Kenshi
XLvanilla: Expanded Mercenaries, Skeletons, Storage, Auto benches, ect..
Schrodinger's Bodybag  [developer] 29 May, 2022 @ 1:01pm
Full list of additions and changes.
[Tries to retain max compatibility with other mods]
This mod can be run by itself but is intended to be run with my expanded outpost mod. I personally recommend using Genesis with my mod, because Genesis is a great compilation of mods and adds many bug fixes.

Mod order should look like this, (if NOT using Genesis)
XLStorageVanilla (no dependencies)
XL Outposts (Dependencies: XLStorageVanilla)

Mod order should look like this, (if using Genesis)
Genesis
XLStorageVanilla (no dependencies)
XL Outposts (Dependencies: XLStorageVanilla)
XLgenesisPatch (Dependencies: XLStorageVanillia, XL Outposts, Genesis)

[Adds skeleton recruits to most non-holy nation towns.]
+Added recruitable skeleton spawns to most non-holy nation cities. Nothing too drastic, spawn % should mirror the few areas skeletons do spawn in vanilla Kenshi. The exception being Black Desert City since it’s basically a home city for the skeletons. If you don’t like the spawn rates you can import scum your save to replenish the bar recruits. Unlike my old mod this one doesn’t break when used with Genesis, this was due to genesis editing the recruit dialogue from vanillia Keshi, I fixed this by adding my own.

[Storage expansion for ALL storage units and new ones for items not covered by vanillia Kenshi.]

+Expands the internal storage of resource nodes, farming, and most crafting equipment by at least 1,000x

+Adds expanded storage chests for ALL vanillia Kenshi items, storage size ranges from 1,000 to 10,000 depending on type. These are separate chests to avoid mod conflicts.

+Research Bench stack size increased by 1,000, so your research bench isn’t cluttered.

+Increases the storage tile space in the armor, weapon, and crossbow crafts.
[New mercenary faction, the United Merc League. Has a MUCH more varied mercenary selection and their own vendor attached to the squads.]

+I initially added about 6 separate factions, but AI problems forced me to consolidate them into one faction. This faction is the United Mercenary League, or U.M.L. for short.

+Added Ronins, Banished Paladins, Skeleton Mercs, Slaver mercs, Thrallmaster mercs, Hazard Mercs, Hazard Hiver Mercs, and “Gud Bois”.

+Thrallmaster and Slaver AI packages can be finicky at times but they shouldn’t do something stupid like try to enslave your squad when ko’d. Both sell both slaves and animals respective to their former faction.

+Good Bois as you guessed it are mercenaries that lean heavily on bonedog/bonewolves and do sell them.

+Most of these groups have a vendor attached to their squad, nothing too overpowered as I did balance the vendor, so you don’t have a one-stop shop at your base. Has a small stock of basic supplies, low barter amount, and VERY rarely carries blueprints of their current/former faction. So no, this isn’t intended to replace trips to town to offload/sell goods.

+The U.M.L. has it’s own ally defense, trade caravan, and revenge raids depending on your relation with them.

+The U.M.L. Relation officer (located at most major town bars) has A LOT of features, even more if you buy a membership from him. With a membership letter equipped, you can buy bulk supplies, goad bandits into sending raids to your base, establish a permanent merc garrison at your base, and more..provided you have the cats. See screenshot.

[New Game Starts]
+22 Deadbeat Skeletons. You spawn in Black Desert City with 20 skeletons, 2 robot spiders, and some supplies. You start allied to skeletons.

+30 Bestest Hive Mercenaries. You spawn at a random Distant Hive Village with some building supplies, 30 hivers, and a pack-bull.

+Fairweather mercenary start. You start as 1 mercenary with 1 robot spider in Mourn.

+Second Empire Nationalists. You start with 10 skeletons, 2 robot spiders, and some basic building supplies. You start in the ashlands allied to the Second Empire, Old Machines, Thrallmasters, and the Skeleton legion. Neutral to skeletons, skin bandits, and U.M.L. Max negative reputation to ALL other factions.

[Expanded backpacks, camping, refineries, and QoL Fixes.]
+Added a Dual, Tri, and Quad purpose manual refinery. Dual purpose can produce produce iron plates and building materials. Tri requires steel bars to be researched as it produces steel bars in addition to the prior. Quad requires copper alloy plates be researched as it produces copper alloy plates in addition to the prior.

+Added a basic Iron, Stone, and Copper mine that can be placed on their respective nodes. Inferior to mining directly from the resource node itself, but trains strength due to hard labor.

+Added Lantern and non-lantern versions of most backpacks that you can craft. The lantern backpack is intended to free up a belt slot (typically used for a lantern of radiance) for your crafters and archers.

+Added craftable backpacks for most animals and robots. Added several Garru/Bull backpacks with drawbacks to accommodate certain playstyles.

+Added a Portable Crafting Kit; does not create a town when placed. Can craft gears, hacksaws, tools, wrenches, iron plates, sleeping bags, basic first aid kits, basic splint kits, and shoddy skeleton repair kits. The Shoddy Skeleton Repair Kit is worth less than the materials used to make it, does NOT train robotics, and is MUCH worse than the Authentic Skeleton Repair Kit.

+Added Fishing rod for thinfish, drying rack, and a campfire pit that can cook basic food items.

+Added BloodRum crafting functionality. Previously there was no way to craft BloodRum in vanilla Kenshi.

+Added a researchable copper drill which vanilla Kenshi lacked.

+Expanded crossbow bolt capacity. Weight doubled and crafting material cost tripled as a balancing move. Mostly intended as a quality-of-life change for managing large archer squads without being too game breaking towards the intended weight and resource management mechanics.
[Bolts]Toothpick 40 charges -> 300 charges. X5 stackable property applied.
[Bolts]Regular 30 charges -> 200 charges. X4 stackable property applied.
[Bolts]Heavy 20 charges -> 150 charges. X2 stackable property applied.
[Bolts]Longs 10 charges -> 100 charges. X2 stackable property applied

+Added a 5-person sleeping bag to cut down on the number of separate sleeping bags you must throw down for a large squad. Intended as another quality-of-life addition to cut down on how much you have to micro your squad. Requires 3 sleeping bags to build as a balancing move. There are several tent mods that do the same thing (and much better), but my mod is intended to function without any mod dependencies.
+Added hazard treated armor and BPs to U.M.L. Vendors, the amount of weather protection provided varies by piece. NCE is already applied to these armors.

[Unlocked non-hostile Races and added recruitable animals/robots.]
+Headless skeleton and Hive Queen are now enabled.
+Garru, Bulls, robot spiders, bonedogs, and bonewolves can also be bought through the U.M.L.

[Expanded automated benches for most items, balanced.]
+Added automated production for most items, such as crossbow parts, robotics, biofuel, crafting components, and drugs. Mostly intended as a quality-of-life addition to reduce the amount of pathing your workers burden the single processor thread that the game engine uses.

+Balanced through inefficiency, all automatic benches are power hungry and produce components slower than their manual counterparts. Automated production is mostly locked behind the higher tiers of the research bench; research is also expensive.

+Added an aquifer drill that can be placed anywhere, power hungry and VERY inefficient. A standard well can and will outperform the aquifer drill in areas with water.

[Vanilla Kenshi bug fixes.]
+Fixes the Robotics and Crossbow crafting bugs by creating separate containers for all related items. (By having a single chest with all robotic items, the AI would get stuck in a pulling and dumping resource loop)

+Fixes the Cooking bug, if you’ve tried crafting multi-stage food like food cubes you’ve likely noticed the AI won’t pull food from the food bin to craft those items. This is due to the default food bin having a “NO EMPTYING” function tacked on, so I created a separate crate for ingredients to fix this without the “NO EMPTYING” function attached.

+Fixes the bug with the Corpse Furnace by increasing the interaction range drastically. Basically, the bug was due to the AI trying to route to the stairs of the Corpse Furnace and if the stairs clipped with the ground even SLIGHTLY the AI would have issues pathing to the interaction node. Increasing the interaction range fixes this.
Last edited by Schrodinger's Bodybag; 29 May, 2022 @ 1:05pm
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Schrodinger's Bodybag  [developer] 19 Jun, 2022 @ 3:14pm 
Version 3: Skeleton headless defaulted to back to unplayable for some reason. Reverted it back to playable.

Version 4: Added mercenary backpack to the (XL) backpack crafting bench. Previously you could purchase the blueprint and use it but be unable to craft the backpack. This has been fixed.
Schrodinger's Bodybag  [developer] 19 Jun, 2022 @ 3:14pm 
Version 5: Removed food items that have no additional crafting steps from the food ingredient bin. Things like raw products and food items that are used in more advanced food recipes are the only items allowed in the food INGREDIENT bin. Ran into an issue where a never-ending loot/dump cycle happened with rice bowls and similar items, this should be fixed now.

I initially wanted the ingredient bin to store ALL the food items for compatibility with other mods, this doesn't seem possible without running into the never-ending loot/dump bug happening. So completed food goes into the "food store" and ingredients go into the "food storage ingredients" bin. If you have a mod that uses completed food items as an ingredient let me know so I can patch in a separate food bin for those items.
Schrodinger's Bodybag  [developer] 19 Jun, 2022 @ 3:15pm 
Version 6: Fixed a mistake with the Hazard Mercenary Dustcoat, was categorized as heavy armor for some reason. Also added NCE to the hazard gas masks and the D-38 Katana. The D-38 katana is a katana that functions as a heavy weapon that only does cutting damage, retains the weaknesses of a katana (weak against armor and robots). Useful for training dex alongside heavy weapons.
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