Kenshi
Base Recruits
65 Comments
MGJ Sakazaki 24 Sep, 2024 @ 8:40pm 
Best mod for random recruits. Too much game starts in the game, to tell you the truth. I hope people stop adding too much game starts. Because it is the easiest thing to create and no one asks. But I'm not saying bad stuff about you, just thinking loud here. Sorry. Again, nice mod. =)
Maybe you could add Deadcat, Holy Nation Outlaws, Swampers. =D
MGJ Sakazaki 31 Aug, 2024 @ 9:29pm 
Great mod. Too much game starts in the game, to tell you the truth. I hope people stop adding too much game starts. Because it is the easiest thing to create and no one asks. But I'm not saying bad stuff about you, just thinking loud here. Sorry. Again, nice mod. =)
Maybe you could add Deadcat, Holy Nation Outlaws, Swampers. =D
Spocks Toupee 22 Aug, 2024 @ 9:38am 
Please consider removing the game starts.
This mod is perfect with just getting recruits delivered.
Bobondacob 2 Apr, 2024 @ 6:46am 
Turns out perhaps not? the wanderers are still there sitting at second place in the events queue and get skipped over. I don't see anything that could be causing that and have no other mods that would in any way conflict. Faction relations are normal, and other raids have no problem making it to the gate. No idea what's causing this.
Bobondacob 31 Mar, 2024 @ 6:30am 
It turned out to be faction relations, I think I fixed it.
Ironoak  [author] 31 Mar, 2024 @ 6:22am 
@Bobondacob I'm not sure why they would stop for that reason. Did other raids stop? The delivered recruits are just raids and have no special requirements of having less than max number of people in your squad, so I would think it must be something else, but I'd need more info to guess at why they might have stopped. Other mods or a change in faction relations are the 2 main reasons I can think of.
Bobondacob 31 Mar, 2024 @ 2:39am 
I at one point reached the maximum number of people in my squads, and the wanderers have stopped coming despite going back under the population limit. Any fixes?
Ironoak  [author] 30 Mar, 2024 @ 9:28am 
@Guy Sepiol Would have to delete them all in the FCS, which would require a separate download. I will consider such in the future.
Guy Sepiol 29 Mar, 2024 @ 3:37pm 
Mod is cool but I do not want the game starts. How can I disable them? I just not want the game starts.
Quilboar 16 Mar, 2024 @ 7:57pm 
hmm looks fun
Ironoak  [author] 5 Feb, 2024 @ 7:04am 
@LocalYourBoxBro Any other mods that could affect the holy nation faction? If so it could conflict with this mod by replacing the holy nation faction data, which this mod needs to send out recruits.
LocalYourBoxBro 3 Feb, 2024 @ 9:59pm 
Yup, that start
Ironoak  [author] 3 Feb, 2024 @ 7:37pm 
@LocalYourBoxBro It is random, so it's possible to get unlucky, but they should come. Increasing raid frequency can help if it's a luck issue. More info would be helpful, like which holy nation start? the one called BR - Holy Colonists? The main requirement is just being allied with holy nation.
LocalYourBoxBro 27 Jan, 2024 @ 11:49am 
Did holy nation start, but I'm not getting holy nation caravans. Just tech hunter caravans. How come?
Ironoak  [author] 22 Nov, 2023 @ 10:19am 
@DataCosmic I'll try to add Blackshifters next.
Kozmik 20 Nov, 2023 @ 9:05pm 
Any chance we could get an event for the Blackshifters? Would really help with hiver playthroughs, since the only other bug factions are the hives themselves. :beeped:
SCarverOrne 26 Aug, 2023 @ 5:51pm 
@Ironoak No worries! Simple mistake but I was just dumbfounded when I saw it haha. Thanks for the fix.
Ironoak  [author] 26 Aug, 2023 @ 9:22am 
@SCarverOrne I added small research bench to the Shinobi Thieves start just now. It should apply to your existing save as well. Let me know if there's any others missing, I made them fairly bare bones to compensate for all the extra storage techs they get for the purpose of laundering stolen items.

If for some reason the change doesn't apply to your save game, you could technically research the technology for Tech Level 2, and then use someone elses research bench to learn the technology, and then build your own research bench level 2.
SCarverOrne 25 Aug, 2023 @ 3:50pm 
Bruh.

The tech category is missing in the Shinobi Ninjas start. Like, it's not under the camping menu so you can't even build a basic research bench. The other starts have it, both from this mod and vanilla. It's only Shinobi Ninjas afaik.

Kind of wish I had realized that before playing for several hours.
Ironoak  [author] 4 Jul, 2023 @ 4:03pm 
@lilbuddie23 Nope, no import is needed to take advantage of the recruits. You just need to not be hostile with the tech hunters to get basic recruits, or you need an alliance with one of the factions listed to get recruits from them.

Imports in general wouldn't trigger anything in this mod, though if you wanted to try one of the Game Starts associated with this mod you'd obviously need to start a new game, but no import is ever needed.
lilbuddie23 4 Jul, 2023 @ 11:29am 
Does this mod require an Import?
Ironoak  [author] 18 Jun, 2023 @ 6:26pm 
@Vintage One of the requirements of the Wanderer recruits is that you're not an enemy of the Tech Hunters, so to avoid them you can attack them and eventually they're stop coming.

The Gorillo Bandits start off hostile the tech hunters, but then you are getting their recruits.

I could make a start where you start off hostile to tech hunters so the wanderers only come after you get your rep up with the tech hunters. I'll give it some thought.
Vintage 18 Jun, 2023 @ 5:35pm 
Dropping you a clever cause this one is pretty smart and something I never thought of, but makes total sense. Though I would maybe ask if we could get a version where the default wanderer is disabled so you HAVE to ally someone to gain access to these recruits.
Ironoak  [author] 6 Jun, 2023 @ 12:43pm 
@Wertologist I tried that when I first started, but you need a base that belongs to them, and the group sets out from there. So then it becomes easier to just make a base for the Shinobi or steal a base from a faction and give it to Shinobi. But I want to avoid that if possible.

I switched Shinobi Thieves to coming from Holy Nation Outlaws in the update I just put out today, and decoupled them from the Tech Hunters and wanderers, so you can continue getting wanderers while getting Shinobi recruits.

I added Flotsam Ninjas and Swamp Ninjas in the latest update as well. Flotsam are notable in that they can have Shek ninjas, but no Hivers, though Shek are rarer than humans still for that faction.
Wertologist 5 Jun, 2023 @ 7:11pm 
Maybe make a new pseudo faction for them? Like if you're allied with Shinobi, it triggers an alliance with the pseudo Shinobi and THEY send you units?
Ironoak  [author] 5 Jun, 2023 @ 4:45pm 
@Wertologist Yeah, Shinobi Thieves are somewhat problematic in that they have no towns they own, so I had them piggyback on tech hunters so they would have towns to come from. I may change them to use a different factions base so they don't replace the basic wanderers, but the tech hunters were convenient since most people don't become hostile to them. I will think about it and find a better option for them.
Wertologist 5 Jun, 2023 @ 2:55pm 
I can see the logic in that, but I see problems in it as well. For example, I was already allied with the Thieves so now all my recruits showing up turn out to be like 99% Hivers or Scorchlanders. I want some Greenlanders, skeletons, and Sheks. I don't know if other factions will send you people, but I haven't seen others and your description makes it sound like your ally overrides the base recruits

That's a shame about the custom races. A lot of those mods don't really implement the races very well into the world so you can't have an army of them. I hope someone figures something out some day to add playable races of any kind to a recruit list
Ironoak  [author] 5 Jun, 2023 @ 8:34am 
@Wertologist The Thief recruits have the same race chances as typical Shinobi, so they are more often hivers and scorchlanders, but they can be greenlanders as well. In general Shinobi are never shek, not sure why, but I just used the defaults for whatever faction I'm doing. Doing it this way has been interesting, because it revealed information I never thought about, like that technically united city samurai can be skeletons, but it's very rare.
About custom races, I thought about it but I can't see a way to do it with FCS without making an entirely new mod with specific mods as a requirement, so it's outside the scope of this mod.
Wertologist 4 Jun, 2023 @ 11:14am 
I've had a few Thief recruits appear, but they've always just been hivers or scorthlanders. I don't know if it's limited to those two races, but maybe toss in greenlanders and sheks if they aren't already in that list?

Also, I don't know if it's possible, but would it be possible to have some kind of method to have custom races appear in the list? I don't know if it's possible to just have it pull a randomized NPC from a list of all playable races, but it would be really useful if it did
Ironoak  [author] 12 May, 2023 @ 9:01am 
@Ratsmokinajoint I'll add that for them, I removed some of their basic tech and gave them everything needed to launder stolen items via proper storage, but them not being able to make camp beds is especially an oversight. The issue shouldn't exist for other starts as most have the basic technology.
Beep 12 May, 2023 @ 7:59am 
I havent tested the other runs but for the shinobi thieves start you dont get the research to place down a campfire or camp bed
Ironoak  [author] 27 Apr, 2023 @ 6:46am 
@IceSykle I'm considering a lot of those, some are tricky like the hungry bandits since they have no home base to raid from.

@dovahkiin-z-AK47 Any extra races you added wouldn't show up as recruits, as the recruit squads sent out wouldn't be set to them.
dovahkiin-z-AK47 26 Apr, 2023 @ 4:32am 
how this work with mods for extra race?
IceSykle 19 Apr, 2023 @ 9:55am 
maybe add hungry bandits, starving bandits, flotsam ninjas, sand ninjas, swamp ninjas, Holy Nation outlaws, southern hive, Vagrants, Lost Drones, Exiled Drones, Dead Cats, Cannables, Fogmen that is just a few more off the top of my head i could think of or Slavers that sell slaves to you
Famine 14 Apr, 2023 @ 6:24am 
Thanks for the quick answer !
Maybe a rate setting slider (like the vanilla one for the raids) will be the best choice : people who want common recruits will get them, the ones who wants the event to be rare / very rare will be happy too.
Ironoak  [author] 14 Apr, 2023 @ 6:18am 
Yeah, it likely is too high of a rate at the moment, I'm trying to find a nice balance. For me it's hard to judge because I'm often testing and wanting them to come quickly, and often, to iron out any problems. Plus I'm trying to compensate for possible failures and random glitches associated with the raid system in general. Distance from the recruits faction can make a huge difference in how often you get recruits.

For instance, if your base is within sight of a tech hunter waystation or town, you'll get pretty nonstop recruits. But if you build your base by somewhere far away like Bark, it could take days for the recruits to even get to you.

I'll lower the day chance of the basic wandering ones, and the recurrence times in general, and I'll see about using some of the gameplay settings to let people adjust the amounts they're getting.
Famine 14 Apr, 2023 @ 5:15am 
Hi
Is there a way to make those "recruits raids" more rare ?
I mean they come to my base every 24h, I feel like it's too easy to get people rn

Thanks, good working mod btw
IceSykle 11 Apr, 2023 @ 6:37pm 
k thanks i was just curious on that and that makes sense
Ironoak  [author] 11 Apr, 2023 @ 5:34pm 
There's a weird glitch in raids in general where they can turn hostile randomly, and as I use the raid system it inherits that random possibility.
In general the ally recruit ones won't attack you unless you attack them though, even if marked hostile. In which case you can just wait for them to leave. The recruit visits aren't set to attack people, so even when hostile they usually don't attack, and will leave eventually.
As for 3 times, the revisits can happen a couple times but eventually don't trigger again until a new day, at which point they will have a chance to happen again, so if you wait they should trigger.
If you haven't restarted Kenshi in a while, I have noticed that raids in general can get stuck, but that exiting Kenshi and reloading the save can fix it.
That is my best understanding and explanation of what you might be seeing.
IceSykle 11 Apr, 2023 @ 4:50pm 
hey just curious i dl the mod installed it but after so long the people bringing recruits get very angry and upset and turn hostile and do not bring anymore recruits after three times why is that
KeDocBongToi 9 Apr, 2023 @ 7:53am 
Thank you for clarifying! Now I feel safe installing the mod.
Ironoak  [author] 9 Apr, 2023 @ 7:27am 
The mod itself doesn't change the total number of recruits you can have. By default the max is 30, but if you have the 256 recruits mod, the limit would be 256.
This mod will have recruits sent to your base regularly, but you have to talk to them for them to join you, and if they say they will join you, they can't if you're already at whatever your recruit limit is.
As for performance, you have to decide when to stop taking recruits if you have the 256 recruits mod, as the game isn't meant for that many.
As for this mod, the recruits brought tend to leave or die if you don't recruit them, so they shouldn't build up numbers to cause issues unless you intentionally recruit more than is wise for your system.
KeDocBongToi 9 Apr, 2023 @ 1:57am 
I'm intrigued by your mod, since I have a problem with travelling too many times to get new recruits. However, I have a question: does your mod have any limit in how many recruits you can have, or the recruits can just come unlimited? I'm afraid that one day my game will have trouble opening because of the sheer amount of recruits.
Ironoak  [author] 5 Apr, 2023 @ 6:04pm 
I've gotten animal traders while using this mod, but the recruits visits can trigger a lot so it can drown out rarer ones. Animal Traders have only a 5% chance of triggering, so it's not uncommon to go long periods without them just by chance.
Atm in the mod the Crab Raiders/Black Dogs and Rebel farmers come with crabs/bonedogs respectively if you're wanting regulars of those.
Drakiros 5 Apr, 2023 @ 5:17pm 
now i don't know if it happens to anyone else or my game just glitched about xD, so after i installed this mod i don't seem to be getting the usual animal trader like it currently is day 105 , and last day i've got the animal traider was around 30-40ish wich is around the time i installed this mod and i woukd get the animal trader every 5-10 days or so
Ironoak  [author] 5 Apr, 2023 @ 5:14am 
Alright thanks, I felt like I'd heard of them before but couldn't find any mention in the FCS. At the moment I try to match default material so it's as vanilla as possible, but a patch for this would be possible either if their resources are accessible in FCS when I have it, or if I can easily reproduce the Praetorians myself.
Drakiros 5 Apr, 2023 @ 5:07am 
Praetorians are from the expanded hive mod , they are buffed up soldiers in more hp for limbs overall, taller with stupid big heads(dunno why tho) and essentially they are the Queens elite guards 4 or two on western hive the same for the south hive if my memory is correct , that why i said it being a very rare chance of them appearing as recruit
Ironoak  [author] 5 Apr, 2023 @ 5:02am 
@Drakiros Praetorians are from a mod I take it? What is special about them in particular? Recruits of them is currently outside the scope of this mod, but if I get around to checking out the mods involved and it's possible to access the resources in them I would consider it.

@NAèM'OnES Still working on eliminating the possibility of hostility, I may have fixed it but requires a lot of testing. I have noticed that even though they are hostile, they won't attack unless engaged, so if you avoid them they should walk away. Also testing out conversations to stop current chain of recruit visits.
Ironoak  [author] 5 Apr, 2023 @ 5:02am 
@newh1d Which recruits in particular are moving slow? The wanderers? I'll add more time to any that need it. It's possible to make the leader move slower, but I find if the group moves slow there's higher chances of them not even making it, since they're more likely to get attacked by random hostiles. The recruits tend to move slower because they have 0 stats and sometimes heavy gear, but maybe I'll make the leaders skills lower.
newh1d 4 Apr, 2023 @ 7:38pm 
Can you make the recruits move as fast as the leader because they almost never get to my base before the leader leaves or can you make the leader stay longer so the recruits can catch up?