This mod aim to be complex fix for majority of problems related to interiors, buildings and placement in the game of kenshi (mod works for experimental and main branch!)
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou can upload this file to other sites but you must credit me as the creator of the file
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are allowed to earn Donation Points for your mods if they use my assets
Author notes
Please feel free to use and reupload my mod whenever you feel like, just: Made file free Give it proper description (no need to be 1:1 like here, just accurate) Don't throw your ads or paywalls i preserve myself rights to take ideas/solutions you used on my mod for potential improvements of my work and thanks
File credits
Thanks to SnugSnug for advices about making collisions and all permissions and help he provided Thanks to Keaper for his wisdom and permission to use his resources, i tweaked them to find something that could work the best in current versions Thanks to a Kenshi testing group for pre-release tests for my mod, especially Iblis testing MVP! Thanks to Gyropilot for Advice around the building system and permissions to use sloopeless
Idea was bring to my attention by Reddit user Itsoc and later i did my best going in that directions I decided to explore possible implementations of it in this mod and test out if they are safety and good :)
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
Once you read blueprint or do research ""Basic Furniture" you will gain access to 4 "new" furniture
Sitting Box
Sitting Bench (for some reasons)
Sitting Stool
Sitting Pillow
all 4 comes with use node
all 4 can be upgraded back into vanilla version for 0 cost (its useful if you would want to remove the mod, but keep the sits)
for now thats it :)
this change might be useless for some people, but its good
Version 4.5
To be perfectly faiir this version is much smaller than i wanted it to be, but my PC is on knees with 8 bases and i would have to start new run if i wanna religiously test a lot of the planned changes
This version provide improved collisions with barrels
Fix 1 collider error around meshes
improve FCS structure of the link between object and collisions
on top of that version was scanned with Mesh updater/performance fix for slightly better performance
i tested the AI behavior around the base with this update and seems fine
Version also provide fix for weird and rare instances of clipping out of the building/thru the floor when using furnitures (not fix everything, just some)
Version 4.4c
This version fix potential error with Cooking Stoves and Chainmail Sheet fabrication bench pointed out by user TheRealbox
Mod relocate nodes related to this furniture to improve access for AI working at them
Mod also Contain minor improvements and WiP changes from new Update 4.5.0
However due to WiP nature of the update and to not offend anybody with half-baked changes they remain disabled
also for myself (hate when people release broken or not finished things as full feature) i would not feel right with it
Update will provide access to variety of Vanilla furniture in safe to use variants once completed, for now its barely anything
TLDR: Current Build of the mod provide you with functions that was fully tested and works, you have to dig in FCS/mod files/Developer menu to find WiP features, in case if you do, they do not crash game or anything like this, they are just not very impressive to even show xD
Thank you for your patience and for giving my mods a try!
Version 4.4b
This version remove broken or disfunctional in current version collisions from the doors to avoid bug when some building became outright unaccessible
Version restore nodes 1 and 2 and delete 3 and 5 from plate beating station and copper alloy bench and node 1 and 2 get to the same possition
This should fix annoying bug where character work on the bench with extremely wrong rotation ruining immersion
simple rotation 180 degree would help too, but i wanted to have correct node index as well
Thanks to Andyatcrux who found the copper alloy bench issue
Version 4.3
This update focus all around food barrel
improved orientation of all the nodes to ensure they works correctly for people who build their barrels before installing the mod
slightly increased interaction distance to ensure that tighter placement will not take away crucial for your faction ability to use this barrels
i know it does not sounds like much, but there is not much to do with the mod for now, i m just trying to perfect what is there
Version 4.2
This version fix problem with UserNode for Robotic limb storage
Significantly improving placement of this furniture inside of the buildings
Thanks to AlphaSoldier for finding the issue and even functional solution
i double checked most objects and this was the only single node with wrong parameters
Thanks for trying my mods and for all the feedback
Have fun in Kenshi!
Version 4.1
kind of shame to cover such long 4.0 documentation with log size of hotfix
Fixed the error with placing robotic limbs cabinet, this drastically improve space efficiency of this object
minor improvements around furniture nodes for AI goals
no other changes
Version 4.0
New Object:
Robotic limb storage
Designed to fix the error with automatization of robotic limb production
accessible as soon as player research robotic limb bench (no additional research required)
cost 1 iron plate to build and have optimized placement
Collision changes:
Stormhouse
Stationhouse
Bughouse
Cannibal House
Swamp dome
snailhouse
stephouse
tower
Outpost buildings (I-IV) and domes
multiple small barrels and small objects
Barrel collisions
Apply to most barrel shape objects, designed to make placing them and walking around them much easier
Sitting objects collisions:
change the collisions of all benches, chairs, sitting pillows and other
in order to make walking in bars faster and easier for AI
this also greatly improve placement of this objects for players
now you can place sitting chairs on walls and even defensive gate platform
use node collisions
changes properties for user nodes in order to make AI not freak out when building is full of multiple furnitures
user node no longer create player towns (this lower chance for rare issue with double base)
Cage changes:
characters now will always be released thru the front doors
this remove instanced of events where character get stuck when released from the cage
this also improve placement of said cages for players
fix NPC ai related to working with cages
Shop counter changes:
Fix AI for shopkeepers and customers related to traveling and acting around shop counters
Food barrel and animal feeder changes:
improve the settings of the nodes and their position
now AI aim for closest avaible node which always lead them to object
AI still need to have inventory space to pickup the food
food can be taken only from player controled containers
AI takes the food when they don't have it in own inventory and their hunger drop bellow 240/300
Changes for blocky storage objects:
collisions for them remain the same
changes involved usernodes around them
to allow players to build much closer and stack objects on top of each other to some limited degree (full stacking require usage of temporary buildings and upgrades, which is far from elegant)
fixes for placing object near or on slopes
game no longer see slopes as evil abomination and make characters and furniture act wonky around them
Mod was designed in a way that gives player most freedom with building system when maintaining integrity with the job system
and avoid temporary buildings for placement with mandatory upgrades
this way mod load fast and does not cause errors with prolonged usage or usage with other mods
Version 3.2
Custom Frame for buildings and furniture under construction - it looks amazing!
Fix for Prisoner cage that prioritize release from cage thru the front doors if available and around the cage if not
Fix comes with very minor downside, now prisoner cage require very little bit of space in front of the door (nothing compared to vanilla, but still mentioning changes honestly)
Thanks for trying my mod!
Version 3.1
Minor optimization for loading
removed needless files to save space and time
more efficient collision settings for chain armor crafting bench
fixes for couple of nodes for some crafting furnitures
Version 3.0
Improvements over 2.0 furnitures:
small changes for Cage, Medicrate, water tank, foodstore
all this changes just barely affect placement to work better with AI
improved placement for Fabric chest and armor stand
cleaned and fixed nodes for SHOPcounter
NEW changes:
now mod affect many crafting/industrial machine that involve working with people and is not turret or chair
mostly some nodes are cut due to it, but they are mostly preserved in same/similar numbers when it makes sense
Additional fix:
added 4 user nodes for ore drill - this makes character able to see iron/copper drills better (copper drill not required-part-based nodes)
without my mod iron/copper drills might be unreachable for characters under specific circumstances
Version 2.0
I started by manually deleting half of the changes (at least 100) from 1.2
i manually took every object 1 after another
Created personalized nodes for each object:
6 for large, 4 for medium, 1-4 for small, 0 for tiny and chests-like objects, 1 for cabinets
Unlike 1.2 mod can finally support large and irregular objects!
Created custom collision file and edits for nodes
location of each node in building was carefully calculated and adapted to size and orientation of each object as well as their collision tolerance
in result their placement looks and acts a lot like placement without nodes, but has them to suport AI packages and goals
Mod took a lot to make, but i feel like thats the big milestone in modding good for building system
Thanks for reading and have fun playing kenshi!
Version 1.0
All changes for this version are in current description
Mod delete/edit/rebuild interaction nodes for nearly every machine/storage/object?
This help with pathing around the base, job system, building base itself and decorating.
Goal of the mod is to allow player to build with more comfort without needing to use F12 menu or other sorcery
- by doing so all newly build objects have full collisions and gravity and don't require reloading or any other F12 problems
Mod also was made to work fully with vanilla system of jobs and AI goals
you will be able to place storages closer to each others and closer to walls
You can place chests or small storages on top of crafting benches and rarely on top of bigger storage (functionality is extremely limited here)
Mod adds custom collision file for interaction nodes, in result they are less annoying to work with, but works with Kenshi AI and interaction distances
Currently mod only affect nearly everything and making it was a nightmare!
Working on this particular mod is very exhausting and mod itself is just good to have, but not vital or fun so updates and improvements might be hard to find and implement there, thanks for trying my mod regardless and i wish you good day!
Compatibility and funs:
honestly most of the building mods should work with it, just support for modded objects might be limited Here mod raw from the box support Copper ore drill mod without requirements from both sides (part technology in FCS)
you don't have to use said mod, but if you do it will be supported, if not mod will work standalone
Mod does not conflict with any other existing mod (afaik, i can't imagine somebody to made conflicting mod for it)
Affected objects:
(proper info for all current changes is in documentation, see changelog for 4.0)
I basically took everything player could place 1 after 1, navigate to the mesh and load it in 3D editor, spawned collision nodes and check how could i rearange them to preserve functionalities, but allow tighter/better placement , i calculated offset and facing for each node and decided to keep them dense enough to cover whole object, but in reasonable spacing to make AI target specific nodes for the jobs, i also edited general settings and collision for user node and general node to make them more reactive with AI goals, not create player towns, not interrupt player pathing in base
I just like building nice looking bases with a lot of practicality :)