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Kenshi Virtual Simulation Engine
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DevBlog 6 - Process
March 17, 2026
by
Problemchild1500
3
I am proud to announce that the bridge is very much stable. This stable bridge means we are entering the final development phase. This is the last major roadmap before the mod is feature complete for...
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Devblog 5
March 17, 2026
by
Problemchild1500
Dynamic task, objective assignments Finally integrated waypoints to NPCs, at the moment they're moving in a straight XYZ. To mitigate this I am adding a 2D layer navmesh. Going to define Heights, impa...
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Devblog 4
March 16, 2026
by
Problemchild1500
General Roadmap update Slowly but surely fixing bugs and crashes. Kenshi's engine is notoriously fragile, held by some boards and a duct tape! My plugin is a bit too aggressive in finding and overwrit...
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DevBlog 3
March 16, 2026
by
Problemchild1500
The Sim is now aggressively extracting every NPC that the player come across. I might dial this down as I am encountering crashes. The video shows the datasets stored for each NPC. You can also see ho...
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Devblog 2
March 15, 2026
by
Problemchild1500
To you this may be a bunch of numbers... But for me this either makes or breaks the simulator. Player coordinates are now being updated constantly! What this means for the project? This was the issue...
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DevBlog 1.5
March 14, 2026
by
Problemchild1500
Quick update. We got faction IDs correctly being assigned!...
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DevBlog 1
March 14, 2026
by
Problemchild1500
Huge breakthrough this week, the memory bridge between Kenshi and the external Python simulation is officially operational.Its finally extracting live NPC data directly from the game’s RAM and commi...
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