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With the new Re_Kenshi script extender mod, Kenshi has gotten a lot of cool mods lately like Proving Grounds to make your units fight each other or Happy Families for childbirth. How have your playthroughs been?
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>>749007516
how open is the game to modding? could you do what people have done with the A-life mods for Zomboid?
i.e. simulate the background factions actually doing stuff and not just faked?
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>>749007601
No. The game is still very much a dead world pretending to be living.
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>>749007516
Are there any loli sex mods?
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>>749007665
yes I know, that doesnt answer my question, can mods fix that?
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>>749007717
no
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>>749007601
There are mods enhancing faction interaction like the Social Lives ones but nothing that deep yet, Re_Kenshi is still a bit new.
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>>749007601
Every game that has actors doing shit off screen, far away and in other levels/cells fake it. Even stalker's A-life and that zomboid mod.
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How's the Direct Control mod? Is it good? It makes me wanna reinstall kenshi just to play it

>>749007717
Surprisingly, yes, there are lmao
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>>749008772
There's some incompatibility with a mod called Character Highlight but overall it works.
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>>749007516
Guess it has an interesting future from now
>Crab bros in the back
A-are we winning?!
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>>749008732
This was a big discussion back in the day in the X3 community. We basically had to decide how much resource we'd put into simulation of the sector the player was currently in, and the rest of the galaxy. We called the latter out-of-sector or OOS. Early game, what the player is doing in whatever sector he's in matters the most. But midgame and lategame, especially if the player goes into an economic route, it was all about OOS simulation. OOS econ, OOS entities, OOS combat. And there's no way to make them line up, really. Especially when you have to factor in keeping the simulation stable. Even now I'll randomly doodle ideas for how to close the gaps.
Kenshi has to deal with this too. I still don't know what is happening when I send a courier off out of range to reach a certain city. I'm assuming just about nothing gets simulated. Would it be possible to simulate every entity in real time in Kenshi? The total population of Kenshi must be less than 10k. So it's computable. Not sure how many machines you would need. Would there be interest in it?
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>>749007516
damn I miss Kenshi. Played the fuck out of it back in 2019 after I quit my job. Good to know it has so many new mods.
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>>749012457
>I'm assuming just about nothing gets simulated
last I checked it was pretty faked in that there's some semblance of you you seeing a squad and the game remembering their general location.
but from memory things just spawn in and out of range given enough distance and then they're gone forever.

>Would it be possible to simulate every entity in real time in Kenshi?
it'd come down to whether the game lets you or not, you can do the background sim on a million units easy if you know what you're doing, things get hairy only when you have to render them.
I had a prototype for a space trading game years ago in which each ship had wares and multi step orders and whatnot and the bottleneck was rendering, I could keep pushing the sim up and CPU wouldn't even sweat.
because really all you're doing each frame is SIMD maths on some vectors which CPU have 0 trouble with and is ez to multithread.

I dunno if any of this is worth it, in every sandbox game something about it always makes me desire a more realistic simulation but I have no idea if that's actually good or fun.
I think the main thing you want is emergent shit to happen because your sim is complex enough to allow it, but you can just fake emergent shit and no one will know or care (STALKER)
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>>749007516
you would think with all the A.I decompilers there would be someone who at least tried to port the game into better engine
you can have as many wholesome chungus mods as you want but the underlying issue will always be the engine
game cannot handle even the Swamp zone without shitting itself and loading every 5 minutes
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>>749014556
"port to another engine" actually means "re-write"
the engine is rarely if ever the problem, it's how the code was written, you can make a high performance game in literally any engine that let's you write c++/C#
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>>749007516
It's such a simple concept yet un recreatable because the guy had to make his own engine for it since Unreal slop can't handle it.
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>>749007516
No indepth rape and slavery mod No play
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>>749015360
>Unreal slop can't handle it.
techlets should keep to themselves, you have no idea what you're saying.
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https://github.com/Genpretz/KenshiLua
Are there any mods that require this?
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>>749015482
Unreal isn't some god engine retard. It would be possible to modify the code but it would be nothing like what it was originally designed to be. Unreal is notorious for not being able to handle large databases of individual data models. Hell it clunks shit up with its normal graphic compiler presets.
>>
There is a reason why Bethesda stuck to their shitty engine and refused to convert to unreal because you need to create modules that do not exist in any modern efficient setting. Raw mathematical game designer to create the engine for those data sets.

Eat a dick Unreal faggot.
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>>749015585
an engine is just a collection of tools to do shortcuts for you, it CAN be shit if you use the tools that aren't fit for your use case.
if you write all your game logic in unreal blueprints it's going to run like shit, but:
>for every x do y
runs at the same speed no matter the engine is

>>749015767
>and refused to convert to unreal
because they had 30 years on the tools with their current engine, that's literally it.

for the record I dont even use Unreal, mostly Unity and Godot, but you're pretending to know what you're talking about but you're wrong and it's annoying.



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