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Cardiovorax
Jun 5, 2011

I mean, if you're a successful actress and you go out of the house in a skirt and without underwear, knowing that paparazzi are just waiting for opportunities like this and that it has happened many times before, then there's really nobody you can blame for it but yourself.
Shopkeeper backpacks are 20x20. You have to steal them, though. Nobody actually sells them.

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Addamere
Jan 3, 2010

by Jeffrey of YOSPOS

Cardiovorax posted:

Shopkeeper backpacks are 20x20. You have to steal them, though. Nobody actually sells them.

I just looked those up, and since I'm already assaulting Holy Mines for training dummies to kidnap I may as well turn my eyes to an actual city so I can steal a backpack. On that note, captured paladins forced to wear Specialist armour make really good training dummies!

FrickenMoron
May 6, 2009

Good game!
Another solution is to just use MA because then you always have a free weapon slot!


Speaking of training... have you always felt that kidnapping someone for training is too much of a chore with them constantly having to heal up? Do you wish to train your dex on heavy weapons people by attacking forever? I've got the solution!

With a certified Skelebuddy® you can make your dreams come true! So what do we need?

-Own a house/outpost somewhere
-Have robot repair beds researched as well as imprisonment
-have power and some repair kits

So, what makes a Skeleton a superior training partner? They don't need food and they heal up really, REALLY quickly on a repair bed. But when they are conscious they will get back up and fight! What if you want to just keep hitting them forever? Here's what we've gotta do.

First, grab any hostile skeleton and kidnap it. The higher their stats are the better, I recommend either a broken model 30 from Deadlands workshops or a "broken skeleton" that's wandering in obedience. Their stats WILL go up when training with you. Once you have brought back the skeleton buddy to your humble abode, have a skeleton repair bed, a cage and a normal camp bed / bed ready. Strip the skeleton of all equipment and have your best fighter with a 100% cut weapon start combat with the skeleton. If you want to train up its martial arts rapidly just set your guy on block, it will gain MA at a rapid pace if your guy stronger than the skeleton.

Now just start whacking the skeleton until it goes down. Repair it with kits until head/chest/stomach are repaired, arms too possibly if you want to. Stop before the repairs hit the legs. The skeleton will probably play dead, just place it in your regular bed and it will cancel the sleep job and you can attack it again. Once one of the skeletons legs hits -50 they can not stand anymore and now you can just put them in the regular bed and keep hitting them! Now is the point where you want to give the skeleton the best protective armor you have so the chest/stomach receive minimal damage. Keep whacking away and repairing the skeleton until you have fully destroyed one of its legs.

Because the skeleton is crippled it will never get up again from being in a bed. Which means, now is the point where you can place Skelebuddy® in your robot repair bed! With the rapid healing from the repair bed you can use any poo poo tier weapons and just relentlessly beat them forever for free training. They also use their MA when being in bed, so hitting them with someone who has lower MA skill than Skelebuddy® will rapidly increase their MA skills and str, especially if you overburden them.

Warning: Wakizashi are too short and need precise positioning to hit people on beds, i recommend guardless katana or just a nodachi. Also if you train your guys MA on Skelebuddy® please wear wraps, hitting metal hurts a lot. Also after some training always remember to put Skelebuddy® back in the cage, or they will get thrown out of the bed after a reload of a save. If you want to train Skelebuddy®'s skills just give them a robot limb and spar with them.

FrickenMoron fucked around with this message at 11:47 on Oct 5, 2019

Inexplicable Humblebrag
Sep 20, 2003

FrickenMoron posted:

Also if you train your guys MA on Skelebuddy® please wear wraps, hitting metal hurts a lot.

does this train toughness?

also lmao

Addamere
Jan 3, 2010

by Jeffrey of YOSPOS

OK, this convinced me.

Can non-skeleton robots such as iron spiders be mended with repair beds?

Also, I'm thinking about trying to equip my non-skeletons for trips into hostile environs. I haven't been able to find the blueprints for dustcoats and armoured hoods, so I'm thinking an Iron Hat, Longcoat, Drifter's Boots, Samurai Clothpants, and Leather turtleneck ought to keep them safe from acid and I can swap out the hat for a Swamp Ninja mask if I'm going into duststorms or gas. Fleshlings are obligated to use crossbows because they are fragile, except Cyberbeep, who uses a topper.

FrickenMoron
May 6, 2009

Good game!

Addamere posted:

OK, this convinced me.

Can non-skeleton robots such as iron spiders be mended with repair beds?

Also, I'm thinking about trying to equip my non-skeletons for trips into hostile environs. I haven't been able to find the blueprints for dustcoats and armoured hoods, so I'm thinking an Iron Hat, Longcoat, Drifter's Boots, Samurai Clothpants, and Leather turtleneck ought to keep them safe from acid and I can swap out the hat for a Swamp Ninja mask if I'm going into duststorms or gas. Fleshlings are obligated to use crossbows because they are fragile, except Cyberbeep, who uses a topper.

If you pick up an iron spider and put it in a repair bed that should work, note that animals unlike "humanoids" never are in a crippled state though, nor can they leave beds on their own. I dont think they will count as being conscious and being able to be attacked.

Addamere
Jan 3, 2010

by Jeffrey of YOSPOS

FrickenMoron posted:

If you pick up an iron spider and put it in a repair bed that should work, note that animals unlike "humanoids" never are in a crippled state though, nor can they leave beds on their own. I dont think they will count as being conscious and being able to be attacked.

My iron spider died before I could haul it back to base to test it. :saddowns:

I'll go looking for some Broken skeletons though in the Deadlands.

FrickenMoron
May 6, 2009

Good game!
So, Quin (Scraphouse owner) has been disappearing in every single game ive started about 100~ days in. Does anyone have an idea why this happens?

Addamere
Jan 3, 2010

by Jeffrey of YOSPOS

FrickenMoron posted:

So, Quin (Scraphouse owner) has been disappearing in every single game ive started about 100~ days in. Does anyone have an idea why this happens?

I can at least confirm it is not universal; I am on day 105 and Quin is there.

Zesty
Jan 17, 2012

The Great Twist
I'm going to try a new world with Living World rather than Reactive World, I think. Does anyone have any experience with the difference?

Here's my list of mods. Anyone passionate about mods I don't have or just notice I'm missing something important?

256 Recruitment Limit
Advanced training dummies
Animation Overhaul Mod - Crafting
Armor; Nomad Cape
Better Crop Fences
Copper Ore Drills
Crucifixion
Dark UI
Dialogue Expansion Project
Enhanced Shopping Economy
Expanded, Cannibals
Expanded, Hives
Expanded, Shrieking Bandits
Faction Caravans
Faster Bed Healing
Fixing Clipping Issues
Free the Hair
KenshICONS
Little Camp Mod
Living World
Loading Screens
Moisture Farming
More Names!
Nice Map [Zones + Zone names + Roads]
Race Blood
Recruitable Prisoners - with dialogue
Relatable Bandits
shops have more items +
Simple Camping Extras

Cardiovorax
Jun 5, 2011

I mean, if you're a successful actress and you go out of the house in a skirt and without underwear, knowing that paparazzi are just waiting for opportunities like this and that it has happened many times before, then there's really nobody you can blame for it but yourself.
I've posted this before, but here's a complete list of the mods I use:
code:
Reactive World.mod
DefensiveGates.mod
Copper Mines.mod
alternateCrafting.mod
ModPack.mod
Newwworld Plus.mod
Sho-Battai walls.mod
The Chosen One.mod
Training Dummies.mod
Storage Plus.mod
Peeler Machine.mod
Dark UI.mod
Comfortable Backpacks.mod
kenshi content add on.mod
cement test.mod
World Mechanic.mod
The Juggernaut.mod
The Forgotten Ones.mod
Taxman Relations plus.mod
TameBeasties.mod
SwampStructures.mod
SimpleStart.mod
Salvage Materials.mod
SWWWUUURRRDDDSSS.mod
Ruin Restoration.mod
RobLimbCraft.mod
Plateform and more.mod
More Plastic Surgeons.mod
Mindoors.mod
MedicalPrisonerBed.mod
InteriorConstruction.mod
Guild of Surgeons.mod
Bury Your Treasure.mod
Belts and stuff.mod
ArchBridge.mod
ABSOLVER.mod
In-Game Biome Map.mod
Extended Camping.mod
storage.mod
shops have more items +.mod
Small Research Bench1-6.mod
IndustrialRevolution.mod
Resource Node Restoration.mod
training_swords_gariba.mod
Wandering Squads_Engine.mod
Robotic Limb Crafting - No Research Costs.mod
Mine Anywhere (Drill Edition).mod
Brave New World.mod
Wandering Squads_Recruitables.mod
Reset Relations Bot.mod
NoArmorPenalty.mod
Kenshicons.mod
HN Outlaws.mod
Paradise Falls Slavers Edition.mod
Slaver Action Pack.mod
more building.mod
UBER Cannibalism.mod
StorageSheds.mod
Nice Map [Zones + Zone names].mod
New Weapons Dissemination Mod.mod
Minor Faction Pacifiers.mod
MedicalBeds.mod
Let's Talk.mod
Interior Design.mod
Idle Training.mod
Hive Queen.mod
City Builers+.mod
Biomass Powerplant.mod
Better Mercenaries.mod
Bag of Holding.mod
Animal Traders.mod
Advanced Training.mod
BetterHomemade.mod
Better Smiths and Homemade Weapons.mod
Players Slavery.mod
I recommend all of these. Some are a bit redundant, like the multiple overlapping player slavery mods, but by and large this gets you a really big toolset of fun stuff to build, funner stuff to equip, and new things to do that you couldn't do before. Everything I want from the game, really.

Inexplicable Humblebrag
Sep 20, 2003

Zesty posted:

Expanded, Shrieking Bandits

i guess i'd be shrieking too

Addamere
Jan 3, 2010

by Jeffrey of YOSPOS
I really like Adventurer's Guild for being able to call up some skeleton recruits as soon as I want them instead of having to look all over for some skeletons to recruit.

Shalebridge Cradle
Apr 23, 2008


FrickenMoron posted:

So, Quin (Scraphouse owner) has been disappearing in every single game ive started about 100~ days in. Does anyone have an idea why this happens?

Loading a game seems to have a constant, but tiny, chance of messing up NPCs. Ever game I've played eventually doubles every shopkeeper or disappears since important character like the holy Phoenix. Luckily importing your have is quick and fixes everything.

Zesty
Jan 17, 2012

The Great Twist

Cardiovorax posted:

I've posted this before, but here's a complete list of the mods I use:
code:
[]
I recommend all of these. Some are a bit redundant, like the multiple overlapping player slavery mods, but by and large this gets you a really big toolset of fun stuff to build, funner stuff to equip, and new things to do that you couldn't do before. Everything I want from the game, really.

I'm currently going through and picking up a few these. Some of them are pretty concerning in the comments about all the bugs and unintended behavior. Others aren't my cup of tea at all. Some I can't find because their file name doesn't match their displayed name. Regardless, I'm finding some gems and I appreciate you sharing!

Cardiovorax
Jun 5, 2011

I mean, if you're a successful actress and you go out of the house in a skirt and without underwear, knowing that paparazzi are just waiting for opportunities like this and that it has happened many times before, then there's really nobody you can blame for it but yourself.
Oh, yeah, very sorry about not mentioning that. A good few of these I picked up before the game even left Early Access and it's honestly a wonder that they play as nice with each other as they do, never even mind that they still actually work without breaking things! It definitely wouldn't hurt to be selective about which ones you pick, if you want the most stable experience that you can get. I can only speak for the fact that I have never noticed anything game-breaking or really worse than not being entirely functional as described, which is to say being only mostly functioning.

Oh, BTW, if you tell me which ones have names you can't find, I might be able to rustle them up again wherever I got them from, so feel free.

Cardiovorax fucked around with this message at 22:43 on Oct 5, 2019

Azhais
Feb 5, 2007
Switchblade Switcharoo
I don't see Baka Things in either of those mod lists

Zesty
Jan 17, 2012

The Great Twist
I haven't had time to go through the list, so I'll probably ask for more clarifications later.

Which mods are these:

SWWWUUURRRDDDSSS.mod
RobLimbCraft.mod

I'm using steam workshop as my source of mods.

Cardiovorax
Jun 5, 2011

I mean, if you're a successful actress and you go out of the house in a skirt and without underwear, knowing that paparazzi are just waiting for opportunities like this and that it has happened many times before, then there's really nobody you can blame for it but yourself.
The first one is "Loads of plausible weapons" (link), a weapon package that adds a bunch of ten or so new and pretty good-looking forgable weapons. They're actually not all swords.

The second is a redundant pre-1.0 mod that allowed for robotic limb crafting, but that is no longer needed because the game now supports it natively. Now I feel dumb for saying "oh yeah, I totally recommend all of these" without checking that I hadn't removed any in the meantime, lol.

Zesty
Jan 17, 2012

The Great Twist
It’s all good.

Godlessdonut
Sep 13, 2005



I love Beep. :allears:

Addamere
Jan 3, 2010

by Jeffrey of YOSPOS
I recently took up making Hashish and Rum with my excess crops, because with just a couple of farms my barrels runneth over with Hemp fabrics and Cactus chewsticks. This led me to looking around for places that will actually buy Hashish. So far as I can tell literally the only people who will buy them are Shinobi Thieves and Tech Hunters, but prices are all over the place but the best seems to be the United Cities territories both in price and number of buyers. I'm thinking of moving my entire base from the Border Zone plateau, you know the one right north of the Waystation, to somewhere in Heng or the Great Desert to be closer to buyers. Are there any particularly good locations folks would recommend?

My squad and capabilities are as follows: I've got 8 skeletons in the 40's with Mk I Naginata Katanas and Specialist Mercenary Plate and Armoured Rag Skirts as my primary fight squad, plus 6 more skeletons similarly equipped but in their 20's (to include Sadneil, the depressed skeleton whom I adore, CYBERBEEP with a Mk I Topper, Masterwork plate, skirt, hive shirt, and Iron Hat, plus Doctor Chung, Green, Headshot, Izumi, Jewel, Kang, Miu, Oron, Ruka, Stubs, a pack beast, and a bone dog to feed. I've recently hit Tech Level 6, but haven't done any of that level researches yet. I've stockpiled a few boxes of various crafting materials, so I should be able to just pick up and move without having to first cannibalize my old base.

Nobody asked, but here is babby's 2nd attempt at making a base.



Godlessdonut posted:



I love Beep. :allears:

Error. Entity `Beep` unknown. There is only CYBERBEEP

Addamere fucked around with this message at 05:41 on Oct 6, 2019

Addamere
Jan 3, 2010

by Jeffrey of YOSPOS
Also, please give me some pro tips on base defense design. It seems like a single gate is not sufficient for even starving bandits, which is fine since all my dudes can fight somewhat and are supported by a frontline of skeletons, but if I ever want to move someplace actually dangerous I can't have that. Surely you guys know more about line of sight and other specific to the game mechanics.

litany of gulps
Jun 11, 2001

Fun Shoe

Addamere posted:

Also, please give me some pro tips on base defense design. It seems like a single gate is not sufficient for even starving bandits, which is fine since all my dudes can fight somewhat and are supported by a frontline of skeletons, but if I ever want to move someplace actually dangerous I can't have that. Surely you guys know more about line of sight and other specific to the game mechanics.

Make a section of walls shaped like a V or a U with your gate at the bottom point of the V. Line the walls of the V with turrets, creating a killing ground.

Addamere
Jan 3, 2010

by Jeffrey of YOSPOS

litany of gulps posted:

Make a section of walls shaped like a V or a U with your gate at the bottom point of the V. Line the walls of the V with turrets, creating a killing ground.

The V opens towards enemies, right? So they have to walk into the hungry mouth of turrets?

BMan
Oct 31, 2015

KNIIIIIIFE
EEEEEYYYYE
ATTAAAACK


The V shaped walls are extremely important, since your turrets can't even aim at the gate if you don't do it. The other important thing is make everyone not on turret duty repair the gate. Just a big ol pile of people leaning against the gate like a cartoon

Synthbuttrange
May 6, 2007



I build a winding path of large containers with my gunners watchinig over the area. Not much makes it past.

Addamere
Jan 3, 2010

by Jeffrey of YOSPOS

BMan posted:

The V shaped walls are extremely important, since your turrets can't even aim at the gate if you don't do it. The other important thing is make everyone not on turret duty repair the gate. Just a big ol pile of people leaning against the gate like a cartoon

Yeah, my very first outpost was just a Stormhouse on a hill and it had 4 of my 5 skeletons manning crossbow turrets and 1 of them repairing the door. This would hold vs hungry bandits, but not Dust bandits. Walls are . . . a mess. Is there any mod, or even just an easy visual heuristic, for making things line up well? For me, a good half of any play session that features placing anything from whole buildings to storage is spent in meticulously spamming < > < > < > < > < > < > < > against some visual indicator like the edge of a building wall to line up things and then panning over to where I want to actually place it once it's lined up with a common frame of reference. Walls seem . . . even more problematic with this regard.

Addamere
Jan 3, 2010

by Jeffrey of YOSPOS
on the other hand maybe I should just stop worrying and let my base look like poo poo, my main concern with walls though is that if i don't line them up right then those weird parts that stick out will block line of sight or pathing

Shalebridge Cradle
Apr 23, 2008


Addamere posted:

those weird parts that stick out will block line of sight or pathing

Thats going to happen no matter what you do. I love this game but pathfinding is busted to hell and back. Your guys are eventually going to get stuck. It might be somewhere they've been a thousand times before. It might be a totally random spot they never pass by. But eventually you're going to have to deconstruct you research bench, because holy poo poo how did you even wedge yourself back there no one can even get close enough to pick you up.

Synthbuttrange
May 6, 2007

also wall IV turrets are deathtraps.

Addamere
Jan 3, 2010

by Jeffrey of YOSPOS
Is there a recommended mod for people who want to make their town prettier? I'd like hybrid/transition pieces for example to get from Gate IV to Wall III.

Cardiovorax
Jun 5, 2011

I mean, if you're a successful actress and you go out of the house in a skirt and without underwear, knowing that paparazzi are just waiting for opportunities like this and that it has happened many times before, then there's really nobody you can blame for it but yourself.
There's the Exterior Design mod, which lets you do things like paste chimneys to your houses with the many little decorative pieces that you can see in towns and such.

Addamere
Jan 3, 2010

by Jeffrey of YOSPOS
A functionality I wish existed in Kenshi was some kind of indicator that combat is happening or is about to happen before blows actually start being struck. Often, my group of 9 dudes will be running across the map at maximum game speed and there's no flashing red combat indicator or anything but I look away for a second and realize one or more of them has fallen behind and when I open the map they're half a zone behind because like one bone dog or a group of hungry bandits is chasing but failing to catch them (and thereby there is no combat indicator flash) but their aggro has none the less triggered the transition from full overland speed to 'combat speed' for that character. Alternately, a mod that prevents the combat speed transition at all. Or a mod that allows nuisance packs to recognize they are nuisance packs based on their relative strength compared to my guys and not attack if they recognize they're a nuisance pack.

Godlessdonut
Sep 13, 2005

Addamere posted:

Error. Entity `Beep` unknown. There is only CYBERBEEP

Look, it's not my fault that Beep can cut his way through a village of Gurglers and bathe in their blood without losing an arm. :colbert:

Private Speech
Mar 30, 2011

I HAVE EVEN MORE WORTHLESS BEANIE BABIES IN MY COLLECTION THAN I HAVE WORTHLESS POSTS IN THE BEANIE BABY THREAD YET I STILL HAVE THE TEMERITY TO CRITICIZE OTHERS' COLLECTIONS

IF YOU SEE ME TALKING ABOUT BEANIE BABIES, PLEASE TELL ME TO

EAT. SHIT.


Addamere posted:

Yeah, my very first outpost was just a Stormhouse on a hill and it had 4 of my 5 skeletons manning crossbow turrets and 1 of them repairing the door. This would hold vs hungry bandits, but not Dust bandits. Walls are . . . a mess. Is there any mod, or even just an easy visual heuristic, for making things line up well? For me, a good half of any play session that features placing anything from whole buildings to storage is spent in meticulously spamming < > < > < > < > < > < > < > against some visual indicator like the edge of a building wall to line up things and then panning over to where I want to actually place it once it's lined up with a common frame of reference. Walls seem . . . even more problematic with this regard.

The defensive gates mod quoted earlier makes gates a lot tougher, although even with that you'll still get big parties breaking through occasionally.

dogstile
May 1, 2012

fucking clocks
how do they work?
Just make your walls stick out a bit either side of your gates and throw a watchtower either side. It's usually enough.

Private Speech
Mar 30, 2011

I HAVE EVEN MORE WORTHLESS BEANIE BABIES IN MY COLLECTION THAN I HAVE WORTHLESS POSTS IN THE BEANIE BABY THREAD YET I STILL HAVE THE TEMERITY TO CRITICIZE OTHERS' COLLECTIONS

IF YOU SEE ME TALKING ABOUT BEANIE BABIES, PLEASE TELL ME TO

EAT. SHIT.


dogstile posted:

Just make your walls stick out a bit either side of your gates and throw a watchtower either side. It's usually enough.

I did that too, along with a water moat river entrance which required swimming, but being in holy nation lands with robots does require some beefier protection.

Addamere
Jan 3, 2010

by Jeffrey of YOSPOS

Private Speech posted:

I did that too, along with a water moat river entrance which required swimming, but being in holy nation lands with robots does require some beefier protection.

I would like to see this, as my next goal is probably to siege the Holy Nation

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Broken Cog
Dec 29, 2009

We're all friends here
Be aware that the Holy Nation bites a bit harder than you'd expect. Especially if you try to go for the capital.

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