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Latest comments
@Razilator Radiant Primordial Hive

Yodi, в разных точках мира кенши. Автор специально так сделал, чтоб искать было их с трудом. Я ответить конкретно на ваш вопрос не могу, т.к как почитав комментарии в стиме, ничего дельного по поводу нахождения не нашел.

1 week, 6 days ago
@Yodi Radiant Primordial Hive

Где найти этих рекрутов?

1 week, 6 days ago
@Razilator RimJobWorld [+18]

Mod updated to the current version.

1 month, 3 weeks ago
@Razilator Combat Extended

PyWorker, I will improve you!

2 months, 1 week ago
@PyWorker Combat Extended

My great job at automating uploads! My version: 0.3. I try to improve according to my mood.

2 months, 1 week ago
@Razilator Mechalit Core (Continued)

I speak as an admin, I only played with the Mechalit Core mod. Now another person has continued his work, adapting it to Rimworld 1.3.

3 months, 3 weeks ago

Less Buggy Bughouse

Link Info Language Version Loads Loaded Created by
Go to download 135 KB Multi 2021-09-24 1 02/11/2021 в 22:33 PyWorker


  • New building colliders!
  • Should fix the navigation bugs with the bughouse.
  • Building collider is more accurate so you should be able to place objects closer to the walls.
  • Dome can be walked on without weird issues

It seems to fix the annoying one in Squinn. If you find any other odd behaviors please let me know so I can tweak it further if need be.

Kenshi caches the last generated navmesh. On first use you might need to use the Ctrl + Shift + F11 to rebuild navmesh and save or leave the area so it unloads and is saved again for future.

Yes I know there is already a Bughouse fix mod. Honestly, it never really worked for that one building in Squinn for me. That mod alters the existing mesh collider slightly so doesn't avoid the navmesh behavior surrounding mesh colliders.

If this is well received enough I might look at changing other buildings as well.

Long Story + info for modders(technical):

I've been making a tool to help modders makes better buildings and easier. I discovered interesting behavior or a bug with navmesh generation and mesh-based physics colliders as compared primitive colliders. The navmesh seems to generate more accurately with primitive colliders whereas mesh based colliders seem to be more approximate.

To both continue testing the robustness of my toolset and put my theory to the test I wanted to try and fix the most notoriously buggy building. I replaced the entire upper collider of the bughouse with a completely new one based mostly on primitive colliders and one simple mesh one for the dome.

The resultant collider is significantly more accurate to the model and more importantly generates a better navmesh more consistently.