Kenshi
Advanced Camping
 This topic has been pinned, so it's probably important
Atlas  [developer] 23 Sep, 2021 @ 12:49pm
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Showing 1-15 of 15 comments
Shir Blackwater 5 Oct, 2021 @ 1:39am 
I noticed that two of the tents I can't build anything under (the two new ones, can't recall the exact names right now, large flat and the covered tent?) the ones based on the old tents I can place things under just fine. Is that a bug perhaps, or are those two just meant for standing under to hide from acid rain?
Spartian Omega 16 Oct, 2021 @ 5:44am 
I can build under the C+ tents but, I can not dismantle them afterwards.
SteelSmith 18 Oct, 2021 @ 5:31am 
I found an issue with the drying rack (grand fish); while the thin fish version works fine, the grand fish version cannot be interacted with (i can't even select it in the in game editor to delete it).

I think there is no "hit box" for it (or it's so tiny as to be effectively non-existent) as other buildings can be made directly intersecting with the model while the thin fish version blocks building normally (i.e. too close to another building)
Spartian Omega 22 Oct, 2021 @ 6:09am 
Would be nice if there was a way to craft the materials.
Atlas  [developer] 22 Oct, 2021 @ 2:36pm 
Originally posted by Spartian Omega:
Would be nice if there was a way to craft the materials.
They should be readily available pretty much everywhere.
Atlas  [developer] 22 Oct, 2021 @ 2:37pm 
Originally posted by SteelSmith:
I found an issue with the drying rack (grand fish); while the thin fish version works fine, the grand fish version cannot be interacted with (i can't even select it in the in game editor to delete it).

I think there is no "hit box" for it (or it's so tiny as to be effectively non-existent) as other buildings can be made directly intersecting with the model while the thin fish version blocks building normally (i.e. too close to another building)
Also forgot to reply to this. Been working on genesis all day and forgot to check up on this. I will tomorrow. Im pretty sure i know what the issue is without looking and if it is a collision issue i'll just reassign a collision box to it if it needs one or make a new one for it.
Spartian Omega 23 Oct, 2021 @ 8:26pm 
Originally posted by Atlas:
Originally posted by Spartian Omega:
Would be nice if there was a way to craft the materials.
They should be readily available pretty much everywhere.

I mean sure, kinda, I find the blueprint to craft them more often than the material lol (I don't think the materials should be more readily available in vendors).

So I am having to travel between areas to find enough camping materials to suit my needs (base decor, camp base aesthetic).

It just would be nice that if you had a base established that you could combine some common vanilla materials together (building material, iron plates, fabric) into the camping material.

I am not experienced with modding Kenshi so I have no idea how feasible it would be to execute.

Edit: this would be less of an issue/less important if you could properly deconstruct some of the buildings added.
Last edited by Spartian Omega; 23 Oct, 2021 @ 8:28pm
Atlas  [developer] 24 Oct, 2021 @ 6:37am 
Originally posted by Spartian Omega:
Originally posted by Atlas:
They should be readily available pretty much everywhere.

I mean sure, kinda, I find the blueprint to craft them more often than the material lol (I don't think the materials should be more readily available in vendors).

So I am having to travel between areas to find enough camping materials to suit my needs (base decor, camp base aesthetic).

It just would be nice that if you had a base established that you could combine some common vanilla materials together (building material, iron plates, fabric) into the camping material.

I am not experienced with modding Kenshi so I have no idea how feasible it would be to execute.

Edit: this would be less of an issue/less important if you could properly deconstruct some of the buildings added.
I would say that this notably is probably due to mod combinations. Testing this in vanilla put this on par if not more common than building materials and iron plates.

The more items a vendor has to sell the less of a particular item they will sell if its not properly balanced to sell all things equally etc.

The reasons there are no late game crafting alternatives is because their are not meant to be any. The idea is that youd travel city to city, place to place collecting resources along the way. This isn't balanced for homebodies but travelers.
kamonwolfe 22 Dec, 2021 @ 9:21am 
I suggest increasing the research bench inventory to 3x3 so farming tech can be researched while still limiting its inventory size, otherwise I think your mod is quite great
Absinthinseattle 4 Jan, 2022 @ 7:32pm 
Now that I have found the BP, everything is working great. What are the pallets for? Also can you make a camping version of the Ore and Copper Containers. It would help in making a mining camp. Thank you for your work!
This mod has been a godsend for my nomadic playthrough of hunters/bounty hunters. I have one suggestion though, if youre still working on the mod at all. You should add some way of crafting camping supplies either from a mineable resource or maybe animal skins, perhaps both idk. This way theres the option of creating a decent stockpile without HAVING to buy them, say, if you wanted to have several campsites around the map you return to.
I'd like to see the camping stuff get added to the progression of the game somehow, even if its a separate patch.

Currently, you find one blueprint and that's that, but that blueprint allows you to skip multiple different technologies, like leather making, bread making, and farming. I'd like it if you had to unlock the vanilla technology first before having you could use the camping version.

The way I'd implement it while keeping the cost to the player the same, is the original camping blueprint gives you just most of the basic stuff. Using it, alongside the respective vanilla technology, are prereqs to a free research for the other appliances. So if you have the Baking technology researched, and the Camp technology researched, you can research Camp Baking for free.

I also think the camp planterns should require their respective crop. It's a little too easy compared to vanilla crops.
Atlas  [developer] 5 Jul @ 3:22pm 
Originally posted by Virplexer:
I'd like to see the camping stuff get added to the progression of the game somehow, even if its a separate patch.

Currently, you find one blueprint and that's that, but that blueprint allows you to skip multiple different technologies, like leather making, bread making, and farming. I'd like it if you had to unlock the vanilla technology first before having you could use the camping version.

The way I'd implement it while keeping the cost to the player the same, is the original camping blueprint gives you just most of the basic stuff. Using it, alongside the respective vanilla technology, are prereqs to a free research for the other appliances. So if you have the Baking technology researched, and the Camp technology researched, you can research Camp Baking for free.

I also think the camp planterns should require their respective crop. It's a little too easy compared to vanilla crops.
unfortunately this will never happen. to many people are to used to the mod as it is now and given how people handle mod changes the blowback isnt worth actually changing it. people want a good simple mod and that's what they got. the original version was actually closer to this design however while working on the mod i realized it fulfilled a niche in of itself for most people to want so i made it simpler.
Originally posted by Atlas:
Originally posted by Virplexer:
I'd like to see the camping stuff get added to the progression of the game somehow, even if its a separate patch.

Currently, you find one blueprint and that's that, but that blueprint allows you to skip multiple different technologies, like leather making, bread making, and farming. I'd like it if you had to unlock the vanilla technology first before having you could use the camping version.

The way I'd implement it while keeping the cost to the player the same, is the original camping blueprint gives you just most of the basic stuff. Using it, alongside the respective vanilla technology, are prereqs to a free research for the other appliances. So if you have the Baking technology researched, and the Camp technology researched, you can research Camp Baking for free.

I also think the camp planterns should require their respective crop. It's a little too easy compared to vanilla crops.
unfortunately this will never happen. to many people are to used to the mod as it is now and given how people handle mod changes the blowback isnt worth actually changing it. people want a good simple mod and that's what they got. the original version was actually closer to this design however while working on the mod i realized it fulfilled a niche in of itself for most people to want so i made it simpler.

That's completely fair, if people like it simple, why change it?

Might end up just making my own patch for it then, (if you don't mind that is, do I need permission for a patch? pretty new to modding) if i can figure it out. It is a really cool mod and inspired a lot of nomad runs.
Last edited by Virplexer; 7 Jul @ 11:53pm
Atlas  [developer] 8 Jul @ 2:37am 
Originally posted by Virplexer:
Originally posted by Atlas:
unfortunately this will never happen. to many people are to used to the mod as it is now and given how people handle mod changes the blowback isnt worth actually changing it. people want a good simple mod and that's what they got. the original version was actually closer to this design however while working on the mod i realized it fulfilled a niche in of itself for most people to want so i made it simpler.

That's completely fair, if people like it simple, why change it?

Might end up just making my own patch for it then, (if you don't mind that is, do I need permission for a patch? pretty new to modding) if i can figure it out. It is a really cool mod and inspired a lot of nomad runs.
Nah patches dont require permission unless youre including or changing assets which is pretty rare.
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