Kenshi
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Smuggling, Hideouts and Master Builder
   
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16 Dec, 2018 @ 1:41am
20 Jan, 2019 @ 9:18pm
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Smuggling, Hideouts and Master Builder

In 1 collection by Digirati
Digirati's Kenshi Mods
11 items
Description
This mod primarily does 3 main things:

1. Adds a new 'Smuggling' research and smuggler buildings.
2. Adds a new 'Smuggler' alternate start.
3. Adds a new (cheat) 'Master Builder' alternate start. Think of it like Creative Mode.

#1 and #2 are, I think, fairly balanced. It revolves around one simple issue:

I wanted to build out in the wilderness, without it turning into a player town, attracting bandits and otherwise all the gameplay of an actual outpost.

In short: How do you build a "Hideout", if everyone knows where you are?

Thus, smuggler's buildings, containers, and other objects were born! If you simply wanted a variety of basic buildings and storage containers that you can place in the world without creating a player town, you need look no further.

Smuggling research (costs 2 books, 1 Hashish) unlocks a low-tech way of crafting a variety of items without checking the 'player town' flag, which is what creates an outpost.

The game, by default, creates a player town for virtually every single thing you can place, so the large effort involved was creating versions of the original objects, with this flag turned off.

Smuggling lets you build hideouts, and they are upgradeable. While you can go right to building the Smuggler's Base if you want, you can also start with a shack and build up from there.

In order to keep Smuggling semi-balanced, it will never allow you to do incredibly advanced things that require supremely high levels to achieve. In many cases, the buildings also require fewer building materials (meaning they are also less durable).

You can think of Smuggling like a do-it-yourselfers underground/black-market knowhow of setting up off-the-radar little operations. You will also notice that hashish manufacture is a big part of the tree. In this respect, Smuggling gives you all the knowhow of how to build a secret hash operation out in the sticks. You can build little smuggler's chests anywhere you want, and use them to stash loot or hash or whatever you want, really, and none of them will set any pesky 'Create Player Town' flags in the process.

The smuggler alternate start simply starts with Smuggling unlocked, and even has a fairly decent story, too, in which I just picked up on the existing geography and dialogues that already existed in the area. Check the note in your inventory.

The last is Master Builder alternate start, which has its own custom research (only unlocked via this start) that lets you do truly amazing things, know all research, and have stacks of resources beyond what you could realistically acquire within a lifetime. It's total cheat mode. In fact, I think it may be the definitive 'Creative Mode' mod/start for Kenshi. It also comes with its own series of 'Master Builder' themed objects (more being added all the time), which have several things in common:

1. Master Builder objects will build *instantly*.
2. Master Builder objects require no power/energy or resource/crafting costs and have ridiculous levels of output.
3. Master builder buildings/objects still require resources, as durability is still linked to the amount of materials used in construction...so the resource costs were maintained simply to prevent MB objects from being illusions that can be destroyed by a single hit.
4. Master Builder objects, like Smuggler's objects, do not create Player Towns. (build a single normal object in the center of town if you want to convert it to a player town)

Check it all out, it's pretty rad.

This shouldn't conflict with any other mods, as every object added is brand new, and all of the blueprints were segmented into Smuggling (and Master Builder) research. In other words, not a single one of the original game objects has been modified.

Optional Mod:

Smuggling Enhanced https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1631147846
This just adds a new "The Smuggler (Enhanced Start)" start with enough cats to buy your way into the Shinobi immediately. It also modifies the Shinobi Trader so that he will have a great deal more cats on hand, and higher wages, so you can bulk sell large quantities of illegal goods without having to scramble so much.
30 Comments
mike.kubasik 17 May @ 8:05am 
Every time i build a smuggling hideout my squad and character stop moving why?
Ebonyte 2 May, 2020 @ 4:36pm 
For some reason, this is the only mod I have that doesn't show up in the startup mod tab. Any ideas how to remedy that? This is perfect for my wandering bounty hunter to set up little safehouses without getting into a whole outpost and being raided.
NortheastBlackwood 11 Feb, 2020 @ 7:04am 
For What It's Worth, Digirati, if you do decide to eliminate the parts that won't automate, at least one person here would like to vote that you do so as a separate mod, so that they of we who don't mind - or have to admit we sortof even enjoy - micromanaging can still use this one.

Cheers, and thank you so much for all your work on this!
Lobsang The God 27 Jun, 2019 @ 8:00am 
Just trying to help you have a good mod here
Locked In Alien 14 Mar, 2019 @ 2:39pm 
Yeah, I've sadly had to just stop using the farms and most of the features of this mod because it doesn't seem to work right with AI jobs and I hate micro-managing everything more than I already have to do.
The mod is still good for making little hideouts and stash spots though. If the mod creator can figure out what the issue is with the farms, storage, auto jobs and etc or just update the mod to cut out things that can't be fixed the mod would be alot neater.
Ro-Z 12 Mar, 2019 @ 6:17am 
I have the same problem as the other guy... seems like my men don't recognize the smuggler base items as containers properly all except the water container. Maybe that can be where you start to find the fix. my guy correctly takes water out of the well and puts it in the water container. anything else he refuses to take to the proper containers from their processing stations...
Locked In Alien 10 Mar, 2019 @ 3:54pm 
I cant seem to get my guys to do automated jobs with the farms and etc from this mod... I have someone set to engineering and any vanilla items I place (crossbows turrents, stools, etc) he atuo-engineers but anything I place down from the smuggling section I have to have him build manually...
What's worse is the farming. I can't seem to get my guys to auto farm and auto haul the water to the farm and the hemp from the farm into storage correctly at all. I've looked up the issue and done all the fixes people talk about online to make sure it's not just a glitch on my end and like I said the auto jobs seem to work for things not from this mod...
Digirati  [author] 2 Mar, 2019 @ 5:12pm 
@Lobsang - That stinks. There does seem to be something about making walls and/or gates that causes the game to generate an outpost, no matter how the object is set. Meaning...I'm not even sure if there's a way I can prevent that from happening.

I'll look into it, but there's not much else I can think to modify, especially to avert some kind of hardcoded game behavior.
Lobsang The God 2 Mar, 2019 @ 7:53am 
I found a bug. I was in heng trying to mine the closest iron resource and I kept getting attacked cuz of patrolling units. So I tried to build some Smuggler walls and they were close enough to the base to build but when I placed dumb down to try to make a sneak spot it would make an outpost marker. Most other objects in The Smuggler spot worked but both the walls didn't for me.
Digirati  [author] 10 Feb, 2019 @ 3:14am 
It's always possible that the game has some sort of hardcoded restriction. Something written into the game engine that says, "If there's a gate, create an outpost"

I can dig deeper into FCS to see if there's something I missed. Unfortunate. :(