Search found 22 matches
- Fri May 30, 2014 9:59 am
- Forum: Gameplay
- Topic: Will looting ever be "stealing"?
- Replies: 4
- Views: 1018
Re: Will looting ever be "stealing"?
you do realise that it works bothways? i.e. when you try to "remove" things from an unconscious bandit/city guard.
- Tue May 27, 2014 5:52 am
- Forum: General
- Topic: New update soon?
- Replies: 8
- Views: 2422
Re: New update soon?
click on door?Grynn wrote:how do you buy houses in cities?
- Tue May 27, 2014 3:44 am
- Forum: Gameplay
- Topic: Patch 0.68 - Prospecting questions...
- Replies: 20
- Views: 7033
Re: Patch 0.68 - Prospecting questions...
I don't have that version yet but, as the terrain been changed? the original terrain imo is already extremely limited in the number of good places to build (flat, near to towns, damn the large "no-build" region). If not, does the game support multiple user settlement at the moment? e.g. on...
- Mon May 26, 2014 3:15 pm
- Forum: General
- Topic: Updating the Wiki - collaborators needed.
- Replies: 6
- Views: 1888
Update
Coming onto the Mounted Crossbow page in the wiki stopped me for a while, mainly because the page refers to both the Mounted Crossbow as a ranged turret as well as a construction. I had to reworked existing "page data" a bit so that a page can be more than 1 entity type at once. (demonstra...
- Sat May 24, 2014 5:55 am
- Forum: General
- Topic: Updating the Wiki - collaborators needed.
- Replies: 6
- Views: 1888
Re: Updating the Wiki - collaborators needed.
Just to extend the testing a little, revamped Katana-light and Ninja Blade as well Test @ http://kenshi.wikia.com/wiki/Katana-light http://kenshi.wikia.com/wiki/Ninja_Blade Also tried to add some instructions on how to convert a normal weapon page to contain weapon data. To access, look at one of th...
- Fri May 23, 2014 4:34 pm
- Forum: General
- Topic: Updating the Wiki - collaborators needed.
- Replies: 6
- Views: 1888
Wiki Experiments update
lol.. tinkering with templates means that unless it is saved, I won't know for sure if it is working or not... and it does not work most of the time... For myself, I am looking more into standards and easier procedures to encourage people to put in more content, rather than I try to do that all myse...
- Thu May 22, 2014 6:53 am
- Forum: General
- Topic: Updating the Wiki - collaborators needed.
- Replies: 6
- Views: 1888
Re: Updating the Wiki - collaborators needed.
I am starting to change some stuff. My basic aim is not to update all the information (which is beyond just 1 person), more like trying to experiment and put standards into place so that it is easier to do so. One problem I found out though: is there anybody still active with privileged rights to th...
- Tue May 20, 2014 2:04 pm
- Forum: Gameplay
- Topic: cannibal prisoner cage yields bounty
- Replies: 5
- Views: 1438
Re: cannibal prisoner cage yields bounty
The eating part is probably not finished yet.? I've tried to "help" the cannibals by populating their cages with life and dead samples of bandits, and their own people. Then hide a distance away and observe the camp. No action.... And the few raiding parties that were carrying people just ...
- Sun May 18, 2014 5:14 am
- Forum: Gameplay
- Topic: cannibal prisoner cage yields bounty
- Replies: 5
- Views: 1438
cannibal prisoner cage yields bounty
Probably due to wip of cannibal stuff, and the cannibal cage being cloned from the usual one? But it acts as bounty cash-in station away from cities 
- Fri May 16, 2014 5:10 pm
- Forum: General
- Topic: [question] formula for final weapon damage stats?
- Replies: 0
- Views: 704
[question] formula for final weapon damage stats?
Need help from those who may know. So far, I know that a final weapon instance, defined by (weapon, maker, model), has stats influenced by 1. weapon (e.g. katana) 2. maker (e.g. homemade) 3. maker-model, (e.g. homemade-rusty blade) which gives a mod level value?? specific to the maker-model pair. (v...
- Fri May 16, 2014 3:48 pm
- Forum: Modding
- Topic: [mod] Battery Bank [0.67.2]
- Replies: 0
- Views: 1790
[mod] Battery Bank [0.67.2]
This little tweak enables the Battery Bank (unchanged itself). After researching level 2, there will be a new tech "Energy Storage" available for research. Finishing this research will allow the player to build the Battery Bank with energy storage 60 and max power output of 10. For those w...
- Fri May 16, 2014 9:42 am
- Forum: General
- Topic: Updating the Wiki - collaborators needed.
- Replies: 6
- Views: 1888
Updating the Wiki - collaborators needed.
Noticed that the wiki needs updating as well. Would like to see if I can help. I figured that getting interested people together and discussing some proposals at organized updating would be better than everybody going in and changing things as we feel. I do have some ideas to start with, but would l...
- Fri May 16, 2014 9:36 am
- Forum: General
- Topic: The Wiki-who's in charge of that mess?
- Replies: 7
- Views: 1639
Re: The Wiki-who's in charge of that mess?
Feels that the wiki needs updating as well. A good and updated wiki will greatly help a developing project imo. Would like to see if I can help, but I should probably start a new thread for that.
- Wed May 14, 2014 4:14 pm
- Forum: Modding
- Topic: [mod] upgradable Research Bench II to VI [0.67.2]
- Replies: 0
- Views: 1695
[mod] upgradable Research Bench II to VI [0.67.2]
Description Minor tweak to make the Research Bench II upgradable all the way to VI. There may be reasons why they aren't at the moment, but until I find out... Install download the mod file into data folder. Add the filename to mod.cfg Changes - override Research Bench IV/V so that they are upgrada...
- Tue May 13, 2014 3:04 pm
- Forum: Bug reports
- Topic: [0.67.2] outpost creation bug (with walls)
- Replies: 1
- Views: 436
[0.67.2] outpost creation bug (with walls)
Bug: The outpost info window (which appears above the left most info panel with name of outpost, research and power info etc) will usually appear upon creation of an outpost, by building something. It will also indicate that the settlement is created. However, if the first thing being built is a wa...
- Tue May 13, 2014 4:11 am
- Forum: Modding
- Topic: [mod] advanced wind generator[0.67.2]
- Replies: 5
- Views: 3457
Re: [mod] advanced wind generator[0.67.2]
Ever thought of just messaging Chris these mods so he could incorporate them into a future update? To me these don't really seem like mods, but rather more like hot-fixes for those specific items. Hell, he might even give ya some sort of job. :lol: this mod is nothing lol. The fact that the resourc...
- Mon May 12, 2014 6:33 pm
- Forum: Modding
- Topic: [mod] advanced wind generator[0.67.2]
- Replies: 5
- Views: 3457
Re: [mod] advanced wind generator[0.67.2]
Ok. just realised that battery feature may be broken. At times, I lost the power contribution of the wind generators totally, which usually involve some battery charging or discharging. As a workaround, the following version will set the battery to 0 and just add the value flat to power output. The ...
- Mon May 12, 2014 2:31 pm
- Forum: Modding
- Topic: [mod] advanced wind generator[0.67.2]
- Replies: 5
- Views: 3457
[mod] advanced wind generator[0.67.2]
This is more like a preview of stuff already planned. There are already models for wind generator with more blades (3,4,5,10) in game, which I simply used to create more "advanced" wind generators. For simplicity, I just scale the power produced according to the number of blades (which is ...
- Mon May 12, 2014 1:50 pm
- Forum: Modding
- Topic: [mod] upgradable Mounted Crossbow to mkII [0.67.2]
- Replies: 0
- Views: 1337
- Mon May 12, 2014 1:41 pm
- Forum: Modding
- Topic: [mod] splint kit crafting [0.67.2]
- Replies: 0
- Views: 1235
[mod] splint kit crafting [0.67.2]
This has probably been done and included in other mods. What I did was a small and standalone "hotfix" version that can be quickly incorporated. Medical research now allow Splint kit to be crafted at the Medical Assembly Desk . Advanced medical now allows Advanced splint kit to be crafted ...
