Kenshi
776 ratings
Driftmetal: Remnants (V2)
20
10
9
4
4
2
14
4
5
5
2
2
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
637.976 MB
31 Oct, 2022 @ 11:57am
17 Sep, 2023 @ 9:21am
17 Change Notes ( view )

Subscribe to download
Driftmetal: Remnants (V2)

Description
Driftmetal: Remnants

Driftmetal Remnants (V2)

once the backbone of interplanetary commerce, the offshore gas fields fell with the First Empire hundreds of years ago. But time can't wash away everything, especially if it was made to last...

Hello! This mod initially started by just me porting over one or two 3D models from personal projects, but over the last few weeks i decided to flesh it out into a decently sized asset collection centered around remnants of an industrial offshore complex of the First Empire. The goal is not to just add random stuff, but to also give a lore tie-in as well as to add new gameplay systems and dialogue. All models and textures have been handcrafted and optimized for Kenshi to ensure this mod runs well.

Please ask for permission if you wanna use assets from this mod in your own project!

This mod adds:
  • 2 new Skeleton Subraces (Worker Drones and K-Units)
  • 3 new "Crossbows" (Gas rifle, Heavy bolting rifle, Custom Gauss Rifle)
  • 3 new Melee Weapons (Crowbar, Pipe Wrench, Combat Spate)
  • 7 new backpacks (Two variants of pressure converters, two variants of a "toolcase", strapped containers, tactical Backpack, Improvised Pressure Converter)
  • A new "Animal" (Walker Haulers, the robotic equivalent to bulls)
  • 3 new backpacks for these haulers
  • 4 new buildings and tech surrounding the extraction and usage of natural gas
  • new armor, replacement limbs, new dialogue, quest items, new game starts, etc... - Check the V2 Discussion thread for more Info!


Worker Drones and K-Units:
Worker drones were the backbone of autonomous industrial operations on the rough seas of Kenshi, completely encased in protective layers of plastic fabric to withstand the weather, waters and work hazards found on the rigs. Once just autonomous systems, drifting on the oceans for hundreds of years made the few remaining units self-aware.
Their original purpose translates directly into Kenshi, being fast labourers with resistance to all forms of weather effects. While they might be well protected against environmental hazard, they are not as sturdy as the Skeletons found on the mainland, meaning their HP-Pool is smaller. However, due to their smaller and more flexible "head", they can wear headgear. They can be occasionnaly found at bars all over Kenshi.

K-Units, or Control Units, were "the middle management" of the extraction rigs, tasked with coordination of worker drones and ensuring the safety of company assets under all circumstances. Their expensive frame made out of synthetic fibers and lightweight plastics as well as complete consciousness means only a few were produced, although the promise of citizenship after serving on the rigs for decades at least meant no wages had to be paid. In-game, they are an upgrade over the worker drones, featuring higher perception and an innate understanding of ranged combat. The single unit you can currently play comes washed up with their old service jacket, as well as a self-made gauss rifle that beats out conventional oldworld bows through slightly enhanced stats.

Walker Haulers:
Walker haulers were, as their name suggests, used to transport all kinds of goods around rigs, from raw materials and fluids, to work equipment, to drones themselves. Their heavy frame and robust, but simple autonomous routine means they rarely break down, although without the cargo holds specifically tailored to their frame, they are not worth much. Stat-wise, they are a direct upgrade of domesticated bulls, featuring a much larger HP pool, higher attack values that are especially effective against unarmored targets, as well as the ability to slowly self-repair. It is suspected that most of them never made it to the shores, but you might find a few of them if you are lucky - although you might need to fix them up first.

Gas Rifles / Gas Extraction:
Once nothing more than mere tools used to expand and maintain the vast array of rigs, gas-pressurized rifles can now be used to defend your newfound freedom. While the traditional gas rifle is a slight upgrade over the Spring Bat at the cost of ammo you have to craft yourself, the heavy bolting rifle brings a new approach to ranged gameplay.
While they can be used to demolish even highly armored groups of enemies easily, they are limited directly by the unwieldy canisters they use to generate the necessary pressure. You need to use pressure converters, a new kind of backpack, which are the only reasonable way to carry ammo. Through this balancing decision, players will have to decide which targets are worth engaging, and plan their expeditions accordingly.

For you to make use of these new "crossbows", you will have to set up fracking towers, which slowly generate natural gas, and store it in a gas silo tank. This gas can then be pressurized into fitting canisters at a gas canister crafting bench, and be stored in a gas ammo chest. Currently, you can research gas extraction normally at tech level 4, but will need to find the blueprint for the crafting process on a specific walker hauler.

Armor & Backpacks:
Aside from pressure converters, this mod also adds 3 different backpacks that fit the theme. One of them is a "toolcase" slung over the shoulder, which has two variants (one for each shoulder). All backpacks can be crafted once you find their blueprint.

Game Starts:
For now, there are four new starts. One is the classic "Remnants start", leaving you stranded with a K-Unit and a few drones. Try to make the best out of it! The other one is a general showcase of all items inside this mod. Added in V2 is a lone K-Unit start as well as a "High Tide" start, giving you a small army of Drones, K-Units and Walkers right from the start!

Spoilers:
check the discussion topic "Spoilers" for walker locations, tech, secret items, etc.

Also:
Are there compability patches for big overhauls?
Yes for Universal Wasteland Expansion, and you do need it for its animations.
Yes for Kenshi: Genesis, and same as above, you will need it for the animation sets.
other overhauls: I have not tested other overhauls. Since my mod is mostly disconnected from worldstates, they should be compatible if you place mine under the overhaul in the load order.

Check my workshop page for patches i made. There is also an alternate color scheme patch.

Check out the discussions if you have further questions. Enjoy!
Popular Discussions View All (6)
72
1
2 Jun @ 10:15am
Spoilers
PARA
25
9 May @ 4:56pm
V2 Update
PARA
10
9 Dec, 2024 @ 8:30am
Balancing / Technical Issues (V2)
PARA
372 Comments
PARA  [author] 10 Jul @ 7:08am 
I would guess this is an issue between mods or if you run this with some other patches not made by me. Do you have any large overhauls enabled?
Misunderstood Sigma Joker 9 Jul @ 4:45pm 
I have been running into some issues with this mod, all the new items/characters have missing texture packs and the people never show up. I looked up methods for fixing mod packs and every other mod pack I have works besides this one. Any idea what the problem is?
InsideOutlander 30 Jun @ 11:10am 
Thank you! I know you don't spend as much time on the game these days- your support is greatly appreciated.
PARA  [author] 28 Jun @ 1:28pm 
Just as a quick heads-up, i looked further into the texture thing, apparently i had it still linked for the head portion of the drones, which isn't actually used ingame since the body texture handles everything. So the drones appear fine even though a texture is strictly speaking missing. Gonna do a few tests the coming days and then push a small update that should eliminate the issue
The Lorac 23 Jun @ 1:12pm 
No worries dawg. I dont think its related to the crashing. Im not sure what is, but its starting to happen without logs lmao. Thanks for the response.
PARA  [author] 23 Jun @ 4:35am 
I haven't started up kenshi in a long time, but i would be surprised if suddenly texture sets led to crashes. Are you referring to the logs? Missing textures / wrong filenames/paths are often listed in there, but they are usually warnings. You'd be surprised how many of them you get just by playing kenshi vanilla. Still, i put this on my eventual checkup list. Just no promises, i do not have much time currently so everything outside of actual gamebreaking stuff gets put on the backburner.
The Lorac 17 Jun @ 7:13pm 
Really enjoying the mod. I did notice I have been more crashes than usual, with a common error being "[warning]: [ResourceLoader::loadTextureUnit] Texture 'workerdrone_diff.dds' is missing." as well as the "Norm" variant. I am to believe it comes from this mod? If not then I apologize, just not sure what to do and I am a little frustrated.
PARA  [author] 17 Jun @ 11:55am 
Hey, happy to hear you enjoy the mod. The custom Gaussgun is limited to one since it is just a straight upgrade over the MK II oldworld bow, so i balanced it by availablity. I think it's also a nice lore tidbit this way.
Phat Birb 17 Jun @ 10:18am 
Hi, Para. Your mod is an amazing complimentary to new playthroughs outside vanilla. I'm a huge fan of your new bows, perfectly balanced in terms of lethality being hindered by capacity. Though, I was wondering, is there a blueprint for the custom gaussbow?
Sad PEPE 15 Jun @ 7:13am 
Thx it's very nice, I love the details