Kenshi
Reworked Building&Placement Plus
57 Comments
Captain Dokkaddon May 14 @ 11:46am 
mod just straight up doesn't work anymore, nodeless category doesn't exist, waiting on a fix from the dev hopefully
Mozartacus Mar 3 @ 1:52pm 
Is this mod still functional? I seem to be missing the nodeless category. I have researched all T1 items.
renegade_sock Feb 24 @ 8:11pm 
Is anybody else having issues with the boxes not being upgradeable?
.drew Dec 25, 2024 @ 9:21pm 
Why is this not in Vanilla! Maybe dev is secretly saying desert people need their structure sparsity and social distancing? Lol, ok but seriously why not make a version where these new building replace the old, the z nodeless category and NL prefix is kind of an eyesore ngl.
Muggins  [author] Jul 31, 2023 @ 2:51pm 
@JackiJack
Try the mod Slopeless
JackiJack Jul 31, 2023 @ 6:21am 
hey can you make also same for building i would like to place them where i want
thx for your work
Muggins  [author] Nov 25, 2022 @ 9:06am 
@Kwikwilyaqa
all objects have a use_range, but in case of doors/gates I think its somewhat hardcoded
anyways npc's clipping its another common problem but I doubt editing nodes will fix it
Kwikwilyaqa Nov 23, 2022 @ 3:27pm 
@Muggins How exactly do you edit the nodes? Bruh, I need to make a mod today to change interaction with gates to be at least 5-10m away from the gate itself. I'm so tired of npc's clipping thought when attacking and my dummies clipping out when repairing...
Muggins  [author] May 15, 2022 @ 4:09am 
@Captain Raptor
buildings such as storage and work benchs, yes
Captain Raptor May 14, 2022 @ 4:51pm 
Does this help you place buildings closer to each other?
Muggins  [author] Jan 24, 2022 @ 11:54am 
@nunalto
it creates new "buildings" so it should be compatible with any mod and I'm active so if any problems just comment
nunalto Jan 24, 2022 @ 3:38am 
Hello! Is this perhaps compatible with Genesis?
Muggins  [author] Jul 31, 2021 @ 3:38pm 
It's all good :steamthumbsup:
any problem I'm here to fix it, even if I'm the one that caused it in the first place :claugh:
CBJim Jul 31, 2021 @ 3:11pm 
It seems that the old version saved in the local mod was loaded for verification.

The bug seems to have been in my head.
very sorry.
Muggins  [author] Jul 31, 2021 @ 10:17am 
@CBJim
Sorry I didn't understand, it still doesn't work ?
It worked for me when I tested it
CBJim Jul 31, 2021 @ 8:34am 
Thank you for distributing the wonderful mod.

I used it again after the update,
The task of throwing in after lifting the corpse did not work.
When we tested with the Vanilla state and the mod only, we confirmed the operation of the task in the Vanilla environment.
Muggins  [author] Jul 31, 2021 @ 6:46am 
This time I tested it, my bad, should be fixed now
Thanks CBJim :steamthumbsup:
CBJim Jul 30, 2021 @ 6:08pm 
The Corpse Furnace is no longer functioning with the 7/29 update.
Lifts the corpse, but does not throw it in.
I wrote it by Google Translate, so I hope it conveys the meaning.
mad-rooky Jun 29, 2021 @ 8:27am 
@ctrCat ctrl+f = search function
Muggins  [author] Jun 15, 2021 @ 11:25am 
@ctrCat
use ur eyes
Fixed anyways, if anyone has more complaints forward them to me
ctrCat Jun 15, 2021 @ 10:16am 
change notes, where?
Muggins  [author] Jun 15, 2021 @ 9:40am 
@ctrCat
read the change notes
ctrCat Jun 15, 2021 @ 8:52am 
Prisoners gets out from the other side of cages and you removed vanila cage, no idea why?
Muggins  [author] May 30, 2021 @ 2:35am 
@lindner_e-mail
"Unfortunately, it doesn't look nice if you put a seat box on a bed and the avatar sits on it."
- Like I said - (be creative where you place them), Im not forcing u and u still have it available in the INTERIOR build category
"There are no animations for it."
- vanilla animations .... :sr4sunglasses: enough said (no one pays me for extras)
"In German that would be more suitable for me."
- Im not a bloody dicionary mate!! (dat said, anyone can make a translation for it)
Draco May 29, 2021 @ 11:35pm 
An sich funktioniert es, nur leider sieht es nicht schön aus, wenn man eine Sitzbox auf ein lager stellt und der Avatar sich darauf setzt. Animationen fehlen dafür. und in deutscher Sprache wäre das passender für mich.
HandelHoft May 16, 2021 @ 8:44pm 
Oh thank your author!! I can finally build my base like the other towns!
Muggins  [author] May 14, 2021 @ 2:44pm 
@WCKID
I think genesis changes some builds textures/meshes, so u might find diferences in some builds when u upgrade them
other than dat, there shouldnt be any conflicts/bugs
WCKID May 14, 2021 @ 12:26pm 
Quick question any conflict with Genesis
Chilli Dog Dave Apr 29, 2021 @ 12:20pm 
Fix worked exactly as expected, can get in and out of cages now and everything else works expectedly :)
Muggins  [author] Apr 29, 2021 @ 8:22am 
Updated
Muggins  [author] Apr 29, 2021 @ 7:29am 
@Chilli Dog Dave
Thx for the info, I guess the AI is dumber than I thought it would be
Dats why the use nodes are so far for the cage
I need to see it for myself, but I've already thought a easy fix
Chilli Dog Dave Apr 28, 2021 @ 3:12pm 
figured i'd make a post, using this mod on a slave start breaks the cages, most slaves will spawn behind cages trapping them.
had a separate test save from before the mod and the problem stops happening, what i think happens is the extra use angles applied to cages seems to prefer dumping them on the furthest from the front active point which usually leads to them being placed behind if possible
Muggins  [author] Apr 28, 2021 @ 5:45am 
@Rat in a cage
stacking ? like item storage stacking?
If ur using a mod dat changes those values then just Upgrade the storage and it will take on those changes, otherwise they'll be vanilla
AbsoluteCritter Apr 28, 2021 @ 4:56am 
does this work with other mods, like ones that affect stacking limits?
Listerx Apr 24, 2021 @ 3:22pm 
OOOHHH Game changing. Nicely done!
Circle Apr 19, 2021 @ 2:22pm 
Good
Muggins  [author] Apr 18, 2021 @ 12:25am 
roger roger
Shidan Apr 17, 2021 @ 11:06pm 
Just a heads up, your mod is accidentally overriding the sneaking detection arrows, causing them to be smaller and point the wrong way, because of your arrow.mesh file.

Guessing you accidentally named it the same as the vanilla file, so the game is using your mesh instead. Should probably rename it to avoid issues. :)
CrepeSoda Apr 9, 2021 @ 6:24pm 
FINALY
Crow Apr 8, 2021 @ 12:55pm 
THIS. THIS IS EXACTLY WHAT I WAS LOOKING FOR. Thanks so much!!!
Bovin Khan Mar 11, 2021 @ 5:03am 
@MrTarantoga, you should probably grow up before playing such a mature game as this. It's clear that you are not old enough, nor intelligent.
Muggins  [author] Mar 8, 2021 @ 1:48pm 
@MrTarantoga
I think ur problem is with other mods
I didnt touch any values besides crafting benches, storages and other small buildings
MassiveCodpieceOwner Mar 8, 2021 @ 4:32am 
Yes it fucks with render, pathing, performance problems along with base area expansion and allowance, needing import after import just to not become bugged mess that it is.
I picked it up as a fun cosmetic mod, but besides that it's just a fully complicated lag machine that isn't usefull at all lest you decide to keep every piece of rusted junk and all the bandit rags instead of melting them into profitable plates.

5/10 for effort, but it's a no from me.
A blender scrubbed clean Mar 6, 2021 @ 11:08am 
saved my playthrough. I like building compact bases and this helped alot! Cheers!
dman09082000 Mar 5, 2021 @ 2:28pm 
VERY COOL MOD! TIRED OF HAVING STORAGE HOUSES EVERYWHERE LOL
Izer Yaffa Mar 5, 2021 @ 8:50am 
I am flabbergasted. This is an Awesome mod with capital A. Thank you so much !!!
Muggins  [author] Mar 5, 2021 @ 3:23am 
@MrTarantoga
its fuks AI pathing as much as the vanilla buildings/storages
so no
MassiveCodpieceOwner Mar 5, 2021 @ 2:45am 
does it fuck with pathing?
Sgt. Sarge Mar 3, 2021 @ 3:53am 
Y
Muggins  [author] Mar 3, 2021 @ 3:15am 
@Cosmonaut Cartilag
place a Torch. BOOM The hungry bandits come out like flies, unless u have someother mod dat changes dat