Kenshi
Reactive World
3.494 kommentarer
E3six For 6 timer siden 
I've been looking everywhere and can't really find an answer. I've defeated Slave Farms South & Slave Markets - confirmed this by NPC @ Waystation also. But the towns are destroyed - It says they should be taken over by Free Traders according to wiki. Can you shine any info on this?
Did they need to be killed at the same time or?
Katashi 5. dec. kl. 7:10 
Really appreciate what you do and I threw a bunch of awards your way. Shame steam takes over 60%. I've clocked 172hrs on a single save no mods so I look forward to testing your mod as my first and probably only mod to maintain a mostly unbuggy game. Cheers for still keeping the community alive.
Shidan  [ophavsmand] 3. dec. kl. 9:57 
Hard to say, life has not been particularly helpful the past few days when it comes to giving me time to work on it. But I've got at minimum a few more overrides I want to make, mostly minor ones left though, like rebuilding the original Deadhive Overrun and similar ruins, assuming the coming days give me some hours to work with they shouldn't take long at all. I also need to run some more thorough testing of the overrides, make sure everything works properly when strung together.

I was hoping to actually get in some work out east before this update. My mod has always been a little too focused on the west side, and this update adds even more (further Flotsam and Shek rebuilds, and the HN effects). But I may just cut that for this release to get it out sooner, since it's not really necessary for the overrides already implemented.
Invicti8660 3. dec. kl. 9:26 
Hey @Shidan, thanks for the great mod, when do you *think* the update for the mod will be out? I happen to be playing a HN run and the next update seems to have lots of content for them. Don't mean to rush you btw. (and if this has been asked before, sorry)
Shidan  [ophavsmand] 1. dec. kl. 17:17 
@Roy Mustang - There is not currently. I'm planning to make one for the next update though.
Roy Mustang 1. dec. kl. 17:14 
no existe una guia de todos lo cambios de estados? es que mato a Tora the Fearless y puff partes de las ruinas shek, el bar una casa y una torre poliical estan reconstruidas y uno no sabe si es parte del juego o que
Roderik 29. nov. kl. 8:03 
ok thanks for the info
Shidan  [ophavsmand] 27. nov. kl. 17:55 
@Roderik - Should be in their HQ building there. Assuming you haven't bought all the valid buildings anyway. He is technically optional though, kill all the bandits in the border zone, and the Holy Nation, to progress the reconstruction.
Roy Mustang 27. nov. kl. 16:21 
disculpa, no era problema del mod base sino de la traducción en español, no solo restauro las ruinas de bast sino tambien las ruinas de la ciudad shek
Roderik 27. nov. kl. 7:52 
where is the character in the hub to help for the reconstruction ( if you help the shek)
Shidan  [ophavsmand] 24. nov. kl. 18:01 
Sounds like another mod, I don't yet have anything rebuilding Bast.
Roy Mustang 24. nov. kl. 17:56 
que paso en la zona de bast que yo sin hacer nada tenía todos los caseríos reconstruidos
Shidan  [ophavsmand] 23. nov. kl. 19:00 
It will in the next update. I currently have the multi-stage Hub reconstruction under them completed, and the conquest and occupation of Shek lands, and rebuilding several HN ruins already implemented in the new update. Considering more additions as well.
The Courier 23. nov. kl. 18:47 
Curious, does this add anything for the Holy Nation if you were to side with them?
Shidan  [ophavsmand] 23. nov. kl. 17:27 
There are more, there is not currently a list outside of simply opening the mod in the FCS yourself and looking at the changes. I'm hoping to make one for the new update once it's done.

And I don't touch the Anti-Slavers much at all. They're a pretty small faction honestly, not really sure what to do with them if I were to do anything. They don't have territory to lose short of one base, and they do move into the UC towns as they get taken by rebels.
JOE MAMA 23. nov. kl. 16:28 
Is there any effects on the anti slavers? and also are the effects in the description the only effects or is there more? If there is where can I find the list of effects and changes on the game
SpiralRazor 18. nov. kl. 11:29 
good to see this mod still going..i havent played in five years lol
Shidan  [ophavsmand] 16. nov. kl. 15:18 
There are more scattered about. The description is the big focused "sets" that have some common theme.
Teralitha 16. nov. kl. 15:14 
Are the events listed in your description the only ones that exist in the mod or are there more not listed.
Shidan  [ophavsmand] 16. nov. kl. 14:32 
Old Frontlines and Shek Ruins yes. No to the Great Fortress, because honestly I think I forgot it existed when I was making those overrides it is so unimportant. Will probably squeeze some repairs to it in the next update. :P
Roderik 16. nov. kl. 14:28 
I was just wondering if every shek ruins get restored ( old frontlines/shek ruins/the great fortress) ?
Nidabutt 14. nov. kl. 15:16 
Oooh awesome, okay I'll give that a download right now, thank you!

Hopefully it doesn't touch the little storm house I bought...
Shidan  [ophavsmand] 14. nov. kl. 15:12 
Overrides do not lose player buildings, so I would assume it would be fine unless the author did some weird stuff.
Nidabutt 14. nov. kl. 15:11 
I was just eyeing that, I'm a bit worried my house will get deleted when the world state changes now though, is that how it works, or will the player house remain as it is?
Melooo 14. nov. kl. 15:08 
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2852160026
This one fits quite nicely with Reactive World I think, even gives you a path to buy Mourn if you're insanely rich.
Nidabutt 14. nov. kl. 14:54 
Awh shame, thank you for replying so quickly though. I'd love to see a way to save the town, I just spent the past few hours fighting off what I swear must have been 30-40 skin spiders, 15-20 beak things and an elder beak thing to top it all off... Just so that half the town can die anyway. :steamsad:
Shidan  [ophavsmand] 14. nov. kl. 14:50 
I do not currently touch Mourn. It is something I am interested in doing at some point though.
Nidabutt 14. nov. kl. 14:48 
Just settled in Mourn and I'm curious if Reactive World has anything in regards to world states for the city? I noticed some of the ruined buildings can't be purchased and I wonder if that's due to a mod (I think this is the only one I have that could affect Mourn.) Hoping I can do something to help them out, but I haven't been able to find any info as to whether this mod affects Mourn or not yet.
Shidan  [ophavsmand] 12. nov. kl. 6:27 
If you want a breakdown of how this system works, go read the wiki.
https://kenshi.fandom.com/wiki/Artifacts
Shidan  [ophavsmand] 12. nov. kl. 6:25 
The items don't shuffle in vanilla, because the game's seed is static. Changing the possible spawns of items does shuffle them though.

Rerolling with the same setup will always produce the same results if the seed doesn't change, so rerolling with vanilla only will produce one set of items, and rerolling with the mod will produce another set.

But those two sets are the only ones that will spawn with those combinations.
Mako 12. nov. kl. 6:22 
You are trying to convince me of some nonsense. The items are already distributed throughout the world. A specific list of items is already assigned to each ruin.
Mako 12. nov. kl. 6:20 
I didn't say the problem was the shuffling. Because of your mod, the items in the ruins are completely different. I migrated the game without any mods, and the list of items in the ruins remains the same.
Shidan  [ophavsmand] 12. nov. kl. 6:13 
Like I said, artifacts WILL get shuffled. I have no control over this, that's how Kenshi works. But it should still have roughly the same value of loot across the board.

The way artifact spawns work is that there are a set number of artifacts spawned in the world, and the game distributes it across the world at game start. Adding new/replacing artifact accepting locations means the locations of artifacts will be different, but the same number of artifacts are still out there.
Mako 12. nov. kl. 6:07 
You can test it yourself. I tested it with a mod for a new race and hud. I transferred my save with your mod, and the vanilla loot changed. I tested this in two different ruins.
Shidan  [ophavsmand] 12. nov. kl. 6:04 
I don't touch ruin loot directly. The only thing I do that is even remotely related is add new locations, which will shuffle loot around due to the randomization system Kenshi uses.

So best guess is either you just didn't notice the loot that did spawn there, some bug happened unrelated to the mod, you're using another mod reducing artifacts, or you're using another mod that boosts artifact spawns which is not being applied to my locations which use vanilla values.
Mako 12. nov. kl. 5:47 
Why did you have to change the loot in the ruins? Because of your mod, some ruins have no useful loot at all. Trash mod
Shidan  [ophavsmand] 8. nov. kl. 6:11 
You take out the bandits in the area, and sefeat the HN.
Wubbers 7. nov. kl. 23:08 
how exacty do you help the shek in the hub i cant figure it out from the guy
Yehoria 7. nov. kl. 5:09 
The whiole thing avout figmen is they are a zombie apocalypse. to wipe them out you don't have to defeat them, you Can't defeat them. You have to WIPE THEM OUT. like kill them all. adn it's both that kenshi engine doesn't really support that kinda thing but also there are so many of them in the lore
Shidan  [ophavsmand] 5. nov. kl. 15:10 
No, I have never considered wiping them out as a realistic prospect. They can expand if other factions near them are weakened, and they can be pushed out of some areas, but they cannot be eradicated.
FUTALOVING COCKMASTER 5. nov. kl. 14:51 
is there a way to eradicate the fogmen?
Shidan  [ophavsmand] 31. okt. kl. 12:28 
Yes, they take about half of the HN normally when it falls, splitting it with the Shek Kingdom. Assuming the Shek and Flotsam leaders are still okay too.
Yehoria 31. okt. kl. 12:20 
Do flotsam ninjas get to conquer hn territorry under Conditions?
BoBandy 29. okt. kl. 10:45 
okay cool! thanks for the fast response :) really good mod so far
Shidan  [ophavsmand] 29. okt. kl. 6:36 
Currently only changing which cannibal tribe owns it.
BoBandy 28. okt. kl. 19:22 
Can anything happen to the town of Deadcat with this mod?
Shidan  [ophavsmand] 26. okt. kl. 16:25 
Not beyond their starting positions. They have states that lead to them expanding, and there are ways to push them back into the Fog Islands.

But I don't see any lore friendly explanation for wiping them out, and I try to stick to effects that are reasonable in the lore.
FoxyFella 26. okt. kl. 15:24 
Sorry if it's been asked already but I just wanna know if you can purge the fogmen?
Shidan  [ophavsmand] 25. okt. kl. 7:03 
Yes, go ahead. Post the link when it is ready and I will add it to the description. :)