Kenshi
The Metalheads: Bast Edition
71 Comments
MGJ Sakazaki 15 Feb @ 6:48am 
Thanks for the mod, Cox. Yep, for me it feels easy if they give you two ration packs and other stuff, so I'll have to nerf them for me.
Cox Maddox  [author] 15 Feb @ 6:02am 
They aren't meant to be an endgame threat, and the loot is on purpose, but hey, you do you. Cheers!
MGJ Sakazaki 13 Feb @ 6:09pm 
They are quite easy if you beat one, you can get a lot of supplies. xD I'll make a patch to solve this.
Cox Maddox  [author] 27 Apr, 2023 @ 3:36pm 
@Pilpps: No. There are only as many as there are. There are no "nests" and they do not respawn even if Jack is alive. They were designed to add chaos to Bast, but not to win in the long run. They will (eventually) be wiped out by the player or the other factions in the area, unless you take measures to ensure their survival.
Giij 27 Apr, 2023 @ 3:07am 
do they spawn less if you take out jack
Ascaris 8 Nov, 2022 @ 8:21am 
Thanks so much! Amazing mod btw
Cox Maddox  [author] 8 Nov, 2022 @ 6:18am 
@Ascaris Turn in bounties and sell slaves to make them friendly, otherwise they are really meant to be the bad guys. It's been a long time since I worked on them, and since swapping out computers I seem to have lost the original file access, so if that doesn't work, use a start. Thanks for playing.
Ascaris 7 Nov, 2022 @ 1:49pm 
How can i join the metalheads without using the starts?
Smoker 12 Jul, 2022 @ 5:30pm 
Finally ran into these guys very nice
Malu 8 Oct, 2021 @ 5:15pm 
Also, have you thought about giving Jack a Meitou? Considering that even the Dust King has one and he's significantly easier it would be a great addition (and would make Jack harder, he was already hittingy dudes for 90)
Malu 8 Oct, 2021 @ 5:09pm 
Really cool mod, but is there any world state linked to the Metalheads bosses? I killed the Judge and handed over Jack (not sure what happened to the other two as I wiped the town clean) but Bast is still theirs despite being pretty much a ghost town now. It'd be cool of it could be retaken by the Outlaws or the UC Farmers or even the Slaver/Tech Hunters/UC (maybe depending on player alliegance).
Amok Harvest 3 Sep, 2021 @ 6:01pm 
Nice thanks. Yeah the Metalheads provide a really cool side adventure. I will certainly let you know, credit you on the contributors list, and provide you with an opportunity to look at it prior to public release.
Cox Maddox  [author] 3 Sep, 2021 @ 6:00pm 
Cool. As I've said elsewhere, I made this to share with fellow fans of the game. If you think you have it worked out and balanced, and it fits into your work, I have no issue with it being included. I'm just pleased people like it, to be quite honest. Let me know when it gets released is all I ask, so I can check it all out.
Amok Harvest 3 Sep, 2021 @ 11:47am 
Hey Cox Maddox - I'm the author of a large overhaul currently a year in development, and I've probably been playtesting and balancing metalheads internally for that entire length of time. I'm contacting you because I think I finally have them working right - with robot limbs made custom for them that cannot be farmed, but can sometimes be used by players (basically I made a bunch of broken limbs with decent but not perfect stats and with low repair and monetary values). I'd like your permission to keep using Metalheads in the final publication. I can chat with you more about this if you like on Discord AmokHarvest#4416
Red Shirt 8 Jun, 2021 @ 10:27pm 
Awesome dude :)
Cox Maddox  [author] 8 Jun, 2021 @ 6:29pm 
Apparently not. I just found a "fixed" version of MH for Genesis that addresses some issues (try that if you'd like), but it's not that detailed in exactly what it fixes. I haven't given Genesis a run yet, but it sounds like a pretty deep redesign, so I guess it stands to reason that other mods would have some issues. Thanks for the heads up, it's been a hot minute since I've played and I'll take a look when I get a chance.
Red Shirt 8 Jun, 2021 @ 5:11pm 
So the dust devil keep is compatible even though it adds new locations? Know that genesis can be a bit of a bastard when a new city or anything is added into the game
Cox Maddox  [author] 8 Jun, 2021 @ 3:06pm 
@ Red Shirt: as long as the mods don't modify the Bast region, there shouldn't be any conflicts with any of the mods I've made. And the Bast thing only applies to Metalheads.
Red Shirt 8 Jun, 2021 @ 2:48pm 
Will you make so all your mods/factions work with genesis and not only metalhead?
Kraagan 30 Mar, 2021 @ 6:29am 
Just got back to playing Kenshi again, turns out the mod "Ninjas of Kenshi" made changes to bast even when off, so that is fixed.
Mowsers 21 May, 2020 @ 9:51pm 
Are the Metalheads supposed to be hostile with the UC? I'm in a city where there's UC and MH just vibin and I literally can't fight the MH without the UC beating my teeth in too
Cox Maddox  [author] 14 May, 2020 @ 11:20pm 
@ Kraagan: That one is new to me. I have no idea why that might be happening. Weirder still, I used existing buildings for the most part and only added a couple of swamp huts to the town. I wish I could help, but am unfortunately clueless.
Kraagan 12 May, 2020 @ 12:42pm 
Possible bug, or me being a idiot.
No matter my load order(or no other mods) the old Bast keep spawning ind on top of the new one.
So most of the NPCs get stuck inside or on the roofs. Is there any fix I can use?
Cox Maddox  [author] 21 Feb, 2020 @ 4:12am 
It can happen. Bast is dangerous.
MechsonPlays 20 Feb, 2020 @ 8:24pm 
This mod may be to chaotic, I do the start where you join the metalheads, but then suddenly like a 3 way battle between UC, HN and Metalheads break out. There had to be 500 people, and now the metalheads town is deserted with all of the residents out fighting UC and HN, is this supposed to happen?
Cox Maddox  [author] 19 Jan, 2020 @ 8:12pm 
Hard to do, but there is a start. They don't like many outsiders.
MechsonPlays 19 Jan, 2020 @ 5:17pm 
Can you join the metalheads?
Cox Maddox  [author] 18 Jan, 2020 @ 11:56am 
Seems in fine working order. Thanks for the question.
Immaluckez 18 Jan, 2020 @ 11:45am 
Is it still working ?
Cox Maddox  [author] 15 Jan, 2020 @ 2:46pm 
Cool. I'll take a look. Shackles do need some love in general, now that you mention it. Thanks for the feedback and the useful tip.
Echo Hawk 15 Jan, 2020 @ 2:16pm 
The non hive shackles used by the metal heads used a lvl 80 lock, required at least 45 str, or tools / saw to cut. Everyone else used the normal values for shackles; could be an unknown change in another mod higher up than this one. Either way really glad I noticed it and was able to figure out how to make a personal mod that changes all of them.

Looking forward to seeing what your new mod is, no rush though :steamhappy:
Cox Maddox  [author] 15 Jan, 2020 @ 5:02am 
Although, rereading your comment, it sounds like you got it covered. I'll still dig into it in a few days. I've got another mod I need to flesh out a bit anyhow, and keep meaning to get back to it.
Cox Maddox  [author] 15 Jan, 2020 @ 5:00am 
I don't recall changing the shackle strength, but I did change the lock values on the cages. That may have done something to the shackles? FCS is a bit flaky occasionally, but there should be an option in the equipment list values that would cover it. I'll take a look when I get some time. Cheers!
Echo Hawk 14 Jan, 2020 @ 10:34pm 
Oh the strength value is the same for the cutting of it. Finally shackles won't be child's play to unlock, still really enjoying the mod :deadweight:
Echo Hawk 14 Jan, 2020 @ 10:21pm 
If you wouldn't mind me asking, how did you add the option to remove the shackles with strength? Found out how to change the lock and some other values, but would love the strength change added to all shackles.
Cox Maddox  [author] 11 Jan, 2020 @ 6:09pm 
Glad ya like it. Thanks.
Echo Hawk 11 Jan, 2020 @ 4:57pm 
Loving the hell out of this mod. After seeing the change to the shackles, got my eye out for a mod that does the same to all >:D
Cox Maddox  [author] 16 Oct, 2019 @ 8:46am 
That'll make it either/or then. This turns Bast into a Metalhead base.
Lunaseia 16 Oct, 2019 @ 8:24am 
Does this conflict with Player Town Settlers? (The mod that adds random drifters to roam around your outpost to make it a bit "lively". It uses Bast as the Drifter base. I noticed that your mod uses Bast as well.
MangyMinotaur 2 Oct, 2019 @ 8:19am 
No worries it's not a race, theres so many floating numbers in Bast atm its like fireworks :lunar2019piginablanket:
Cox Maddox  [author] 2 Oct, 2019 @ 8:00am 
Thanks. I keep meaning to update it, but I'm deep in something else at the moment.
MangyMinotaur 2 Oct, 2019 @ 5:30am 
Pretty interesting concept, love it :lunar2019piginablanket:
Cox Maddox  [author] 12 Sep, 2019 @ 12:00pm 
Thanks for the stars guys. It's appreciated.
Infinite Probability 13 Aug, 2019 @ 2:44pm 
I have to say this is probably my favorite mod, because most mods just stack a ton of buildings and population and it ends up causing massive loading times. You have a nice balance of buildings and population and everything where it doesnt cause much loading at all. And it makes the zone feel so chaotic and crazy.
Cox Maddox  [author] 13 Aug, 2019 @ 2:42pm 
Nice. I have a save with a gangster, where I'm trying to start a settlement down in Reaver territory. You can, by the way, also steal gear from the merchants as a gangster with little consequence (membership has its benefits). This wasn't intended, but a happy accident that makes early game survival possible as the bad guys. Glad you're having fun.
Infinite Probability 13 Aug, 2019 @ 2:37pm 
haha ok, reasonable answer and for sure makes it more crazy and fun. But it pissed my character off, so I have started to sneak around assassinating all of those units and stealing their arms and legs and selling them to the shopkeepers, while buying up tons of skeleton repair kits to balance them out. Not sure how long ill do it, but this whole zone is aggro to me, because I have bounties from UC and Holy Nation.
Cox Maddox  [author] 13 Aug, 2019 @ 2:33pm 
Short answer is it's intended. It got out of hand too fast if the AI had everyone in town going psycho, so as a work around, there are low level units (should be groups of rabid cyber-cannibals) that act as heat seeking missiles to start fights with neutrals in town. It also helps keep the settlement from falling into constant agro once they die off. You could also say that the more senior members of the gang just don't care about some nobody wandering around town, but they'll still kick your ass if you pick a fight with their more violent underlings.
Infinite Probability 13 Aug, 2019 @ 2:15pm 
Just curious, (spoilers ahead) is it intended for the human metalheads to attack you? The robot metalheads never bother me, but the human metalheads always attack and try to enslave me, is that a bug or intended?
Cox Maddox  [author] 13 Aug, 2019 @ 6:37am 
Thanks!
Tooslow 11 Aug, 2019 @ 6:09am 
Great mod! I've been playing as a gang boss and been getting my ass kicked all sorts of new ways. Deserves more recognition!