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The easiest way to check the building categories would be to open up the Shift+F12 menu and click "Buildings" on the top (it's a good idea to make a save before you do anything with Shift+F12, as it's a very powerful dev tool which can break things if you click the wrong button lol, do not click Reset Population ever
Anrhaa has pretty much reorganized almost every building, furniture, etc. into better categorization, as at high Tech Levels the build menu can be pretty chaotic with this many mods
If you open up Shift+F12 build menu, it will show *all* buildings available, which will make it easier to kinda find and look for what you may want to add to your base (and show which category it's under).
As per your suggestion, I examined the building categories with Shift+12, and I can confirm that the category is still in place. This suggests to me that something has gone wrong with my tech progress. I can only speculate about the possibilities. Either way, AFAIK, there isn't a tab anywhere where I can examine which research has already been completed, making it difficult to determine precisely what has happened.
(After a Google search, and a little bit of poking around in the Forgotten Construction Set) Assuming I loaded it up right (I selected everything in both lists), the FCS reports that there is a Moor Buildings research, but it is level three and blueprint-only. Previously, I'd already researched them, without blueprints and with only tech level 2 (And I want to say they were tiered similarly to the original small, medium, large building researches, but I could just be misremembering.) Now I'm speculating that the researches I had previously unlocked no longer exist, effectively replaced by a different research item with different requirements. If it really is blueprint only, that would explain why I see no options to research them again. I guess I'll just have to proceed under the assumption that this is the case, and keep any eye out for the new blueprints.
I'd appreciate tips on how to "cheat in" those blueprints for testing purposes, just in case they happen to be difficult to locate. Importantly, I'd like to see if they say "research already known" or not. Otherwise, information on how to view "completed research" would also be useful.
The categories (and research re-organization) makes way more sense once you get around Tech Level 4-5, as the Build and Research screens will contain quite a lot of new things, so it was a necessity to kinda fix it up. I'm glad Anrhaa has the patience to go through the huge amount of things to fix it up lol
The Shift+F12 tool is super powerful, so just be careful if you decide to use it for anything besides just looking at the new build menu
As for updates to the list, you can always check the Change Logs pinned discussion in order to see what ends up getting added/removed/patched/etc. on the list. Typically I do end up adding a few things within the same "update" over time, as sometimes a mod will update (as you said) which might change dependencies. I try to keep the list pretty compact and without any of the "Missing Mod!" type errors you might get when booting into Kenshi, just to make sure it's a relatively smooth installation lol
I'm glad you're enjoying the mod list, please let me know if you have any other suggestions, issues, or just general comments
Now let me explain what happened. Both UWE and Forgotten Building adds Moor Buildings. However the later add them in an unbalanced way, letting them to be avaliable as is.
That clash with how UWE tries to implement them.
With UWE, you need to meet a specific faction that sell the blueprints. However UWE's Moor Buildings aren's as completed as Forgotten's.
So I deleted Forgotten's Moor Building Blueprint/Tech and all their building are added to UWE's Moor Blueprint.
In your game it seems you no longer can build them, because you unlocked Moor Building with Forgotten unbalanced tech. If you want to build Moor buildings again, you need to look for the UWE's blueprint.
By the way, I do agree with the changes you made, and the rationale behind them, despite the inadvertent inconveniences I've faced. Rather than seeing it as a misfortune that I was unable to place the buildings just as I had just finished making all the preparations, I consider myself fortunate for having the opportunity to "preview" those buildings before they were rightly balanced, which ultimately helped me decide that the location I chose was perfectly suited for my needs. That's just classic Kenshi for you -- get ambushed, have the snot beat out of you, pick yourself up, and miraculously you're better off than where you started.
Just a side note -- I effectively "froze" my copy of this collection in the state that it was on Aug 14th, ensuring I'd be receiving no further surprise (potentially game-breaking) updates. I'll be continuing with this version for the foreseeable future. It's been quite the adventure so far. Thank you Igor, for the excellent collection. I don't have the patience to do all the legwork curating, assembling, and tweaking content like this myself, so I'm glad to have found it all prepackaged by someone with such good taste!
I'm glad you were able to get everything worked out and found a good design for your base
As for the collection, it's effectively near the end of its version and this is probably near where it will be for the foreseeable future, minus small patches/updates/tweaks to the overall actual load order. Everything else is pretty much completed, unless something substantial comes out on the workshop or I decide to make a bunch of mods to fix the minor sections of this collection that need attention.
I'm happy that you're enjoying the list, bro