Kenshi
Faction Caravans
Temper 11 Jun, 2017 @ 11:32pm
Not having much luck
I originally built in Skinners Roam because it's so peacefull with great resources for mining/blacksmithing and will serve as a great central springboard when the map is fully released.It appears some of the mods I use populate the Biome (excluding yours) and the spawn engine adds more possible numbers as the Biome becomes a literal battle field littered with bodys from many factions (some player made factions)

The Black Hand traders mod obviously adds to that biome as does his (thaboones) Nomads mod.To be honest I've got all kinds of spawn weirdness at the moment ..Stack is currently being overrun by beakthings and the fogmen have been all but destroyed by getting caught between the Old Empire and Holy Nation at war.

With wandering squads traders and spawn engine disabled none of the trading caravan mods are trading with me again and the lands become pretty barren of life and hostilities barely exist between differing groups and/or my own.That's with the games own population sliders at max (squad size left untouched)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=945124027

I'll enable just the spwn engine without the "wandering trader" modnext and see what that does.





Last edited by Temper; 12 Jun, 2017 @ 12:05am
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Temper 12 Jun, 2017 @ 12:01am 
With the "spawn engine" and various non Wanderer trader mods the caravans trade again.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=945140686

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=945140899

So I guess the magic is all wrapped up in the "spawn engine" because without it I can't get any mod to actually trade.

Last edited by Temper; 12 Jun, 2017 @ 12:03am
Temper 15 Jun, 2017 @ 1:31am 
Spawn engine doesn't add any extra spawns to Skinner's Roam as I thought it might.The added spawns came from some older out of date squad/faction mods that need updating badly.
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