RimWorld

RimWorld

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Pirates! Gold
   
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Mod, 1.3, 1.4, 1.5
File Size
Posted
Updated
1.985 MB
Sep 11, 2021 @ 6:21am
Mar 13 @ 12:30pm
52 Change Notes ( view )

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Pirates! Gold

In 1 collection by Zaljerem
Zal's Original Mods
86 items
Description
*** 1.5 UPDATE ***

Initial update to 1.5 complete. Please test!

** END 1.5 UPDATE **

--

Ahoy matey! Be ye up for a bit o' plunder?

Original mod "Pirates!" by Shinzys
https://ludeon.com/forums/index.php?topic=7670.0
Updated to 1.3 by Mlie
https://steamcommunity.com/sharedfiles/filedetails/?id=2080806635
Most weapon textures by SuperCaffeineDude

Reworked by yours truly - named in homage to the Pirates! games of old ...

Items are now craftable, pirate faction is now visible and can be selected/deselected at world gen. (Medieval tech level, Hostile) ... many potential raiders await you, including Gunners, Duelists, Grenadiers, Captains, Witchdoctors, and more!

Includes Player faction/scenario.

Specialized faction/settlement/pawn namers. Enjoy the references to historical pirate havens/other cities, actual/fictional pirate names and surnames, and the truly amusing results from the pawn namer. (I can't take full credit, it was in the previous mod, I just expanded it extensively).

Integration with other mods:
Forgotten Realms - Minotaur - What's worse than pirates? MINOTAUR pirates.
Forgotten Realms - Lizardfolk - Stylish and deadly
The Formic Race - Angry red ant pirate
The Drow Race - Drow pirates
ZARS Production Spots - Craft sea shanties at sculpting spot, brew molasses at brewing spot
Tribal Essentials Reborn - cook rum at Stone Oven
Primitive Firearms (Continued) - pirates use the weapons
Vanilla Expanded Framework - pirate guns will use "shot with smoke" effect
Vanilla Weapons Expanded - pirates will use crossbow, flintlock pistol, musket
Vanilla Fishing Expanded - Treasures Addon - various pirate items can be fished up
The Black Armory - pirates use the weapons
Dead Goat's Weapon Pack 1 - pirates use some of the weapons
Thog's Guns - Lead and Powder Pack REPRIMED - pirates use some of the weapons
Kit's Gunpowder Pack - pirates use the weapons
Alpha Memes - Pirate culture uses "Corsair" style
Biotech - Various xenotypes occur rarely in the pirates
Jernfalk's Skeletal Legion (Continued) - Those dang voodoo necromancers ...
Treasures - Naturally, pirates should have buried treasure

[SYR] Processor Framework - changes the rum recipe to an actual brewing recipe
RimCuisine 2 - sugar (you'll have two sugars until I figure out some conditional patching)


Apparel:

Captain's Jacket
Buccaneer Jacket
Striped Trousers
Mundane Shirt

Armor:

Morion
Cuirass

Hats:

Bicorne
Tricorne
Duelist's Hat
Voodoo Hat
Voodoo Headwrap
Bandana
Fancy Bandana

Firearms:

Blunderbuss
Esquebus
Arquebus
Hand Cannon
Flintlock Pistol

Pirate Cannon
Pirate Cannon Turret (must be manned)

Pirate Grenade

Melee:

Pirate Flag
Rapier
Sabre
Cutlass
Dirk

Drugs:

Rum (Grow Sugar Cane, brew Raw Sugar to Molasses, cook Molasses to Rum) - hmm, where have I seen those textures before? :)

Items:

Letter of marque - drops from pirate leader, sell to traders
Pirate rutter - reveals the location of hidden ... whoops, wrong game! - sell to traders
Treasure map - drops from pirate leader, sell to traders


Finally, an art object - Sea Shanty! Randomized song titles and snippets of lyrics. Requires "shanty lyric" to craft - which can't be crafted itself, only bought from visitors, traders, or taken from the dead bodies of the gallows bait scum who dare to challenge thee.


Regular updates:

More shanty titles and lyrics
More entries for the pawn/faction/settlement namers
Further item tuning
Additional pirate-themed items, recipes, etc.

Wishlist:

Brewing rum rather than cooking (not vanilla, would require additional mods or coding) - now implemented if you use [SYR] Processor Framework

Pirate backstories - I will begin work on these as backstory defs are now easily modable in 1.4.

Quest(s) for shanty lyrics (not sure, haven't done much research yet)
Treasure map-related shenanigans (probably needs coding)
Hard-coded match of shanty titles to lyrics (randomized right now due to the way art generation works, would probably require some coding)

A minor goal of this mod is to require no other prerequisite mods. Basically, this is probably what will push me over the brink into learning C#, my fate is likely sealed. :)


Not compatible with Combat Extended.
44 Comments
Zaljerem  [author] Oct 27, 2023 @ 9:01am 
Generally speaking you can add most mods mid-save (be sure to check your stockpile settings for new items), it's removing mods that gets dangerous. Should be ok.
BigDoofish Oct 27, 2023 @ 8:50am 
mid save compatible?
Hayashi Sep 3, 2023 @ 6:34am 
guys. play this mod with RJW mod as pirates.
Zucca Xerfantes Feb 25, 2023 @ 12:22pm 
Will I have a chance with the governor's daughter, d'ya think?
Damon Nov 11, 2022 @ 12:56pm 
Someone pointed out that all the names that don't belong to the custom namelist are backers names. It seems the system to add these names to pawns overrules namelists. If you use Pawn Name Variety you can ensure that the only names that generate are from the custom namelist. It's not a big nuisance but I figured I'd let you know.
Zaljerem  [author] Nov 10, 2022 @ 2:17pm 
I've seen this behavior with a Biotech "race" I put together as well, I think you're right on in your analysis.
Damon Nov 10, 2022 @ 2:14pm 
I think I have finally found something of a bug. See this bug report I made on another mod:
https://steamcommunity.com/workshop/filedetails/discussion/2559958496/3052863612117185813/?ctp=2
the bug is that, rarely, pawns of custom factions spawn with a default name instead of the custom names. I believe this is not a bug with your mod, but a bug within Rimworld itself.
Damon Nov 2, 2022 @ 7:05pm 
ah I see, you're right. mightve been a conflict on my side.
Zaljerem  [author] Nov 2, 2022 @ 6:28pm 
Thanks for the heads up, it seems to be generating ok for my faction and player scenario as intended, at least with Ideology active ... it's possible that, if run without it, the CultureDef namers will not apply and they'll get standard names - are you running with Ideology? I should test that any which way. Thanks.
Damon Nov 2, 2022 @ 6:07pm 
Hey @Zaljerem
You commented on my mod to help with name generation.
Could you check your own name gen on 1.4? I think it's also broken in your mod in the new version.
For my mod I fixed it by including nameMaker in GeneDefs/Xenotype.xml since I use a custom xenotype. You use the Baseliner xenotype so it might be different for you. Hope this helps.