Kenshi
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More Workers
   
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8 月 19 日 下午 3:36
8 月 30 日 上午 6:45
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More Workers

在 Quilboar 的 1 个合集中
Vanilla-Style Overhaul
92 件物品
描述
A.K.A. More Workmen in files. This mod is to provide more flavour and show more activity around towns, with more characters operating machinery/farms.

Empire areas have "Workers" and UC citizens doing odd jobs around town..

Holy areas have holy servants/citizens doing the work, but military bases may also have sentinels or paladins labouring. I wanted to expand on the idea Holy Servants also do nonmilitary roles, since they do manage the Holy Bakeries in vanilla. Also, Holy Citizens/Farmers can be found more often in town bars, with the implication that the latter are in town for selling produce.

Tech Hunter have more workers, either named or unnamed Tech Hunters.

"Shek Peasants" work alongside Shek Retainers.

"Swamper Peasants" can be seen in many Swamp settlements, alongside the named Swamper nongangs.

Crab Raiders have a few more working civilians, and one or two regular raiders will also do tasks around town.

Catun Scrapmasters has a makeover with new NPCs and a different fit for the old woman.

Holy Servants and Shek Peasants sometimes spawn with a domestic packbull and wander from town to town.


UPDATE:

Added Holy Goatherds and Holy Drovers who will move livestock around with the help of bonedogs and holy farmers, if Phoenix is alive. If Flotsam or HN Outlaws eventually end up controlling control Blister Hill, they will fall under those respective factions.

Makes it so Rebirth quarry cranes can make rocks. Greatly increases amount of slaves in rebirth and adds a few Holy Servants who act as supervisors, some sharing Sentinel/Paladin quotes and managing prisoners, others set to 'worker' and mostly using the cranes/manual stone processors or occasionally mining a little (holy servants are technically slaves too but higher ranking). There are also Quarry Bulls with Quarry Bags that carry a bunch of Raw Stone, along with a few holy servants and holy drovers which will seemingly work the night shift while the slaves sleep, ferrying the stone mined during the day.

This other mod of mine will make NPCs interact with fish nets, rods, and fish racks: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3549662031

This one does the same to market stalls: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3554985969https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3554985969
27 条留言
Quilboar  [作者] 11 月 26 日 上午 7:05 
That is an issue in Vanilla unfortunately. I suggest you get the Noble Stove Fix to.go along with this
Redarmy 11 月 26 日 上午 1:51 
as a commenter said below, does this make NPCs added by the mod ignore the PRIVATE tab on your owned buildings? mod sounds great if there are no issues like that
Quilboar  [作者] 11 月 6 日 下午 3:37 
It might not actually remove the NPCs from the places you've already visited
jabes 11 月 6 日 下午 3:35 
I love the increased activity and feeling of "bustling" towns, but it seems like this mod allows the new NPCs to ignore the private building status and walk into owned buildings and homes whenever they want. Would it cause any issues to remove it mid-playthrough to test this?
w-o-w 10 月 16 日 下午 12:19 
congratulations very deserved!
Quilboar  [作者] 10 月 16 日 上午 11:44 
Got mentioned on dev instagram as mod of the week woot
Quilboar  [作者] 10 月 14 日 上午 6:17 
Sounds like it ought to work, yeah! Thanks for using
PepperCat 10 月 13 日 下午 8:51 
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  [作者] 10 月 11 日 上午 8:01 
Yeah it should be
Matikanetannhauser 10 月 11 日 上午 7:56 
is this compatible with mods that changes cities or something like that? example is the Urbanism mod and Social Lives mod?