Kenshi
888 ratings
Sailbacks - Mechanical Beasts of Burden
7
2
3
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
95.308 MB
May 2, 2020 @ 3:35am
Jul 28, 2020 @ 3:16pm
3 Change Notes ( view )

Subscribe to download
Sailbacks - Mechanical Beasts of Burden

In 2 collections by IdeaDork
Kenshi Mods by IdeaDork
15 items
Subbed Mods
291 items
Description
“Power is, as I'm sure you've seen above ground, a very valuable commodity. I'm not talking about some abstract concept of control, I mean real, tangible power. The kind that keeps the lights on.”

The old world was filled with dazzling wonders of technology – or irresponsible abuses of the natural order – depending on who you ask. Like the Skeletons left behind when the world was broken, other metallic creatures, their original purposes lost to conjecture, now wander aimlessly through the flood plains.

The Sailbacks are among these remnants: enormous skittering constructs silently wading through acidic cesspools, waving their sails in unison like the banners of an ancient army.

Sailbacks are generally docile creatures, but few have been subdued into useful animals. A sailback that will take orders, however, is an unmatched utilitarian beast, able to bear far more on their iron stilt-legs than a creature of flesh and bone. But some adventurers do not seek out Sailbacks for their carrying capacity, but for the mythical (and valuable) treasures they’re rumored to contain.

Sailbacks will patrol and nest wherever Iron Spiders roam. In addition, some groups of Skeletons have managed to tame them, making use of their great hauling capacity and endurance to peddle exotic wares throughout the Great Desert. Sailbacks are large and tough to kill; they could make formidable war beasts in the right hands. But some resourceful Tech Hunters have converted them to an entirely different purpose: the same role they must have fulfilled in ancient times…

This mod adds the Sailbacks themselves, two small nomadic factions that sell and hunt them, and a tiny addition to the Research tree that I’ll leave to the inventive to discover.

NOTE: This mod lists my other mod, Processor Units, as a dependency. I certainly recommend that you use both (with this mod placed under Processor Units in your load order), but the mod will still work if you choose not to. That mod is found here: https://steamcommunity.com/sharedfiles/filedetails/?id=1880118927

Also found on the Nexus here:
https://www.nexusmods.com/kenshi/mods/594

Let me know if you experience any problems with this mod.
Popular Discussions View All (2)
0
Jan 10, 2023 @ 9:26am
Russian translation/Русский перевод
RevRept
0
Jul 19, 2020 @ 11:02am
Some possible oversights in the sailback race & animal character properties.
Rocket Witch
147 Comments
rditto48801 Sep 15 @ 9:03am 
@War.io
There is no fixed location, that I know of.
Even the mod description, only mentions them being sold by a nomadic faction, which is the Skeleton Sultans.
They are a bit rare, however. Just take the two comments before yours. Some of us have gone many hours, or longer, without seeing the Skeleton Sultans.
If you have the mod Tame Beasties, you can tame wild ones, but the Skeleton Sultans, are the only ones I know that sell their packs. Although, if you know your way around the FCS, it's not to hard of a task to edit the mod itself, and tweak an animal dealer that sells animal packs, to also sell Sailback packs.
War.io Sep 15 @ 4:01am 
Where are the towns selling them?
rditto48801 Jul 2 @ 7:31am 
3 hours? I've gone a lot longer than that, without spotting any.
I have mainly encountered Skeleton Sultans in/near the Deadlands, and the Gray Desert. I don't recall if I have seen them around Heng before.
I've heard they can use the same paths nomads travel. (of which I've seen Nomads going into the Deadlands... so yeah...)
I can agree, they do seem fairly rare, and am not surprised to hear they have just a 5% chance to spawn. I've probably gone dozens of hours before coming across one of their groups.
It would be nice if they had a permanent location someplace, like a small 'permanent camp', akin to how the nomads have the one settlement in Shem.
ExoticButts Jul 1 @ 10:56pm 
I tried for 3 IRL hours running back and forth between the Grey Desert Waystation and Heng trying to get the Skeleton Sultans to spawn so I could get some Sailback Bags (I use Tame Beasties for the creatures themselves). They apparently have 5% chance as homeless squads in Grey Desert, The Eye and Heng zones, and I didn't see a single spawn . Not sure if I was wildly unlucky or have some sort of niche mod conflict, so your mileage may vary.

In any case, I've gone and added a 50% chance for Sailback bags to spawn to the animal vendor lists in my local version, same as this author's Processor Units (why Sailbacks didn't get that treatment is anyone's guess). Anyone familiar enough with the FCS I would recommend doing the same, since otherwise the Sailback bags can only be bought from the Sultans directly :winter2019happyyul:
Red Purger May 28 @ 9:12am 
Quote at the top is a reference to Fallout 4 btw
It's a quote from the leader of The Institute
Gguy Apr 17 @ 6:26am 
I just want to say that I absolutely love your creations. You take the established lore and expand on it with brand new models and experiences. It is awesome. I really hope you consider making some armor projects in the future.
Grenadier novae Romae Feb 4 @ 6:08am 
is Hiver Obelim from this im just want to know because im can't fine from whitch mod he is
Atreides nutz Jan 28 @ 6:39am 
AuroraSundew

It gives the same vibes as the "Desert Power" speech from Dune for me. Like, they are very different as the Dune speech is also fairly abstract but that's what I thought of.
AuricSage Nov 12, 2024 @ 5:43pm 
Why does that quote at the top of the mod description sound so freaking familiar, but the only thing I find when I search it online is this mod page? XD
rditto48801 Sep 6, 2024 @ 7:54am 
@CaptBarras
If it is one in a Sailback nest, there is no point to put fuel pellets into it. It's basically an NPC/faction owned structure, and due to 'what' it is, putting fuel pellets in it is kind of pointless (and a waste), since it is an NPC/faction owned structure.

There are tips/clues to what is up with them, in the mod description.
Adding more info will require effective spoilers.