RimWorld

RimWorld

3,189 ratings
Vanilla Factions Expanded - Pirates
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Mod, 1.3, 1.4, 1.5
File Size
Posted
Updated
17.995 MB
18 Jan, 2022 @ 8:01am
13 Oct @ 4:32am
43 Change Notes ( view )

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Vanilla Factions Expanded - Pirates

In 2 collections by Oskar Potocki
Vanilla Expanded
103 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 (77)
26
8 May @ 1:30am
Buff Warcaskets?
Ordinary
4
16 Sep @ 10:47am
Warcasket bug
GermanDoge
2
14 Oct @ 11:16am
Gamebreaking bug
The Dude with shogun
2,005 Comments
Flat 17 Nov @ 1:15pm 
Can warcaskets wield heavy weapons like the Autocannon from Vanilla Weapons Expanded - Heavy Weapons?
CollectorOfMyst 14 Nov @ 3:56pm 
Feel like I made a bit of a whoopsie - can you not trade with the Mercenary faction at all? I thought 'rarely have much to offer' still counted, technically. I've still been getting quests from them to do stuff so it didn't seem out of place until now.
Oskar Potocki  [author] 14 Nov @ 3:32pm 
It's a dropdown... yes, it is your issue. Simply hold left click to expand other options.
Ruffles 14 Nov @ 7:49am 
For some reason I cant build anything except the basic warcasket rifle. Is this a me issue?
Long-comment-san 5 Nov @ 10:05am 
Chemfuel clarifier is a little too op. A lategame raid with 90 people will provide chemfuel to last a lifetime. Maybe 10 chemfuel per corpse is a more reasonable number
M0NSTER_D0SE 3 Nov @ 4:37pm 
is it somehow possible to recolor a warcasket without rebuilding it? also is there a way to use more colors than just the provided pallete?
Long-comment-san 1 Nov @ 8:21am 
Hi. I just made a barrage warcasket + tyrant helmet and shoulders. Tyrant parts say they boost accuracy by 10% each but I don't see that calculated in the pawn info. Are these bonuses really active?
Also I wanted to ask to remake some small cosmetic things. Warcasket and parts descriptions start with lore and then provide a vague description on what they do. If it's possible, I'd like to ask to show important info first and provide a more simple explanation to what that warcasket provides in particular. Something like "tyrant set: warcasket: this this this, shoulders: this this this, helmet: this this this".
Another small thing would be to add a bit of info in the warcasket creation screen so I don't have to scroll options endlessly. Say I picked the hazard warcasket and in that screen I would see some stats and new abilities like "shield strength X, move speed - 1.1, ability: EM launcher". That would help with usability a LOT. Thanks in advance!
Oskar Potocki  [author] 31 Oct @ 1:48pm 
Hard incompatibility means the two can't be active at the same time. What you describe is a soft incompatibility.
grijnskat 31 Oct @ 9:11am 
PS: found a solution, AOBA be praised for WalkerGear.ModExtension_NoIdeoApparel.
grijnskat 30 Oct @ 10:47am 
I've just noticed that the factions from this mod have a hard incompatibility with Ideology.
I defined an Ideology for the Junker and Merc factions with clothing preferences to prevent pawns from those factions to look like a bunch of hillbillies and set a minimum standard/coherent theme (military stuff from Vanilla Apparel Expanded).

This however blocks Warcaskets and any higher gear from spawning on those pawn kinds.
Does anyone have an idea how to prevent this and still get to define the minimum gear for them? 🥺