Kenshi
Beak Thing Statue
61 Comments
Seljuk Sep 17 @ 7:25am 
Thanks a bunch! Might play around with this some more on my end!
MARH  [author] Sep 17 @ 6:45am 
@Seljuk
Thank you for your message. I don't have a clear answer, but I can share a few tips based on my experience.

I know that NPC factions or towns cannot acquire PC buildings if the buildings' "is feature" setting is set to "true."→  Image
The vanilla Campfire is one of the buildings that is "is feature = true," and I have never encountered a player-built Campfire stolen.
 
However, most beak thing statues are "is feature = false." So, the next relevant setting is the "create player town."
Most beak thing statues (and most of my mod's furniture) do not create a town, and they often belong to "nowhere" if built far from the player's outpost.

And that is all I know at the moment. This info can be of help to you.
Seljuk Sep 17 @ 12:50am 
More on the comment below:
Have noticed that sometimes when the error looks as if it might occur, statues are designated to 'nowhere' rather than the nearby non-player site.

Really enjoying the mod, and thinking about re-using whatever framework is used on my end for some duplicate buildings which don't switch over as easily.
Seljuk Sep 17 @ 12:47am 
I've noticed that sometimes when I get the issue where buildings from a player outpost are re-designated to a nearby non-player outpost, that this issue seems less likely to occur for gutter buildings.

This is obviously great, and I'd be interested to know why. Has anyone else noticed this, and if so, does anyone know why this behaviour occurs?
Dampback Aug 1 @ 2:52pm 
This feels posh and very UC faction oriented
much like, even though I kill them every play through
Thumbs up
RÊYTH Dec 22, 2024 @ 2:15am 
Someone either had too much time on his hands ...or not enough.
hahaha,
MARH  [author] Aug 14, 2024 @ 4:43am 
@Ibram Gaunt
I like your "a beakhead statue holding a lamp" idea. So, I made a quick mockup.
Image1
Image2
Is my understanding correct?
Ibram Gaunt Aug 13, 2024 @ 2:33pm 
There's one small thing i'd like to add to this mod, a "Beak Head" statue holding a lamp. That's it!
Pooh Mar 9, 2024 @ 2:53am 
I hate Beak Things so god damn much. This is cursed, I love it. :cute:
Diabetus Jan 23, 2024 @ 8:04am 
This is a fantastic mod.
Doc Jan 7, 2024 @ 3:03am 
Oh I see! That's a perfect explanation, thank you.
MARH  [author] Jan 7, 2024 @ 2:46am 
@Bartok
The difference between fixed and non-fixed chairs is the orientation of the characters sitting upon them.

A character will face a specific direction if he sits upon a fixed-type chair.
But if he uses a non-fixed chair, he will face toward the nearest campfire or table automatically.  
Example → Image1   Image2
The fixed chairs are helpful for setting scenes like briefings, lectures, or dark rituals without using campfires or tables.
Thank you for trying my mod!
Doc Jan 6, 2024 @ 11:46pm 
Question, what's the difference between the fixed and non-fixed orientation furniture? Is there a point to using the fixed?
Dragoler Aug 20, 2023 @ 10:51am 
It works smoothly now, thank you. I can finally build the beak thing themed base of my dreams!
MARH  [author] Aug 10, 2023 @ 3:55pm 
@Dragoler
I am glad to hear you have fewer issues, and thank you for the additional report. The auto-icon generation process has become more suspicious to me.
I cannot say about custom race mods. Still, I guess preparing icon images and including them in the mod beforehand may help to bypass the auto-icon generation and reduce crashes. The icons are only 369 KB in total, so they would not burden the game.
Thank you again for sharing helpful information.
Dragoler Aug 9, 2023 @ 5:15pm 
Oh interesting, I tested this again today and it hitched but it didn't crash. I was going to suggest it might be an interaction with the Ridable Bull Race mod, because that causes the bulls to show up in the icons, but I hadn't gotten outright crashes before from it. I've been working on edits to that mod, so maybe something there had an influence. Or my game was just being particularly unstable.
MARH  [author] Aug 9, 2023 @ 3:36am 
@Dragoler
Thank you for your reporting. Let me clarify my understanding :
Your game crashed when you selected an item from the BUILDINGS list, and any item on the list caused the same issue.
Am I right?

I have not experienced that kind of issue before. I selected and built all buildings from this mod but could not replicate the issue. Based on your description, the auto-icon generation process seems to have some problems, but I need more details.
Unsubscribe and re-subscribe the mod, or verify the game files may help. But make sure you back up your mod list before verifying.
I am sorry for the inconvenience.
Dragoler Aug 8, 2023 @ 10:58pm 
Unfortunately this mod causes a crash whenever I click on any of its items in the build menu.
Ibram Gaunt May 23, 2023 @ 11:06pm 
I like this mod for a lot of reasons, It allows me to make free lights wherever i want, make landmarks for better exploration, and light up my bade without using electricity. Once I get taht road built I's going to be lit by beak thing statues
MARH  [author] May 12, 2023 @ 2:51am 
@LLpachimonLL
不具合のご報告ありがとうございました。
ご指摘の通り、5/10更新後のこのmodを入れると、通常の隠密ポーズに加えて武術の待機モーション(MA_Idle)が発生する不具合を確認いたしました。
これはPositioning Plateに使うために複製した上記モーションが、隠密時にも発生するように設定されていたためと考えられます。
当該箇所を修正後アップロードしましたので、一度サブスク解除の上、再サブスクしてキャラの挙動をご確認ください。
KirrieD Nov 26, 2022 @ 3:25am 
Hi, can I take this mod and your other works for my build?)
Le Leon Sep 14, 2022 @ 4:10am 
that's slaves work, should they climb that thing with a bone knife! The least they can do for their fine rotten meat meals!
victor1957 Sep 14, 2022 @ 12:33am 
and there must be a giant electrician who turns on the light at such a height):steamhappy:
MARH  [author] Jun 10, 2022 @ 10:01pm 
@Kodi Sky
I am happy you like my mod :)

In fact, I have been thinking about white Outpost-III or IV that would match the land of Gut for a while. It is a good idea to apply the textures of statues to the buildings.
Unfortunately, I am a little busy now, and texture editing is not my forte, but it seems worth tackling.
Thank you for suggesting it!
Kodi Sky Jun 10, 2022 @ 6:57am 
I love the models in this mod, I made a patch to make the buildings cost materials.

If you ever feel up to it, I recommend trying to make some variants of some of the ingame buildings to match this stone look of your statues better. I would love to make a Beak Thing themed palace or temple build with these statues.
MARH  [author] Mar 15, 2022 @ 5:21am 
I made an experimental mod that enables you to build Sitting Box on Gate II. It seems no passing issues for now. → Image
BUT I can't build other furniture on Gate II, because I shrunk the gate's Interior Mask.
Juroguy Johnson Mar 9, 2022 @ 7:14am 
I cannot have gate guards then. :(
MARH  [author] Mar 6, 2022 @ 2:00am 
Small objects, like vanilla Bench, Stool, Torch post or even Campfire sometimes caused Gate II's pathfinding problem.
Though the problem can be solved by reloading, I think building objects onto Gate II (and probably Makeshift Gate) is not safe :(
Juroguy Johnson Mar 4, 2022 @ 9:16am 
However flat shelter seems to break it permanently and your mod can be fixed with the navmesh.
Juroguy Johnson Mar 4, 2022 @ 8:59am 
I've had this problem with Tents too. If you build a flat shelter on a tier 2 gate it also bugs out.

this seems to be a problem with the tier 2 gate itself rather than yout actual mod. it just breaks if an object is placed on it entirely. including camping chairs from the camping mod, and rarely with turrets.
MARH  [author] Mar 4, 2022 @ 7:06am 
@Juroguy Johnson
I succeeded to replicate the passing issues.
Level 2 and Makeshift Gate became unpassable when I built Sarcophagus (Light) near the gate doors. The corrupted gates remained unpassable until I dismantled statues and reloaded the game. Level 3 and 4 gate seemed unaffected, but we should still avoid placing Sarcophagi close to gate doors.

Now I will try to rebuild the mesh and collision of Sarcophagus (Light). Thank you again for your feedback!
MARH  [author] Mar 3, 2022 @ 3:00am 
@Juroguy Johnson
Thank you, I'll emulate that setting.
Juroguy Johnson Mar 3, 2022 @ 1:52am 
It's the large statue specifically, the light emitting sarcophagus one.
Juroguy Johnson Mar 3, 2022 @ 1:52am 
The Defensive wall level 2 gate did it. I didn't try it with the makeshift or higher tier ones.

No i just built it directly on the corners.
MARH  [author] Mar 2, 2022 @ 2:39pm 
@Juroguy Johnson
Thank you for letting me know. I'll look into it.

And it would be of help if you give some details about that issue:
・Which gates had the passing issue, Makeshift, II, III, IV or other mod-added one?
・Did you use Shift + F12 (in-game editor) in placing statues on the gate?
Juroguy Johnson Mar 2, 2022 @ 12:54pm 
However Regenerating the Nav Mesh did fix it.
Juroguy Johnson Mar 2, 2022 @ 12:53pm 
They generate invisible walls and completely break gates when placed near them. the light emitting beak thing sarcophagus built a permanent invisible wall around itself, bugging out the gate it was built on and also leaving an invisible wall in the world after i deleted it.
MARH  [author] Feb 28, 2022 @ 2:29pm 
@Juroguy Johnson
Beak statues and other furniture do not generate player's town.
Juroguy Johnson Feb 28, 2022 @ 8:40am 
Do these buildings make a town or are they considered camp items?
天纵羽RX Nov 21, 2021 @ 4:15am 
That's cool. The Beak Thing Statue is lifelike!
GyroMadness247! Oct 22, 2021 @ 2:12pm 
Beak Things have been integral to survival in my play through - what a fantastic mod to help celebrate our beaky brethren!
Amok Harvest Sep 26, 2021 @ 3:53pm 
Thanks for getting back to me. No problem. It looks like the basic statues are easy enough to make anyway so I'll add those to my blender list. The additions you've made are very nice, but I'm really only interested in the basic statues themselves. Gives Deadcat and Mourn a bit of a 'what's going on here" vibe. Thanks for your consideration.
MARH  [author] Sep 26, 2021 @ 2:17am 
@Amok Harvest
Thank you for the message and information.
Unfortunately, I would like to decline your offer for I am not enthusiastic about overhaul mods in general.
Thank you for understanding. I hope your project goes well.
Amok Harvest Sep 25, 2021 @ 1:33am 
https://www.facebook.com/kenshiodyssey It hasnt been released yet so there's nothing you'd see on Steam or any other mod site. But there's plenty of development highlights here.
MARH  [author] Sep 25, 2021 @ 1:06am 
@Amok Harvest
I don't use Discord.
And where can I find the information about your overhaul mod?
Amok Harvest Sep 6, 2021 @ 11:36am 
Hi MARH - I'm the author of a very large overhaul and I've found your beak thing statues are perfect for making old Deadcat ruins feel unique. WIth your permission I'd like to add this into the final release, due to come out at the end of the year. Feel free to chat me on Discord AmokHarvest#4416 if you have any questions or want to talk.
Lord Bogdan Aug 18, 2021 @ 2:28pm 
Beak thing cult


Beak thing cult
jackrabbit_bouncebounce May 13, 2021 @ 6:36am 
Great cant wait to have these on base
Papen Mar 22, 2021 @ 6:28am 
お忙しい中対応して頂き誠に有難うございます! 前後判別についてはそれぞれのベンチにNodesが付けばいいのではないかと思います。Nodesのaddで、Targetは「Node Use」、OrientationのWとYを「-0.707」、Xがデフォルトは「1」になっているので「0」に変更すれば大丈夫かと思います(座標についてはノードがある他のMOD様をそのまま借用してますのでこれがベストかは分かりません…)。
MARH  [author] Mar 22, 2021 @ 5:25am 
@Papen
不具合のみならずその解決策までお伝えいただきありがとうございます。
こちらでもchair-fixed 180を用いたベンチで座る方向が変わることを確認しました。
chair-fixed 180の設定をいじると他のmodにも影響しそうなので、石のベンチ類のFunctionalityをchair-fixedに変更して対処する予定です。
単純な石ベンチの前後が判別できない問題も同時に修正したいので、いま少しお待ちください。