RimWorld

RimWorld

Vanilla Factions Expanded - Pirates
2,220 Comments
Guv 9 Dec @ 3:43pm 
I feel like all warcaskets should have some limited tox resistance and full vacuum resistance, maybe with the recon one beeing an exception
King Matt 👑 28 Nov @ 10:58am 
Anyone else getting a bug with the field gun not firing?
Sollis Gratis 26 Nov @ 7:47pm 
There seem to be a number of bugs - nothing truly terrible, but just incompatibilities caused by the warcaskets. Hats in the UI - could be a bug with this mod or another. The additional carry weight not applying - could be this mod or another. Sanguinophage abilities? No.

Would love to see a fresh pass done on this mod in future, the stuff is fun but it breaks other mod functionality. I have to bin my latest game - cheers for all the hard work, the Warcaskets are great fun - they just don't play nice with a large mod list and they aren't hitting the right balance for me.

Anyway. Blah - blah - blah - right? Hope to see a 2.0 on this somewhere down the line.
SchnawserHauser 21 Nov @ 6:48pm 
Lacking diagonal installation means that some parts of the map are completely un-hittable from parts of the map, when actual 90-degree cones would just require a rotational reinstall.
SchnawserHauser 21 Nov @ 6:44pm 
the field gun has a substantially narrower cone of fire than 90 degrees. Looks more like 60.
BLCK RBBT 20 Nov @ 1:47pm 
I'm seconding the issue that raiding doesn't seem to work with this ideology. I think it's to do with how Odyssey altered the raiding code to accomodate Gravships.
Dim_Reaper 15 Nov @ 9:37pm 
nevermind I figured it out
Dim_Reaper 15 Nov @ 9:34pm 
I can't find the warcasket weapons in the security tab, I already researched them
Ratorres 15 Nov @ 4:56pm 
I hired a mercenary hat got captured, and now I can't request another mercenary contract.
[EXPENDABLES] 0 15 Nov @ 6:52am 
Warcaskets cant use sanguaphage abilities other than leap, getting a sanguaphage warcasket is a bit of a waste since it cant even use blood feed, not sure if this is intentional but if it is, please think about changing it, id love for my warcasket vampire to be able to feed and use coagulate.
2Litre 14 Nov @ 8:49pm 
Ghouls *can* enter and get warcaskets. I assume that's a bug?
Kyle 14 Nov @ 8:42pm 
Causes the "Grammar unresolvable. Root 'r_deityType'" error occasionally on when starting a new game. Happens around 1 in 15 times. I did a bug report thing. Happens even when running nothing except harmony and other vanilla expanded mods. took me THREE DAYS to figure out it was this mod causing the issue. I can't be bothered to do any additional testing.
Wintermist 11 Nov @ 6:24pm 
This is the one where we hire mercenary pirates for a day or two right? Well, it happened to also change my faction ideology lol. I don't know how to change it back. I can set my solo character to my old ideology, but it still thinks my faction is now a pirate. How can I fix this?
[EXPENDABLES] 0 8 Nov @ 11:06pm 
Not sure if im doing something wrong, but i cant feed my colonist whos in the warcasket foundry, they are currently starving and the feed option just isnt there, cant do anything to help them. Anyone know what im missing?
[Kinky] Kiwi 29 Oct @ 5:22pm 
I built a Warbolter from the security tab, and suddenly it disappeared from the tab and I can't make any more. Is this a bug, or intended? Or maybe a mod conflict of some kind?
selageth 27 Oct @ 6:13am 
Quick question about the hiring of pirates: first off, I looooooove that feature! Enables a whole lot of new playstyles. But even the expensive junker pirates in warcaskets often spawn with very low shooting and/or melee skill. Is this intended? Is there a way to boost that to a minimum level of maybe 8?

Spending 1000 silver for a day only to have the mercenaries miss almost every shot is kind of a bummer.
Hulk Hooligan 22 Oct @ 11:14pm 
Why in the world do the pirates spawn in with positive opinion from colonists, let alone as friends???
Is raiding bugged? I dont know why but when i attack an outpost or something similar to it, it does not count to conquering it at all.
Tzeentch Bot 13 Oct @ 10:57am 
warbolters cant be smelted while all the other warcasket weapons can?
Rampager 8 Oct @ 9:03pm 
Perhaps warcaskets could gain varying degrees of vacuum resistance? It's a massive heavy armour suit afteral, or in any case mayhaps the more advanced versions, while early ones only gain partial resistance.
Lumo 29 Sep @ 11:03am 
Sarcophagus warcasket isn't working as intended (the conscience doesn't stay in 100% at all times).
TakeoWolfe 27 Sep @ 4:24am 
nevermind I fixed it. thank you for this good mod
TakeoWolfe 26 Sep @ 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
viv 25 Sep @ 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 12 Sep @ 2:45pm 
Hey, this doesn't work with the Maru race. Is there a patch?
fugyfruit101 11 Sep @ 2:26pm 
Sanguophages in full brute warcaskets are incapable of using bloodfeed or coagulate
Sakujo 11 Sep @ 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 10 Sep @ 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 7 Sep @ 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 7 Sep @ 2:18pm 
I used the "Blast off" ability to leave a Mechanitor base and my warcasket disappeard :(
Hello 2 Sep @ 3:17am 
faction leader died and not being replaced is this a bug?
core_nxt 30 Aug @ 9:45pm 
are there any plans to update this mod with vac resistance for higher tier warcaskets?
SugarTits 30 Aug @ 2:16pm 
newest update broke what is counted as a conquest. Attacking settlements, outposts or anything else I could find did not remove the "No recent conquest" debuff.
ImTheLichBruh 24 Aug @ 7:51pm 
Hi! I dont know if this is a bug or not but.... the tabard from VE Medieval 2 when worn by Warcaskets dont show on their pawn.
So after extensive testing including using only this mod and its base mod, the "Field Gun" is allowed to target specific objects / pawns / animals over walls, but it can't target anything else on the other side of a wall, and either way, it refuses to actually fire at anything it doesn't have direct line of sight on despite it saying it functions the same as a mortar within its 90 degree angle of fire. So either the description is misleading, or it's currently bugged.
TcT Goth98 20 Aug @ 5:38pm 
The Warcasket Plasma Sword can't be used with shields? That stops almost all the high end warcaskets from using it, including the dedicated melee one......
GiPSyFiSH 19 Aug @ 4:44am 
Right, so I hire a bunch of pirates once a year as a "throw money at the problem to make it go away" when I can't handle a raid or something. They all end up dying, but that's ok. The problem is, they are all considered colonists, even after the contract is over. So they clutter the colonist bar, and now I have to bury all of them... Couldn't they just show up as allies and then just not have them flee as easily? Split work contracts from combat contracts?
Ricky-Rustlers 18 Aug @ 11:43am 
how do i fix my sarcophagus warcasket not setting my damaged pawn to 100% mobility etc?
Danyule 15 Aug @ 11:12am 
kind of hate this mod because i can't remove it without breaking my save
Tairanos 15 Aug @ 7:20am 
The +125 carry weight buff from the warcaskets is not applying for me, so it is impossible to form a caravan without external help to help the entombed pawn move, especialy if he is using a casket weapon
HUNTER 15 Aug @ 1:03am 
Is there a way you'll ever add vacuum compatability with warcaskets?
Wallard 13 Aug @ 6:51pm 
this is effing awesome
JossOwX 13 Aug @ 1:45am 
are warcaskets vac resistant?
HydroFrog64 9 Aug @ 11:17am 
@TcT Goth98 I wouldnt call them crappier. You dont have to maintain them and your pawn becomes painless among other things.
Nexira Elimus 9 Aug @ 8:35am 
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 8 Aug @ 11:28am 
weirdly uv traits do still affect them
CJS 8 Aug @ 11:20am 
question about the warcaskets, does a pawn with and uv related trait not get the buff/debuff when entombed?
NastyMoose 7 Aug @ 8:29pm 
will the captain role ever increase piloting skill for grav ships?
TcT Goth98 7 Aug @ 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 7 Aug @ 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.