Kenshi
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Thrashers - New 'Old Machines' Enemy Type
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107.598 MB
Sep 20, 2019 @ 6:04am
Jan 20, 2020 @ 8:25pm
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Thrashers - New 'Old Machines' Enemy Type

In 2 collections by IdeaDork
Kenshi Mods by IdeaDork
15 items
Subbed Mods
291 items
Description
In times of old, whole battalions were mown down by lines of thrashers - mobile ranged platforms capable of doling out a wall of razor-sharp harpoons at a moment's notice. In the modern age, these infamous war machines are incredibly rare, but wherever they roam, it pays to keep an eye out...

This mod fills what I find to be an empty niche in the world of Kenshi - a walking gun platform to test your party's raiding potential on the fly. Or just to waste your squad from 500 meters away before you even see it. That too.

Thus, from this evil idea, the thrasher was born. It's slow and plodding, and can do little else but kick at close range, but at far range it's unmatched. If you encounter one (or more!) you must either close the distance as quickly as possible (I can't stress this enough, think of it as a harpoon turret with legs) or run...

Running is the better option.

Despite their tall stature, they're really not much more tanky than your average skeleton. Their harpoons are also less effective on skeleton players, so you might let that influence your game plan.

Groups of Thrashers patrol almost anywhere the other Old Machine units go: The Iron Valleys, Forbidden Isle, the Ashlands, etc. And the swamps. Swamp Thrashers are often weighed down by clumps of plant matter that marginally inhibit their ranged combat stats and mobility. I'm a merciful god.

Thrashers have a chance to appear alongside Legion patrols in the Ashlands. Look out.

Also hosted on the Nexus here:
https://www.nexusmods.com/kenshi/mods/488/

Let me know if you experience any problems with this mod.
Popular Discussions View All (2)
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Jan 10, 2023 @ 9:27am
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Jan 24, 2020 @ 8:43am
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183 Comments
Rabid Baboon 15 hours ago 
if you have screen flickering it's because of the backpacks these things carry. Kenshi's engine does not like it when clothes are missing weight paints. Luckily that's pretty easy to fix with small amount of blender knowledge.

Alternatively you could just remove the backpack from the game in the fcs and resize the bolts.
Katelacanth Jul 13 @ 12:59pm 
i hate these things so much great mod 10/10
SLEEPY May 31 @ 7:26pm 
reminds me of mgs
The Lorac May 11 @ 9:01am 
I LOVE scary old machines that just obliterate you it makes the deadzones feel much more alive well done
Gguy Apr 9 @ 4:04am 
These things are beautiful, and if you get lucky enough to take em out (or have someone else take em out), they fetch a decent price.

I had this weird encounter in the swamp once where a bunch of Bone Bandits encountered three Trashers, were demolished by them, and then those Thrashers were demolished by Blood Spiders, and then those Blood Spiders were demolished by more Bone Bandits. Was like "wtf is going on XD?!" at the end of it all.
Lord_Beefcastle Mar 12 @ 12:48am 
@BlackWaterAquifer - you should already be able to carry them. If not, it's super easy. Copy the Steam mod folder for Thrashers>>> use the .MOD file to rename your copied folder from a numerical value in the Steam directory to whatever the .MOD file is named in the Steam folder ex: if the .MOD file is named "Thrashers" and is in folder 836061, open that folder, copy all, and place it in a new folder >>> Then place your new renamed folder (Your folder will need to match the .MOD file name exactly, so "Thrashers") into your Kenshi "mod" folder, which is in the same folder as FCS and the .exe. Open up FCS >>> create new mod, make sure "Thrashers" is listed as "ACTIVE" >>> Go to Races on the left hand menu >>> go to Thrasher in the race menu >>> go about half way down and you'll see the statement "Can be carried" or "Is carriable" - True or False >>> select "True". >>> place the mod lower in your mod load order than the actual Thrashers mod itself >>> profit.
BlackWaterAquifer Mar 11 @ 2:36pm 
Can someone in the comments section make a patch for this, so they can be carried? tyvm
Lord_Beefcastle Feb 26 @ 9:21am 
@trouter - thanks dude. I actually found a few high grade ones after subjugating enough of them lol.

@Frigid Moth - that sounds like it might be a weird mod conflict you and Millennial Scout are having. The easiest fix would be to make a quick mod in FCS. Add Thrasher mod to "mod" folder in Kenshi.exe directory, make sure the folder is has the exact same name as the .MOD file > Open FCS > Select Thrasher mod and "create new mod", make it something like "pick up Thrasher patch" or w/e > go to "Races" > select Thrasher race > in the options for the race, you should see an option on the left hand side that says something like "Is carriable" or "Is able to be carried", and switch it from false to true. That should be it. Then put it after Thrasher mod in your load order. I had to do the same thing for Ancient Empire Samurai when I wanted to recruit an army of super soldiers lol. Hopefully this helps.
RuZia Feb 11 @ 9:18am 
I don't know if anyone has asked, but I want to see an enlarged version, something with the name Gunhead Strider and increased firepower. Yes, for more masochism) The idea of these robots is simply gorgeous, and there don't seem to be enough varieties of creepy machines in vanilla
Frigid Moth Jan 19 @ 9:27am 
I also report I can't pick them up, so I'm unsure how I would tame them.