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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.

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Steam Workshop::Vanilla Factions Expanded - Pirates

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Comments

jacob flynn

Looking forward to getting my hands on cursed crew, is it available for Mac OS?

Nols

Using Curse of Instakill will mean any refugee suffering with paralytic abasia will just die? Faster meat production thank you very much

Артем Архаин

Thank you for allowing to haul)) A mod is great. Having some testing, I believe though, warcaskets armor ratings need rebalance. In their current state they are quite similar to their marine counterparts of good quality, which is seem to me unfair. With movement/manipulation buffs warcasket boy will persist a bit longer, but marine armor allows all work and is not a lifelong commitment, also it will far outmatch warcaskets with anything better than good quality. Warcaskets being industrial tier precursors doesnt mean they could not have thicker armor, especially if it gained with bulkness and no agility to perform any other tasks. Especially if they treated like non-destructible armor ingame) And they do look like they are much thicker and heavier then marine armor)) An additional up to 50 for all the resistances will do the job I think (I believe nobody cares of 200 vanilla armor cap). Yes, a barrage armor will be totally invincible against anything piercing below 50 penetration, but still gonna be beaten with bare hands by a bunch of tribals and will just vanish even on sight of anti-materiel rifle. Of course adjustments to market price and resource cost must be made, but at least we will not be pouring resources, researchears and colonists at something, that actually worse than marine armor in all the ways))

PunkyRoo (edited)

Comment edits

2026-09-10 22:00 Can I pay YOU to be an modding intern? There is so much I want to learn. D: I have experience in code and graphic design!!! :D I have made some mods, but they are so simple. :(
2022-01-20 01:20