Interactive World: Vanilla Synergy Patch

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Author: tonechild

Last revision: 11 Aug, 2024 at 14:42 UTC

File size: 253.82 KB

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Description:
Interactive World: Vanilla Synergy Patch

This mod is a complete overhaul of the Interactive World mod, originally created by Stupendous Man. The original mod IS AMAZING and brought significant depth to Kenshi, offering a rich survivalist experience with new resources, crafting options, and immersive gameplay. This patch aligns the mod more closely with vanilla systems and the current mod ecosystem, while preserving the creativity and early-game intent of the original work.

Mission

This mod aims to achieve the following:
1. Improve modularity with the mod ecosystem while keeping bushcraft as a viable, but not mandatory, option.
2. Increase immersion, role-playing opportunities, and challenge.
3. Export immersive ways to tackle challenges — buildings now require lumber, but the method of acquiring it is up to you.
4. Simplify the mod’s focus — Downgrading the more advanced features of this mod gives us room to add what we want back in via a patch. Having a base platform to start with is a huge priority for this mod

Current Changes

1. New features:

  • Lumber is part of the rest of the world: Lumber is now needed for constructing buildings and the producing building materials.
  • Stone processing: is renamed to the Building Material Fabricator – it takes 2 lumber and 2 stone to build one. The Fabricator itself also requires lumber to be built. Plans for adding lumber to other buildings (where it makes sense) is in the works. Most likely these will be patches for other mods.
  • Campfires: Vanilla campfires now require wood logs to build, the default one now works as a cooking station since other mods that add simple meats that are normally cooked in campfire can use this one and player only needs to build one thing.

2. Preserved Features:

  • The core features of Interactive World—including logging, foraging, and cultivation systems—remain intact. The added variety of plants, medicines, fishing, and bushcraft options are still available, preserving the immersive survival elements.

3. Rebalanced Systems:

  • Wood/Lumber/Sticks Don’t necessarily need to be mined. This can be found in low quantities at stores, and sometimes lying around. That way the player can change playstyle to fit the current challenges they face.
  • Tech Tree Adjustments: The tech tree now uses books, with survival guides removed altogether. Some of the items are unlocked using the vanilla research tree, while others are unlocked via blueprints or through research. I tried to merge intto vanilla what made sense and use a custom tech tree when it didnt. This part is very much WIP and things might shift around a bit.
  • Crafting: Majority of the IW crafting work stations have been left untouched. This includes stuff for trapping, fishing, weaving, foraging, and storage.
  • Clothing: Clothing from the mod is crafted using the vanilla leather armor bench. Since there are already clubs and crossbows, the weapons from the mod are removed. Should the weapons be added again, they will probably use the existing vanilla crafting stations
  • Farming/Cultivation: Aside from moving the technology to the farming tech tree, the buildings remain the same and unchanged.
  • Starting Scenarios: The original mod altered starting scenarios to use a custom research tree, which conflicted with other mods. This change has been reverted, except for Interactive World-specific scenarios.
  • Building Menus: The mod’s building options have been integrated into Kenshi’s vanilla category system, replacing the separate "Survival" menu to ensure better compatibility with other mods and vanilla structures.
  • Inventory: I personally feel the stack-sizes were a bit too generous in the original mod and have moved them more in-line with vanilla. This makes more sense when comparing to similar items in size, such as the building materials. This may be revisited, and I know mods that increase stack size is popular. That being said, I would rather that be a patch.

4. Removed Features:

  • Weapons, clothes, and armor that you could only build at the outdoor workbench, but not at your smithy or leather armor workbench.
  • charcoal electricity generators,
  • level 6 outdoor research station
  • Firearms / gunpowder
  • The outdoor Forge / Blacksmith

I believe there are already mods out there that do lots of cool stuff with camping, and I’d rather leverage those and perhaps add patches for them to use the lumber etc then to have a mod that is completely silod off from the ecosystem. I feel the other stuff (charcoal power / forge / level 6 research) isn’t necessary, as there are plenty of mods out there that bring power, industry and research to the bush already.

5. Compatibility and Synergy:

  • This mod has been tested with over 400 mods, including Kaizo and Reactive World, to ensure smooth integration. However, mods that add free campfires, new cooking options, or bypass the new resource requirements may need patching for full compatibility.

Known Issues

– As this is a work in progress, there may be leftover items from the original mod, such as Charcoal, Salt Peter, and Sulfur, that currently have no use. These will be addressed in future updates.

Interactive World Synergy Project

Interactive World Synergy: Biome Food Expansion
Biome Food Expansion Patch

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