Kenshi
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Sailbacks - Mechanical Beasts of Burden
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95.308 MB
2 May, 2020 @ 3:35am
28 Jul, 2020 @ 3:16pm
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Sailbacks - Mechanical Beasts of Burden

In 2 collections by IdeaDork
Kenshi Mods by IdeaDork
15 items
Subbed Mods
291 items
Description
“Power is, as I'm sure you've seen above ground, a very valuable commodity. I'm not talking about some abstract concept of control, I mean real, tangible power. The kind that keeps the lights on.”

The old world was filled with dazzling wonders of technology – or irresponsible abuses of the natural order – depending on who you ask. Like the Skeletons left behind when the world was broken, other metallic creatures, their original purposes lost to conjecture, now wander aimlessly through the flood plains.

The Sailbacks are among these remnants: enormous skittering constructs silently wading through acidic cesspools, waving their sails in unison like the banners of an ancient army.

Sailbacks are generally docile creatures, but few have been subdued into useful animals. A sailback that will take orders, however, is an unmatched utilitarian beast, able to bear far more on their iron stilt-legs than a creature of flesh and bone. But some adventurers do not seek out Sailbacks for their carrying capacity, but for the mythical (and valuable) treasures they’re rumored to contain.

Sailbacks will patrol and nest wherever Iron Spiders roam. In addition, some groups of Skeletons have managed to tame them, making use of their great hauling capacity and endurance to peddle exotic wares throughout the Great Desert. Sailbacks are large and tough to kill; they could make formidable war beasts in the right hands. But some resourceful Tech Hunters have converted them to an entirely different purpose: the same role they must have fulfilled in ancient times…

This mod adds the Sailbacks themselves, two small nomadic factions that sell and hunt them, and a tiny addition to the Research tree that I’ll leave to the inventive to discover.

NOTE: This mod lists my other mod, Processor Units, as a dependency. I certainly recommend that you use both (with this mod placed under Processor Units in your load order), but the mod will still work if you choose not to. That mod is found here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1880118927

Also found on the Nexus here:
https://www.nexusmods.com/kenshi/mods/594

Let me know if you experience any problems with this mod.
Popular Discussions View All (2)
0
10 Jan, 2023 @ 9:26am
Russian translation/Русский перевод
RevRept
0
19 Jul, 2020 @ 11:02am
Some possible oversights in the sailback race & animal character properties.
Rocket Witch
145 Comments
rditto48801 2 Jul @ 7:31am 
3 hours? I've gone a lot longer than that, without spotting any.
I have mainly encountered Skeleton Sultans in/near the Deadlands, and the Gray Desert. I don't recall if I have seen them around Heng before.
I've heard they can use the same paths nomads travel. (of which I've seen Nomads going into the Deadlands... so yeah...)
I can agree, they do seem fairly rare, and am not surprised to hear they have just a 5% chance to spawn. I've probably gone dozens of hours before coming across one of their groups.
It would be nice if they had a permanent location someplace, like a small 'permanent camp', akin to how the nomads have the one settlement in Shem.
ExoticButts 1 Jul @ 10:56pm 
I tried for 3 IRL hours running back and forth between the Grey Desert Waystation and Heng trying to get the Skeleton Sultans to spawn so I could get some Sailback Bags (I use Tame Beasties for the creatures themselves). They apparently have 5% chance as homeless squads in Grey Desert, The Eye and Heng zones, and I didn't see a single spawn . Not sure if I was wildly unlucky or have some sort of niche mod conflict, so your mileage may vary.

In any case, I've gone and added a 50% chance for Sailback bags to spawn to the animal vendor lists in my local version, same as this author's Processor Units (why Sailbacks didn't get that treatment is anyone's guess). Anyone familiar enough with the FCS I would recommend doing the same, since otherwise the Sailback bags can only be bought from the Sultans directly :winter2019happyyul:
Red Purger 28 May @ 9:12am 
Quote at the top is a reference to Fallout 4 btw
It's a quote from the leader of The Institute
Gguy 17 Apr @ 6:26am 
I just want to say that I absolutely love your creations. You take the established lore and expand on it with brand new models and experiences. It is awesome. I really hope you consider making some armor projects in the future.
Grenadier novae Romae 4 Feb @ 6:08am 
is Hiver Obelim from this im just want to know because im can't fine from whitch mod he is
Atreides nutz 28 Jan @ 6:39am 
AuroraSundew

It gives the same vibes as the "Desert Power" speech from Dune for me. Like, they are very different as the Dune speech is also fairly abstract but that's what I thought of.
AuricSage 12 Nov, 2024 @ 5:43pm 
Why does that quote at the top of the mod description sound so freaking familiar, but the only thing I find when I search it online is this mod page? XD
rditto48801 6 Sep, 2024 @ 7:54am 
@CaptBarras
If it is one in a Sailback nest, there is no point to put fuel pellets into it. It's basically an NPC/faction owned structure, and due to 'what' it is, putting fuel pellets in it is kind of pointless (and a waste), since it is an NPC/faction owned structure.

There are tips/clues to what is up with them, in the mod description.
Adding more info will require effective spoilers.
CaptBarras 6 Sep, 2024 @ 1:03am 
can i ask what can i do to immobile sailback? i already put fuel pellet into it but nothing happen?
rditto48801 1 Jul, 2024 @ 6:56am 
@John Fortress II
They have their own pack.
Look for the the Skeleton Sultans. They are basically a Skeleton version of animal traders and wandering merchants. They can be found in/near Deadlands. I've seen them several times in Gray Desert.

Maybe also check the animal dealer in the nomad camp in Shem. At least a few mods that add animals with their own packs, seem to (usually) add said packs to the shop there. (IIRC)