Kenshi
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Godsend Abundant Resources
 
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0.058 MB
May 8, 2017 @ 9:54pm
Jun 1 @ 10:38pm
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Godsend Abundant Resources

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Description
(Mod requests and ideas now accepted on my Patreon! You don't have to be a Patron to leave a comment or request anything)
Sellout update!:
I'm now on Patreon!
Want to help with time and resources I can put into mods?
Want to get neat perks like getting your own name and/or your own backstory for characters/locations in any of my future mods?
Want to just say thanks?
https://www.patreon.com/OPGGodsend
Certainly not required, but much appreciated for any bit you may give! :D

Redid the mod! I changed the fundamentals, how it does what it is that it does.
Now, instead of there being 100% of all resource EVERYWHERE, I've changed it so that your production buildings (including farms) don't NEED that resource, so it should be 100% working for EVERYONE now, and I won't have to worry about missing places on the map because this changed the buildings themselves, not the map.

Everything still takes time, you still have to haul water to your farms from your well (farms don't require fertility & wells don't require water)

Your little Kenshians still have to break their backs hewing away at rock and stone to collect resources (but they no longer have to be placed in areas that actually HAVE that resource)

Your wind generators should be spinnin' so fast it makes the world spin a little quicker too!

As always, let me know if I ♥♥♥♥ed something up or otherwise messed something up and I'll be sure to fix them asap.

Have fun :D

Everything Below This Line is Most Likely Outdated
________________________________________________________________________________
UPDATED - FINALLY!!!!!

+More wind and much greater generator (fuel and wind) output!
+Doubled fertility in ALL areas!
+Stone should be 100-200 in ALL areas now!

-Due to limited modding tools, 100% iron/copper/carbon in ALL locations doesn't seem to be possible, HOWEVER, areas which do have even a little should now be MUCH richer and slightly larger

As always, there's a good chance I missed something or accidentally added something or blah, blah, blah. So if you see something you think I might've missed or messed up, LET ME KNOW!

Have fun :)

***Everything below this is outdated... Kinda.***
_________________________________________________

I have found TONS of awesome base locations, but the problem is,
They NEVER have all the resources you need!
This mod remedies that.

Features:

* 100% water in ALL locations!
* 100% fertilty in ALL locations! (Grow anything anywhere)
* 100% stone in ALL locations!
* Tons of large 100% iron ore veins EVERYWHERE!
* Tons of 100% carbon EVERYWHERE!
* Tons of large 100% copper EVERYWHERE!
* ALL biomes now have wind!
* ALL biomes will always be atleast a little windy! (Windmills will ALWAYS be operating)
* ALL generator types (Fuel or wind) now produce more power!

Note: "This mod is not so much a cheat as it is a roleplaying mod.
Don't get me wrong though, this is absolutely a cheat mod."

+Note: "I'd advise you to be careful with this mod. If you use it as a cheat,
it is absolutely going to ruin the game for you."

++Note: "This mod is a new release, so let me know if I missed something,
or if I broke something."

Enjoy!
< >
55 Comments
OPG Godsend  [author] 6 hours ago 
WCKID: Yep, it should!
And thanks :D
WCKID 9 hours ago 
Is this working on the latest experimental build thank you for making all your mods
OPG Godsend  [author] Aug 20 @ 10:25pm 
Wow. Seriously, everyone, take notes because that is the most in-depth report I've ever gotten.
Unfortunately, though, when it comes to mining structures, it either relies on the amount of ore/stone in the area, or it doesn't. The only way I could think to increase their efficiency, without them using the ground resources, would be to directly edit the building itself to make it be more efficient by default.
I've posted in the forums before, trying to ask Lo-Fi if they'll ever open up the modding tools to allow people to make their own functions instead of having to rely on what they've already made (Which reeeeeally limits modability) - but I've never gotten a reply from them - just from one of the community managers that pretty much said, "Nope."
However! If there's a demand for having over-max efficiency resource production buildings for this mod, I'll definitely throw together a sister-mod for it and add more building tiers which go over 100% efficiency.
Linkencuz Aug 20 @ 2:45pm 
Exactly, the buildings in your mod no longer take the resources under ground into account, therefore they lose bonuses they wouldve had. Iirc your mod increased the quality of iron and copper so if you built a mining building next to it, it would get a boost in eff. Now that buildings dont reconized quality they get the rate max eff everywhere, which is great for building where ever you want but a very minor problem if you build at a location that actually has the resource.

Before the update

After update

Its the exact same save but before and after i disable your mod. notice the boost i get to my ore drill because of whats in the ground.
OPG Godsend  [author] Aug 19 @ 10:32pm 
Linkencuz; Just to make sure I fully understand what you're saying;
You're saying that the specific buildings change their efficiency based on the amount of resources available?
If that's what you're saying, that shouldn't be happening at all.
They should ALWAYS be at their preconfigured efficiency, regardless of what is available in their area - and of course, higher tier mines should have better efficiency.
I've been in the game for the past couple hours now building stone & copper mines eeeeeverywhere, trying to see if I could recreate what you're saying, but I didn't see anything strange... :/
Are you 100% sure you have no other mods active that may interfere with efficiency rates of resource production buildings?
Also, feel free to add me and message me if you're needing more help with anything.
Linkencuz Aug 19 @ 11:01am 
I like the update, now I can make my base anywhere. But the only problem is that the mining building dont take advantage of resource if it is actually there. Eff is higher if resource is not present but lowered if it is present because now the buildings dont take the location into account but is always default for that building
CanadianWilliam Jul 8 @ 4:22am 
OPG Godsend you are a godsend
OPG Godsend  [author] Jun 1 @ 10:39pm 
Lazarae; What? That's crazy dude, your computer must be broken... I'd suggest you either buy an entirely new computer, oooooor download the new patch I just uploaded that adds hybrid stone mines since I totally forgot about them :D
Lazarae Jun 1 @ 9:07pm 
the two hybrid stone mines don't seem to be working, they're requiring resources to be present
FoxyLover69 May 31 @ 2:45am 
Awesome, thanks Godsend. :) (P.S. First prisoner recruit already caught. :D )