RimWorld

RimWorld

3,634 ratings
Vanilla Factions Expanded - Pirates
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
18.576 MB
18 Jan, 2022 @ 8:01am
22 Jul @ 1:06pm
48 Change Notes ( view )

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Vanilla Factions Expanded - Pirates

In 2 collections by Oskar Potocki
Vanilla Expanded
109 items
Vanilla Expanded - Empire playthrough
148 items
Description
[www.patreon.com]



See change notes



One faction that always felt a little bit 'un-expanded' in vanilla RimWorld is the pirate faction. They feel more like evil outlanders than anything unique, and they don't really threaten late game colonies, nor do they provide engaging content in any way, shape or form. It always annoyed me that they are industrial tier only and don't even spawn with charge rifles anymore.

Roolo, Smash Phil and I are launching a new pirate survival video game inspired by RimWorld on Kickstarter. It's called Cursed Crew if anyone would like to check it out. I figured that the best way to promote the game through the channels I know a lot about is to create a mod, ideally a factions expanded mod, expanding pirates. Of course there are no boats and sea-faring pirates in RimWorld, but there are space pirates, so let's expand them!

Vanilla Factions Expanded - Pirates greatly expands the vanilla pirate faction by adding new events, technology, defence means etc. We are also adding two new factions - Junkers, which are inspired by the hordes of Huns, but instead of riding horses, they weld themselves inside powerful warcaskets; and Mercenaries, a spacer-tech faction of 'legal', sanctioned pirates that you can befriend!

You can now use your Comms console to hire pirates too! Pirates you hire join you for a period of time, but they come with a hefty price.

And most importantly, you can now create warcaskets - steel suits of industrial-tier armor, a powered-armor precursor, around your pawns. Fully customizable, with unique weapons and armor graphics!

And with Ideology, you can enjoy a new Pirate meme, with singing sea shanties and much more important camaraderie!

Do check out Cursed Crew, as if you liked RimWorld, I'm sure you will like our take on rogue-like survival, sailing the endless ocean and fighting dangerous, mythical creatures.

















































Update 1.1:


























[forms.gle]




Authors:

Oskar Potocki, an artist and a designer, responsible for the mod design and artwork.

xrushha, a programmer responsible for the xml of the mod.

Taranchuk, C# programmer.

erdelf, C# programmer.

legodude17, C# programmer.

Kikohi, C# programmer.

Roolo, C# programmer and a Cursed Crew developer.

Smash Phil, C# programmer and a Cursed Crew developer.

Storyteller based on illustration by dustsplat

Reann, a writer responsible for a majority of descriptions.

Luizi and Kripto for help with weapon art.

Cracklewock Games for lending assets such as Cursed Crew OST.


(CC BY-NC-ND 4.0)[creativecommons.org]



Q: Do I need any DLC for this mod?
A: Not at all. However, if you have Ideology, you can use the new Pirate ideology.

Q: Can pawns in warcaskets use psycasts, magic etc?
A: Yes!

Q: Can pawns remove warcaskets?
A: Yes, but you have to research it first. Be aware - this will remove all limbs from your pawn and turn them into a shellcasket.

Q: Can pawns in warcaskets do any work?
A: No, these are strictly combat suits.

Q: Are warcaskets better than powered armor?
A: Not necessarily. They are an industrial tier precursor. Powered armor offers similar protection, but can be taken off and allows pawns to work still.

Q: Is this mod compatible with Combat Extended?
A: There is an integrated patch in Combat Extended itself!

Q: Can I disable some aspect of the mod?
A: No, it comes in as a package. You’re either accepting all of it, or none of it. Sorry. You are welcome to patch certain things out, but I can’t promise the mod will work as intended.

Q: Do I need the base module for it to work?
A: All the faction mods require Vanilla Expanded Framework to work.

Q: Does this mod work with other mods?
A: It should.

Q: Is this mod save game compatible?
A: Yes, however bear in mind you can’t remove mods, so backup your save!

Q: Can I check out this game you’re developing?
A: Absolutely, you can check our Kickstarter and back us to get awesome cool loot!
https://www.kickstarter.com/projects/cracklewockgames/cursed-crew



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Popular Discussions View All (83)
3
7 hours ago
Warcaskets shoulderpads do not protect your pawns from Space vacuum in the Odyssey DLC
Drakollos
3
1 Jul @ 2:34am
Weapon Warcasket where??
Skullito
6
13 Mar @ 3:17pm
I cant equip warcaskets weapons on my warcasket
CoolMark
2,141 Comments
child assault services 10 hours ago 
@Raastrakan find in the security tab. you have to build them as structures before your warcaskets can pick them up
Raastrakan 13 hours ago 
Hello everyone , i have researched all weaponry of warcasket , but nothing happens in secrutiy tabs , where i can craft warcasket weaponery ?
flynn 13 hours ago 
@Ryan Gosling agree per the vacuum resist, pretty easy to quickly add that to XML yourself though
melelconquistador 15 hours ago 
I thought the visors showed the faces. Also when they turn invisible while swimming it looks like they sank to the bottom and are running along the lake bed creating ripples. its funny
melelconquistador 15 hours ago 
@Hazardous, you're on the right track, your pawn is good to put back in.

You could go bionic or use the mech serum. There is no pain.
Ryan Gosling (Literally me) 22 Jul @ 11:03am 
Minor nitpick but i feel the hazard warcasket should also have 100% or 90% vac resist.
Apologies if this is considered a bug instead of feedback.
But the armors like the Privateer armor do not have space level insulation to their vanilla peers despite having the vacuum resist so wearers will freeze in space.
Ser Prinny 22 Jul @ 8:24am 
From the devpost on reddit that i read, vacuum resistance is applied to "Advanced Warcaskets" and above. But after abit of testing only the "Spacer Warcaskets" have vacuum resistance stats on it. Is this intended?
Erathia 22 Jul @ 5:53am 
@Oscar the problem with your bug reporting system is:
- we cant follow the bug report and resolution
- we dont have a way to know if it's been fixed (changelogs are completely blanks)

ex: last bugreport i did for the steel construct (from VanillaPsycasterEx) dying in space, you fixed it right away, but i had to check myself in game to see if that last changelog was about that specific bug because they have literally no info on them, what's the point in auto generating the changelogs if there's no info on the commit you push..

You still do amazing work but please for the love of Archotek, can you provide a better follow up to the bug reports we do? It feels more and more useless to send the google forms into the void hoping for your demiurge will to bestow upon us a fix
basedleua 21 Jul @ 2:18am 
if it helps i get an error tried to get material from diffrent thread