Kenshi
More Workers
23 comentarios
w-o-w 16 OCT a las 12:19 
congratulations very deserved!
Quilboar  [autor] 16 OCT a las 11:44 
Got mentioned on dev instagram as mod of the week woot
Quilboar  [autor] 14 OCT a las 6:17 
Sounds like it ought to work, yeah! Thanks for using
PepperCat 13 OCT a las 20:51 
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  [autor] 11 OCT a las 8:01 
Yeah it should be
Matikanetannhauser 11 OCT a las 7:56 
is this compatible with mods that changes cities or something like that? example is the Urbanism mod and Social Lives mod?
Quilboar  [autor] 16 SEP a las 14:42 
But I can definitely add some general UC slaves, you might want to get the mod to remove the Noble Stove so they don't end up getting killed by guards
Quilboar  [autor] 16 SEP a las 14:42 
Slaves can be tricky because they are usually not part of the same "team" as the town, so they get beat up for trespassing a lot. In my More Weapon Manufacturers mod there are some slaves that spawn inside the new weapon shops, and they often wander out and start working in bars though.
Wrzaskier 16 SEP a las 14:36 
What about some slaves working in UC bars? Could you add them too?
Quilboar  [autor] 5 SEP a las 23:26 
I don't think I've encountered that in my own games, can you go into more detail?
Celestirr 5 SEP a las 23:22 
All the gate guards in the major settlements buzzed off to do other things so I had to uninstall. Loved the extra liveliness other than that.
Quilboar  [autor] 30 AGO a las 6:46 
Restored old distance for player stone mines but made quarry/rebirth mines a separate functionality, and fixed Shek peasant faction
Quilboar  [autor] 30 AGO a las 6:40 
Let me update
Dragour 30 AGO a las 5:01 
The stone mines are very buggy now, characters have a hard time building and mining at them. (player built stone mines, not sure about the Rebirth ones)

And the Shek peasants who spawn with bulls are tagged as Holy Nation and are constantly killed by Shek patrols, this could be a mod conflict though
Quilboar  [autor] 27 AGO a las 13:03 
Improved Rebirth and added holy drovers/goatherds
Quilboar  [autor] 24 AGO a las 12:16 
@Jango no unfortunately
w-o-w 24 AGO a las 3:27 
This can make slaves working at your base?
Quilboar  [autor] 24 AGO a las 0:41 
I think that should work honestly but sorry if I ruin your game
Quilboar  [autor] 23 AGO a las 18:12 
I can't think of anything
Nactarune 23 AGO a las 5:14 
Any kind of incompatible mods or what changes would a mod do that makes it incompatible ?
Quilboar  [autor] 21 AGO a las 16:05 
i think it should be okay, give it a try and if i'm wrong lmk. it just adds bar squads with some custom behavior that shouldn't conflict with anything really.
bambam 21 AGO a las 15:42 
is it compatible with Azamat97El faction upgrades?