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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.
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?
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.
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.
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.
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.
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.
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.
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%.
However, if the worst comes, I will probably only get it done for before the weekend or during the weekend
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
My work also takes a lot more time than my previous job (+commute), so way less free time than before
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.
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.
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.