Kenshi
More Workers
23 Comments
Jango 16 Oct @ 12:19pm 
congratulations very deserved!
Quilboar  [author] 16 Oct @ 11:44am 
Got mentioned on dev instagram as mod of the week woot
Quilboar  [author] 14 Oct @ 6:17am 
Sounds like it ought to work, yeah! Thanks for using
PepperCat 13 Oct @ 8:51pm 
Hello!
Probably a very similar question to the ones already asked but I'd like to understand something else. In one comment you said that basically this add squads to different places, I don't know much about modding Kenshi but would the load order impact if used alongside Social Lives and the MasterSteve cities reworks? Af today I have Social Lives + MasterSteve Compilations + Reactive World + MasterSteve Compilations patches for RW and it works all good, as I understand, Social Lives also works by adding squads (I think) so in theory my understanding is that both Social Lives and this one shouldn't conflict at all with the other mods. But if you have any clue it is well welcome! Also, I'm playing with 1.25 population and 1.5 squads, those settings would also impact the amount of NPC's your mod adds, right? Thinking that maybe with all these mods I may need to go back to 1:1.
Thanks again for all your work!
Quilboar  [author] 11 Oct @ 8:01am 
Yeah it should be
Matikanetannhauser 11 Oct @ 7:56am 
is this compatible with mods that changes cities or something like that? example is the Urbanism mod and Social Lives mod?
Quilboar  [author] 16 Sep @ 2:42pm 
But I can definitely add some general UC slaves, you might want to get the mod to remove the Noble Stove so they don't end up getting killed by guards
Quilboar  [author] 16 Sep @ 2:42pm 
Slaves can be tricky because they are usually not part of the same "team" as the town, so they get beat up for trespassing a lot. In my More Weapon Manufacturers mod there are some slaves that spawn inside the new weapon shops, and they often wander out and start working in bars though.
Wrzaskier 16 Sep @ 2:36pm 
What about some slaves working in UC bars? Could you add them too?
Quilboar  [author] 5 Sep @ 11:26pm 
I don't think I've encountered that in my own games, can you go into more detail?
Celestirr 5 Sep @ 11:22pm 
All the gate guards in the major settlements buzzed off to do other things so I had to uninstall. Loved the extra liveliness other than that.
Quilboar  [author] 30 Aug @ 6:46am 
Restored old distance for player stone mines but made quarry/rebirth mines a separate functionality, and fixed Shek peasant faction
Quilboar  [author] 30 Aug @ 6:40am 
Let me update
Dragour 30 Aug @ 5:01am 
The stone mines are very buggy now, characters have a hard time building and mining at them. (player built stone mines, not sure about the Rebirth ones)

And the Shek peasants who spawn with bulls are tagged as Holy Nation and are constantly killed by Shek patrols, this could be a mod conflict though
Quilboar  [author] 27 Aug @ 1:03pm 
Improved Rebirth and added holy drovers/goatherds
Quilboar  [author] 24 Aug @ 12:16pm 
@Jango no unfortunately
Jango 24 Aug @ 3:27am 
This can make slaves working at your base?
Quilboar  [author] 24 Aug @ 12:41am 
I think that should work honestly but sorry if I ruin your game
Quilboar  [author] 23 Aug @ 6:12pm 
I can't think of anything
Nactarune 23 Aug @ 5:14am 
Any kind of incompatible mods or what changes would a mod do that makes it incompatible ?
Quilboar  [author] 21 Aug @ 4:05pm 
i think it should be okay, give it a try and if i'm wrong lmk. it just adds bar squads with some custom behavior that shouldn't conflict with anything really.
bambam 21 Aug @ 3:42pm 
is it compatible with Azamat97El faction upgrades?