Kenshi
Holy Farm Overhaul
63 Comments
Shidan  [author] 23 Jun @ 2:10pm 
Probably not. At least mostly not. Possible a few elements would survive, bot most would likely not spawn correctly.
MBO 23 Jun @ 2:04pm 
does this works with UWE
Shidan  [author] 20 Apr @ 9:50am 
I just happened to be sitting at my computer looking at Steam when you commented. xD
Ġedryht of Wōden 20 Apr @ 9:49am 
Holy shit how did you respond so fast?
Someone with the knowledge should consider making a patch.
Shidan  [author] 20 Apr @ 9:44am 
No, it would not be. That mod replaces the towns with its own versions, so my changes would not apply at all. Wouldn't hurt anything, but this mod would effectively do nothing, so it would be pointless.
Ġedryht of Wōden 20 Apr @ 9:41am 
Is this compatible with "Holy Villages: Holy Farms Overhaul"? Okranite civilisation won't survive without both of these mods.
[PIGZ]MrTango 26 Nov, 2024 @ 2:51am 
ah, ty.
*oops didn't see that bit; it blends into the crossed out stuff.
Shidan  [author] 25 Nov, 2024 @ 4:24pm 
Because as mentioned in the description, that stuff was now fixed in vanilla.

And I don't see any reason it wouldn't work with it. I don't edit the world itself, just some squads and AI. At worst some minor conflicts that the average user probably wouldn't even notice.
[PIGZ]MrTango 25 Nov, 2024 @ 3:29pm 
Why some description lines cross out? And will this work with CATO?
mykomark 14 Aug, 2024 @ 6:05am 
Major bug - farm guards sooner or later dissapears (not been killed or etc).
~10 Kenshi day and farm on main road between Stack and Blister Hill lost all the guards.
Plus in farm (Stack - Bad Teeth) guards never goes out of barracks and not even goes on roof floor.
mykomark 12 Aug, 2024 @ 6:34am 
On other farms they protecting stuff but after wiping raptors and etc - guards doesn't move they just standing like trees for days (if not attacked).
mykomark 12 Aug, 2024 @ 6:31am 
It seems this <alarm> doesn't always works.
Just witnessed farm (between Stack and Bad Teeth) got wiped by raptors and guards just slept inside barracks and didn't do shiet.
Wasted all my medkits by healing farmers and bit later got ambushed by bonedog and now my two guys has -300 in legs and arms...
24/7Lofi-station 5 Jul, 2024 @ 2:35pm 
Must have mod, now the poor farmer near military base didn't get killed from those raptors anymore. Blessing upon you Shidan.
Shidan  [author] 11 Dec, 2023 @ 6:23am 
Any other mods altering the farms? The farm leaders are the only vanilla vendors, and should still be present.
Strain 11 Dec, 2023 @ 4:23am 
It added many guards but the holy farm vendors were removed.
Strain 11 Dec, 2023 @ 4:23am 
there are no holy farm vendors in this mod.
Shidan  [author] 21 Mar, 2023 @ 2:47pm 
Should still work, yes. Just adds some guards, and makes farmers call guards to protect their crops. Not really that important these days, but I see no reason it wouldn't still work.
maxibreard 21 Mar, 2023 @ 2:16pm 
Is this mod still working?
Teralitha 26 Sep, 2022 @ 1:31am 
I grew tired of having to import to bring these farms back from the dead. This mod takes care of that nicely.
Shidan  [author] 15 May, 2020 @ 4:51pm 
I've personally never seen the places get filled up. But if they did, they'd just move to the "pretending" to work action if they were unable to work.
Sir Luis 12 Jan, 2020 @ 8:33am 
farms dont have enough guards sadly.
LoboOscuro 13 Aug, 2019 @ 4:10am 
doesn't play nicely with kenshi Architecture sadly as they both seem to mess with the farms
Timesplitter 8 May, 2019 @ 12:02am 
Thank you for this amazing mod that I have included in "Kenshi: The World Divided". This Mod Collection has been fully tested and works perfectly. Thank you again for the great mod to add to this collection. :steamhappy: Timesplitter.
Bedelguese 25 Jan, 2019 @ 10:25pm 
I have added this mod to my collection "Komrad's Kenshi Kollection" for the great addition to gameplay it provides, thank you to your contribution to this community and for keeping this great game fresh and interesting.
Shidan  [author] 4 Dec, 2018 @ 7:16pm 
It should. I run it on my games and have not seen issues anyway.
Warnoise 4 Dec, 2018 @ 6:22pm 
Does the mod work with the latest version?
LastGameLastGame 11 Jun, 2018 @ 3:46pm 
I messed with the mod a bit, removed everything except the added guards and it works. Only wanted the guards anyway since the rest is in base game as is :)
Shidan  [author] 11 Jun, 2018 @ 3:24pm 
That is indeed an effect of the mod, as I messed with residents of the farms slightly, so it ends up getting taken. If you want to buy the building I'd suggest buying it first, then getting the mod and importing. That should let you keep the building while still using the mod. :)
LastGameLastGame 11 Jun, 2018 @ 7:09am 
One more question, if you happen to remember. One of the Holy farms, the one that's basically on the road near a fire shrine, it has a building to buy normally. But with mod on that building is turned into material storage and the small shack that is usually material storage is turned into residential.

Is this mod related or just buildings being random?
Kinda planned to set up there and practice on raptors (neko's stronger group combat makes starting an actual outpost a bit more...heavy)
LastGameLastGame 10 Jun, 2018 @ 6:40am 
Great thanks
Shidan  [author] 10 Jun, 2018 @ 6:29am 
Nah, it still works fine. The devs actually implemented those farmer changes EXACTLY like I had, so there is no conflict at all. :)
LastGameLastGame 10 Jun, 2018 @ 6:25am 
Playing with Neko's stronger group combat....farms are actually getting destroyed in couple days.
Guards are very much needed lol. Besides the guards, is the obsolete code/changes to farmers gonna interfere at all?
joseph.iudice 18 May, 2018 @ 2:01am 
You still rule....it WAS needed....so you made it....GJ!
Shidan  [author] 17 May, 2018 @ 4:46am 
Pretty much. Not much point beyond that anymore.
Yorick 17 May, 2018 @ 4:44am 
@Shidan Ah alright, thanks for the quick answer. so only reason to sub now if is i wanted the added guards around the farms?
Shidan  [author] 17 May, 2018 @ 4:38am 
It should sitll work, but it's not really needed anymore. Raptors have become much more manageable on their own, and the farmers already actually work their farm now in vanilla rather than pretending (unless they have no real work available to do, then they pretend).
Yorick 17 May, 2018 @ 4:27am 
is this still working currently? or have patches made it obsolete?
joseph.iudice 16 May, 2018 @ 8:59pm 
Shidan, you make some of the best god-dammed Kenshi mods, m8!
Sir Luis 28 May, 2017 @ 3:23pm 
i might just be asking to much but would it be possible for you to build like one or two more farms around the map somewhere maybe both of east of bad teeth or north of them. It makes sense for them to be in that area. i also just want more raiding targets.
Temper 28 May, 2017 @ 6:04am 
Looks like the devs adressed this.In addition to what Shidan wrote it also appears the farmers raise the alarm and HN squads are aggro to RRs.

that's what's going on in my save game atm anyway.
Kehldael 20 May, 2017 @ 2:08pm 
Oh nice, but having HN farmers actually work is good anyway
Shidan  [author] 20 May, 2017 @ 2:04pm 
I'll also point out, the river raptor issue has actually been addressed in the game now. They toned down the homeless population of river raptors, making most of them spawn from nests instead. This gives the player the ability to cull them from an area relatively easily.
Shidan  [author] 20 May, 2017 @ 2:01pm 
Far as I know, swamper farms did not lack in any of these ways. They come with guards, and the workers actually farm there compared to the HN farms only pretending to work. They also react appropriately to raptors eating crops. So I did not touch them in this mod.
Kehldael 20 May, 2017 @ 1:57pm 
Hey shidan, great mod ! That's really something that should have been fixed some time ago.
Question though: does it work only with HN farms, or does it work also for swamper's farm ?
Inficy (Kanjzo) 28 Apr, 2017 @ 6:42pm 
I just wanted to say, people like you make this great game even better. Thanks for doing what you're doing and hope you have a good day.
Eternal Paladin Gaming 26 Apr, 2017 @ 4:00pm 
Why aid the those holy fools there the enemy >:(
BigRowdy 25 Apr, 2017 @ 4:43pm 
I dont really like farming either but i do like immersion...+1
Bee Rowni 24 Apr, 2017 @ 6:12pm 
Love the idea! I notice how lame the actual farms are, but I didn't realize why that was making them hit me with such big numbers. I worked around it and have a wall now, but I agree that they're boring after a point.
Shidan  [author] 24 Apr, 2017 @ 5:45pm 
(1/2) The farms were also broken. No guards, farmers who don't actually farm or even care if their crops are attacked, some farms didn't even have farmers... The mod is about fixing a part of the game that used to keep the Raptors in check.

I don't really even farm or build bases in the game. I find it extremely boring overall. So I've personally never had issues with the Raptors. I just think that they are a mechanic that adds nothing of value to the game.
Shidan  [author] 24 Apr, 2017 @ 5:45pm 
(2/2) They either overwhelm newer players with sheer numbers. Or they just swarm stronger players like a horde from some zombie game to get gunned down by the hundreds. The numbers make no sense for the area of the world they live in either, the Holy Nation would have exterminated them long ago if they were meant to be this big of an issue. There is a reason the Holy Nation's valley is so devoid of threat compared to the rest of the world after all. They're supposed to be pests, not something akin to a swarm of locusts.

So tell me, why should raptor behavior be like this? What benefit to the gameplay does it add? It's not challenging to anyone besides the newer players, and there will be other (hopefully better designed) threats in the future, such as the Holy Nation themselves, to hinder them. It's pretty ironic that it's better to build a base in the biomes with more dangerous wildlife if you want to avoid wildlife problems. :P