Kenshi
Asura Chi (v1.4.3)
 This topic has been pinned, so it's probably important
Vanaukas  [developer] 16 Oct, 2021 @ 8:15pm
HOW THE MOD WORKS?
Mod functionallity explained:


Meditations (Buildings):
All the buildings shares the same hunger values as the old mod, all can be constructed almost everywhere (as the camp fire). None of them uses resoruces to be constructed, all of them have a faint light to be visible in the darkness. I've deleted a few buildings from the old mod due their bugged nature (like the portable item furnace) or because they were just impossible to balance (like the portable robotic bed). I'm not entirely sure but the Hunger rate values apparently are multiplied by 100, so for example 7 will be 700% in game and 35 it's 3500%

  • Chi: Data: This buidling produces 12 different books that explains stuff from the others buildings, their functionallity and also adds some "lore" tidbits for immersion. I've used the names of the users that helped me through the old mod to fix bugs and encouraged me to keep going, so it's a little homage from me to them. If anyone mentioned has issues with this, I can remove their name ASAP (probably inmediatly after reading a complaint about it). Books are produced instantly and starts with 4 of them unlocked, the rest is unlocked via research (at the same time you unlock a new building or a new item). Doesn't use or improve stats

  • Chi: Condensation: This is the building you'll be using most of the time, generates Chi (at double speed than the old mod), have a limit cap of 99 and has the hunger level of 7. Your character won't stop producing Chi until 99 or if it's in the verge of death due hunger and starts passing out. Doesn't use or improve stats

  • Chi: Research (Astral Plane): This is the building to do Chi related research and it will unlock the rest of the buildings, books and items that can be constructed using Chi. It only ask for Chi as requirement for research, from 5 to 1 Chi and it'll take from 5 to 1 "time value" to work. All the research has been streamlined and all of them are almost optional except for the first research which is mandatory to start. If you don't want to research something specific, you are completely free to do it. However, there is a little surprise in the end for those who researched everything. Has a hunger rate of 7. Doesn't use or improve stats

  • Fireball: This building acts exactly the same as a regular campfire, but works with Foul Raw Meat or Greenfruit depending on the variant. Due Kenshi limitations it's not possible to use one building for both recipes. 1 Foul Raw meat produces 1 Roasted gristed Flaps (7 nu) and Greenfruits gives Roasted Greenfruit (10 nu). Uses FARMING stat (and I'm not even sure if increases it but I've tried to stay as close as possible to the campfire logic to avoid bugs).

  • Evulsion: This is the building to produce healing items in exchange for a really, really high hunger rate of 35. The process starts with 2 class of healing orbs, one for robotic and other for organic beings. As you progress with research, you can upgrade those orbs with more Chi to enhance their healing power, being able to even mix them and creating a splint orb. Every item weights the same and have the same rate of production (1 hour or "time value"). I have to put emphasis on the fact that this building has the most brutal hunger rates I've ever seen in a mod, so you better bring food to survive. Uses and improves FARMING stat

  • Respiration Control: In this building you'll be producing "Breathing techniques" which are meant to act as shirts, providing protection to the whole body except the head. They can be used on Shirt slot and also Belt slot. Hunger rate of 15 and the building produces the items fairly quick. Has a custom texture that tries to look/emulate veins (looks like a tattoo, it may be improved over time). Uses and improves FARMING stat.

  • Shaper: This is the second most used building in this journey and it's where you produce most of the items you'll be using. Every item ask for some material to be used in their construction (contrary to the old mod which created things from "thin air"). Here you produce the bags, "armor" items, limbs, materials mixed with chi and even conduits. Since it has some really long and cluttered list of items that can be produced, I've divided the building into 4 variants: ALL (all the item list), ITEMS (only items list), WEAPONS (only conduits list), LIMBS (only limbs list). "ALL" is ready from the start and the "specialized" ones will be available in the final research for each type of list (so, for example, the weapons only version will unlock when you research the last tier of conduits, the limbs version when you research the last tier of limbs and items when you research any of the last tiers of items). Has a hunger rate of 9. Uses and improves FARMING stat

  • Isolation: With this meditation you can recover raw materials from some specific items. Iron Plates and chi gives Raw Iron, Dried Meat and chi gives Raw Meat and Electrical Components and chi gives Copper. Due Kenshi limitations it has to be done in 3 separate buildings. Hunger rate 9. Uses and improves FARMING stat.


Research:
As I've said a few times already, the research on this mod is fast and streamlined compared to the old one. If a building it's unlocked by multiple research, the first one unlocks it and the second time it doesn't do anything, I've made this to give freedom on what research the player wants to do. This is the order:
  • (1)Chi: Basic training <1 hour, 1 chi> (Unlocks Daksu and more research)

  • (2.1)Chi: Respiration Control <2 hours, 5 chi> (Unlocks Respiration Control building and the first breathing technique)
  • (2.1.1)Chi: Respiration Control + <5 hours, 2 chi> (Unlocks combat and enviromental respiration techniques)

  • (2.2)Evulsion: Healing <2 hours, 5 chi> (Unlocks Evulsion and the first 2 healing orbs)
  • (2.2.1) Evulsion: Healing + <3 hours. 3 chi> (unlocks the second tier of healing and splint orbs)
  • (2.2.2)Evulsion: Healing ++ <5 hours, 2 chi> (Unlocks the last tier of healing)

  • (2.3)Shaper: Conduits <2 hours, 5 chi> (Unlocks Shaper and the first tier of conduits with the 3 different projectiles)
  • (2.3.1)Shaper: Conduits + <3 hours, 3 chi> (Unlocks the second tier of conduits)
  • (2.3.2)Shaper: Conduits ++ <5 hours, 2 chi> (Unlocks the last tier of conduits and Shaper (WEAPONS))

  • (2.4)Shaper: Nirbala Limbs <2 hours, 5 chi) (Unlocks Shaper and Nirbala limbs)

  • (2.5)Shaper: Amalgam Materials <2 hours, 5 chi> (Unlocks amalgam items and Shaper)
  • (2.5.1)Isolation: Raw Materials <5 hours, 2 chi> (Unlocks Isolation buildings to recover raw material from some items)

  • (2.5.2)Shaper: Chi Link <3 hours, 3 chi> (Unlocks Chi link)
  • (2.5.2.1)Shaper: Chi Link + <5 hours, 2 chi> (Unlocks Chi link +)
  • (2.5.2.2)Shaper: Light Link <5 hours, 2 chi> (unlocks Dipika link and Shaper (ITEMS))
  • (2.5.2.2.1)Shaper: Light Prime <5 hours, 2 chi> (Unlocs Light Prime (ANIMALS), a universal backpack for animals with light)

  • (2.5.3 + 2.4)Shaper: Amalgam Limbs <3 hours, 3 chi> (Unlocks Amalgam limbs, needs amalgam materials and nirbala limbs research)

  • (2.5.4)Shaper: Close Combat gems <3 hours, 3 chi> (Unlocks Yuyutsu gems)
  • (2.5.5)Shaper: Ranged Combat gem <3 hours, 3 chi> (Unlocks Astravid gem)
  • (2.5.4 + 2.4.5)Shaper: Triatna gems<5 hours, 2 chi> (need both gems research done, unlocks Triatna gems and Chi: Shaper (ITEMS))

If all research is done a new research will appear (probably before that happens, due how kenshi works), in spoilers for those who wants to see it in game first:

-Shaper: HaChish <0 hours, 0 chi> (unlocks HaChish, a mix of Hashish and Chi that have a little higher price than regular Hashish, equally hated in the same places as Hashish)


I think this cover most of the mod functionallity, if there is any question or suggestion, please let me know in the comments!
Last edited by Vanaukas; 28 Sep, 2022 @ 3:41am
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Showing 1-4 of 4 comments
Zeonlight 26 Jul, 2023 @ 9:40am 
Is there a way to meditate on chi without using the Chi starts? The old mod mentioned some NPCs with Chi which can be taken from them.
Vanaukas  [developer] 26 Jul, 2023 @ 10:32am 
Originally posted by Zeonlight:
Is there a way to meditate on chi without using the Chi starts? The old mod mentioned some NPCs with Chi which can be taken from them.
Not in this one. The old mod had some NPC that would gave you acess to the Chi BP research for money and you could ask them for some Chi (really small amount).

If you know a mod that edits the starts (or research) and the Chi research is not in there, let me know and I'll do a compatibility patch.
Zeonlight 1 Aug, 2023 @ 6:44am 
Originally posted by Vanaukas:
Originally posted by Zeonlight:
Is there a way to meditate on chi without using the Chi starts? The old mod mentioned some NPCs with Chi which can be taken from them.
Not in this one. The old mod had some NPC that would gave you acess to the Chi BP research for money and you could ask them for some Chi (really small amount).

If you know a mod that edits the starts (or research) and the Chi research is not in there, let me know and I'll do a compatibility patch.

So is there a way to obtain chi in a existing game without using the starts as I dont really want to restart a brand new game. In that I used a non Chi related start and I want to use the Chi items in the mod.
Last edited by Zeonlight; 1 Aug, 2023 @ 7:28am
Vanaukas  [developer] 1 Aug, 2023 @ 7:37am 
Originally posted by Zeonlight:
Originally posted by Vanaukas:
Not in this one. The old mod had some NPC that would gave you acess to the Chi BP research for money and you could ask them for some Chi (really small amount).

If you know a mod that edits the starts (or research) and the Chi research is not in there, let me know and I'll do a compatibility patch.

So is there a way to obtain chi in a existing game without using the starts as I dont really want to restart a brand new game.
Chi Condensation (the way to gather Chi) should be available for everyone, it's included in the "base research". Some overhaul mods deletes the "base research" and replace them with something new, when this happens I need to do a patch. Are you using a mod that changes the research system? Let me know so I can make a compatibility patch.

Examples of mod that changes base research: Interactive world (I already have a patch for it)

"Base research" is the research knowledge a character has, have you noticed that most starts have a way to create a camp bed, campfire and stuff like that from the start? That's a learned research, Chi Condensation should be in the Meditation tab of buildings and it should only have Chi Data, Chi Research and Chi Condensation if the start is using "Base Research" from vanilla game.

Another thing that could be happen is that you aren't using an overhaul, but maybe some custom start where the modder changed the "Base Research" from the vanilla game, so your character would know custom stuff instead the "base" stuff.

I hope this makes some sort of sense, in any case just let me know and I'll try to help you out. Adding a character to Cities or Bars have way more compatibility issues with other mods, but I may be able to sneak some chi in Shops if everything fails.
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