RimWorld

RimWorld

Vanilla Factions Expanded - Pirates
1,948 Comments
Oskar Potocki  [author] 24 Jul @ 2:46am 
Yeah, put them in the foundry again.
Tomoyboy 23 Jul @ 9:20pm 
Is there a way to change parts of a war casket without having to entirely re-entomb them?

Eg, just want to switch the shoulder parts
Zexzen 20 Jul @ 4:16pm 
@danhui I do have that mod, and I know they have some incompatibilities, but these ones are not listed as ones of them. Tested the game without Facial Animation and the bugs are still there. I may have to make a bug report soon, can't find any related discussion.
danhui 20 Jul @ 12:07am 
@Zexzen Have you installed Facial Animation-WIP? These two mods will conflict when used together. Using VFEP and Facial Animation-WIP together will cause constant errors in the foundry.
Zexzen 19 Jul @ 5:08pm 
Got some bugs. When I order a pawn to go to the foundry, the order cannot be cancelled by any means, even drafting them cannot stop the pawn going to the foundry and enter it.

And then after cancelling the entombing process, the pawn inventory is locked and cannot be ordered to change their apparel ("Will replace locked gear") even though there is no locked gear in their inventory. Saving the game and reloading seems to fix the locked gear issue.

Is this a known incompatibility issue with other mods or should I make a bug report via the google form?
Salqour 18 Jul @ 8:05pm 
Noticing that warcaskets will try to suppress entities in anomaly, but are not actually progressing the task. Just standing there as their needs drop. Dont know if this has commonly popped up but i thought id give a heads up.
Oskar Potocki  [author] 17 Jul @ 2:54pm 
Generally enabling a faction mod and then disabling that faction is not an intended experience and we do not troubleshoot that.
Wolfram|Alpha 17 Jul @ 9:55am 
Can't generate a world without pirate factons on it. Is this a known bug?
_Loriik_ 15 Jul @ 2:15pm 
Are there prestige variants of the warcaskets planned?
Ashen 14 Jul @ 7:36am 
Just use cherry picker to remove gravity hammers if you want SOS2 compatibility, since afaik that's the only known incompatibility this mod has with SOS2.
silverskene 12 Jul @ 5:15am 
Has the new update to this mod made it compatible with SOS2?
Fan 12 Jul @ 1:04am 
any anomaly-styled warcaskets planned? maybe metalhorror/horaxian themed? or perhaps letting ghouls get put in warcaskets. that'd be cool. (i can't get a ghoul into one, i dunno if it's intentional. probs is tho.)
Ghastly_Grinner 9 Jul @ 10:04pm 
Thanks for the Update message. I often have my mods update with 0 explanation as to whats been changed, which leaves me scratching my head.
DeathTomato 9 Jul @ 5:03pm 
Thanks for making that change
Oskar Potocki  [author] 9 Jul @ 1:16pm 
Update on 7/9/2024 10:12:38 PM.

Warcasket Plasma Sword no longer requires Insectoids mod.
Play-G Doc 2 Jul @ 10:48am 
Suggestion: Make the Dreadnaught Funeral into a full-on Ritual, so i can trap my enemies as living war mechs.
Verando 26 Jun @ 4:55am 
Minor error with hospitality mod. not game ending

FactionDef VFEP_Mercenaries must have at least one pawnGroupMaker with kindDef 'Peaceful', or 'permanentEnemy', 'isPlayer' or 'hidden' should be set to true. Otherwise no guests from this faction will arrive. This is a misconfiguration in Vanilla Factions Expanded - Pirates.
Hamacelos 23 Jun @ 7:30am 
since the plasma weapons wont be back in insectoids 2, any chance the patch for the cool plasma sword could change for this mod instead:

https://steamproxy.net/sharedfiles/filedetails/?id=3242627097
tredavidson77 19 Jun @ 6:00pm 
Is it possible to use the war caskets in arena fights?
The last Eternal 19 Jun @ 10:44am 
I know it has been mentioned already but this mod has a soft incompabitility with Vanilla Aspirations Expanded!
Oskar Potocki  [author] 16 Jun @ 11:27am 
Yes.
Just Coda 16 Jun @ 10:45am 
Sorry, was fix pushed to steam?
Oskar Potocki  [author] 15 Jun @ 2:36pm 
Should hopefully be fixed now!
Just Coda 15 Jun @ 2:12pm 
Submitted on form.
Oskar Potocki  [author] 15 Jun @ 9:39am 
bugs should be reported using the google form.
Just Coda 15 Jun @ 9:29am 
Error persists with only [Harmony] + [Core] + [DLC] + [Vanilla Expanded Framework] + [Vanilla Expanded Pirates]
Just Coda 15 Jun @ 9:19am 
Hired 6 (2,2,2) gangers for 1 day, go to see their contract and screen is broken and error thrown, removed all mods except vanilla expanded mods and error persists. Will try with only Pirates and dependencies next.

https://gist.github.com/HugsLibRecordKeeper/2d04aab01a5a52424eea639bd04bb9a8
Daddy Longlegs 15 Jun @ 4:42am 
Contracts seem to bug out when a hired pirate gets kidnapped, had the same thing happen to me as the person below. Every other pirate left after the contract ended but it still says view contract with an empty contract screen on the console. Will see if rescuing the kidnapped pirate fixes it, have yet to get an event for it.
PalmsAreSweaty 2 Jun @ 8:15pm 
How do I cancel a contract if my Pirate/Mercenary got captured? I've been 1 year in without being able to hire because one mercenary got captured during a raid.
Артист 1 Jun @ 6:17am 
удалил мод, сломалась карта, заебись
GeneralTso 28 May @ 2:41pm 
how do i hire the pirates? go to their camp? comms console?
Mansen 28 May @ 10:50am 
I love the concept of this mod - I just wish it had more of a classic age of sail feel to it. We need more wood jank and less warcasket tank.
YNHT 25 May @ 6:52pm 
This mod is such a staple in my load order, THANKS OSKAR.

I had a suggestion!
- Any chance to make hiring High-tier pirates more expensive? I feel i have to stop myself from cheese hiring weapons platforms for 400$ every raid. :csgocross:
Oskar Potocki  [author] 24 May @ 4:10am 
No such plans, sorry.
Snuggy 24 May @ 2:20am 
Im sure this has been asked before but i didnt see it in the FAQ. Is it possible to seperate the mod into "Warcaskets" and then "Pirates and everything else."

I personally only use the warcaskets and i think that would be a really cool thing. That being said i already have 9000 of your mods since they are so modular already.
Oskar Potocki  [author] 21 May @ 11:01am 
Please make sure to report potential bugs using proper channels with proper logs.
Unit Zanto 21 May @ 1:17am 
Not sure if this is only my case but found that using a warcasket wielding a gravity hammer hitting a fleshmass wall during the fleshmass event causes some tps issues. At worst it was about 10tps while at 1x.
Froz Butcher 19 May @ 9:37pm 
Having a pawn entombed in a warcasket seem to be periodically turning "Hide hats on UI" off for some reason, is this a mod incompatibility issue or intended?
ReElric 18 May @ 2:06pm 
Just wanted to report that using the curse of the beaten (cannot tend without medicine) causes an issue where you cannot have one pawn interact with another pawn. This means no force tend, no rescue, no attempt arrest.

It could be a bad interaction with other mods. Sorry for not having a log. Just wanted to mention this here in case other people have issues and can't figure it out.
Cypher 16 May @ 5:17am 
Hello and thank you for the mods! This was a fun one to play around with. Though I do found some issues with the Camaraderie Ideology part.

I'm currently in a long playthrough and I've noticed that whenever I've captured a Prisoner, the Social part or Memory part of them, gained a bonus on it, that says "Been through together tough times" on newly imprisoned people. New Prisoners gained that bonus, despite not spending more than a few seconds and it's a +30 to relationship opinion. So whenever they die by Organ Harvesting, or Rebellion or whatever, every one of my colonists gained a mood debuff... It's weird and I don't think that's how it should work, correct?
OrphanFelix 15 May @ 11:22pm 
Thanks for the response!
Right, so i have to add arms and legs first before putting them into the casket. The casket doesn't include artificial basic arms or legs. Archotech legs on a casket to make the ultimate murder machine
Oskar Potocki  [author] 15 May @ 2:53pm 
It doesn't, no. Only removing from a casket takes arms and legs off.
OrphanFelix 15 May @ 6:48am 
I had someone missing an arm and leg put in a casket, but now they still have the debuffs in walking speed etc. Is this as intended? I thought the casket took the arms and legs off anyway
24 7 365 14 May @ 11:06pm 
there is something wrong with the railgun.The muzzle is not in line with the trajectory when shooting.
Mobile Meow Machine 14 May @ 10:42am 
Not sure if anyone has mentioned this, but the pirate meme considers colony slaves as "comrades" for the purpose of the mood debuff.
So every slave that dies is -10 mood
The camaraderie social buff also applies a permanent stack when a slave dies.
Is a fix possible?
steel. 13 May @ 5:14pm 
SLAY THE HERETICS
Echora Tallit 12 May @ 12:15am 
(and just double checked, the mood penalty IS there now but the rest of what I mentioned is still true)
Echora Tallit 12 May @ 12:14am 
Er... also I forgot to mention it in the prior message but.... it seems like the brawler can even equip warcasket weapons that *haven't* been equipped by a warcasket pawn beforehand.
Echora Tallit 12 May @ 12:13am 
Uh... still on 1.4 of Rimworld here because of mod issues but I'd noticed that a brawler was able to equip a Warcasket Autorifle & wasn't even having mood penalties for some reason. I'll note though that I did have someone in a warcasket equip the weapon first before swapping to another. I also wasn't able to have the dropped weapon put back down as a box if that'd help at all.
Torkkar 9 May @ 5:23am 
So with Anomally out can I put a Ghoul in a warcasket?