Kenshi
Sailbacks - Mechanical Beasts of Burden
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)
John Fortress II 30 Jun, 2024 @ 8:51pm 
Soooo, what type of pack does a sailback use exactly? Is there a custom one for it or does it use one of the ones already used by another pack animal? If the former, where does one acquire the pack, in an old ruin or is it purchased from someone? If the latter, which one does it use, simply?
bihlbo 1 Jun, 2024 @ 7:32pm 
The Storage: Fuel Pellets furniture has a stack size of 1. Seems pointless to build something to hold 1 pellet. Also, maybe it should have the label "Fuel Pellets" instead of "Robotics."
rditto48801 20 Apr, 2024 @ 10:35am 
@Rodin
Immobile Sailbacks? The ones with the static model?
They are for 2 things (that I know of).
First, it marks a Sailback nest. (has goodies around, like some other nests)
Second, they can appear at some Tech Hunter locations.
Ever clicked on one before?
Perhaps some (in game) research should be done, into what the Tech Hunters have been using them for.

@CaptainBragd
I get the feeling the Sailback Poachers are yet another type of bandit. Maybe your outpost is on a path they frequent (target of opportunity?), or they don't like how you treated the Skeleton Sultans (guilt by association?).

@Lord-Bird
The diseased trader? Yeah... I think it is less disease, more poisoning. And not just heavy metal poisoning. They're lucky if they don't glow in the dark.
Rodin 19 Apr, 2024 @ 8:29pm 
So, what are the immobile sailbacks that i encounter in some cases ? what can i do with it?
CaptainBragd 15 Apr, 2024 @ 6:14am 
Sailback poachers keeps showing up in my outpost to kick my ass 8w8 what did I do? A skeleton sultan caravan with some of the pretties came by a couple of days ago, and now these guys shows up seemingly just to trash my ass. What gives? öwö
Dvatrij 3 Mar, 2024 @ 10:30pm 
then make them walk! xD
Hanalyd 3 Mar, 2024 @ 2:57pm 
I absolutely want to love this but I just can't stand it's repetitive idle animation going back and forth infinitely.
A Terrible Modder 3 Mar, 2024 @ 1:59pm 
... found the diseased trader ... F
Bimbo Advocate 19 Feb, 2024 @ 12:28pm 
These things are so cute omg lol... My favorite mechanical beast
Dvatrij 13 Feb, 2024 @ 9:14am 
@dranoque
Haha, my pleasure.
Well, pretend that you've just got new futuristic backpack (and strength boosting, yay!).

FTM - yes. One of my favourite mods, musthave for timesaving and convinience.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1904883507
mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2413364764
useful patch

If only we've got some unique Random Encounters like it was eg. in good old Fallout.
Now it's actually pointless to walk 10k steps a day :-D

I've just build 12 FTMs in key biomes/near main cities and place 1 skeleton near each one to be able to jump the screen to it. And that's all. :)
Hugh Jazz 13 Feb, 2024 @ 6:03am 
@Dvatrij Carry them on your shoulder lol xD
Damn I didn't think of that, you just solved my biggest problem with them, thanks!

But I still find it silly to have to resort to this, just because they are slow as a tortoise it almost forces us to use such workarounds...

P.S: What was that about Fast Travel Machine ? is it some sort of Teleporter mod?
Dvatrij 12 Feb, 2024 @ 3:56pm 
Carry them on your shoulder lol xD
Faster ones - Processor Units.
Sailback can't be fast just by design (:

Ok ok, actually I agree, they're slower then we might want.

P.s. after using mod Fast Travel machine I forgot about endless (and mostly pointless) maraphons and speed is not a problem anymore...
Hugh Jazz 12 Feb, 2024 @ 2:47pm 
Damn, I loved the idea of having a Mechanical packbeast. But these are way TOO SLOW ! Any other animal capable of transporting items leaves these in the dust. I understand that they aren't supposed to stride around the desert at Mach 3! But 11mph is way overkill considering average run speeds for anyone else in the game.

Capping them around 18-20 mph would at least make them useful on long trips! As it is they are a terrible hassle, I've enough time to load up, go to destination, unload, go back, repack a new load and go to the destination again by the time the sailbacks reach it! AND I'M STILL GETTING THERE FIRST!

FFS They can't even keep up with someone moving at jogging speed!!!

I apologise for being so butthurt about this, I'm just really disappointed because the design and the idea are amazing! I hope someone makes a mod to increase the speed to something usable someday...
Dvatrij 8 Feb, 2024 @ 9:19am 
thanks:)
so there's unique and Sailback-only ones.
I've tried Robo Pack, Robot Spiders Backpack, General Animal Backpack, etc..)))

haven't met any skeleton sultans, running around, scouting shops..
_-UT-_ S.W.A.T 8 Feb, 2024 @ 9:13am 
there are sailback bags you can find, skelton sultans around the deadlands and such sell them, also some animal shops stock em to
Dvatrij 8 Feb, 2024 @ 9:12am 
But still have no idea where can I get bags / backpacks for them... nothing what I have fits them(
Dvatrij 8 Feb, 2024 @ 3:40am 
Can't find anyone to buy these dudes from
Maybe someone knows or can make some patch for TameBeasties or smth like that? Catch & recruit would be much better than running around for Skeleton Spepherds....)
_-UT-_ S.W.A.T 5 Feb, 2024 @ 12:48pm 
is the storage for the fuel pellets only supposed to hold 1 pellet or is something wrong?
Gevurah 22 Jan, 2024 @ 1:57am 
@Huntress, I used to order the sailback to follow my characters, back when I was subbed. That made them focus on something closer and not wonk out as much. At the very least, it kept the sailback from slowing the party down when it would stray into water.
Canadianeurysm 8 Jan, 2024 @ 2:52pm 
Hello - Could I integrate this mod as well as the Processor Units into the Equinox Overhaul? I will provide full credit to you as the original creator. You can view Equinox under my Workshop Items or on Nexus Mods which is the alternate upload portal for GOG users.
a quality meme 12 Dec, 2023 @ 4:06pm 
@Huntress Yeah the pathfinding is really weird for the traders too. In my game there are at least two sailback merchants with their property in tow that just circle the entrances of Heft.
Huntress Marcy 23 Nov, 2023 @ 2:01am 
has anyone else noticed that the sailbacks and even the smaller processors have a strange path finding route? for example: I have my entire group selected and tell them to walk down along side a river. my garru will walk with my characters but the sailbacks and processors will almost always get into the river. this also happens with mountains they will go around via a totally different path from the rest of the group. ive tried telling them to follow a particular character but they stopped for some reason (maybe bc they were set to passive but had to fights something?)
Stainless Steel 11 Sep, 2023 @ 1:48am 
Are there craftable backpack patch?
Он Там Путин 17 Aug, 2023 @ 7:03pm 
Does the sail back poachers have a Pacifier?
rditto48801 10 Jul, 2023 @ 10:18pm 
@Cugitay
The diseased traders?
The symptoms, the loss of hair, the mention of Fuel Pellets being warm to the touch, all sounds like signs of radiation.

Those Fuel Pellets are, more than likely, really old nuclear fuel. (akin to real world Iridium-clad Nuclear Fuel Pellets like used in nuclear powered space probes? Except using something with a lot longer half life?)
And that poor trader is hauling around a 'lot' of it. :cozyspaceengineersa:

Which got me to thinking. Those Sailbacks could very well have a nuclear power system in that cone on top, with that sail having design elements suggesting it is a radiator, either to be for waste heat, or to provide the 'cool side' (or 'hot side', based on the situation) for something like a Radioisotope Stirling Generator.

It makes me think of a quote relating to sci-fi . "Any Sufficiently Advanced Technology is Indistinguishable from Magic."
rditto48801 10 Jul, 2023 @ 7:46pm 
@Renegade994
The rare few times I recall seeing the Skeleton Sultans, was around the Deadlands (at Black Desert City) and in the Grey Desert.
I have noted in more recent times, they sometimes have one or more organic guards. Which is odd, as when I first got the mod (about 2 years or so ago), I only ever recalled there being Skeletons for guards.
Hearing the Skeleton Sultans use the same paths as Nomads is not surprising, as I have seen Nomads going to Black Desert City. :steamfacepalm:
Renegade994 10 Jul, 2023 @ 7:05pm 
Testing seems to have confirmed some theories for me repeatedly unloading and reloading a zone (in my case the Grey Desert, The Eye and Heng) will have a much greater chance to spawn caravans, sometimes with as many as 3 Sailbacks for sale. I have also watched and even followed the leaders of the Sultans and nomads of the vanilla variety will actually follow along the identical pathing of the Sultans. I had the most success by running back and forth between the Waystation and Heng proper and could reliably get one to spawn every 15-20 minutes.
Cugitay 30 Jun, 2023 @ 1:20pm 
what's the problem with this diseased traders. they have bunch of fuell pellets. what's the lore behind it
Xx_ツAK_Killa_Kool_360ツ_xX 17 Jun, 2023 @ 3:31am 
This Guy Makes the Highest Quality Mods. They Are So Original and Such a Good Style Aswell. Thanks! PS Pls Make Recruitable Prisoners Compat for Onis n Other Skeletons. Would Be Very Epic.
none 26 May, 2023 @ 12:08pm 
actually they aren't spawning anywhere not even the great desert
none 26 May, 2023 @ 11:47am 
been playing fine but for some reason the skeleton sultans stopped spawning in the grey desert
friendlygermansoldat329 14 May, 2023 @ 8:06am 
They are all op but the mule is too easy to get
friendlygermansoldat329 14 May, 2023 @ 8:06am 
I love all your mods besides te mule thingy, its to op
InsideOutlander 6 Apr, 2023 @ 7:37pm 
The fuel container only holds one. Just one... Otherwise it is a fantastic mod.
Mo Gigmal 26 Mar, 2023 @ 12:06am 
this is so cool!
KirrieD 26 Nov, 2022 @ 3:43am 
Hi, can I take this mod and your other works for my build?)
Bearded McGee 11 Oct, 2022 @ 10:25am 
I made a small mod to expand the Skeleton Sultans faction (incl. a new game start).
It's basically a small trading outpost, the ability to become allies, and them selling Thrashers occasionally.

Also, while I was at it I added another Sailback generator to the Black Desert Waystation, why not. rditto48801 was right in saying the whole place was low on power.
rditto48801 3 Jun, 2022 @ 6:03pm 
Power from a Sailback? Not directly. It is kind of a multi-step process.
While trying to minimize spoilers, I can say one line in the mod description says it all. Mainly the part of adding, among other things, "a tiny addition to the Research tree".
l GH l NDCasmera 3 Jun, 2022 @ 9:23am 
If u have the sailback, is there a way to make it produce power? i cant find how to do that.