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The developers worked couple of years to make the pathing as good as it is now. It used to be way worse. It is, as good as this engine allows now. It is one reason why the next iteration will be done with Unreal.
We have gotten so used to it it does not bother many any more. You can always lift the offending item in the air, save and reload a save if a character gets stuck somewhere.
And by experience we are able to plan our route with minimum issues.
You could try this, from a very experienced modder: https://steamcommunity.com/sharedfiles/filedetails/?id=2424904535&
2) Crafters do not use the space in their bags for hauling. So put food in the bag and leave the main inventory completelly empty. Check oftern, as characters tend to collect some things in there and never store them.
Again, we cannot access the game codes, meaning we cannot add scripts to the game. So all automation is off limits for modders. We can change how the well looks, pretend it is blood it collects, but not how the hauling of it works.
The water automation is tied to your field's need tho, Water is pretty much brought directly from well to the field. And when the field needs it not, the people are idle. I might be wrong about this tho, I do not think anyone has done any scientific analysis of it.
You could see if this mod helps, it makes the water barrels significantly smaller, might help with the inventory management: https://steamcommunity.com/sharedfiles/filedetails/?id=1692925400
3) Building states should work perfectly, I have not heard any issues with the building mechanic. What usually is the issue, is either a) the pathing does not path or b) the colony lacks the correct building material. This comes from the mishap of renaming an actual game item as a 'building material' and also referring other things as required building materials on the UI. Fe. Building materials : building material 50x and iron plates 100x
Also, make sure you are not playing with Full screen. It is broken and stops utterly ridiculous amounts of things in the game from working correctly ie. causes miss-clicking. Use only Borderless
And I mean it, you think you clicked -here-, but you actually clicked somewhere else, cause your cursor location on screen is not correctly displayed while on Full screen.
My issue with the water is that they won't haul to the tank, not to the fields. I have one worker looking after the fields and she fetches water from the tank to irrigate. That parts works fine. At least for now, I've had it break in the past. My water hauler only hauls from the well to the tank. That is his only job - to haul to the tank. My experience from the past, when I've been able to get water hauling working properly, is that they'll haul until the tank is at 100/100. Then they will be Aimless. That is fine, I don't expect them to haul if there is no storage available. But now they won't even haul to the tank, despite it being at only 20/100.
There is space in the worker's inventory for two barrels, the only item in inventory is a skellie medikit (worker is a skellie). The well is full, 10/10 barrels. But the worker stands at the well with Aimless. There is plenty of water in the well, plenty of inventory space to carry two barrels, plenty of tank storage. But they just refuse to work. If I open the well inventory and the worker inventory, I can manually transfer water between them. Then they run back to the tank, store it, and run back to the well to get more. As they should. But they then stand in front of the well Aimless.
The maddening part is that it was working fine. Then I built an Iron Refinery near the Well. Not right next to it, the two facilities aren't overlapping or blocking each other's worker access points, the refinery is about thirty yards away. But the moment the refinery was finished, the well broke. This is what I mean about building problems.
I've just had another problem. Everything in my base came to a crunching halt, no workers hauling. I couldn't figure out why so decided to get one to manually haul his output to the storage container in the Bughouse in The Hub (which is where my base is). He couldn't get into the Bughouse, he stopped at the steps. So I selected one of the workers in the Bughouse and tried to get them to exit the building and they couldn't. For some reason, the doorway was blocked. I did a Ctrl-Shift-F11 and that resolved it. But my question is why it broke in the first place. It's not some funky building that I used a mod to erect where one normally cannot build. If that was the case, I would expect problems. But this is a preset building that comes with the game, it's a For Sale Bughouse in The Hub. And even that doesn't work.
I really love the game's premise and genre and lore. But the bugs render is unplayable imo. I'm not a noob at AI automation games, I'm a Clanfolk veteran with more than 4k hours in that game. And even though it's early access, the AI task automation works flawlessly. I sit for 45mins to an hour at a time, just watching as my base hums along like clockwork with no input from me, not a single glitch ever. And that's with a really complex automation and priority task system running. I'm 1180 hours into Kenshi now and I don't think I've ever had a moment where everything was running as intended. There is *always* something broken that needs fixing. Workers not leaving their post to eat, workers not eating despite standing next to someone in the same squad with a backpack crammed with food, product not being hauled, hauled product not being processed, mining nodes that are no longer recognised and just say 'Operating machine:.....' Workers getting stuck next to machinery, where you have to save and reload because even manually moving them doesn't work, buildings that people can't get into or out of. I don't even bother with turrets anymore. I save the game with my turrets all manned by permanent turret guards. When I reload the game, they're all standing next to the turrets Aimless. So my base gets over-run because it has no defenses - because the code can't reload workers in the same state they were when the game was saved. The list just goes on and on and on and on. And it's not just me. Every problem I google, there's dozens of posts here and on Reddit from people having exactly the same issues. This is not a release game, it's alpha code imo.
Kenshis base engine is about 20 year's old and uses single threaded architecture. this causes a lot of issues for the game.
Kenshi 2 will be using the Unreal 4 Engine, a modern game engine. so shouldn't have these issues. it will have its own, newer bugs.
Check this video and you might think of kenshi very differently:
https://www.youtube.com/watch?v=k4xExgudU_g
I wouldn't expect this with most buildings, although the Bug House is very aptly named. I gather there's a mod somewhere that fixes the pathing issues associated with that one.
I also see a lot of complaints about walls and gates breaking things, even when they don't actually block the paths your units want to take. If you have any gates, try opening them all, see if things improve.
I'm pretty sure it's normal that you need to redo jobs when upgrading a workstation, although it should only be required for those units who were actually assigned to haul to or work at those particular benches. Not 100% sure, it's been a long time since I've "upgraded" anything.
Some upgrades remove the need to assign any workers to the improved bench at all (meaning it can run with just haulers alone), but those ones are pretty obvious.
If you specifically give a unit the job of hauling to a water tank, then as long as that unit is close by, has inventory space, and has the Jobs toggle enabled, all well water available should be shifted until the tank is full.
Farmers will pull water from wells or tanks when their fields run totally dry, but ideally you'll also set haulers to "inventory" the fields. This again means they'll be kept full.
All other workstations work the same way: haulers should do as much hauling as they can, whereas regular workers should only haul the bare minimum that's needed to keep things running.
The system isn't bug free, though. For example, hauling may break if your outpost marker is too far away from your work stations:
https://steamcommunity.com/app/233860/discussions/1/4036980006272305341/
I've also seen a few reports around the place where oversized squads have caused units to start going aimless when they had actual work to do. My impression is that 20 is the safe limit, though I aim a bit lower than that myself.
However, I then placed a second well near the refinery and that worked. So now I'm not sure if it's a proximity thing or a temporal thing. Perhaps building the refinery first and then the well would avoid the problem. I'll try that on the next play-through and see if it works.
Now that I know how to avoid the well problem, I'm liking this base spot more and more. I've done it several times now and am slowly getting a handle on it. It's just glitch city but it's fixable. The first outpost building I put down, the Bar in The Hub empties out. The Mercs go and stand in the middle of town and the Bar Thugs and Drifters patrol the perimeter. That in itself is quite funny and quite useful because they get into scraps with passing bandits. I found a Pacifier passed out in the road so I nicked his Dustcoat, which gave me all the Acid protection I needed to run up to Scraphouse and buy the AI Core I needed for Hydroponics.
The other thing is that it turns off all food storage containers in the game. My crew will not collect food from containers. That applies to Meat containers as well. My current crew is all Scorchlanders so they can eat raw meat. But despite me having three such containers, all full, scattered around in The Hub, they won't touch any of them. I have to manually put food in their backpacks.
In previous play-throughs, both problems (wandering Bar patrons and blocked food containers) resolved themselves over time as I built more outpost facilities. But on this play-through, I haven't been able to fix them. What I did achieve was to nullify all raids. I was pushing the envelope on how far out I could build. So I put down a Makeshift Gate a couple of hundred yards WNW of the Rebel Base to the north of The Hub. The bandits assemble there. No matter which crew member I choose, whether at The Hub or my outpost below it, I can't move the view far enough to see the gate and the bandits assembled there. That's how far away they are from my people and facilities. Needless to say, I just ignore all raids and they mooch off home after a while.
It's also super-fast to develop a base when you start there and don't need to build walls or defenses. I have my Hydroponic farms up and running by day 18. After that it's a breeze. It's slightly inconvenient having my well so far from the hydroponic farms but even that is useful because it becomes my Strength-training mechanism. I have a whole train of workers hauling water. Each one has a fully-laden backpack in their inventory and a dead bandit slung over their shoulder, with only enough inventory space to haul one barrel of water. They also haul at walking speed. It takes them forever to make one trip but because there are several, there is enough water for the farms. It's almost a perpetual motion machine because there is only the briefest pause for them to take water from the well or deposit it in the water tank. So they build up Str very efficiently.
So despite the various glitches associated with overlapping town/outpost spheres of influence, it really is by far the best outpost spot in the game imo. You get ready-made base defenders in the Bar and Shinobi guards, you get three 24/7 vendors who all buy stolen goods, there's a steady stream of Garru wandering through the town for meat and hides, you can make Hashish with no risk, my hydro farms churn out Riceweed and Veggies so I can make high-value Gohan and skip the whole bread-baking malarkey, there are no dangerous animals or raids, and there is no HN/UC/Shek presence to pester you. Sure, Prayer Day pitch up. But when their Assault team go to an assembly point that isn't even in the same zip code as my base, I just ignore them. It doesn't get any easier than this.
I'm due to get Prayer Day soon and I assume they'll also just hang around there indefinitely, without the prayers processing or progressing. It's a reworking of the old Zen question: if a bandit group talk in the forest and there is nobody there to listen, will their voices even make a sound? I'm thinking not. I've also noticed that Dust Bandits and Slavers have stopped coming through The Hub altogether, it's just Hungry Bandits and Escaped Slaves now. Whether that has something to do with the Dust Bandit raids not completing, I don't know.
I suppose I'll have to unblock everything at some point, the raids can't just keep piling up. I'll probably send a speedy guy over to the gate, Attack Unprovoked every group who is waiting there, and then do the Benny Hill end credits ploy of my lone guy running around the place with a thousand enraged pursuers on his tail while uptempo cartoonish brass band music whips everyone into a frenzy. It always results in the various groups attacking each other. I'll probably run them over to the Rebel Base so that the Ninja Guards there can join in the hilarity.
Edit: hmmm, it appears that the raids can progress. I didn't go anywhere near the gate and the assembled 'visitors' there, when I suddenly got a message that 'Bandit Raid to your outpost has failed'. I zoomed out and tilted the view so that I could just see the gate in the distance and there were white numbers flying everywhere. I then got a red magnifying glass when I hovered over the area and it was one of the Hivers' Garrus lying critically injured. So I'm guessing the Black Dragon Ninjas and Nomads had a go at each other. I'm not sure why they would do that, possibly one of the Bar patrons wandered close to them, got attacked by the Ninjas and that triggered the Nomads.
Anyhoo, the Nomads have left now, I saw their white dot vanishing away towards the west, which makes sense. They'd be going back to Vain. The Dust Bandits have also apparently left as a new Bandit Demands has spawned. Prayer Day is still stuck at the gate so I'm thinking they stayed out of the fighting. I'm not sure what could have triggered it but it wasn't me, I haven't been anywhere near the gate. Still, it's interesting to know that the AI is still 'live', even if the various groups were static at the gate for nearly 12 days.