Was there a reason you don't have your Stool and Sitting Box that have a node pointer in the "enable building" list? I added them back in to the Basic Furniture research to try them in game and they are a nice QOL feature.
lazy developer being constantly anxy if his new version will be big enough for new update... thank you for your feedback, i will try to clench my teeth and just enable them hopefully within this week (i wanna test it a bit before release)
That's totally understandable. I actually yoinked the Reworked Building mod sitting furniture for my own little submod to this and the implementation there has worked well for a 500 day playthrough so far. Includes the sitting pillows too. I did find that mods tweaking of the use ranges of everything and upgrades of everything to be suboptimal to your approach with this mod. I ended up having to adjust them a lot because of broken AI. But for sitting furniture it works well but I haven't "upgraded" them, so can't speak to whether that would even be a desired feature rather than just having them be an alternative version of the seating.
i added feature to upgrade node version into no-node version from vanilla game i wonder if i should not just add nodes to vanilla items... its hard to tell what past scaraw was thinking when working on it he probably wanted the mod to be non-invasive, current scaraw would say its as needlessly stupid way to handle it as possible i might later just add nodes to vanilla and f*#@ all of it since i don't understand it
this mod makes so i can't place any turrent down, the nodes are there but just doesn't snap to them nor does it say invalid node, it just does nothing.
mod have no changes to turret other than slope tolerancy for curvy walls no changes to functionality or turret nodes and def not wall nodes it must be mod conflict
seem like it isn't, how odd, this is the only building mod i have lol. Welp, time to do it the old fashion way with disabling one by one. Ty for answering :3. it was because i didn't build the wall first like a idiot. I thought since the node was there it would let me.
I can't understand how it works. I used Vortex to setup it, activated it in mods (Kenshi launcher) but when I build nothing new appears without F12. Is there some button or what should happen for me to build more accurate?
Edit only to very limited extend as you can fix them by default upgrade would require model potential upgraded forms of the buildings and would be very creative not technical this mod is trying to be technical edit to building system keeping the core idea and looks the same just let you place objects better
Why load this after slopeless? Will this not revert the slope limits of the buildings, defeating the purpose of having slopeless in the load order to begin with?
This mod breaks crafters running their armor to storage as soon as they have 1 in their inventory they completely freeze and wont craft or haul the item. Anyone else have this issue with armor crafting? doesnt do it with swords, just my bandana guys
Doesn't seem to be, I disabled everything but your specific mod and it still does it but I was doing a bunch of your other stuff and some other things I can't easily disable so I might try a fresh install and do this mod first then build on it n see if I can find whats breaking it. For now armor bins RIGHT next to the crafting stations fix it, so it seems to only break their ability to find the armor box not actually deposit it. I thought it was maybe a navmesh issue or whatever but with my exact mod suite as it is or even with any item mods disabled to seems to not like armor bins. When I get some time I'll confirm if bug or not later for you. (Quick edit, I can enable it n do all the building then when I turn it off they go back to using the armor bins as well so thats a bonus for when I gotta do some building anyway)
i spend some time crafting slaveless dustcoats and my character found armor storage thru the wall and didn't moved a single step to store it - Placement like this to spend less time walking around
this is like 5th place where i have functional armory - Ashlands
i do use the mod and my main is literally armorsmith, i m not saying what your experience is not real xD, its just weird discrepancy
This can indeed happen, but it is not reliably reproducible and therefore probably cannot be fixed. For several hours it works perfectly with the deposit to the armour storage and suddenly an armour piece remains in the inventory and the production cycle does not continue, especially if there are many armour storages in the base in question, this can happen rather - but not reliably always XD In any case, a super essential mod for me in all runs by now. I can no longer imagine playing without it. Even if it has this one small flaw with the storage once in a while, it prevents so many other pathing problems in Vanilla where my pawns just ran back and forth without ever reaching their storage destination :D Thanks for all the hard work on the mod.
Thank you for your comment i do use the mod myself and i think it makes my experience much better there is a lot of things i wish i could do or know how to do better, but its fun
if we dont wanna clutter already big building menu with alternative versions of same objects this is the most lightweight option
for stuck production cycle i investigated it a bit:
only single time when i got worker stuck was when i had job "haul to armor storage" and said 1 specific storage i selected was full
So, I actually don't know much how to express me in english. But i got a desire to give thank to you. Because you're genius, so perfectionist, so important. It's an enormous labor. So, just thanks you so much!
Vanilla game does not do it for me ever (by vanilla i refer to my mods + vanilla kenshi, nothing more) however i don't recall game building things on its own ever
Thank you i still work on 1 final feature (hopefully), but i m quite done/tired with the project and its as good as done just because some of my mods got to the final version it does not make them worse than on-going work in a lot of ways that makes them better/as good as can be and i can always get new idea anyway
82 comments
thank you for your feedback, i will try to clench my teeth and just enable them hopefully within this week (i wanna test it a bit before release)
YESSSS
i m glad i had new energy to do it
i prob made the mistake somewhere but update works 100% fine
i wonder if i should not just add nodes to vanilla items...
its hard to tell what past scaraw was thinking when working on it
he probably wanted the mod to be non-invasive, current scaraw would say its as needlessly stupid way to handle it as possible
i might later just add nodes to vanilla and f*#@ all of it since i don't understand it
no changes to functionality or turret nodes and def not wall nodes
it must be mod conflict
upgrade would require model potential upgraded forms of the buildings and would be very creative not technical
this mod is trying to be technical edit to building system keeping the core idea and looks the same
just let you place objects better
- this is like 5th place where i have functional armory - Ashlands
i do use the mod and my main is literally armorsmith, i m not saying what your experience is not real xD, its just weird discrepancyFor several hours it works perfectly with the deposit to the armour storage and suddenly an armour piece remains in the inventory and the production cycle does not continue, especially if there are many armour storages in the base in question, this can happen rather - but not reliably always XD
In any case, a super essential mod for me in all runs by now. I can no longer imagine playing without it. Even if it has this one small flaw with the storage once in a while, it prevents so many other pathing problems in Vanilla where my pawns just ran back and forth without ever reaching their storage destination :D Thanks for all the hard work on the mod.
i do use the mod myself and i think it makes my experience much better
there is a lot of things i wish i could do or know how to do better, but its fun
if we dont wanna clutter already big building menu with alternative versions of same objects this is the most lightweight option
for stuck production cycle i investigated it a bit:
Because you're genius, so perfectionist, so important.
It's an enormous labor.
So, just thanks you so much!
however i don't recall game building things on its own ever
i still work on 1 final feature (hopefully), but i m quite done/tired with the project and its as good as done
just because some of my mods got to the final version it does not make them worse than on-going work
in a lot of ways that makes them better/as good as can be and i can always get new idea anyway