RimWorld

RimWorld

Vanilla Factions Expanded - Pirates
2,066 Comments
Fenc Apr 20 @ 7:08pm 
nevermind
Fenc Apr 20 @ 7:06pm 
where do i find warcasket research
Shnauften Apr 20 @ 11:57am 
Gravity Hammers are considered melee piercer weapons for ideology instead of blunt.
Chunk.EXE Apr 13 @ 6:01am 
im also having issues, my pawns cant even equip the warcaskets when i it give it to them, i just get the error -incompatible apparel, missing texture=things/pawn/warcasketlike/warcasketbarrage/warcasketbarrage_thin.
it the armor name changes depending on which one i try to equip.
Mr Claymore Apr 12 @ 12:16pm 
Im having a problem, when a pawn use a warcasket its like he isnt wearing nothing, the armor isnt working, it recive injures like hell, but when i wear marine armor it doesnt recive as many damage.

Even a lion kill the pawn with a warcasket when i try it in Dev mode.
Rostov Apr 12 @ 7:28am 
Used Dubs Performance Analyzer
Rostov Apr 12 @ 7:28am 
The hell is "VFECore.Misc.HireableSystemStaticInitialization:CaresAboutForbidden_Postfix"??? It keeps causing gamebreaking lagspikes
zachary Apr 8 @ 11:16pm 
shock warcasket is literally the enclave
Plati Apr 4 @ 5:10am 
Guys idk what but I gave my colonist warcasket and in the first fight he lost two legs against some tribal dudes with pikes xD is that normal? should it be normal? shouln't this warcasket prevent stuff like that?
Zeradus Mar 30 @ 3:11pm 
@Mr. Unidentified have you found a way to fix it? The pawn isn't even on my map anymore, yet somehow the contract never ends either. @Heretic not sure how the destroy command works on someone not even on your map anymore.
God Mar 27 @ 10:49pm 
Anyone know if pawns need limbs to use Warcaskets? Could entombing someone who's suffered major damage and/or limb loss effectively be able to operate as a soldier again?
SalmonToastie Mar 27 @ 10:19pm 
With the update of vikings, will the crypto cannon be added in any future mods?
Naucetaaq Mar 26 @ 7:51am 
Correction: I meant to say field gun.
Naucetaaq Mar 25 @ 9:42pm 
Could you please add "must be in line of sight" to the field cannon. I spent forever trying to figure out why it was "firing" without a projectile, going through the animation and ticks. Only to find out in the code it's restricted by that despite it's range.
Rigz Mar 20 @ 1:41pm 
not sure if its a mod incompatibility or not but civil synstructs cant be put into the foundry any fixes for this
Crow Mar 17 @ 2:26pm 
@guardian1368 My brother in christ, read the FAQ, it's RIGHT THERE.
guardian1368 Mar 16 @ 11:51pm 
can it be added mid game
Heretic Mar 15 @ 6:15pm 
Mr. Unidentified, when I had that problem i used the destroy command from the debug menu to remove my merc. Im not sure if that will help
Mr. Unidentified Mar 15 @ 4:07pm 
I have an issue. I hire some mercenaries and sent them in drop pods to kill a Pirate base. They succeeded, but not without casualties. One was left behind in the haste of the moment. And as the caravan made it back home and their term expired, the Contract will not disband. The one guy I left behind is still in the contract window and will not be selected. He doesn't even exist. But the Contract acknowledges his existence and will not let me hire new mercs. I'm stuck on this one. I don't know what to do.
tredavidson77 Mar 15 @ 3:03am 
Is it possible to make the warcaskets fight in an arena? I've always wanted to make a mini solaris 7 with them.
Melissa Mar 12 @ 1:38pm 
@Bookwyrm it's true!
@Oskar Potocki Please check the current parameters of warcasket's for relevance in the game.
Even standard high-level armor sets (including vanilla power armor) show much better results in combat than top warcasket's sets.
When installing warcasket's on my colonists, I want to get a real result on the battlefield. And if pawns in power armor are considered "thunder warriors", then I want to see pawns in warcasket's as primaris space marines!
I lose them as workers, but they still need food and conditions. I lose rare resources for creating armor.
I condemn pawns to guaranteed death in combat, but ... they are easily killed by mad gazelles, and personal shields do not work.
The same applies to specialized weapons, for example, the "warcasket gravity hammer", which does less damage than expected.
This is clearly not something you want to get when playing in the endgame.
Special thanks for your mod series - you are a gem! =*
StockSounds Mar 8 @ 7:48pm 
Aw, why doesn't the hireable code allow for use of faction xenotypes?
RAAMPEAK Mar 5 @ 2:42pm 
hmm im getting a error for vfepirate pawn arrivalmodeworker gauntlet
Bookwyrm Mar 4 @ 3:52pm 
The Brute Warcasket doesn't seem to be blocking melee attacks. Is there any way I can fix this?
rainy-star Mar 4 @ 2:19am 
dear author,the new race中式龙娘——冶龍 SMELTED LOONG,can not become a warcasket,when i want to make a warcasket,nothing happened
TehJustOne Mar 2 @ 7:43am 
Does the camaraderie precept from vfe pirates is similar to the "colonist died" debuff that it affects every pawn outside the map?
Walgeon Feb 25 @ 1:23pm 
Building the cannon doesnt require any materiels for me, is this normal or is it a bug?
Michael.Golanski Feb 23 @ 10:39am 
A lot of non-meele warcasket weapons (like folding rifle) cannot be sold to anyone. Is there any reason why Empire and Outlanders will buy Warcasket Broadsword but not an Autorifle?
lucky_one 🍀 Feb 22 @ 2:39pm 
Thanks for the quick answer. I find the change very neat :er_heart:
Oskar Potocki  [author] Feb 22 @ 2:31pm 
Yes.
lucky_one 🍀 Feb 22 @ 2:07pm 
Hi! I just wanted to ask if it's intended for pawns with exosuits or power armor to be able to use warcasket weapons. I don't remember that being the case in the past, so I just wanted to clarify whether this is a bug or intentional.
HellFireSpyder Feb 20 @ 7:55pm 
When I try to either haul my warcasket-entombed pawn's corpse to a resurrection casket (cryoregenesis mod) or bury them, I find that my pawns are unable to do anything. Regardless of whether there's an open grave or not, I get the message that there are no open, available spaces/containers in which to haul the warcasket. Is this intended, or should I submit a bug report?
Nero's Praetor Feb 16 @ 11:55pm 
For me this mod caused raids to stop completely error whenever they have warcasket no clue whats incompatible
kinonothin Feb 15 @ 9:45pm 
please add the curses independent of the story teller
Sumatris Feb 14 @ 2:40am 
Any chance we might get the ability to stuff Anomaly ghouls in warcaskets? Seems like a match made in heaven to me.
Witch ~ Jan 30 @ 3:11am 
Wish the warcasket was seperated from the rest
ScarlettDarling Jan 27 @ 2:14am 
patch with Sos2 would be very appreciated if possible!
mercenaries my beloved
PissedOffBeet Jan 17 @ 9:02am 
My absolute favourite mod but i want to point out one thing.

I notice when you try to arrest hired pirates they fight back even on 100% arrest chance. I believe this is intentional because it would be way easier to just hire pirates like this all the time then arrest them and do whatever you want. But i found out i can just anesthesize them and then recruit them as prisoners. Even the ones with warcasket... I don't want to be a fun police but i think taking them as prisoner should have more serious consequences. Maybe their close friends can retaliate or pirate faction just outright refuse to work with me for a year. Currently doing this has no punishment.
montaropdf Jan 14 @ 4:15am 
P.S.: I RTFM and see how to build warcasket weapon.
gunns22 Jan 13 @ 10:02am 
Yarr-harr, fiddle-dee-dee,
Being a pirate is alright with me!
Do what you want, 'cause a pirate is free!
You are a pirate!
StockSounds Jan 11 @ 7:12pm 
I'd like to imagine this is intentional, but when I hired some basic Junkers to fight for me, they were both young teens, so the Junkers just grew some kids up until they could fit a casket, then sold them to die for 300 dollars each.

What doesn't seem intentional is that they both also had the Colonist backstory, which states that they "became an adult in our colony".
It also says that they belong to our faction for as long as they work for us, but I'd imagine that makes sense.
Dr. Quackers M.D. Jan 11 @ 4:28pm 
Error patching VFEPirates.PawnsArrivalModeWorker_Gauntlet - Void Arrive(System.Collections.Generic.List`1[Verse.Pawn], RimWorld.IncidentParms)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
VanillaStorytellersExpanded.RaidPatches:.cctor ()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (System.RuntimeTypeHandle)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.StaticConstructorOnStartupUtility.CallAll_Patch3 ()
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_4 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()
Not sure what it measn but VFE Pirates is named figured id let you figure out if its an issue or not.
Biden II Jan 10 @ 2:12pm 
Hello there, I merely want to make a not here for other players who might seek to use a mod known as "Hire Empire" by Broms. The mod seems to be an XML based mod which utilizes the VFE framework in order to allow you to hire empire pawns, such as a laborer. The mod the same contract screen as the hire pirates option as seen in this mod, VFE Pirates. I noticed during play that due to Broms' mod piggybacking off of the VE Framework and VFE-pirates that you are only able to hire one faction or the other. I assume there are a few lines of code that return a positive value for both contracts when you hire one faction or the other making it impossible to hire both factions simultaneously. If there is a possibility of having multiple contracts open that would be great but if not that's okay, this is only inconvenient. Love both of the mods.

Tldr: if using "Hire Empire" by Broms concurrently with VFE-Pirates you will only be able to hire one faction or the other, not both.
montaropdf Jan 6 @ 6:27am 
Hello,

At which workbench can I craft warcasket weapons, once I researched them?
Yehoria Dec 31, 2024 @ 8:13am 
Why is there no warcasket weapon to utilize mortar shells?
PalmsAreSweaty Dec 30, 2024 @ 12:10am 
Hello! I got two questions!

If your hired pirate gets kidnapped, is there no way to cancel a contract?

Also, does hired pirates count as colonist deaths towards Adaptation Mechanic?
klanko mantard Dec 24, 2024 @ 8:29am 
the low orbit crash start has all of the generated pawns naked except for the armor vest
Rinrin Dec 23, 2024 @ 5:46pm 
I have a bug in my game: if an enemy is wearing a "Sarcophagus warcasket", after he dies, I use deadlife to revive him, he will become a shambler wearing a warcasket. When the shambler dies due to timeout, my game will immediately exit without any error report.
Jar Jar Dec 20, 2024 @ 4:16pm 
If anyone is looking to add the pirate player faction to the permanentEnemyToEveryoneExcept section for the Empire in Royalty, faction name is VFEP_PlayerPirate. Everywhere online said look under the Mods folder in Rimworld but its basically blank for me, so I had to check a savegame. Hope this helps save someone time.