2020 @ 1:04pm 
I seem to have the same problem with tech 2 riceweed and greenfruit farms, any progress on that by any chance?
zartury  [author] 6 Dec, 2018 @ 4:18pm 
Srory for the late reply!

Well, that is weird, as the tech 2 farms are all the same (in every respect except for the sprite and the output). I won't be able to look into it today but I can give it a look over this weekend, its been quite busy on my end. I have also installed Windows 10 again, so many files are still not in it, including the mods for this game.

Hypothesis is that the update broke it, but maybe try to see if the Tech 1 versions work too. And validate Kenshi, it magically loses files somehow after each update.
___ 4 Dec, 2018 @ 6:17pm 
My bad. It seems the greenfruit and riceweed farms tech 2 farms have issues. Cactus seems to work fine.
___ 4 Dec, 2018 @ 6:12pm 
So I came back to playing kenshi and tried out the tech 2 farms. It seems the issue I mentioned back then still hasn't been fixed. I can only haul water but can't actually harvest the crops.
zartury  [author] 4 Nov, 2018 @ 2:44am 
You may want to consult this mod I have made here:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1162388415

You don't have to go all the way through the whole research tree, the first level should be enough for the gears (and I think it doesn't cost anything or maybe an engineering to research). Though, a little surprised, I always found a lot of gears available (between the adventuring, shek towns, hive towns, and world's end).

It seems that an update to the description was erased.... again (it contained this information). Will post, as for AI cores there is another mod that might prove useful too.
Snow Strauss 3 Nov, 2018 @ 10:24pm 
Is it possible to add Gear Crafting into this MOD too as Gears are a problem to find or limited in trading stores (for Underground Wells or Advance underground wells Thank You
Jack Kenseng 19 Jul, 2018 @ 7:10pm 
Sorry for any confusion that caused.
zartury  [author] 19 Jul, 2018 @ 4:44pm 
Yeah, well I can relate, as I usually experience it every week (travel 2 hours between cities to work everyday, one way 2 hours and then 2 hours back + 10 hour shift... like today), but your picture title (the pic link) made it seem that you were offended with the mod and if I took it personally, would offend me too.

But its all good, just try not to take it out on modders, we aren't paid for it ;) .

Tier 2 is the sweet spot for farming. Tier 3 is god-mode for yields, but there is a catch, as with everything (cant make it too easy either). But at that point, with the tech and production required, you can easily overcome the trade-offs.
Jack Kenseng 18 Jul, 2018 @ 4:22pm 
And I don't have your farms unlocked yet to see what they are capable of, this is my first time making a base and actually farming again since subscribing to your mods. AI cores are still too difficult, I started with the one I used to get basic hydrophonics (Horrible Week).
Jack Kenseng 18 Jul, 2018 @ 4:21pm 
So that number is very misleading then...alright. I have no problem with a 50% yield in deadlands...I just thought it was 2%.

And farmer level doesn't seem to make much of a difference, because it doesn't seem to go above 100%. It just won't give a penalty due to low skill.
zartury  [author] 18 Jul, 2018 @ 4:09pm 
Not trying to be mean with the explanation, just making it clear enough how it was designed. It is not meant to be always 50% yield in deadlands, you should be easily able to get 100% with experienced farmers.
zartury  [author] 18 Jul, 2018 @ 4:06pm 
This is unfortunately not a cheating mod, it tries to keep things realistic, without it being too grindy. Can a level 0 farmer produce abundant amount of food in a deadland? Well, they should not, in fact they should be close to death by all accounts.

Should food yields in deadlands be as good as healthy lands? Not really, as deadland air should be worse (acid rain). However, as you can see, if you have level 40 farmers, they should make the difference, as by that point total yield from any farm can only be 100%. Thats only 9 game days or so of playing or 4 hours real time, but undoubtely, most people will have them by that point.
zartury  [author] 18 Jul, 2018 @ 4:01pm 
Okay, so I have looked at it, but there was no issue with it. Did you perchance tested it? The 2% yield is not of the farm yield. It the land itself. I modded all deadlands to give 2%, however, before it was 0%. I added 0.5% for green, 0.5% for arid and 0.5% for swamp.

I have rerunned the farming area to see if anything was amiss, it was not for the deadlands. A level 4 farmer with a left arm at 1% health can get 50% yield from any hydroponic farm. A healthy farmer level 20 can get 80% yield. If you go up to tier 2 or 3, the yields and harvest are even greater.
Jack Kenseng 17 Jul, 2018 @ 5:00pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1443113669

This here is the vanilla hydrophonics with you rmod installed. That's pretty...uh...completely useless. I thought that was the whole point of hydrophonics, to grow crops in otherwise unsustainable environments. 2% yield is not exactly doing me any good.

Please tell me yours are better than 2%.
zartury  [author] 17 Jul, 2018 @ 4:33pm 
As for the vanilla hydroponics, I can look into tackling those tomorrow to make some penalty like for my indoor farms (so a little nerf for said dead areas), if that is what you are asking about or did I get the meaning wrong?

However, if the worst comes, I will probably only get it done for before the weekend or during the weekend
zartury  [author] 17 Jul, 2018 @ 4:33pm 
The indoor farms (not to confuse with the vanilla hydroponics) I added actually utilize the mechanics that those vanilla hydroponics used, but with some modifications. As I remember, "_________" told me that only the vanilla worked in the deadlands, but my indoor farms did not.

I believe my mod has also modified the dead biomes to produce some production for the added hydroponics, since 0 for farming environment makes fertilities 0 for my farms. Instead I put it for like 0.01, some there is some penalty to grow in that kind of environment, just not to the extreme where there is 0 harvest.
Jack Kenseng 16 Jul, 2018 @ 4:52pm 
Can you possibly do something about vanilla's hydrophonics mechanics with it taking the biomes and still making it nearly impossible to grow in dead biomes? Is this fixed for the hydrophonics you add?
zartury  [author] 7 Jul, 2018 @ 6:07am 
That is, unless they changed it again (I haven't played it so far this past three weeks).
zartury  [author] 7 Jul, 2018 @ 6:06am 
Yeah, its the latest fix to the production AI. However, if the characters make two or more of the food items and keep it in their inventory, especially when they have eaten something, then they should be compelled to deposit it to storage, so try not overdoing the number of food stoves unless you got the production to support it.

Also, if you have a mod active for increrased hunger (or my mod) or increased hunger like crazy you might want to change the item you produce to one with more nutrition.
Yo 6 Jul, 2018 @ 7:35am 
yeah, so basically they would take the thing they make (ex chewsticks) and then just put it in their inventory. its like they are about to bring it to the storage but then after they put it in their inventory they just stop and continue working on making the chewsticks again. but i noticed that it might not be your mod. i find that my normal bread production als does the same. they just take the bread and bring it with them instead of putting it inside of the bread basket.
zartury  [author] 5 Jul, 2018 @ 1:51pm 
From there I can tell you what is the issue, if there is one from the mod itself. Also, if there is not enough power the character may not be compelled to put water into farm if empty.

The reason for the details is that the developers have tried fixing the AI for task and production and have come up with a new system that makes characters hesitate or not react (giving may different tasks from the same production chain can just about do it), so it may be beyond the mod itself.
zartury  [author] 5 Jul, 2018 @ 1:46pm 
Can you explain in depth how auto-haul doesn't work? Input for water? Output for crops? Is the worker set to auto-haul for each farm (as in 1. autohaul farm 1, 2. autohaul farm 2, 3. "" "" 3, etc) or only set for one out of 5? Uploading a picture may help explain it a lot more.
Yo 4 Jul, 2018 @ 8:33pm 
i think auto haul doesnt work
zartury  [author] 23 Jun, 2018 @ 2:53pm 
Okay, so it seems I didn't fix the fertility issue after all. Released a fix and a bunch of improvements that I am sure you all will like (finally had free time today).
zartury  [author] 16 Jun, 2018 @ 4:15pm 
Gonna try to see if I can throw a fix for that exact problem in the future with regards to 0 fertility, as they should have an effect rather than none as is currently put.
zartury  [author] 16 Jun, 2018 @ 4:13pm 
Well that makes a lot of sense now, didn't know that you were doing this in the deadlands. The reason why that it works in the deadlands the hydroponics is because it is unaffected by fertility, but the techs were made to be a bit affected (very minor). But a minor change times 0 gives 0 fertility.

As for the fact that some tech 2 farms being treated as automated has been fixed (should have been), as there was a conflict between two scripts, so let me know if works fine as I threw in the fix without checking (should be fine since the script is identical to tech 1 farms for "users") for today.
___ 16 Jun, 2018 @ 12:52pm 
So I found out that the farms added by the mod don't work in dead environments after trying to set up a base in the deadlands. It seem like it works like normal outdoor farms by using the fertility and soil information unlike the vanilla hydroponics
I think the issue with some tech hunter 2 farms that I mentioned is related to them being tagged as automated machines so the only option is to haul materials to them.
zartury  [author] 12 Jun, 2018 @ 2:44pm 
Well, you will need a lot of electicity to get production to such a level + water wells. Wells would probably be your undoing with such a plan, unless there is a capacity to build them in town, which I remember there isn't. As for electricity, you can devote the rooftops of buildings to build the small wind generators, I have done that in the past.
Yo 12 Jun, 2018 @ 3:58am 
wow, i just found out about this mod.
now i can make a big squad without having to run a town and late get ransacked by bandits.
now i can just buy lotsa buildings in town and let my squad do some farming and make their own food while i go out adventuring :D
ima try it out later and see whether its as i expected.
zartury  [author] 11 Jun, 2018 @ 3:27pm 
Haha, well, the only cheat mod I need is time acceleration x10, though I would think the computer would melt before I would accomplish much in-game. Needless to say, I have started one for checking the specialized stoves, so its not exactly a new start (I did start at least some of that tech research too).

Also, that start is a cheat start, 6 100-level warriors with 100 athletic (his stats for max running and swimming were tweaked too, had to bring it down because camera couldn't follow and crashed). Haven't released it as a mod though.
Jack Kenseng 11 Jun, 2018 @ 2:57am 
There's some cheat mods to help you with that.
zartury  [author] 10 Jun, 2018 @ 4:28pm 
I am going to have to look into this mod later, didn't find the time to take this on this weekend. But I will see if I can get to that point sometime next weekend (as I have to play and unlock said farms to get this tested, and it won't be fast, thats for certain). It on account of my savegame not transfering, so I have to get this playthrough to that tech level to test it, which takes a lot of game time.
___ 9 Jun, 2018 @ 1:09pm 
I can't really say for sure. I just recently tried your mod.
zartury  [author] 5 Jun, 2018 @ 3:34pm 
Curious, did this happen after the current update or was this present for a while?

Anycase, will look into it. Someone else also has an issue with the hydroponic farm it seems (the indoor farm only mod), though have to see which one it is once he/she gets back.
___ 4 Jun, 2018 @ 5:17pm 
When I set one of my units to harvest the farm all he could do was haul water to it. I think the greenfruit works fine but I haven't tested any others.
zartury  [author] 4 Jun, 2018 @ 4:09pm 
Guess I will give it a look next weekend. Is that the only thing? I ask because it seems weird that that is the only thing, as all the others tech 2 farms operate the same way. How it is broken?
___ 3 Jun, 2018 @ 9:35pm 
I'm pretty sure the riceweed tech hunter farm 2 is broken. Can't get my guys to actually harvest but the rest of the mod is useful.
zartury  [author] 27 May, 2018 @ 4:34pm 
Update

Changed ration pack recipe to match vanilla one, Increased packing tables inputs to 20 from 5, and fixed bugged indoor cactus and cotton farms, changed and modernised it to match the rest of the vanilla game.
zartury  [author] 27 May, 2018 @ 4:32pm 
Okay, so after much destruction and pillaging, a rather large loss of left limbs (about 10 limbs were lost, with only one being a right, guess it must be paladin logic), I finally got all of it built and tested.

Here's the thing, everything works fine. I don't know what is causing these issues but it isn't this mod. It also doesn't matter if you are on experimental or not, as this was made with stand-alone assets. The only thing that can affect it is if there's a mod that utilizes my assets to do something else and the only one I know of was Weaver's mod. Hope this helps.
zartury  [author] 24 May, 2018 @ 3:34pm 
Alright, just to give an update. I should be getting close to finishing establishing the base for food production facilities for this saturday and test out and see if the problem is with the mod or not and if so to see how to get around it. Apologies about the long time it took to reestablish the base, imports didn't work on any of the unaffected saves (the ones before I crashed my settlement to the ground).

My work also takes a lot more time than my previous job (+commute), so way less free time than before
zartury  [author] 8 May, 2018 @ 3:27pm 
Yeah, I got that from someone else too (about the gohan incident). I would want to find time, perhaps Thursday or Weekend to try things out before releasing the fix for that, to see that it works (my latest "outpost" crashed and burned when I was testing for the tech mod, didn't care to preserve my team which kind of back fired since I have to start from scratch to test this one).
BLKCandy 8 May, 2018 @ 12:49am 
Great mod. I can finally make food production line.Yay~

The ration pack stove use wrong ingredient though. It use food cube + dried meat in regular stove, but it use food cube + gohan in the specialty stove. And it doesn't even consume the gohan.
zartury  [author] 1 May, 2018 @ 4:49pm 
Well, the good news is that fish-storage buildings can be put outside, however, I am unable to address the problem you guys face with regards to those issues with the forgotten construction set, since for each instance, the code is exactly identical to the other cooking stoves and the other fish drying racks.

I only have two suggestions. Try to set this mod at the bottom of the list or see if importing changes anything. On my end, I will try to see if I myself encounter these same issues at some point during the week by trying to replicate it.
zartury  [author] 29 Apr, 2018 @ 4:51am 
Thanks billowaysapher for telling me this. Any other problems you all encounter let me know, because if I don't get to fixing everything for this mod this week from all suggestions, it will be done next week.

theRejected7, yeah, this mod was actually created because I originally had a group of 70, so it was a pain to spam click all the food items they had to make, before the repeat button was invented. Even then, these stoves and packers are still relevant because they experience less inventory automation problems, because the AI reacts better to single production buidlings than multiple production buildings.
The Ghost of Meridia 28 Apr, 2018 @ 7:06pm 
Might be my save or a conflict, but the ration pack cooking table is only using foodcubes, never touches the gohan, still makes ration packs.