Kenshi
Smuggling, Hideouts and Master Builder
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. :(
JerryC 10 Feb, 2019 @ 3:05am 
Yeah I just tried with every other mod turned off and the gate still created an outpost. Maybe its something to do with my game weird
Digirati  [author] 10 Feb, 2019 @ 2:59am 
Yeah, just double-checked. I am pretty confident there isn't a single object in the mod with 'Create Player Town' set to true. Everything is false. Which is quite a feat, since almost every object (beyond 'camping' objects) creates one by default.
Digirati  [author] 10 Feb, 2019 @ 2:51am 
None of the mods should conflict, that's the thing. Everything is a copy, or a brand new object, there's no changes to the base game files.
Digirati  [author] 10 Feb, 2019 @ 2:50am 
I have missed that flag on other things before. I double-checked all the Smuggler items, but it's possible I did miss one with Master Builder. I'll make a note to review the flags on those items again, just to be sure.

You could build the entire thing with Master Builder/Smuggler and place a _single_ non-MB/Smuggler item in the mix, and boom, you'd have an outpost, too.

I'll do a full audit of Master Builder items, just to be sure.
JerryC 10 Feb, 2019 @ 2:40am 
Hmm odd I tried with master builder in a new game and still kept making an outpost. I've got a good amount of mods so maybe a conflict is happening. I'll mess around with it if I see what mod is the cause I'll come back and post it.
Digirati  [author] 10 Feb, 2019 @ 1:30am 
I double-checked, and the 'Create Player Town' flag for all of the smuggler's makeshift wall components have the flag set to False.

So no, there should be no player outpost triggered by placing the smuggler's walls.

I also checked the Master Builder gates/walls, none of them should trigger an outpost, either.
Digirati  [author] 10 Feb, 2019 @ 1:23am 
@JerryC No, they are not. Are they?
JerryC 9 Feb, 2019 @ 8:32pm 
Are the walls and gates meant to trigger an outpost?
Digirati  [author] 22 Jan, 2019 @ 10:33am 
@goblinPreacher Awesome! That was exactly the intent! Thanks for the feedback.
Grimoirian 21 Jan, 2019 @ 11:38pm 
Great mod, works well with the expanded drugs mod to really get that geurilla smuggler flavour into the game.
Digirati  [author] 21 Jan, 2019 @ 9:14pm 
@castiel In your honor, perhaps the new mod I added will help? https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1631147846

See the updated description above for what Smuggling Enhanced does, but it was basically to address the Shinobi Trader not having enough cats. Let me know if it solves the issue a little bit. There's not a whole lot to that mod, but it modifies a core game object, so I wanted to split it off from this one. It still requires this mod in order to run.
Digirati  [author] 20 Jan, 2019 @ 12:25am 
Master Builder - All bps now in their own 'Master Builder' section.

Master Builder also has more style (customized clothing), more money, higher stats.
[Castiel] 19 Jan, 2019 @ 11:09pm 
Your mod is ambitious. I just wanted to be able to sell hash to anyone that is all. But I love your idea. Do what is best!
Digirati  [author] 19 Jan, 2019 @ 9:07pm 
Bear in mind, this is also only my second Kenshi mod, and I mostly wanted to focus on the *building*-related aspects of Smuggling, and there's a few design philosophies with this mod:

1. No base game objects modified at all, only new objects created.
2. As such, should not conflict at all with any other mod that exists anywhere.

Adding a new faction means also modifying existing towns, areas, to include these factions, which then raises the risk of conflicts with other mods.

As such, this mod will probably only ever be either a 'base mod' or a standalone mod focusing on the building aspects of Smuggling and Master Builder/cheatmode.

Other aspects of Smuggling will likely be separate mods (which I'll link to from here as they are added) for things like tweaking the gameplay, or adding things like a 'Smuggler faction'.
Digirati  [author] 19 Jan, 2019 @ 9:01pm 
@Castiel The base Shinobi Trader has 45,000 cats, and with a mod I'm running, it's actually closer to 150k cats. Surely that's enough.

Or did you want something like a Smuggler faction, that you could sell hash to instead of having to join the Shinobi Thieves?
Digirati  [author] 18 Jan, 2019 @ 9:13pm 
The Smuggler's Battery Bank still had the 'Create Player Town' flag set to True.

I've spot-checked all of these objects for Smuggler and confirmed this was the only rogue item, and fixed that by setting it to False.

I've also enabled animals inside all Smuggler buildings.

Smuggling is now its own blueprint category when building.

Will likely move Master Builder stuff into its own category as well, but it's tedious cut and paste work.
[Castiel] 18 Jan, 2019 @ 2:53pm 
@Digirati Thanks appreciate it!
Digirati  [author] 18 Jan, 2019 @ 10:00am 
I've been out of town for a few weeks because of the holidays. I plan to spend some time reviewing the mod this weekend. A few ideas:

* Double-checking that the 'Player Town' flag is not set (some offline reports from a friend that it's still counting as a player town, based on something he placed)
* Reorganizing Master Builder and smuggler blueprints into their own category, rather than intermixed with everything else.
* Try to figure out the economic side of smuggling (smuggling vendor?)
Digirati  [author] 18 Jan, 2019 @ 9:53am 
Hmm, good question. I'll see what I can do.
[Castiel] 4 Jan, 2019 @ 3:41pm 
Anyway you can fix smuggling? Can't sell any hash to anybody exept for Ninja's and they have very very very limited funds.