RimWorld

RimWorld

Pirates! Gold
53 Comments
Axiom Aug 12 @ 6:34pm 
Cool apparel. I was just saying Rimworld needs more piratey hats. TY.
Aquifel Aug 3 @ 12:26pm 
Thank you, we appreciate you Zaljerem!
Zaljerem  [author] Aug 2 @ 8:04pm 
Thanks for the report ... sigh, too many moving parts. Just pushed an update to disable that until I can get around to fixing it.
Aquifel Aug 2 @ 6:23pm 
Just a heads up, it looks like this has a compatibility issue with Vanilla Fishing Expanded since they updated it:

Type VCE_Fishing.FishDef is not a Def type or could not be found, in file VFEFishDef.xml. Context: <VCE_Fishing.FishDef><defName>VCEF_SpecialPG_Rum</defName><thingDef>Zal_Rum</thingDef><fishSizeCategory>Special</fishSizeCategory><canBeFreshwater>true</canBeFreshwater><canBeSaltwater>true</canBeSaltwater><allowedBiomes><li>Warm</li><li>Cold</li><li>Hot</li><li>VCEF_BiomeAlienJungly</li><li>VCEF_BiomeAlienHot</li><li>VCEF_BiomeAlienCold</li></allowedBiomes><commonality>0.5</commonality><baseFishingYield>5</baseFishingYield></VCE_Fishing.FishDef>
Zaljerem  [author] Jul 30 @ 6:50am 
Haha! Nice. I'll queue it up with today's 1.6 updates, let you all do the heavy testing. :D
gasses888 Jul 30 @ 6:49am 
That is dope. Here I was just wanting the rum. Haha!
Zaljerem  [author] Jul 29 @ 6:29am 
Yes, very soon. I am finished testing a bunch of new fun stuff, including treasure maps that spawn world sites, with a chance of a retaliatory raid - actual functionality for some of the items like the rutter, treasure map, letter of marque.
gasses888 Jul 28 @ 9:55pm 
1.6?
Pippintastic Feb 18 @ 1:34am 
So my pirates can be even more piratey and not just space pirates? well YOHOOOOOOOOO
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?
Itsuji 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.
wolfcaroling Nov 1, 2022 @ 5:35pm 
As an old timey sid meier fan, I salute the name of this mod.
JoeOwnage Oct 11, 2022 @ 12:08pm 
Probably something I did
JoeOwnage Oct 11, 2022 @ 11:28am 
I just noticed an issue where pirate jackets (outer layer) are showing above cloaks (on top layer). I think on top is a layer added by vanilla expanded framework. Any thoughts?
Harry_Robinson1 Sep 10, 2022 @ 4:06pm 
It depends on the clothes but a lot of pirates operated in colder waters too and even tropical seas can be cold for a lot of the year, I'm pretty certain a lot of pirate coats were designed for warmth.
Zaljerem  [author] Sep 4, 2022 @ 9:00am 
To be honest, I haven't looked too closely at their stats - that's an excellent point. I'll tweak them soon.
Klao15831 Sep 4, 2022 @ 8:01am 
okay, love the mod, but why are all the clothes geared toward cold climate? Isn't tropical biome sort of a pirate thing?
Harry_Robinson1 May 22, 2022 @ 6:30pm 
Actually never mind, I realised I have other mods that need these guns
Zaljerem  [author] May 8, 2022 @ 7:48pm 
Apologies for that oversight! Just pushed an update to fix it.
Harry_Robinson1 May 8, 2022 @ 6:55pm 
Would it be possible to get a version of this that doesn't make the empire permanently hostile?
Zaljerem  [author] Apr 23, 2022 @ 7:04am 
Please note: I have updated the mod to fix the pirate items being stuffable for no reason (this was having some unintended effects with other mods). Unfortunately this will break existing shanty items. They can be deleted by dev mode and the errors will clear. I can post a link to the 1.3.6 previous version of this mod if necessary.
Shifter Feb 7, 2022 @ 8:46am 
Oh dope! I was using the "Medieval Overhaul" mod, not that I think you need to know by this point.
Thanks for such a speedy update!
Zaljerem  [author] Feb 7, 2022 @ 7:20am 
Updated: Pirates guns now require medieval research task (Smithing pre-req)

Fixed support for Dead Goat's Weapon Pack 1
Zaljerem  [author] Feb 7, 2022 @ 6:30am 
Updated: minor faction def fixes, re-added support for the Drow Race, added support for Dead Goat's Weapons Pack, rum fixes, fix to striped pants layer

Looking at refactoring pirate gun research/construction for next update to aid with Medieval-only runs
Zaljerem  [author] Feb 7, 2022 @ 5:59am 
Thanks ... yes the pirate guns are currently lodged under "Gunsmithing", which is industrial ... what mod are you using to lock things to Medieval? I could detect it and apply a patch to create a medieval-level research task for them. Or perhaps I should just move them to their own research task all together.

I will take a look at the striped pants also.
Shifter Feb 6, 2022 @ 9:15pm 
I do love the aesthetics of the clothes and this mod does seem dope! Just a few notes from playing - I'm on a medieval only play and it appears I cannot use any of the firearms as they don't appear in the smithies/benches (though I do have muskets and flintlock, but that's from a different mod)? There's no technology associated with them (unless they're for industrial? Which is blocked off for me). Also you have a set of striped trousers which do look great, but don't go well with the Visible Pants mod as I think they're on a different body layer?
Zaljerem  [author] Jan 31, 2022 @ 10:16am 
Thanks for the report; nutrition was set kinda high, I'll be pushing an update for that, more mod integrations, and some other minor fixes soon.
AcetheSuperVillain Jan 30, 2022 @ 1:25pm 
my pirates keep feeding rum to my downed animals...
Zaljerem  [author] Jan 21, 2022 @ 6:59am 
I've pulled it down but have yet to really look at it. Seems like a perfect mod to have some integration with.
Roque the Rogue Jan 21, 2022 @ 6:50am 
Are there plans for the Vanilla Factions Expanded - Pirates?
Zaljerem  [author] Jan 14, 2022 @ 5:52am 
I initially meant it as a placeholder, but now it's just there as a tribute. :)
NutritiousCookie Jan 14, 2022 @ 1:29am 
Was not expecting the minecraft textures, lmao
Roque the Rogue Dec 18, 2021 @ 7:53pm 
Just lock it to a culture, it makes no sense to see ladbroom joystrap in every empire, tribal and pirate out there LMAO
It's so amazing how wacky this namelist is, we should have way more culture stuff now that ideology is the norm, thank you for considering making it :D
Zaljerem  [author] Dec 18, 2021 @ 7:31pm 
It probably should! I do have a namer mod (ZalNamer), maybe I'll incorporate it there as the Pirate faction namer. If I were to make a separate mod, how would you want it to work? I don't have the skills to create a mod settings menu; it would have to be hard-coded. Use the namer for ALL factions? Lol
Roque the Rogue Dec 12, 2021 @ 9:14pm 
The name generator is funny it should be a mod on its own
Zaljerem  [author] Nov 8, 2021 @ 11:02am 
Hi! I can't take credit for the art, it's from an older mod ... I'd say, go ahead and maybe credit Shinzys with the art. I'm interested to see what you come up with!
Karax Nov 8, 2021 @ 10:49am 
I would like you like to use graphics from your mod, may I use them in new mod as style to ideology?
Zaljerem  [author] Oct 1, 2021 @ 9:24am 
Refactored Rum: now Sugar Cane -> Raw Sugar -> brew to Molasses -> cook to Rum ... material amounts and cooked time changed as well.
Zaljerem  [author] Sep 23, 2021 @ 7:17am 
Sugar Cane, Raw Sugar added to craft Rum. Cooking task, takes a 40 stack and a long time. Maybe someday I'll make it a brewing task but that will require additional modding.
Zaljerem  [author] Sep 15, 2021 @ 5:24pm 
Too right! Added to wishlist. High priority as the rum already exists. :)
Tabs_unit-25 Sep 15, 2021 @ 4:05pm 
Mates time to make sugar cane field and make rum [ not yet for now..]
Nodsgame Sep 15, 2021 @ 4:20am 
As a man, who was growned by original Pirates! GOLD game on SEGA.... this is beautiful/ :steamhappy: