Kenshi
Driftmetal: Remnants (V2)
This topic has been locked
PARA  [developer] Oct 31, 2022 @ 12:02pm
Balancing / Technical Issues
Technical Issues / Bugs

Sadly, i am not perfect, and so is this mod.
That being said, i am trying my best to get rid of all issues being listed here.
Please add issues that you ran into here, as well.

The prosthetic leg replacements for K-Unit do not perfectly align. I changed the character mesh, and still need to adjust the prosthetic meshes.
All gas-powered rifles do still use the vanilla crossbow string sound effect. Sound editing is not possible inside the FCS, and i do not want to make ReKenshi a necessary requirement for this mod just for a few sounds, but am of course open to feedback.


As the title suggests, leave your feedback regarding the balance of this mod here or suggest changes.

(please give a reason as to why you would like to see something changed, too)
< >
Showing 1-15 of 27 comments
Iskamele Nov 28, 2022 @ 9:52am 
I ran into a problem that my bots do not heal themselves or each other, although there are repair kits in the inventory. Maybe I missed something?

UPD: Import fixed it
Last edited by Iskamele; Nov 29, 2022 @ 3:50am
Boss Dec 3, 2022 @ 2:16am 
Walkers are amazing in visuals, and I love having robotic pets. And given you can only get three of them, I can see why they're special. But good lord are they overpowered. Pets definitely have certain weaknesses in being able to be hit a lot, but the Walkers will murder kill SO much stuff. Especially if they're not the main focus. They seem, simply, too strong.

I haven't used the guns yet, since I suspect they're overpowered as all hell, though I did like that the ammo could only be used/held by the specific backpack. I'm not sure if you glanced at the Thresher mod, but it has a similar sort of super longweapon, and yours is basically twice its damage. I'll have to test, but Crossbows are already Op as is, these might be a little overtuned.

On another note, I love that the Walkers come loaded with thematic gear. I don't know if I love every weapon being Masterwork (unless you can't craft the weapons, of course. I haven't gotten that far yet).
PARA  [developer] Dec 3, 2022 @ 1:37pm 
Originally posted by Boss:
Walkers are amazing in visuals, and I love having robotic pets. And given you can only get three of them, I can see why they're special. But good lord are they overpowered. Pets definitely have certain weaknesses in being able to be hit a lot, but the Walkers will murder kill SO much stuff. Especially if they're not the main focus. They seem, simply, too strong.

I haven't used the guns yet, since I suspect they're overpowered as all hell, though I did like that the ammo could only be used/held by the specific backpack. I'm not sure if you glanced at the Thresher mod, but it has a similar sort of super longweapon, and yours is basically twice its damage. I'll have to test, but Crossbows are already Op as is, these might be a little overtuned.

On another note, I love that the Walkers come loaded with thematic gear. I don't know if I love every weapon being Masterwork (unless you can't craft the weapons, of course. I haven't gotten that far yet).

Thank you for the extended feedback, very much appreciate it!

For the walkers: As you said, they border on being overpowered depending on the situation. I balanced their damage around heavy armor enemies you'd face in the late game, because animal damage does not level up and stays static. So there was the choice of either going with stats similar to vanilla or creating something capable of being somewhat useful in late game. Will definitely keep your feedback in mind and adjust their damage down later on, though. Because in late game combat situations you rarely bring your animals, and depending on how early you get them in your playthrough i can see them throwing balance off.

For the crossbows: The normal rifles are quite balanced in my opinion, being higher damage (around 5-10% IIRC) than a spring bat, with a longer reload and the necessity to handcraft all your ammo. From my experience they play like a sidegrade to a high quality MKII bow.
The big rifle is tuned in a way where a hit always guarantees close to 100 damage on heavy armor, high toughness targets, which the eagle's cross fails to do. I see them as very late game weapons you would only really use for the last sieges of a playthrough, especially since they are hard to keep supplied and transport, due to their backpack and ammo restrictions. I encourage you to play around with them, but i reckon they could be tuned down. At the end of the day i think it's up the player to decide how they want to play, and most seem okay with this balancing idea. I will have another look at them and their damage model for V2, and maybe tone it down a bit.

For now, the walkers supply you with an absurd amount of masterwork stuff because the bows are not craftable. I am honestly unsure if i want to keep it this way, which would limit the amount of these a player can use, or make them craftable and in turn reduce the amount and quality of bows you get from walkers. If you have an opinion on that, feel free to share it, would love to hear what others think about this issue!
Boss Dec 10, 2022 @ 11:14pm 
Still testing the mod out, so I have no immediate comments on the balance yet. I've been playing with Genesis though, and noticed a spawn issue for Walker 40; couldn't find him in Mongrel. Importing didn't fix. So I glanced at the FCS and I noticed you had him placed in Mongrel (Faction). Is this normal? On putting him in the Mongrel (Town), copying what you did, it seemed to work. Could you confirm if this is an issue, since I'm not super confident in how this stuff works; maybe it was just a bug on my end.
Wall Takedown Dec 12, 2022 @ 6:45am 
K Unit replacement limbs don't show up at the crafting bench after finishing the research. Redone my load order and imported the save, nothing's changed.
Last edited by Wall Takedown; Dec 12, 2022 @ 9:06am
Boss Dec 12, 2022 @ 6:54pm 
I'm assuming you're unfamiliar with the FCS, but you can fix it for yourself if you don't want to wait on the creator. Here's how:

  • Locate your Kenshi workshop folder (it's the folder labelled 233860)
    C:\Program Files (x86)\Steam\steamapps\workshop\content\233860

  • Click through all the other numbered folders within and find Driftmetal Remnants.mod

  • Right-Click Cut the folder it's in

  • Locate your Local Kenshi mod folder
    C:\Program Files (x86)\Steam\steamapps\common\Kenshi\mods

  • Right-Click Paste the folder into the Mods folder

  • Favorite Driftmetal Remnants but Unsubscribe from it in the Workshop

  • Rename the numbered folder to the .mod file name (exact spelling with spaces, don't add the .mod part)

  • Launch Kenshi, choose to Launch the Modding Tools

  • Leave the four base game things checkmarked (do not touch) and make sure Driftmetal Remnants is checkmarked and ACTIVE

  • Click Okay

  • There should be a screen with no minimize, expand, or X choice that's shown up for you, called Game World

  • Click the top of the list Buildings +

  • Click on Functionality in the dropdown

  • Scroll down and find robotics

  • Double Left-Click to open up a window

  • Upper right there's a little gray clickable tab with a v pointed down, to the right of it is the button add

  • Click the button to the left of Add to show the dropdown, and select robotics crafts

  • Click Add

  • Scroll down the list until you find the four K unit prosphetics, add them one at a time by clicking okay and repeating the last few instructions

  • Once done, in the upper left is a floppy disk symbol (the Save) button

  • Save, close, relaunch Kenshi

  • In the Launcher, to the right of Video settings is the Mod tab

  • Make sure Driftmetal Remnants is where you want it on the list and selected

  • Give yourself a pat on the back, you're a modder now

Again, do make sure you're Unsubscribed or your local Mod will be overwritten. You can't open any of the Mods in the workshop folder without adding them to the local mod folder in the FCS. Do make sure to favorite it though, so you can check if its been updated or such!

If you're using something like Genesis, you could add Genesis to your local folder as well, have both Driftmetal Remnants and it checkmarked (with Driftmetal being active). And instead of adding it to the Robotics bench, you could add it to Genesis' Limb Bench instead of the Robotics bench. Regardless, this is your fix. The Mod author just likely forgot by accident.
Last edited by Boss; Dec 12, 2022 @ 7:00pm
PARA  [developer] Dec 13, 2022 @ 8:26am 
Originally posted by Boss:
Still testing the mod out, so I have no immediate comments on the balance yet. I've been playing with Genesis though, and noticed a spawn issue for Walker 40; couldn't find him in Mongrel. Importing didn't fix. So I glanced at the FCS and I noticed you had him placed in Mongrel (Faction). Is this normal? On putting him in the Mongrel (Town), copying what you did, it seemed to work. Could you confirm if this is an issue, since I'm not super confident in how this stuff works; maybe it was just a bug on my end.
hmm, guess i might need to adjust the patch for genesis then, it might flip around some stuff... I set it up like the other walkers to be in "bar squads" with their own faction (for loot quality) in vanilla.
PARA  [developer] Dec 13, 2022 @ 8:28am 
Originally posted by Wall Takedown:
K Unit replacement limbs don't show up at the crafting bench after finishing the research. Redone my load order and imported the save, nothing's changed.
i was pretty sure this was patched a few weeks ago, weird to see it break (again). Gonna check up on it, thank you @Boss for the workaround in the meantime!

I am sorry for the radio silence for the past few days, an Uni study is eating up all my free time again.
PARA  [developer] Dec 13, 2022 @ 8:37am 
Quick update, Limbs should now show up correctly.
Walker 40 has been moved to Mongrel (Town) instead of belonging to their faction. Really was a bad oversight, thanks for pointing it out @Boss. I sadly do not have the time to playtest this change currently, but it should fix the issue (for everyone else, considering you seem pretty confident in using the FCS yourself lol)
Blame Jan 7, 2023 @ 9:58am 
Found a Drone Remnant in Mongrel, looked cool, chatted it up and it joins my squad for free. Nice. Open the character sheet and imagine my surprise when all combat abilities are at 70, especially considering that Drone Remnants are, as far as I understand, supposed to be working/labourers rather than fighters. It throws balance out the window, especially if you find it early on.

I suggest significantly nerfing its combat stats (maybe down to 10 or max 15) and instead buff some of its Trades/Sciences abilities.
It's a cool looking character, but unnecessarily strong overpowered.
Last edited by Blame; Jan 7, 2023 @ 10:03am
PARA  [developer] Jan 9, 2023 @ 1:00pm 
Originally posted by Blame:
Found a Drone Remnant in Mongrel, looked cool, chatted it up and it joins my squad for free. Nice. Open the character sheet and imagine my surprise when all combat abilities are at 70, especially considering that Drone Remnants are, as far as I understand, supposed to be working/labourers rather than fighters. It throws balance out the window, especially if you find it early on.

I suggest significantly nerfing its combat stats (maybe down to 10 or max 15) and instead buff some of its Trades/Sciences abilities.
It's a cool looking character, but unnecessarily strong overpowered.

A normal worker drone with those stats? are you running anything like "stronger group combat" or anything else that changes the basic recruit stats? I will look into it ASAP, drones should spawn with like 1-10 stats at max, something definitely is wrong here. Will update if the issue comes from my side, pardon the inconvenience.
PARA  [developer] Jan 9, 2023 @ 1:05pm 
Originally posted by Blame:
Found a Drone Remnant in Mongrel, looked cool, chatted it up and it joins my squad for free. Nice. Open the character sheet and imagine my surprise when all combat abilities are at 70, especially considering that Drone Remnants are, as far as I understand, supposed to be working/labourers rather than fighters. It throws balance out the window, especially if you find it early on.

I suggest significantly nerfing its combat stats (maybe down to 10 or max 15) and instead buff some of its Trades/Sciences abilities.
It's a cool looking character, but unnecessarily strong overpowered.
After looking it, definitely an oversight from my side - somehow i must have missed some of the showcase start drones with their increased stats spawning withing mongrel and crab town. Fixed now, sorry for the confusion!
Blame Jan 9, 2023 @ 10:23pm 
Originally posted by PARA:
Originally posted by Blame:
Found a Drone Remnant in Mongrel, looked cool, chatted it up and it joins my squad for free. Nice. Open the character sheet and imagine my surprise when all combat abilities are at 70, especially considering that Drone Remnants are, as far as I understand, supposed to be working/labourers rather than fighters. It throws balance out the window, especially if you find it early on.

I suggest significantly nerfing its combat stats (maybe down to 10 or max 15) and instead buff some of its Trades/Sciences abilities.
It's a cool looking character, but unnecessarily strong overpowered.
After looking it, definitely an oversight from my side - somehow i must have missed some of the showcase start drones with their increased stats spawning withing mongrel and crab town. Fixed now, sorry for the confusion!
Alright, glad to hear that it's fixed :BL3Thumbsup:
Solo_X_introvert Jan 12, 2023 @ 3:55pm 
I cant get the larger bolt rifle to work, the small one works just fine but when i equip the big one my character chooses to fight with their hands. is it possible some other mod is messing it up?
Last edited by Solo_X_introvert; Jan 12, 2023 @ 3:57pm
PARA  [developer] Jan 12, 2023 @ 4:32pm 
Originally posted by Solo_X_introvert:
I cant get the larger bolt rifle to work, the small one works just fine but when i equip the big one my character chooses to fight with their hands. is it possible some other mod is messing it up?
do you use the right ammo for it? they both use different gas cartridges, the ones for the large bolt rifle can only fit the special backpacks that come with the mod.

I wanna take a second look at this, and maybe change that in the future, but for now you'll have to use those backpacks or make yourself a small patch that allows both rifles to use the same ammo. I couldn't think of any mod that would mess up how your character utilizes ranged weapons, so i think it might be related to what i wrote above. Hope that helps!
Last edited by PARA; Jan 12, 2023 @ 4:32pm
< >
Showing 1-15 of 27 comments
Per page: 1530 50