Kenshi
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Driftmetal: Remnants (V2)
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Oct 31, 2022 @ 11:57am
Sep 17, 2023 @ 9:21am
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Driftmetal: Remnants (V2)

Description
Driftmetal: Remnants

Driftmetal Remnants (V2)

once the backbone of interplanetary commerce, the offshore gas fields fell with the First Empire hundreds of years ago. But time can't wash away everything, especially if it was made to last...

Hello! This mod initially started by just me porting over one or two 3D models from personal projects, but over the last few weeks i decided to flesh it out into a decently sized asset collection centered around remnants of an industrial offshore complex of the First Empire. The goal is not to just add random stuff, but to also give a lore tie-in as well as to add new gameplay systems and dialogue. All models and textures have been handcrafted and optimized for Kenshi to ensure this mod runs well.

Please ask for permission if you wanna use assets from this mod in your own project!

This mod adds:
  • 2 new Skeleton Subraces (Worker Drones and K-Units)
  • 3 new "Crossbows" (Gas rifle, Heavy bolting rifle, Custom Gauss Rifle)
  • 3 new Melee Weapons (Crowbar, Pipe Wrench, Combat Spate)
  • 7 new backpacks (Two variants of pressure converters, two variants of a "toolcase", strapped containers, tactical Backpack, Improvised Pressure Converter)
  • A new "Animal" (Walker Haulers, the robotic equivalent to bulls)
  • 3 new backpacks for these haulers
  • 4 new buildings and tech surrounding the extraction and usage of natural gas
  • new armor, replacement limbs, new dialogue, quest items, new game starts, etc... - Check the V2 Discussion thread for more Info!


Worker Drones and K-Units:
Worker drones were the backbone of autonomous industrial operations on the rough seas of Kenshi, completely encased in protective layers of plastic fabric to withstand the weather, waters and work hazards found on the rigs. Once just autonomous systems, drifting on the oceans for hundreds of years made the few remaining units self-aware.
Their original purpose translates directly into Kenshi, being fast labourers with resistance to all forms of weather effects. While they might be well protected against environmental hazard, they are not as sturdy as the Skeletons found on the mainland, meaning their HP-Pool is smaller. However, due to their smaller and more flexible "head", they can wear headgear. They can be occasionnaly found at bars all over Kenshi.

K-Units, or Control Units, were "the middle management" of the extraction rigs, tasked with coordination of worker drones and ensuring the safety of company assets under all circumstances. Their expensive frame made out of synthetic fibers and lightweight plastics as well as complete consciousness means only a few were produced, although the promise of citizenship after serving on the rigs for decades at least meant no wages had to be paid. In-game, they are an upgrade over the worker drones, featuring higher perception and an innate understanding of ranged combat. The single unit you can currently play comes washed up with their old service jacket, as well as a self-made gauss rifle that beats out conventional oldworld bows through slightly enhanced stats.

Walker Haulers:
Walker haulers were, as their name suggests, used to transport all kinds of goods around rigs, from raw materials and fluids, to work equipment, to drones themselves. Their heavy frame and robust, but simple autonomous routine means they rarely break down, although without the cargo holds specifically tailored to their frame, they are not worth much. Stat-wise, they are a direct upgrade of domesticated bulls, featuring a much larger HP pool, higher attack values that are especially effective against unarmored targets, as well as the ability to slowly self-repair. It is suspected that most of them never made it to the shores, but you might find a few of them if you are lucky - although you might need to fix them up first.

Gas Rifles / Gas Extraction:
Once nothing more than mere tools used to expand and maintain the vast array of rigs, gas-pressurized rifles can now be used to defend your newfound freedom. While the traditional gas rifle is a slight upgrade over the Spring Bat at the cost of ammo you have to craft yourself, the heavy bolting rifle brings a new approach to ranged gameplay.
While they can be used to demolish even highly armored groups of enemies easily, they are limited directly by the unwieldy canisters they use to generate the necessary pressure. You need to use pressure converters, a new kind of backpack, which are the only reasonable way to carry ammo. Through this balancing decision, players will have to decide which targets are worth engaging, and plan their expeditions accordingly.

For you to make use of these new "crossbows", you will have to set up fracking towers, which slowly generate natural gas, and store it in a gas silo tank. This gas can then be pressurized into fitting canisters at a gas canister crafting bench, and be stored in a gas ammo chest. Currently, you can research gas extraction normally at tech level 4, but will need to find the blueprint for the crafting process on a specific walker hauler.

Armor & Backpacks:
Aside from pressure converters, this mod also adds 3 different backpacks that fit the theme. One of them is a "toolcase" slung over the shoulder, which has two variants (one for each shoulder). All backpacks can be crafted once you find their blueprint.

Game Starts:
For now, there are four new starts. One is the classic "Remnants start", leaving you stranded with a K-Unit and a few drones. Try to make the best out of it! The other one is a general showcase of all items inside this mod. Added in V2 is a lone K-Unit start as well as a "High Tide" start, giving you a small army of Drones, K-Units and Walkers right from the start!

Spoilers:
check the discussion topic "Spoilers" for walker locations, tech, secret items, etc.

Also:
Are there compability patches for big overhauls?
Yes for Universal Wasteland Expansion, and you do need it for its animations.
Yes for Kenshi: Genesis, and same as above, you will need it for the animation sets.
other overhauls: I have not tested other overhauls. Since my mod is mostly disconnected from worldstates, they should be compatible if you place mine under the overhaul in the load order.

Check my workshop page for patches i made. There is also an alternate color scheme patch.

Check out the discussions if you have further questions. Enjoy!
Popular Discussions View All (6)
72
1
Jun 2 @ 10:15am
Spoilers
PARA
25
May 9 @ 4:56pm
V2 Update
PARA
10
Dec 9, 2024 @ 8:30am
Balancing / Technical Issues (V2)
PARA
361 Comments
PARA  [author] May 14 @ 11:09pm 
I had some plans for a smaller base of theirs that would combine the visual elements of brutalism and oil rigs, essentially. Their "home" was more or less a massively upscaled drilling isle too, so i think it would be a nice idea for them using some of the washed-up material for their settlement. Fair word of warning though, modding in buildings is quite involved, with a lot of steps being very esoteric without good guidance online (generating the navmesh parts, colliders, etc). I personally avoided them for this reason, but of course you are always welcome to try!
Stark May 14 @ 4:25pm 
Hello PARA, thanks for getting back to me; your reply is appreciated. I understand the lack of available time, and that's completely understandable (and relatable), and as such will expect no future updates (*maybe). I believe we're all waiting for K2 at this point. Anyway, I wanted to ask: Did you ever think about the visual style for any potential buildings related to Driftmetal, and potentially have any references you would care to share? Lately, I've been itching to get back into 3D modelling and the thought struck me to potentially create something suitable for Driftmetal (based on what you might've envisioned).
PARA  [author] May 13 @ 11:15pm 
Hey Stark, glad to see you're enjoying the mod! To be hoenst, i am... unsure. I brainstormed a few times on things to add, but at the same time i have to admit to myself that by now, i am not an uni student anymore. Time restraints have been my biggest issue with everything creative, including modding. I eventually plan to at least update the K-Drone once more and do a bit of polishing. I don't want to promise more than that, but you never know, maybe i'll get around to some smaller lore additions here and there. I wish K2 just came around finally, that would probably help motivation lol
Stark May 11 @ 4:50am 
Hello PARA, any chance you'll be expanding upon this mod at some point? Been enjoying it for a good while and would love to see more of.. well.. Everything? Lore, races, tech, (buildable) buildings/ruins, etc.
PARA  [author] Apr 15 @ 11:09am 
This mod has some starts like that, otherwise if other mods don't put restrictions on theirs you can unintentionally start as both there as well
ПPИШИЛ ФИMO3 Apr 15 @ 10:51am 
I remember in a character creation I was able to start as a K Unit, but now I can't see it. In which mod I was able to play as k unit and worker drone?
Sad Pirate Apr 14 @ 7:09am 
>unless the storekeeper still has it in their inventory and you buy it back, no (but you can import your game to respawn the walker 87 unit)

He doesnt but good idea... i restarted whole run to get it back XD
PARA  [author] Apr 13 @ 10:24am 
unless the storekeeper still has it in their inventory and you buy it back, no (but you can import your game to respawn the walker 87 unit)
Sad Pirate Apr 11 @ 1:20pm 
can u get back Walker 87 backpack after selling it?
PARA  [author] Apr 6 @ 12:42am 
It just uses the normal skeleton repair kits, the "authentic" ones do not work.