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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.
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
It's a quote from the leader of The Institute
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.
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.
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)
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.
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. :)
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?
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...
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...
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..
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2695102918&searchtext=Processor+unit
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....)
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.
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."
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.
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.
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".