Kenshi
Sculpur Feb 17, 2017 @ 4:55pm
Outpost range and power distribution questions
Hello,

The outpost/town I started has now grown significantly to the point at which one of my buildings is out of the outpost's territiry. As a result, it gets no power... That surprised me since it's not far away from where I initially started building.
After closer inspection, I realized that for some reason the place where I started building the outpost initially is not at its center at all. It is quite a bit to its northern borded, which was an unpleasant surprise considering I placed it with the idea for the outpost to encompass specific territory.
So question number one is, how is outpost territory marked, is there just some sort of a grid and depending on where you place the first building, you get a pre-defined square or hexagon or something, and is there any way to extend or move the range of the outpost a bit?
Second question, is there any way to give a building outside of the outpost's territory power? I tried building a small wind generator on top of it and its output got added to the total for the outpost, but the electrical objects in the building were still without access to power...

Thanks in advance
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Showing 1-15 of 40 comments
not sure on which building sets the main point but you can easily find out with 3 people
spread them out in a Y untill where you are no longer says your in your outpost.
from there you can trace to the center and find which building in the outpost anchor spot.

there is not without making a new outpost.
Sculpur Feb 17, 2017 @ 7:44pm 
Yeah, did something like that and it seems the center of the outpost is not determined by any particular building. So I guess the map is pre-devided in chunks and you get one depending on the rough area in which you decide to build.
normally it's supposed to be the first building you place
which is normally the small shack or a mine.
Shidan Feb 17, 2017 @ 7:56pm 
It's possible the system was changed to use this grid type of system now. As there was mention of fixing town border conflicts and such in 0.95.15.

A preset grid like system would fix it. So it may be what they decided to do.
Peregrine Feb 18, 2017 @ 3:55am 
Originally posted by Shidan:
It's possible the system was changed to use this grid type of system now. As there was mention of fixing town border conflicts and such in 0.95.15.

A preset grid like system would fix it. So it may be what they decided to do.

It would be nice if they told us that though.

But I am happy they're really working on this stuff.
[NAF]mbraxt Feb 18, 2017 @ 4:48am 
Sculpur,

I had the same issue a month ago. I added a building about 500 or 600 yards away from my other buildings, and it was at the edge of my town. Well, I had power initially, but when I went back to the initial buildings, I lost power at the new building. I checked everything and added generators... nothing.

Well, I checked the map and noticed that my town had changed places on the map! The new location was in the gap between the initial buildings and the new one. So, I am not sure the grids are pretermined. I think this may be something that needs to get fixed since the game recognizes the building is in the town but gets no power.

MB
Sculpur Feb 18, 2017 @ 7:58am 
Originally posted by NAFmbraxt:
Sculpur,

I had the same issue a month ago. I added a building about 500 or 600 yards away from my other buildings, and it was at the edge of my town. Well, I had power initially, but when I went back to the initial buildings, I lost power at the new building. I checked everything and added generators... nothing.

Well, I checked the map and noticed that my town had changed places on the map! The new location was in the gap between the initial buildings and the new one. So, I am not sure the grids are pretermined. I think this may be something that needs to get fixed since the game recognizes the building is in the town but gets no power.

MB

Thanks for this information mbraxt! So it seems the outpost's center is determined by the relative position of all buildings, which would actually make sense in my case, since I have a LOT of buildings in the southern part, which might have caused the outpost's territory to shift south.
I will try building a bunch of large houses on the northern border and report back on whether the outpost's position shifted back north.

EDIT: Confirmed, you can dynamically change the outpost's position by building in a certain direction. Building a smelter and a tower next to the powerless building shifted the territory north and it now has power.
Last edited by Sculpur; Feb 18, 2017 @ 8:43am
bz_siege_01 Feb 18, 2017 @ 10:11pm 
I think it would be fair if they limited the base size. It would also be nice if there was a command that highlighted the whole area in green so that you could plan accordingly. Nice to have, not necessary.
[NAF]mbraxt Feb 19, 2017 @ 9:56am 
Sculpur,

Cool. Also, be careful with your buildings. Try to put them in low, flat places. If you build on uneven ground, your crafting tables and other stuff you build will disappear after a while. I think it has something to do with the program not knowing what level the stuff is on since the ground is sloped.

MB
f03n1x Feb 19, 2017 @ 10:14am 
Originally posted by Sculpur:
Yeah, did something like that and it seems the center of the outpost is not determined by any particular building. So I guess the map is pre-devided in chunks and you get one depending on the rough area in which you decide to build.

If you want to find out where the centre is hitting shift + f12 in your town shows a transparent statue, not 100% sure if that is the centre, but it might help. (I think it also acts as the marker on the map)
Shidan Feb 19, 2017 @ 10:31am 
Yes, that's the center. And also the marker on the map. :)
Sculpur Feb 20, 2017 @ 9:29am 
Originally posted by NAFmbraxt:
Sculpur,

Cool. Also, be careful with your buildings. Try to put them in low, flat places. If you build on uneven ground, your crafting tables and other stuff you build will disappear after a while. I think it has something to do with the program not knowing what level the stuff is on since the ground is sloped.

MB

Thanks, already encountered this. My copper storage boxes were in an Outpost type 3 that was on a rocky terrain, and they sank into the ground, or at least I assume so cause my two copper miners were desperately homing in on the area where it used to be even after I dismantled the entire outpost.
Zombie101 Feb 20, 2017 @ 10:11am 
Pics always help understand a problem. And give a better idea what going on.
Peregrine Feb 20, 2017 @ 8:31pm 
Originally posted by Sculpur:
Originally posted by NAFmbraxt:
Sculpur,

Cool. Also, be careful with your buildings. Try to put them in low, flat places. If you build on uneven ground, your crafting tables and other stuff you build will disappear after a while. I think it has something to do with the program not knowing what level the stuff is on since the ground is sloped.

MB

Thanks, already encountered this. My copper storage boxes were in an Outpost type 3 that was on a rocky terrain, and they sank into the ground, or at least I assume so cause my two copper miners were desperately homing in on the area where it used to be even after I dismantled the entire outpost.

This wasn't an issue in 0.93.04 or .28, I think it's a new one, since I've been having SERIOUS problems with buildings since the new Engine was rolled out. My computer now can barely play the game (Switched from medium to LOW and that kinda fixed some issues, but not all) Buildings are a LOT worse than they used to be and Watch Towers in particular are suffering. I'm excited for the game, but WOW they really need to fix some of these issues.
f03n1x Feb 20, 2017 @ 9:49pm 
Originally posted by Peregrine:
Originally posted by Sculpur:

Thanks, already encountered this. My copper storage boxes were in an Outpost type 3 that was on a rocky terrain, and they sank into the ground, or at least I assume so cause my two copper miners were desperately homing in on the area where it used to be even after I dismantled the entire outpost.

This wasn't an issue in 0.93.04 or .28, I think it's a new one, since I've been having SERIOUS problems with buildings since the new Engine was rolled out. My computer now can barely play the game (Switched from medium to LOW and that kinda fixed some issues, but not all) Buildings are a LOT worse than they used to be and Watch Towers in particular are suffering. I'm excited for the game, but WOW they really need to fix some of these issues.

The engine was added in ages ago, I think around version 0.70 probably earlier, yeah there are definitely issues, but for things like frame rate, turn down terrain detail and grass view range and grass view density (I have these all on 0 and everything else maxed and I seem to be fine, though I do have a high end computer). Hopefully this helps, maybe we need to make a guide of the How-to get Kenshi to run better lol, seems like it definitely is needed.

The game is also more on the CPU end rather than the GPU end for requirements, due to lots and lots of things going on in terms of a simulation. So it maybe your CPU, though the game needs a TON of optimization, which is probably going to come once every feature is rolled out.

The tower thing has been a bug for a couple months now, one update broke it and yeah just either stay away from them or play with the camera if you need to do things like add people to cages and such.
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Date Posted: Feb 17, 2017 @ 4:55pm
Posts: 40