RimWorld

RimWorld

3,703 ratings
Vanilla Factions Expanded - Pirates
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
18.576 MB
Jan 18, 2022 @ 8:01am
Jul 30 @ 12:23am
49 Change Notes ( view )

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Vanilla Factions Expanded - Pirates

In 2 collections by Oskar Potocki
Vanilla Expanded
110 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 (85)
4
Jul 25 @ 10:23pm
Warcaskets shoulderpads do not protect your pawns from Space vacuum in the Odyssey DLC
Drakollos
1
Jul 31 @ 4:21pm
RED X for Warcaskets armour
TheUrf
3
Jul 1 @ 2:34am
Weapon Warcasket where??
Skullito
2,181 Comments
HydroFrog64 9 hours ago 
@TcT Goth98 I wouldnt call them crappier. You dont have to maintain them and your pawn becomes painless among other things.
Nexira Elimus 11 hours ago 
Love the mod overall, the caskets make good enemies to fight. But is there any way to remove the shellcasket trait? i want to rehabilitate several casketized childeren i have captured. Seems odd we cant at the minimum healer mech it, or bioregen cycle it.
CJS Aug 8 @ 11:28am 
weirdly uv traits do still affect them
CJS Aug 8 @ 11:20am 
question about the warcaskets, does a pawn with and uv related trait not get the buff/debuff when entombed?
NastyMoose Aug 7 @ 8:29pm 
will the captain role ever increase piloting skill for grav ships?
TcT Goth98 Aug 7 @ 8:07pm 
Warcaskets are such a cool concept, I just really wish they were better. More expensive yet crappier power armor. Amazing idea though.
Danyule Aug 7 @ 8:26am 
so i have hospitality mod installed. And the guest sometimes just helps out with work. This guy with a warcasket and flame thrower started "helping out" by hunting a deer with his flamethrower and lit half the map on fire.
Excel.exe Aug 6 @ 6:00pm 
since VFE Vikings is now defunct is the Crpyto Cannon enabled now if you have Cryptoforge?
ItsBobu Aug 5 @ 2:33pm 
@Puff_JOOB can confirm, there were many cases where my sarcophagus warcasket pawn didn't have simulated body parts. I found her fainting because of bloodloss, when both of her legs were blown off she couldn't walk, and she died when I tested to see if it was working when I surgically removed her heart.
Enderminion Aug 5 @ 12:02pm 
The Field Gun states it has a 90 degree fire arc, it has a 45 degree fire arc.

This is probably the fault of mistaking a variable as a half angle fire arc when it was a full angle fire arc.

This has been the case since forever.