Kenshi
Player Town Settlers Patch 2020
paperkut808 28 Apr, 2020 @ 3:40am
since its too much text for the comments...
First of all, digging the mod thus far, havent built my outpost to invite them over for drinks yet, but just having them out there adds to my overall experience. Kudos to you!

So not a bug, more of a suggestion. I love seeing the settlers around the world in their camps, and they actually provide a place to rest when I'm travelling between places. They even heal my characters if they're a little banged up. One thing that threw me a little bit, is how they're completely non-reactive to nearby bandits. I was in the middle of dust up with some dust bandits, and the fight rolled into a nearby settlers camp. They just... sat there. I kind of imagine the settlers as displaced wanders who are used to seeing bandits and will defend themselves, fellow drifters and their camps from starving bandits, dust bandits, or other generally hostile groups. They did attack some bonedogs that initiated combat first, but otherwise they kind of just chill.

Moral of the post, is there a way to make them defend themselves or allies that come near their camp? If not, all good, this is still a great mod!
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Showing 1-11 of 11 comments
Faylein  [developer] 29 Apr, 2020 @ 6:43pm 
They should still defend themselves if the other group attacks them first. I did give them the "protect squad" AI. I had wrestled with using protect ally or not. So far I have decided to not use protect ally because I didn't want them to get wiped too badly when bandits attack the player's outpost since a lot of them are quite weak and ungeared. They are meant to be fluff rather than protectors of the player's outpost. I did experiment with different AI to see if I could get them to at least dispose of corpses but that got buggy.

I could set them to being hostile to the bandit groups but then I can see the dust bandits killing em off pretty easily. I want the settlers to be around for when the player does have an outpost ready for them.

I don't know if the automatic campaign part of the mod is working. The idea with that is when you have an outpost the settlers are supposed to come over and ask if they can stay kinda like how the western hive will come and try to sell the player stuff. I haven't seen that happen in my play-throughs, yet. Nanogiraffe got that to sort of work in the original mod but when I had increased the settler population in Kenshi they all converged on my outpost and kept crashing the game.
Nanogiraffe 29 Apr, 2020 @ 8:18pm 
Originally posted by Faylein:
They should still defend themselves if the other group attacks them first. I did give them the "protect squad" AI. I had wrestled with using protect ally or not. So far I have decided to not use protect ally because I didn't want them to get wiped too badly when bandits attack the player's outpost since a lot of them are quite weak and ungeared. They are meant to be fluff rather than protectors of the player's outpost. I did experiment with different AI to see if I could get them to at least dispose of corpses but that got buggy.

I could set them to being hostile to the bandit groups but then I can see the dust bandits killing em off pretty easily. I want the settlers to be around for when the player does have an outpost ready for them.

I don't know if the automatic campaign part of the mod is working. The idea with that is when you have an outpost the settlers are supposed to come over and ask if they can stay kinda like how the western hive will come and try to sell the player stuff. I haven't seen that happen in my play-throughs, yet. Nanogiraffe got that to sort of work in the original mod but when I had increased the settler population in Kenshi they all converged on my outpost and kept crashing the game.
Hey I'll just jump in on the campaign part. I haven't look at it much as you know. But I remember that I did set requirements on the town size before they show and then it was a chance to spawn. Their spawn shouldn't be affected by their global population however.
paperkut808 5 May, 2020 @ 2:25am 
Originally posted by Faylein:
They should still defend themselves if the other group attacks them first. I did give them the "protect squad" AI. I had wrestled with using protect ally or not. So far I have decided to not use protect ally because I didn't want them to get wiped too badly when bandits attack the player's outpost since a lot of them are quite weak and ungeared. They are meant to be fluff rather than protectors of the player's outpost. I did experiment with different AI to see if I could get them to at least dispose of corpses but that got buggy.

I could set them to being hostile to the bandit groups but then I can see the dust bandits killing em off pretty easily. I want the settlers to be around for when the player does have an outpost ready for them.

I don't know if the automatic campaign part of the mod is working. The idea with that is when you have an outpost the settlers are supposed to come over and ask if they can stay kinda like how the western hive will come and try to sell the player stuff. I haven't seen that happen in my play-throughs, yet. Nanogiraffe got that to sort of work in the original mod but when I had increased the settler population in Kenshi they all converged on my outpost and kept crashing the game.

That actually makes a lot of sense. All good, just something I was curious about. Thanks again for your hard work!
Can you make it a standalone mod? The mod loader is not exactly convenient to use, the less the number of mods the better
Faylein  [developer] 20 May, 2020 @ 6:45pm 
@Pietralunga, I'll talk to the original modder and see if they are okay with me making a standalone version.
Atlas 22 Jun, 2020 @ 10:50pm 
Originally posted by Nanogiraffe:
Originally posted by Faylein:
They should still defend themselves if the other group attacks them first. I did give them the "protect squad" AI. I had wrestled with using protect ally or not. So far I have decided to not use protect ally because I didn't want them to get wiped too badly when bandits attack the player's outpost since a lot of them are quite weak and ungeared. They are meant to be fluff rather than protectors of the player's outpost. I did experiment with different AI to see if I could get them to at least dispose of corpses but that got buggy.

I could set them to being hostile to the bandit groups but then I can see the dust bandits killing em off pretty easily. I want the settlers to be around for when the player does have an outpost ready for them.

I don't know if the automatic campaign part of the mod is working. The idea with that is when you have an outpost the settlers are supposed to come over and ask if they can stay kinda like how the western hive will come and try to sell the player stuff. I haven't seen that happen in my play-throughs, yet. Nanogiraffe got that to sort of work in the original mod but when I had increased the settler population in Kenshi they all converged on my outpost and kept crashing the game.
Hey I'll just jump in on the campaign part. I haven't look at it much as you know. But I remember that I did set requirements on the town size before they show and then it was a chance to spawn. Their spawn shouldn't be affected by their global population however.
I want this in genesis. AHHHHHHHHHHHHHHHHHHHHHHHHHHHHH SO MANY GOOD MODS.
Atlas 22 Jun, 2020 @ 10:51pm 
Originally posted by アルベルト Pietralunga:
Can you make it a standalone mod? The mod loader is not exactly convenient to use, the less the number of mods the better
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1850250979
Faylein  [developer] 24 Jun, 2020 @ 4:19pm 
@Atlas, you can put this in genesis if you want. In my play-throughs with it and genesis, I haven't come across conflicts, yet. But this one and the original would have to be included. I haven't made a stand alone version, yet.
Since you moved the settler behaviour to the Settlers faction instead of the Drifters, you should undo all the changes of the main mod to Bast and the Drifters. They are still there, leading to potential conflicts
Faylein  [developer] 26 Jun, 2020 @ 3:33pm 
Okay, I'll check it again. I thought I did that once but Nano could have done an update to the main mod since I had released submod.
Faylein  [developer] 26 Jun, 2020 @ 3:58pm 
@Pietralunga, thank you for pointing that out. I had totally missed reverting the Drifter's Faction and Bast back to their vanilla status. Should be fixed now.
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