Kenshi
Equinox Overhaul
Obisam 9 Feb, 2023 @ 6:23pm
Equinox review about primitive techs
Also, after playing a few hours with Equinox, I have a few issue in game design I want to adress if you accept criticism:

- I don't see the point of primitive technologies. Don't get me wrong, the idea is cool, but why bother creating a lot of tents, crafting stations, farms, equipments and such when you will eventually destroy everything and build better things like Mines, Processing stations etc, which you can already do from the start?

- Having multiple meats and food sources was very nice in the early game, but since Kenshi's limitation in crafting stations of "If you can't craft the next task in the list, I will NOT do any other task of the list", you need to build like 6 or 7 cooking stations/campfires only for cooking simple meat, and it's really annoying to have to give the manual task of caring about them to everyone.

- I don't know where to find Wild seed.

- The biggest problem I think about primitive camps, other than just "why do they exist if it's better to directly build in vanilla?", is storage. Your guys gather berries, leaves, small stones etc, but they have nowhere to put them, so you have to MANUALLY distribute the food to everyone, and it'sd only 5 berries at a time. And for all the other items, you eventually drop them on the floor because they fill up your settlers inventories like no tomorrow, they sell for 0 cats so you don't want to travel just to trash them.

- Also, my settlers were given the task to work on one gathering station, then bodyguard and follow the leader. Except that when they work at an gathering station (crafting stations work fine), they don't do anything else after and just become aimless, even though they have other things to do. Which is why I think the primitive state should also have storage to haul and centralize resources in for your crafters/engineers.

Thank you for your mod Equinox, but I think I'll come back to Reactive world etc for now because your mod doesn't bring enough on the table yet. But I know it's still early in development and I'll still check this mod to see how it goes :)
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Showing 1-9 of 9 comments
Resident 10 Feb, 2023 @ 8:16am 
The entire point of the Primitive overhaul seems to be playstyle. Dont use it if your not going for a nomad playstyle, because of course you will end up building better things. Its not meant to be the "Early game tech level" as its intended for wild living, moving around lots, etc.
Obisam 10 Feb, 2023 @ 8:32pm 
Originally posted by DukeOog:
The entire point of the Primitive overhaul seems to be playstyle. Dont use it if your not going for a nomad playstyle, because of course you will end up building better things. Its not meant to be the "Early game tech level" as its intended for wild living, moving around lots, etc.
You can still build vanilla buildings in a nomad playstyle. It takes just as long since the hauling jobs don't work with the primitive techs, it's even faster in vanilla because you can just centralize everything and craft what you need on the spot before moving everything again. With the primitive techs you still need to craft pirmitive tools, herbalist packs etc in order to build your tents it's not as fast as simply building a bed camp.
Last edited by Obisam; 11 Feb, 2023 @ 2:42am
søl 10 Feb, 2023 @ 11:20pm 
I'll paraphrase what Duke said. Primitive crafting exists for roleplaying purpose, it's meaningless to compare it to vanilla crafting.
I'll agree with lack of storage tho, this needs to be addressed.
Canadianeurysm  [developer] 11 Feb, 2023 @ 4:11pm 
Hello - Yes this is true. Primitive play is meant to be an optional RP thing. I am intending on moving the primitive start research into its own "startup" so primitive crafting is only visible to the Primitive Starts.

Storage should be live, I'll double check the research to ensure it works properly.

There are some issues I'm going to address with the jobs menu, but again - Primitive Crafting is meant to be its own "gamemode" - I'll package it into its own research tree within a few patches. I'm hoping to focus on other content for a a bit now that most issues with primitive crafting should be fixed. I believe at the very end of Primitive Crafting the weapons are slightly above what you would be able to craft "normally" but that's only at the very end of the tech tree. Primitive Crafting is not meant to be an "alternative" or "better" than normal tech, rather a standalone/challenge run for the Kenshi world.
Last edited by Canadianeurysm; 11 Feb, 2023 @ 4:17pm
Bubba 11 Feb, 2023 @ 5:20pm 
So you said the storage was live so i popped in my save and imported to check. Its saying i need to put the primitive metal and wooden chests indoors and are not letting me place them.
Canadianeurysm  [developer] 11 Feb, 2023 @ 5:32pm 
@Bubba, yeah sorry. miss-clicked an input. 2nd patch is out now and that should be fixed.
Ieon 11 Feb, 2023 @ 5:41pm 
Anyone know where to get the wild seeds? I can't find them either.
Canadianeurysm  [developer] 11 Feb, 2023 @ 8:17pm 
Originally posted by jrlongg:
Anyone know where to get the wild seeds? I can't find them either.
Hey, it appears they aren't spawning properly. I'll add this to the patch notes for the next update.
Bazooka 1 Jul, 2023 @ 8:13pm 
Hi, I am trying out this mod. I am using the holy sword start, it seems that research condition is not set right here. I get all the primitive techs with some duplicates.
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