Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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)
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.
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.
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.
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.