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Larger Use Ranges
   
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20 Jul, 2023 @ 3:32am
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Larger Use Ranges

Description
Reduces AI slowdown (and job-que soft locks) by allowing all non-storage functions to be done much further away.

I found this essential for player built complex mega-outposts with lots of characters.

The resource range is not changed for storage to avoid raids being able to more easily steal.
This will affect vanilla building functions, which will also have the change apply with most mods.
5 Comments
Laughing Forest 1 Oct, 2024 @ 11:09am 
So, will this reduce in-game lag for a Mod city (like Han) that has lots of NPCs populating it? Or will this only help if you the player have a city you've made yourself?
Kjulo  [author] 29 Feb, 2024 @ 12:12pm 
That is correct, the new use ranges are quite generous, as to help avoid Pathfinding issues and slowdowns.
For a solo play through this will seem weird, but I've found this kind of change needed for complex bases with many workers.

It also means you can space things out a bit more, and allow you to make a nice looking base without worrying about the AI being inefficient by spending almost all of their time walking to transport items, which they will often do by only carrying 1-4 at a time.
Matey 29 Feb, 2024 @ 11:17am 
this is not for everyone. say for example you set your npcs to mine some rock and use machines. a few minutes later your outpost gets invaded by some bandit, they all run over to kil it, next thing you know they are swinging pickaxes 500 yards from the rocknode, or inside a building, immersion breaking, i find its useless unless youre trying to build a large city like the modmaker.
Yami3 9 Aug, 2023 @ 8:41am 
very good!
Dr. Igor Dolvich 20 Jul, 2023 @ 3:51am 
Very nice, this will be useful! :beeped::cactusrum:

Thank you for making this.