Kenshi
Survival Shelter
105 Comments
Binouze 5 hours ago 
Où est cet addon haaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
Where his this godamn addon haaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
Deadmano  [author] Jun 13 @ 9:02am 
@Issa: Just the games limitations sadly, since it considers it a single "node" so everyone kinda cuddles up and shares that same spot. :lunar2019crylaughingpig: But they'll all use it at the same time.
Issa Jun 13 @ 6:19am 
Thanks, noticed that tier one doesnt have 4 sleeping slots but 1 though, and tier 2 has 2 not 6
Deadmano  [author] Jun 10 @ 2:48pm 
@Issa: See the FAQ, only item on it.
Issa Jun 9 @ 8:17am 
I cant find the kit anywhere
Deadmano  [author] May 18 @ 7:49am 
@Majorita: You answered yourself it seems; if you want simple beds, they exist, plentiful. A shelter is a bit more advanced, research makes sense. As for the tiers, again, they get more advanced, with later ones even giving power, research makes absolute sense in that case. If you don't like it, you're free to make changes to it in the editor and even upload a patch for this mod.

Not sure why anyone would deconstruct the shelter BEFORE removing items... But yeah, nothing I can do in that department anyway; just how the game handles that logic. Also the sleeping situation, just how the game handles the "marker" since there can't be multiple spots sadly.
Majorita May 17 @ 3:42am 
And another thing, if you deconstruct the shelter with items in the storage, EVERY item in the storage is deleted from the game and you lose them. So uh, really hope no one ever uses these as temporary storage for their Meitou weapons or something and then accidentally deletes all of them. That'd suck.

Also, it seems like a bug but for the T1 shelter at least, 4x people can sleep in the same bed right on top of each other. While cute, it, uh, seems unintended.
Majorita May 17 @ 3:42am 
Cool mod, but it does have a couple... problems.

Since you need to research the recipe, you need a workbench and you also need to put that workbench indoors, unless you get a mod that lets you build workbenches outdoors. This means building a small shack or a house in a city. This conflicts with a nomadic playstyle which is why you'd want this in the first place. It seems odd to try 'balance' the 'overpowered' nature of having ready access to a few beds and a shelter wherever you want in this way, especially since it gimps the people who probably want most to be able to set these up whenever from the beginning of the game.

You also need to buy books and research more just to get higher tier shelters. Which again, seems weird, since if I am doing a run where I am a base-builder, I have a home base to return to, and I can use any of the countless available inns in the game to rest in the interim. This devalues shelters and camping, especially since camping leaves you VERY vulnerable.
Deadmano  [author] Dec 22, 2024 @ 11:10am 
@iforgotmysocks: Because the entire structure is a glorified "bed"? If you want realism slap down some T1's for each person, it's what I did. Multiple shared spots are for those who don't care about realism and want the convenience. The values are showing as per the tiers on my end, might be a mod conflict you've got going on there? But glad you found a workaround. You're welcome for the mod, thanks for stopping by!
iforgotmysocks Dec 22, 2024 @ 10:18am 
I also noticed, the multiplier doesn't quite match the description. Due to allowing multiple people, the 6 operators for 6 output for T2 results in the same 4x healing as the 4/4 for T1. I adjusted all beds to give the same healing of 8 and had to double the output for the related amount of operators.
iforgotmysocks Dec 22, 2024 @ 9:28am 
Uhm, why not place 4 beds? Allowing 4 npcs to clip into each other in one bed seems rather strange. Limitations?
Deadmano  [author] Oct 12, 2024 @ 10:27pm 
@Natacha Gronlova: Not sure how this is a problem of this mod? It wasn't designed for mods that alter how injuries work when recovering. If it works in vanilla, it'll work with this mod (literally the same logic), and if it doesn't then you have a mod conflict. Most likely a mod overriding the sleep/recovery methods since the shelter logic uses the vanilla method. That's why it is bad practice for other mods to override basic vanilla functionality, it causes headaches like these that should not be something other mod authors should have to deal with. I'd say chat to whoever the mod author of the mod which alters recovery is.
Natacha Gronlova Oct 12, 2024 @ 12:07am 
The mod has a problem, its beds do not give recovery to injured bodies modified by other mods. They only give base healing.
Deadmano  [author] Oct 8, 2024 @ 2:52pm 
@KollapsingStar: Glad to hear, I hope you have a fun playthrough! :rbiggrin:
KollapsingStar Oct 8, 2024 @ 2:49pm 
I'm planning on doing a vampire themed play-through, this will be a great help:steamthumbsup:
ShdwKnght Mar 23, 2024 @ 7:31pm 
oh cool found it thanks!
Deadmano  [author] Mar 22, 2024 @ 11:44pm 
@ShdwKnght: Nothing I can do about that IIRC, that is the way the game handles dismantling, you never get the full resource amount back. :rshout: But there should be a mod where you can return 100% of the resources, I know I made a personal mod for myself that did that, so I didn't have that issue.
ShdwKnght Mar 22, 2024 @ 9:57pm 
When dismantling tier 1 survival shelter it gives back 1 shelter kit. When dismantling tier 2, it gives back 1 also. When dismantlling tier 3 it gives back 2. This completely defeats the purpose of upgrading the tiers for portability imo. Still I appreciate the mod because now I dont have to pop out 8 sleeping bags anymore reducing the regen chores but I was hoping to just make one nice shelter for my whole squad of 8. I'll just carry 2 kits and use tier 1s instead.
Deadmano  [author] Mar 12, 2024 @ 8:56pm 
@Forever Young: Awesome and good luck with it and your mod! :rshout: If I can help answer any questions feel free to add me and I can see if I'll be able to assist. :love:
Forever Young Mar 12, 2024 @ 8:11am 
@Deadmano

Thanks a lot brother :) I just found that there are some tutorial for FCS . I will try to learn it .
Deadmano  [author] Mar 10, 2024 @ 10:07pm 
@Forever Young: I don't really have the time currently to go through a step-by-step process (mainly because I'd have to set things up for modding again in Kenshi). But if you have specific questions I am happy to answer them, and you're more than welcome to add me to ask them. Regarding the changes, it is all done in the FCS, so if you just look through how I set things up (aside from meshes/textures) you should be able to see what you need.
Forever Young Mar 10, 2024 @ 6:14am 
hello brother , thank you for your hard work .

I really like the your concept and just want to make a similar mod but i don't how to start . I open your mod file and try to figure out but can't . Can you please give me some advice that what should I learn ?
Deadmano  [author] Nov 14, 2023 @ 4:06pm 
@Silvyy: Thanks for getting back to me and well done on the release! You found a creative solution and it works, well done! I'll add it to the description as well.
Silvyy Nov 13, 2023 @ 11:22pm 
@deadmano I ended up figuring it out sorta. Made the prisoner pole and the camp with the repair beds a separate building its not a one click solution but a two click solution is still a hell of a lot better then building a small shack and 2 beds and storage and whatnot. uploaded my go at it https://steamcommunity.com/sharedfiles/filedetails/?id=3082785352 . Feel free to use anything in it if you want without credit in case you plan on adding to this mod still. I'm not really a moder just dablle in FCS sometimes.
Deadmano  [author] Nov 13, 2023 @ 5:22pm 
@Silvyy hiya and thank you! :rshout: The shelters are just parts literally stuck together (think meshes) to give the illusion of what they appear as, but they are nothing more than a bed in essence, so you could say the rest is FCS magic, yes! I was not able to find a way to create multiple functions (that'd require an engine edit) else I'd have included extra features, but if you find a workaround I'd love to hear about it as that truly gave me many a sleepless night! All of the best with your project, and whatever you come up with please do feel free to share it!
Silvyy Nov 13, 2023 @ 4:33pm 
Hey, I love this mod! I am currently trying to reverse-engineer it to make a supplement mod that adds a T4 shelter that comes with a prisoner cage and skeleton repair bed and I cannot figure out for the life of me how you even made the first three. Did you design them as a town in the game and then pull some FCS magic to make them into placable composite objects? Also with what I'm trying to do I suppose I might run into issue with functionality in FCS having normal beds and repair beds or a cage in one object like your camps, I suppose that won't work. as only one functionality works per a peaceable object. So I suppose I need to make the cage and then repair beds their own thing.
Shir Blackwater Sep 23, 2023 @ 3:20pm 
@Quilava there's a mod called "Full Refund" that gives back all building materials, even those from mods as long as it's placed at the bottom of the load order (but above any squad size mods)
Deadmano  [author] Jul 28, 2023 @ 9:12am 
@Quilava: That's right, yeah! By default the game doesn't refund all materials, and I didn't quite agree with it so I just modded it to get all the materials back! It's a simple tweak that is made via the game settings in the FCS. A pity I can't change such values on a per-item basis. But I also don't want to force a 100% salvage rate, so I guess in some regard there is "realism" since the components are "deteriorating" through use. :lunar2019crylaughingpig:
Quilava Jul 27, 2023 @ 7:28pm 
I click the shelter then select dismantle in the bottom left corner, after that my NPC just go pick up the kit. I remember some ppl say in default setting anything cost more than 1 material will not refund all the material use, maybe that the case

Oh well, i will have to just use the tier 1 shelter to save stuff then
Deadmano  [author] Jul 27, 2023 @ 3:28pm 
@Quilava: Ahaha, that actually sounds like a perfect feature! So you're setting up camp with a windmill?! Enemy scouts are sure to notice and send word to their leaders, thus resulting in attacks from those you've angered! :lunar2019crylaughingpig:

Regarding the dismantling; are you doing it via the UI (click the shelter) or having a person dismantle it? Not sure if that changes anything. Although it may also just have been the fact that I made a custom edit for my gameplay to always refund 100% of resources...
Quilava Jul 27, 2023 @ 4:10am 
The mark is good, but if you dont have any other base, then enemy with bad relation with you will send raid party to ur location, better watch out and cant stay there too long

Also is it a feature or something? when i build tier 2 camp and dismantle it, it only give me back 1 kit, i demand 100% refund T_T
Deadmano  [author] Jul 26, 2023 @ 7:31pm 
@Quilava: Right? The storage also helps when you gotta drop stuff in a hurry to avoid some pesky enemies! :rshout: Regarding tier 3, it is indeed intended to create a town marker as per the description. It is due to the fact that it provides power, which only works if you actually have a base to, well, power. :lunar2019crylaughingpig: Think of it as a quick way to get a temporary base up and running before you expand and build a proper one. Good for temporary outposts too!
Quilava Jul 24, 2023 @ 5:59am 
i love the idea of this mod, no more spam sleeping bag then manually destroy it and pick it up (ugh ... just talk about it make me feel lazy)

But what about tier 3 tho? Is it mean that it count as a player base and you could get raid?
Deadmano  [author] Jul 10, 2023 @ 2:45am 
Thank you @Dr. Igor Dolvich! :love:
Dr. Igor Dolvich Jul 9, 2023 @ 10:32pm 
This is awesome! Nice job :crusader_helmet:
Deadmano  [author] Jun 30, 2023 @ 8:46am 
Haha, cheers @Rat! :rshout:
Rat Jun 30, 2023 @ 6:37am 
nice shelter yes yes :Rat_Laugh::maiden::atomrad:
Deadmano  [author] May 30, 2023 @ 7:26am 
@Malka: Perhaps this guide can help. You'll want to open up the Forgotten Construction Set (FCS) and create a new translation. See this image [i.imgur.com] of the items you'll want to select.

Basically select Surival Shelter.mod, click on _Enable_ where it says Translation mode, click on _New Translation_ and then in the window that appears select the language you'll be making the translation in, in your case pick one of the Portuguese variants, then click on _Create_. With your new mod file you can then find all the changes I've made by clicking on the _Changes_ button at the top of the FCS menu. Good luck! :rshout:
MahBR May 30, 2023 @ 6:45am 
if you can teach me step by step i will be happy. @Deadmano
Deadmano  [author] May 29, 2023 @ 4:01pm 
@Malka: If you want to translate it, go ahead! :rbiggrin: Just use the translate option when creating your patch (don't overwrite/edit the original file) so that users can still get any updates that may come out.
MahBR May 28, 2023 @ 4:17pm 
"What is the chance of being translated into Portuguese?"
Deadmano  [author] May 10, 2023 @ 7:26am 
@Shir Blackwater: No blueprints needed, purely research available once you enable the mod. :rbiggrin: And as for the survival shelter kits, see the FAQ; you can buy them from any store that has travel goods, or craft them from a medical workbench.
Shir Blackwater May 10, 2023 @ 7:15am 
Are there any blueprints sold for this? Also maybe I'm just unlucky but I can't seem to find the building materials anywhere in stores.
Deadmano  [author] Apr 21, 2023 @ 10:15am 
@rbalsek: Thanks! :love:
rbalsek Apr 21, 2023 @ 8:48am 
nice!
Deadmano  [author] Apr 14, 2023 @ 10:24pm 
@Chit: Thanks for sharing! I hope the Japanese community enjoy it! :rshout:
Pers Apr 14, 2023 @ 4:15pm 
Thank you for making a great mod.
I have created a Japanese version of this mod and published the page.
If there are any problems, please contact us so i can correct or remove them.
https://steamcommunity.com/sharedfiles/filedetails/?id=2962376749
Deadmano  [author] Mar 3, 2023 @ 10:33am 
JediKnightSky: Gotcha! Yeah I was specifically trying to stay away from needing resources constantly as it was a pain to ensure I always had it on me when I wanted to focus more on gameplay, and then it wouldn't do much more than what the vanilla already offers (scrap/mercenary tents). The point was to provide a cost via the use of kits, that you can buy from stores during your expeditions, or craft. But I do like the other ideas you mentioned and I think I might just have an idea so let's see!
JediKnightSky Mar 2, 2023 @ 10:34am 
Yes I figured out the side arrows. Had been so long since my last play through I had totally forgot them and being a half blind mole man was just not seeing the arrows. So got that issue figured out thanks very much. And its ok man you dont need to waste time on any kind of special patch.

I just know that for example the scrap shelters in one of the other Nomadic tent mods has several variations of the same scrap tent each using different materials like fabric, leather, or hide. So had thought it might be possible to just do something like that with yours to. Like keep the version with the building kit, but also have a version that uses alternate materials available at the same time to give more options. I would think the tier 1 could use something like 4 hide, the 2nd 10, and the erd 15. Maybe a few building mats to for the 2nd and 3rd tier. Though there is the plant a tree mod that creates wood as a resource you can harvest. If looking for expanding options,
Deadmano  [author] Mar 2, 2023 @ 5:59am 
@JediKnightSky: You still haven't responded regarding the survival shelter upgrades! :rshout: See my post below; does that work for you? The mod screenshot also shows the arrows you should be seeing.

Regarding the mod idea, did you intend for me to add it to the survival shelters? I'm unable to add additional functionality to the shelters as the game has hardcoded only one function sadly, else there is so much I'd LOVE to add! I can see about perhaps creating a series of "shelters" that do different things?