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Updated version of the site v1.5 🎉 With suggestions for improving the site, write totelegram: @Razilator
Latest comments

I added at your request fashion. Noir's Rifle Slings Katanas and Machetes on Back or Belt

2 days, 2 hours ago

Ximerius, steam has disabled my account with download support... My automatic mod version control system has stopped working. I'll try to figure out what's wrong, so the mods will be delayed in downloading for now.

5 days, 23 hours ago

hey man, hope all is well with you. if you could add these when you'll have time would be much appreciated. Noir's Rilfe Slings, Katanas and Machetes on Back or Belt. thanks

6 days, 7 hours ago
@Razilator Authentic Z

Ximerius, good. I was away. All added what you asked for.

1 week, 4 days ago
@Ximerius Authentic Z

Razilator, honestly, thank you ! i've found some good ones for the immersion purposes ... Better Belts ; Harry's Healthier Skin Complexions . i won't bother you again for a while, i promise. :)

1 week, 5 days ago
@Razilator Authentic Z

Ximerius, thank you very much for your feedback. I will try to work even more on automating the system for adding mods and updating. Thanks to people like you, I feel motivated again to work with code for uploading mods. Mods have been added at your request and will be updated automatically if the mod is updated in Steam. And yes! Friend! NE ZA CHTO!)

2 weeks ago

Less Buggy Bughouse

Link Info Language Version Loads Loaded Created by
Go to download 135 KB Multi 2021-09-24 12 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.