RimWorld

RimWorld

3,799 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)
5
Aug 24 @ 1:56pm
Weapon Warcasket where??
Skullito
6
Mar 13 @ 3:17pm
I cant equip warcaskets weapons on my warcasket
CoolMark
1
Jul 31 @ 4:21pm
RED X for Warcaskets armour
TheUrf
2,202 Comments
Lumo Sep 29 @ 11:03am 
Sarcophagus warcasket isn't working as intended (the conscience doesn't stay in 100% at all times).
TakeoWolfe Sep 27 @ 4:24am 
nevermind I fixed it. thank you for this good mod
TakeoWolfe Sep 26 @ 11:47pm 
when changing the storyteller mid save the curses don't update for me, is there a debug method for force changing the curses? the curse of bandanna is causing certain weapons for me to either never cool down or cooldown so fast that it causes great lag from the amount of projectiles. I cannot say weather this is a mod incompatability but I don't have any combat mods. if further information is needed do ask
Sevy Sep 25 @ 3:26am 
potentially odd question, is there any way to get more colours for the warcaskets? trying to get a midnight blue one because i want to make my dreadnought warcasket into a night lords one but there isnt really a midnight blue lol
PlayerZeroFour Sep 12 @ 2:45pm 
Hey, this doesn't work with the Maru race. Is there a patch?
fugyfruit101 Sep 11 @ 2:26pm 
Sanguophages in full brute warcaskets are incapable of using bloodfeed or coagulate
Sakujo Sep 11 @ 10:02am 
@Hazard Maks, all of my Warcaskets are vaccum protected. Do you have a certain combination that doesn't have vaccum resistance?
Hazard Maks Sep 10 @ 1:44pm 
Warcaskets are not suitable for vacuum? How come? I hope that is an oversight as they are supposed to be the sturdiest of armors!
Sakujo Sep 7 @ 3:27pm 
Somehow, for years now, the Warcasket laser blaster feels like a trap. It's damage is so low, it's stopping power doesn't seam to matter, even when standing still, it hardly gets fast with the shot frequency. Even it's sound is like "pew", like a toy gun xD
femoral2 Sep 7 @ 2:18pm 
I used the "Blast off" ability to leave a Mechanitor base and my warcasket disappeard :(