Kenshi
Reactive World
3,488 Comments
Roderik Nov 29 @ 8:03am 
ok thanks for the info
Shidan  [author] Nov 27 @ 5:55pm 
@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 Nov 27 @ 4:21pm 
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 Nov 27 @ 7:52am 
where is the character in the hub to help for the reconstruction ( if you help the shek)
Shidan  [author] Nov 24 @ 6:01pm 
Sounds like another mod, I don't yet have anything rebuilding Bast.
Roy Mustang Nov 24 @ 5:56pm 
que paso en la zona de bast que yo sin hacer nada tenía todos los caseríos reconstruidos
Shidan  [author] Nov 23 @ 7:00pm 
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 Nov 23 @ 6:47pm 
Curious, does this add anything for the Holy Nation if you were to side with them?
Shidan  [author] Nov 23 @ 5:27pm 
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 Nov 23 @ 4:28pm 
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 Nov 18 @ 11:29am 
good to see this mod still going..i havent played in five years lol
Shidan  [author] Nov 16 @ 3:18pm 
There are more scattered about. The description is the big focused "sets" that have some common theme.
Teralitha Nov 16 @ 3:14pm 
Are the events listed in your description the only ones that exist in the mod or are there more not listed.
Shidan  [author] Nov 16 @ 2:32pm 
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 Nov 16 @ 2:28pm 
I was just wondering if every shek ruins get restored ( old frontlines/shek ruins/the great fortress) ?
Nidabutt Nov 14 @ 3:16pm 
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  [author] Nov 14 @ 3:12pm 
Overrides do not lose player buildings, so I would assume it would be fine unless the author did some weird stuff.
Nidabutt Nov 14 @ 3:11pm 
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 Nov 14 @ 3:08pm 
https://steamcommunity.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 Nov 14 @ 2:54pm 
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  [author] Nov 14 @ 2:50pm 
I do not currently touch Mourn. It is something I am interested in doing at some point though.
Nidabutt Nov 14 @ 2:48pm 
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  [author] Nov 12 @ 6:27am 
If you want a breakdown of how this system works, go read the wiki.
https://kenshi.fandom.com/wiki/Artifacts
Shidan  [author] Nov 12 @ 6:25am 
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 Nov 12 @ 6:22am 
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 Nov 12 @ 6:20am 
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  [author] Nov 12 @ 6:13am 
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 Nov 12 @ 6:07am 
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  [author] Nov 12 @ 6:04am 
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 Nov 12 @ 5:47am 
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  [author] Nov 8 @ 6:11am 
You take out the bandits in the area, and sefeat the HN.
Wubbers Nov 7 @ 11:08pm 
how exacty do you help the shek in the hub i cant figure it out from the guy
Yehoria Nov 7 @ 5:09am 
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  [author] Nov 5 @ 3:10pm 
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 Nov 5 @ 2:51pm 
is there a way to eradicate the fogmen?
Shidan  [author] Oct 31 @ 12:28pm 
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 Oct 31 @ 12:20pm 
Do flotsam ninjas get to conquer hn territorry under Conditions?
BoBandy Oct 29 @ 10:45am 
okay cool! thanks for the fast response :) really good mod so far
Shidan  [author] Oct 29 @ 6:36am 
Currently only changing which cannibal tribe owns it.
BoBandy Oct 28 @ 7:22pm 
Can anything happen to the town of Deadcat with this mod?
Shidan  [author] Oct 26 @ 4:25pm 
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 Oct 26 @ 3:24pm 
Sorry if it's been asked already but I just wanna know if you can purge the fogmen?
Shidan  [author] Oct 25 @ 7:03am 
Yes, go ahead. Post the link when it is ready and I will add it to the description. :)
911悍匪 Oct 25 @ 4:05am 
can i translat mod in chinese?I will indicate the source
SuperPaçocaAlado Oct 24 @ 10:57am 
Okay, it crashed again. But because of it being an old world. Disabling distant town generation makes it work in new worlds.
SuperPaçocaAlado Oct 24 @ 10:49am 
It worked! Even in an old world of mine, thank you.
Shidan  [author] Oct 24 @ 5:07am 
No. It is just the list of the biggest ones, there are several smaller effects scattered about through the game.

There is currently no comprehensive list of changes, outside of simply opening it in the FCS and looking at the changes list there.
Chaosolous Oct 23 @ 9:25pm 
Is what's listed in the description, a complete list of changes?
Shidan  [author] Oct 22 @ 1:43pm 
Try disabling distant town generation in the options menu. Some users crash from that system, and while my mod doesn't cause the crash, it does add new locations that need to generate distant towns, so it can exacerbate the crashes.