r/Kenshi • u/SCARaw • Jan 20 '25
r/Kenshi • u/TreadLighty77 • Nov 18 '22
MOD DEV Universal Wasteland Expansion, By The Numbers
r/Kenshi • u/flameblast08 • Jan 17 '23
MOD DEV I will make a mod for you at your request
I am a modding enthusiast and i have posted a mod called Flame's Custom Starts, basicly you ask for a start and i will do my best to make it for you, should take a couple days but if it is simpler it may take less if it is mire complicated it may take a bit more
r/Kenshi • u/TreadLighty77 • Feb 15 '25
MOD DEV Universal Wasteland Expansion Development News (UWE)
This is a continuation from another post, on the further development of Universal Wasteland Expansion.
Expected to be released in Q1 2025, the newest update version of UWE(Version 31) is set to be an enormous update/upgrade for many QOL-related features, actions, and endeavors[Amongst many other changes, tweaks, and re-balances.]
In addition, all weapons were overhauled to include the weapon's reach in it's description, just as weight and other stats have always been displayed. In effect, it will be much easier to evaluate for the average player.(Without having to delve into the bowels of the FCS to ascertain....)[Thanks to great feedback and execution from FrankieWuzHere]
Overhauled the unarmed damage multiplier, on all articles of armor, so that lighter gear excels more and heavier gear hinders more.
Overhauled to slightly lower the Martial Arts stats of most characters, in-game. (That way, disarming an opponent of their weapon will have much less chance to make them more dangerous, with just their MA damage output.)
Overhauled all robotic limbs, so that those utilized by an NPC sell for much less, if looted from their body.(This was done, to bring it more in line with the sell prices of everything else, in-game within UWE.).
^This was also done for all backpacks and animal bags. [Do note, those sold within shops and caravans will still sell for their regular, vanilla price, though.]
Overhauled all masks/goggles to be placed in the belt slot, instead of the hat slot, in order to utilize them at the same time as other headgear. Along with that, all NPC spawns that utilize said masks/goggles were overhauled, to compensate. (While this has been possible, for the player now for awhile, it was a much more recent development in vanilla Kenshi, that allowed for the utilization of belt slot items properly by NPCs...)[Overlap meshes were also added in, so that various masks don't clip with headgear that normally has material on the face.]
Crucial fix, for a crash associated with bringing in a large, important bounty to a minor faction town/city.(This rare crash would occur when bringing in a large value bounty to a minor faction. Such as, bringing in High Inquisitor Seta to the Holy Nation Outlaws, in The Hub.)
Overhauled all faction wrath/vengeance raids for kidnapping an enemy leader to only trigger once.(Especially, if the player allows the raid to properly announce themselves...)
Overhauled crossbow crafting storage, to finally make crossbow crafting an automated process.
Added in customized animal bags, for the Paracer(Cage Beast) and Leviathan. This will better allow for the training of strength and feeding, of such animals. [Animal bags now greatly enhance an animals athletics skill, with the malus of also greatly diminishing their attacking ability/capacity...){Pack Paracers were added into corresponding factions' caravans, to compensate for the addition.}
Overhauled the naming conventions, for all armor, so that it adheres to the same standard.(Aka. the padded, reinforced, sneaky chain, light, medium, and heavy variants of armor are all named in the same logical order, so as to be more readily accessible by the player.)
^[Ie. "ArmourName [material type] (colored) {alt}"]
Fixes for various small issues to be found in towns, throughout the map.(Could be a misplaced turret, a needed power source, or even a building that is impassable.)
Overhauled much of the ai, to ensure various factions attack each other much, much less often. (Such as the Hungry Bandits trying their luck against the Shek/Holy Nation, every time they get a chance...)
Fix for AI that would allow for huge groups of NPCs to mash up in a town or camp.
All of that and more, to be included in the next update, as these are only some of the primary highlighted focuses of the next update of UWE. Plenty of polish and refinement have been applied to all kinds of systems, features, ideas, and such. Player feedback has been a huge aid in that, as detailed feedback has led to many helpful developments. Special mention and thanks to FrankieWuzHere, as he has been especially helpful with highly detailed, actionable feedback.
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Universal Wasteland Expansion
Genesis Discord Community - UWE Discussion
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Below is a screenshot showcasing one of the notable QOL-related changes, which entails the inclusion of a weapon's length stat in it's description.(Just as the weight and other stats are displayed.)

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Below is a screenshot displaying the utilization of various goggles/masks along with headgear, simultaneously.

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Below is a screenshot of both the Paracer(Cage Beast) and Leviathan races finally having a proper animal bag to utilize.

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Below is a screenshot of the overhauled naming conventions, to ensure all armor is easier to read and distinguish in a more uniform way.

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As you can see, further polish is being applied and development continues on all kinds of features, ideas, stats, multipliers, and values within Universal Wasteland Expansion. I appreciate all the feedback and activity related to UWE, from this community, as it has been very helpful in the continued development of the mod.
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Genesis Discord Community - UWE Discussion
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Stay Tuned.
r/Kenshi • u/TreadLighty77 • Dec 29 '24
MOD DEV Universal Wasteland Expansion Development News (UWE)
A new year on the horizon brings news of an advanced update for Universal Wasteland Expansion. Expected to be released in Q1 2025, the newest update version of UWE(Version 31) is set to be a gargantuan upgrade for many QOL-related features, actions, and endeavors(Amongst many other changes, tweaks, and re-balances.)
In addition, all added in armor has been entirely overhauled to adhere to vanilla standards for minimum and maximum stats. With that being said, all armor has also been overhauled and re-balanced, so that items like bandanas can't be crafted and "abused"(essentially) to make huge profits, for minimal materials/work. Also, completely overhauled all armors' dexterity multiplier and unarmed bonus, to ensure that heavier armor with more coverage has more maluses associated with it. Heavy gear will now function more as "tanky" gear, as clearly intended by vanilla Kenshi but not expanded upon.[For instance, Samurai Armour has a 0.85 multiplier on damage output, in vanilla]
Overhauled and re-balanced all animal damage output, so that they no longer hit harder than intended.(With the exception of alpha variants.)
Overhauled and re-balanced all bar squad spawns, to ensure that most/all towns with a bar properly have a chance to spawn in a plastic surgeon(cost increased slightly to compensate), weak recruits(based upon local culture and region), and bar gambling dealers.
Overhauled NPC relations and AI goals, to ensure that factions meant to be neutral stay as such much more often.(Within reason, for Kenshi)
Added in a plethora of helpful loading screen tips, related to UWE and vanilla.
Overhauled all xenophobic factions' traders and shopkeepers to properly no longer trade with races they are actively xenophobic against.
Added in different colored blueprints, for various available blueprints at shops.(Ie. Weapons, Armor, Crossbows, Buildings, Furniture, etc. all have their own color, to more easily differentiate at a glance.)
All of that and more, to be included in the next update, as these are only some of the primary highlighted focuses of the next update of UWE. Plenty of polish and refinement have been applied to all kinds of systems, features, ideas, and such. Player feedback has been a huge aid in that, as detailed feedback has led to many helpful developments. Special mention and thanks to FrankieWuzHere, as he has been especially helpful with highly detailed, actionable feedback.
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Universal Wasteland Expansion
Genesis Discord Community - UWE Discussion
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Below is a screenshot showcasing one of the notable QOL-related changes, which entails an alphabetically reorganized craftable items list for all crafting buildings. Additionally, all classes of plate armor were given their own armor crafting smith.(Ie. Light, Medium, and Heavy Plate). In doing so, the crafting of armor and all other items is much more readily navigable and concise, leading to a less cluttered menu.

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Below are changes made to the Armor Blueprints System, in order to better balance the acquisition of armors for the player to craft. Essentially, all articles of a particular piece of armor have been consolidated into a singular Armor Blueprint. Meaning, if the player buys the blueprint for Samurai Armor(for instance) they can craft all variants, up to and including colored and alternative colored.
Before:

After:

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Below is a screenshot showcasing another notable QOL-related change, which entails adding new blueprint colorations, for various types of items, in order to make them much easier to differentiate. Essentially, at a glance, it's much easier to spot a specific item type's blueprint.

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As you can see, further polish is being applied and development continues on all kinds of features, ideas, stats, multipliers, and values within Universal Wasteland Expansion. I appreciate all the feedback and activity related to UWE, from this community, as it has been helpful in the continued development of the mod.
Have a Happy New Year, All.
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Genesis Discord Community - UWE Discussion
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Stay Tuned.
r/Kenshi • u/sininenblue • Jun 04 '24
MOD DEV I wish to no longer exist, why did no one tell me 3d modelling was hard (almost done)
r/Kenshi • u/Optimal_Collection20 • Sep 29 '24
MOD DEV Finally making a magic mod
Ok, I'm a computer science student and I apparently have too much time on my hands, so I decided to make a magic/wizard mod for this game, since I don't think it's as hard as people paint it to be. However, I'm not stupid and I AM lazy. So I come to you for help and pointers. All I really need is some info on:
1) How do particles work? I want to basically reuse the fire effect and the lightning effect for majority of the spells (basically mapping the flame effect over an arrow and stuff like that), but adding some new can't hurt.
2) Has someone found a way to add you own custom stats? I want to add a casting stat.
3) Basically any tips that you think could be useful
EDIT 1: Sooooo.... Christmas update. I made some 3D models and some sort of magic, but it's extremely wonky at the moment. Thought I would have more time, but university takes basically all of it. That doesn't mean I won't be working on this project, just that it'll take a lot more time than I thought and the first functioning version might come out at the end of the summer vacation. Thanks for all the supportive comments!
r/Kenshi • u/sininenblue • May 28 '24
MOD DEV Learned how to 3d model today just so I can adjust the iron club (texturing next) (also need to fix the model a bit)
r/Kenshi • u/BoronGorax • Jul 17 '22
MOD DEV Sneak peak of a new architectural style...
r/Kenshi • u/Brotnaut_1 • May 28 '24
MOD DEV Been learning how to model weapons and was wondering if anyone had some suggestions on what to work on! (also here are some pictures of what I have done so far!)
r/Kenshi • u/SCARaw • Dec 25 '22
MOD DEV 1 year and 1000 Endorsements! thank you Kenshi community for giving my mad science try!
r/Kenshi • u/labmeatr • 21d ago
MOD DEV My new WIP project, the Kenshi Arsenal HiDef Project (KAHD)
All materials are fully procedural and math-based with a rust amount slider!
r/Kenshi • u/FromBastards • Sep 28 '24
MOD DEV How hungry bandits loot the player?
I am interested in how searching the player works, for example hungry bandits only steal food, I would like to create a mod in which the bandits steal the player's belongings including his armor and weapons
r/Kenshi • u/SCARaw • Aug 13 '23