RimWorld
Vanilla Factions Expanded - Pirates
1.986 Yorum
Huile Smith 16 Eki @ 14:37 
I agree with @MoThEr_BuTcHeR
MoThEr_BuTcHeR 14 Eki @ 21:53 
recent 1.5 birthday update makes that the guardian warcasket cannot be made correctly, its like you can put pawn in the factory, but the progress will stuck in the nearly end, no way to continue or leave. can be fixed or needed an update?:deadwhiterat:
Indian Scammer 10 Eki @ 13:32 
so the opportunity i have to strip mercenaries is caused by other mods i have? Do anybody have the same problem? Can Non uno Pinata (don't drop items) couse this?
Diced 6 Eki @ 7:45 
Hello. Is this correct behavior that incapacitated pawns can't be put into warcasket? Carrying pawn to it does nothing, same as right click menu has no option for the foundry.
Dr. Dinosaur 5 Eki @ 6:07 
Fair enough, didn't know about that mod since there is so many, Was just more worried about AI using them
Oskar Potocki  [yaratıcı] 5 Eki @ 5:10 
Why not use Cherry Picker or just not craft it?
Dr. Dinosaur 5 Eki @ 3:04 
Just a suggestion, the gravity hammer breaks SOS2, so could we have a mod option to just disable that weapon?
DqrksxcvII 1 Eki @ 0:21 
how to hire the mercenary or pirate
Xscha 1 Eki @ 0:09 
warcasket pawns who die and become shamblers will crash the game if they die due to the shambler hediff disappearing. spaghetti code beating my ass on the modlist
amorek 30 Eyl @ 12:13 
Somehow heavy flamethrower doesn't work with Run and Gun. It's the only weapon I know that it just doesn't work.
BlondeBoot 27 Eyl @ 9:50 
The helmets for my warcaskets are invisible, any idea why?
Искатель Рока 14 Eyl @ 16:05 
JazzimoX, yes, it's enough to just put it a pawn into a new warcaskets. You don't need to get it out.
It's difficult with prostheses - sometimes they stay, sometimes they disappear, probably it's in other mods, but I'm too lazy to check.
JazzimoX 11 Eyl @ 18:07 
If I remove someone from a warcasket to give them a better one, can I carry them to the casket constructor? Or do I need to give them peg legs just to walk there?
... Does stat buffs like bionic limbs carry over into a warcasket?
Indian Scammer 11 Eyl @ 15:34 
Really great mod but I was confused when I hired a few pirates for 800 silver and they come very geared and had a lot of meds that I can a take from they before they leave
In a matter of balance I think mercenaries should be unstrippable and don't work like pawns that comes through visiting quest
Scruffy 10 Eyl @ 12:14 
Can a Devourer still swallow someone in a Warcasket?
Sudo Modding 10 Eyl @ 10:40 
Also, from a logical point of view, I don't get why hiring someone with thousands worth of equipment cost a few hundreds silver, then having them died only increase the hiring cost for a tiny 5%, which resets after a year.
Such a company would go bankrupt! Very bad business model
Sudo Modding 10 Eyl @ 10:33 
Balance thoughts (with CE!):
- Hiring (warcasket) pirates is quite cheap for the incredible strength they bring. It's not hard to "get rich" quick in rimworld, but creating a strong defense is an other story
- Warcasket pawns are incredibly strong
-> Some armors are even better than a legendary cataphract armor (albeit slightly). And it's quite hard to get a legendary cataphract armor.
-> Their weapons can be described as "everything that exists is made of paper". Centipeds, legendary cataphract armors (etc.) -> paper

Conclusion:
- I like to keep the mod for the almost unfair challenge, but (or, I should say "therefore") the hiring cost could easily be x5 and still be worth it, otherwise it doesn't feel fair
Hammey 8 Eyl @ 12:29 
does anyone know if canons can shoot over walls?
Mojibble 3 Eyl @ 2:05 
MAN, I wish I could stuff Anomaly ghouls into warcaskets for some absolutely insane shocktroops.
SoulDRoul 2 Eyl @ 7:49 
偶尔遇到敌袭后卡成ppt,发现用工具点死某个角色就能恢复,而且敌人是隐形的……
点死一看,敌人穿着一个战棺头盔,逻辑错误了
Occasionally, when encountering enemy attacks and getting stuck in a PowerPoint, I realize that killing a character with a tool can restore it, and the enemy is invisible... Clicking on death reveals that the enemy is wearing a war coffin helmet, which is a logical error
MajorityOfTheInternet 27 Ağu @ 0:52 
If a pawn in a Sarcophagus Warcasket gets a modded age related issue called "old age" to the pawn's torso, which eventually kills him (it behaves like malaria or flu), the Warcasket would not keep him alive right?
Torkkar 26 Ağu @ 9:52 
so I use SoS 2 & VFE - I2 & 2 questions first Are all the Warcaskets Sealed for Vacuum exposure? cause they all look like they should be but not sure from reading their descriptions, & the Warcasket Plasma Sword it does activate with VFE-I2 correctly right? haven't had the chance to look yet as its late currently & my beds calling.
Oskar Potocki  [yaratıcı] 22 Ağu @ 15:04 
Removing any bug reports not properly submitted using the google form linked in the mod description, with correct hugslib logs attached.
KhanTheMad 20 Ağu @ 7:52 
anyone know of anyone has made mods to add/change on to the selection of curses?
Oskar Potocki  [yaratıcı] 19 Ağu @ 11:55 
Warbolter is there. It's in description of Bioferrite weapons mod.
Eland 19 Ağu @ 11:53 
@CornLord same here. Mine was with warcasket autorifles and parkas, but other weapons can be seen in pair with real warcasket only.
Glockenspire 19 Ağu @ 9:42 
was the warbolter removed in the latest update? i don't see it in the workshop page nor in the game anymore.
TerrorFormer 18 Ağu @ 20:53 
Oskar I have an idea: It might be interesting to lend some variety to the hiring of pirates if they each required different currencies to hire? Maybe silver for pirates, gold for mercs and jade for junkers (with relevant quantities adjust to be balanced ofc). This might lead to some interesting decisions having to be made by the player when it comes to deciding whether to part with precious gold or jade for premium services or spend silver on lower quality bodies.
This_Guy 15 Ağu @ 17:10 
"But I liked that slave the most, he laughed at my jokes..."
PvtPizzaPants 15 Ağu @ 10:50 
I noticed that when using the Camaraderie: Exalted precept my pawns get a mood debuff when a slave dies. Is this intended behavior or a bug? It seems silly to me if its intended that my group of cannibalistic drug dealing pirates get sad when they accidentally kill an escaping slave....
CornLord 12 Ağu @ 17:09 
Pirates with war casket weapons are spawning with parkas in winter instead of a war casket.
a guy 10 Ağu @ 16:59 
im having the same problem with not being able to land at my own colony, but at random times it lets me
Beanyboi69 7 Ağu @ 12:44 
Warcasket blast off seems a bit buggy? I can't land in my own colony, but if I land at an ally's, it destroys them without ruining reputation? This could be a mod conflict with Visit Settlements, maybe?
TerrorFormer 5 Ağu @ 16:47 
A tiny feature request I would have for this mod, it would be nice to have a sliding scale to modify how much hiring all the various pirates cost. I love them but I find that for very cheap I can hire an extremely well outfitted group for 1 day which is always more than enough time for a raid. It would be nice to be able to make it a little less forgiving!
Oskar Potocki  [yaratıcı] 4 Ağu @ 23:37 
Only the Junkers and the Mercenaries.
Rocket3636 4 Ağu @ 14:11 
Does only the new pirate faction use the warcaskets on raids or does other factions like the empire use them? (talking of the advanced ones in this example)
jupiter 29 Tem @ 13:22 
sounds fair and balanced
thryllth 27 Tem @ 17:01 
Don't know if this is working as intended but currently ghouls can be entombed in warcaskets. Which gets real silly real fast, I had one stand on an antigrain and not really notice.
Oskar Potocki  [yaratıcı] 24 Tem @ 2:46 
Yeah, put them in the foundry again.
Tomoyboy 23 Tem @ 21:20 
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 Tem @ 16:16 
@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.
Dlitz 20 Tem @ 0:07 
@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 Tem @ 17:08 
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 Tem @ 20:05 
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  [yaratıcı] 17 Tem @ 14:54 
Generally enabling a faction mod and then disabling that faction is not an intended experience and we do not troubleshoot that.
Wolfram|Alpha 17 Tem @ 9:55 
Can't generate a world without pirate factons on it. Is this a known bug?
_Loriik_ 15 Tem @ 14:15 
Are there prestige variants of the warcaskets planned?
Ashen 14 Tem @ 7:36 
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 Tem @ 5:15 
Has the new update to this mod made it compatible with SOS2?
Fan 12 Tem @ 1:04 
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.)