边缘世界 RimWorld

边缘世界 RimWorld

Pirates! Gold
53 条留言
Axiom 8 月 12 日 下午 6:34 
Cool apparel. I was just saying Rimworld needs more piratey hats. TY.
Aquifel 8 月 3 日 下午 12:26 
Thank you, we appreciate you Zaljerem!
Zaljerem  [作者] 8 月 2 日 下午 8:04 
Thanks for the report ... sigh, too many moving parts. Just pushed an update to disable that until I can get around to fixing it.
Aquifel 8 月 2 日 下午 6:23 
Just a heads up, it looks like this has a compatibility issue with Vanilla Fishing Expanded since they updated it:

Type VCE_Fishing.FishDef is not a Def type or could not be found, in file VFEFishDef.xml. Context: <VCE_Fishing.FishDef><defName>VCEF_SpecialPG_Rum</defName><thingDef>Zal_Rum</thingDef><fishSizeCategory>Special</fishSizeCategory><canBeFreshwater>true</canBeFreshwater><canBeSaltwater>true</canBeSaltwater><allowedBiomes><li>Warm</li><li>Cold</li><li>Hot</li><li>VCEF_BiomeAlienJungly</li><li>VCEF_BiomeAlienHot</li><li>VCEF_BiomeAlienCold</li></allowedBiomes><commonality>0.5</commonality><baseFishingYield>5</baseFishingYield></VCE_Fishing.FishDef>
Zaljerem  [作者] 7 月 30 日 上午 6:50 
Haha! Nice. I'll queue it up with today's 1.6 updates, let you all do the heavy testing. :D
gasses888 7 月 30 日 上午 6:49 
That is dope. Here I was just wanting the rum. Haha!
Zaljerem  [作者] 7 月 29 日 上午 6:29 
Yes, very soon. I am finished testing a bunch of new fun stuff, including treasure maps that spawn world sites, with a chance of a retaliatory raid - actual functionality for some of the items like the rutter, treasure map, letter of marque.
gasses888 7 月 28 日 下午 9:55 
1.6?
Pippintastic 2 月 18 日 上午 1:34 
So my pirates can be even more piratey and not just space pirates? well YOHOOOOOOOOO
Zaljerem  [作者] 2023 年 10 月 27 日 上午 9:01 
Generally speaking you can add most mods mid-save (be sure to check your stockpile settings for new items), it's removing mods that gets dangerous. Should be ok.
BigDoofish 2023 年 10 月 27 日 上午 8:50 
mid save compatible?
Itsuji Hayashi 2023 年 9 月 3 日 上午 6:34 
guys. play this mod with RJW mod as pirates.
Zucca Xerfantes 2023 年 2 月 25 日 下午 12:22 
Will I have a chance with the governor's daughter, d'ya think?
Damon 2022 年 11 月 11 日 下午 12:56 
Someone pointed out that all the names that don't belong to the custom namelist are backers names. It seems the system to add these names to pawns overrules namelists. If you use Pawn Name Variety you can ensure that the only names that generate are from the custom namelist. It's not a big nuisance but I figured I'd let you know.
Zaljerem  [作者] 2022 年 11 月 10 日 下午 2:17 
I've seen this behavior with a Biotech "race" I put together as well, I think you're right on in your analysis.
Damon 2022 年 11 月 10 日 下午 2:14 
I think I have finally found something of a bug. See this bug report I made on another mod:
https://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/2559958496/3052863612117185813/?ctp=2
the bug is that, rarely, pawns of custom factions spawn with a default name instead of the custom names. I believe this is not a bug with your mod, but a bug within Rimworld itself.
Damon 2022 年 11 月 2 日 下午 7:05 
ah I see, you're right. mightve been a conflict on my side.
Zaljerem  [作者] 2022 年 11 月 2 日 下午 6:28 
Thanks for the heads up, it seems to be generating ok for my faction and player scenario as intended, at least with Ideology active ... it's possible that, if run without it, the CultureDef namers will not apply and they'll get standard names - are you running with Ideology? I should test that any which way. Thanks.
Damon 2022 年 11 月 2 日 下午 6:07 
Hey @Zaljerem
You commented on my mod to help with name generation.
Could you check your own name gen on 1.4? I think it's also broken in your mod in the new version.
For my mod I fixed it by including nameMaker in GeneDefs/Xenotype.xml since I use a custom xenotype. You use the Baseliner xenotype so it might be different for you. Hope this helps.
wolfcaroling 2022 年 11 月 1 日 下午 5:35 
As an old timey sid meier fan, I salute the name of this mod.
JoeOwnage 2022 年 10 月 11 日 下午 12:08 
Probably something I did
JoeOwnage 2022 年 10 月 11 日 上午 11:28 
I just noticed an issue where pirate jackets (outer layer) are showing above cloaks (on top layer). I think on top is a layer added by vanilla expanded framework. Any thoughts?
Harry_Robinson1 2022 年 9 月 10 日 下午 4:06 
It depends on the clothes but a lot of pirates operated in colder waters too and even tropical seas can be cold for a lot of the year, I'm pretty certain a lot of pirate coats were designed for warmth.
Zaljerem  [作者] 2022 年 9 月 4 日 上午 9:00 
To be honest, I haven't looked too closely at their stats - that's an excellent point. I'll tweak them soon.
Klao15831 2022 年 9 月 4 日 上午 8:01 
okay, love the mod, but why are all the clothes geared toward cold climate? Isn't tropical biome sort of a pirate thing?
Harry_Robinson1 2022 年 5 月 22 日 下午 6:30 
Actually never mind, I realised I have other mods that need these guns
Zaljerem  [作者] 2022 年 5 月 8 日 下午 7:48 
Apologies for that oversight! Just pushed an update to fix it.
Harry_Robinson1 2022 年 5 月 8 日 下午 6:55 
Would it be possible to get a version of this that doesn't make the empire permanently hostile?
Zaljerem  [作者] 2022 年 4 月 23 日 上午 7:04 
Please note: I have updated the mod to fix the pirate items being stuffable for no reason (this was having some unintended effects with other mods). Unfortunately this will break existing shanty items. They can be deleted by dev mode and the errors will clear. I can post a link to the 1.3.6 previous version of this mod if necessary.
Shifter 2022 年 2 月 7 日 上午 8:46 
Oh dope! I was using the "Medieval Overhaul" mod, not that I think you need to know by this point.
Thanks for such a speedy update!
Zaljerem  [作者] 2022 年 2 月 7 日 上午 7:20 
Updated: Pirates guns now require medieval research task (Smithing pre-req)

Fixed support for Dead Goat's Weapon Pack 1
Zaljerem  [作者] 2022 年 2 月 7 日 上午 6:30 
Updated: minor faction def fixes, re-added support for the Drow Race, added support for Dead Goat's Weapons Pack, rum fixes, fix to striped pants layer

Looking at refactoring pirate gun research/construction for next update to aid with Medieval-only runs
Zaljerem  [作者] 2022 年 2 月 7 日 上午 5:59 
Thanks ... yes the pirate guns are currently lodged under "Gunsmithing", which is industrial ... what mod are you using to lock things to Medieval? I could detect it and apply a patch to create a medieval-level research task for them. Or perhaps I should just move them to their own research task all together.

I will take a look at the striped pants also.
Shifter 2022 年 2 月 6 日 下午 9:15 
I do love the aesthetics of the clothes and this mod does seem dope! Just a few notes from playing - I'm on a medieval only play and it appears I cannot use any of the firearms as they don't appear in the smithies/benches (though I do have muskets and flintlock, but that's from a different mod)? There's no technology associated with them (unless they're for industrial? Which is blocked off for me). Also you have a set of striped trousers which do look great, but don't go well with the Visible Pants mod as I think they're on a different body layer?
Zaljerem  [作者] 2022 年 1 月 31 日 上午 10:16 
Thanks for the report; nutrition was set kinda high, I'll be pushing an update for that, more mod integrations, and some other minor fixes soon.
AcetheSuperVillain 2022 年 1 月 30 日 下午 1:25 
my pirates keep feeding rum to my downed animals...
Zaljerem  [作者] 2022 年 1 月 21 日 上午 6:59 
I've pulled it down but have yet to really look at it. Seems like a perfect mod to have some integration with.
Roque the Rogue 2022 年 1 月 21 日 上午 6:50 
Are there plans for the Vanilla Factions Expanded - Pirates?
Zaljerem  [作者] 2022 年 1 月 14 日 上午 5:52 
I initially meant it as a placeholder, but now it's just there as a tribute. :)
NutritiousCookie 2022 年 1 月 14 日 上午 1:29 
Was not expecting the minecraft textures, lmao
Roque the Rogue 2021 年 12 月 18 日 下午 7:53 
Just lock it to a culture, it makes no sense to see ladbroom joystrap in every empire, tribal and pirate out there LMAO
It's so amazing how wacky this namelist is, we should have way more culture stuff now that ideology is the norm, thank you for considering making it :D
Zaljerem  [作者] 2021 年 12 月 18 日 下午 7:31 
It probably should! I do have a namer mod (ZalNamer), maybe I'll incorporate it there as the Pirate faction namer. If I were to make a separate mod, how would you want it to work? I don't have the skills to create a mod settings menu; it would have to be hard-coded. Use the namer for ALL factions? Lol
Roque the Rogue 2021 年 12 月 12 日 下午 9:14 
The name generator is funny it should be a mod on its own
Zaljerem  [作者] 2021 年 11 月 8 日 上午 11:02 
Hi! I can't take credit for the art, it's from an older mod ... I'd say, go ahead and maybe credit Shinzys with the art. I'm interested to see what you come up with!
Karax 2021 年 11 月 8 日 上午 10:49 
I would like you like to use graphics from your mod, may I use them in new mod as style to ideology?
Zaljerem  [作者] 2021 年 10 月 1 日 上午 9:24 
Refactored Rum: now Sugar Cane -> Raw Sugar -> brew to Molasses -> cook to Rum ... material amounts and cooked time changed as well.
Zaljerem  [作者] 2021 年 9 月 23 日 上午 7:17 
Sugar Cane, Raw Sugar added to craft Rum. Cooking task, takes a 40 stack and a long time. Maybe someday I'll make it a brewing task but that will require additional modding.
Zaljerem  [作者] 2021 年 9 月 15 日 下午 5:24 
Too right! Added to wishlist. High priority as the rum already exists. :)
Tabs_unit-25 2021 年 9 月 15 日 下午 4:05 
Mates time to make sugar cane field and make rum [ not yet for now..]
Nodsgame 2021 年 9 月 15 日 上午 4:20 
As a man, who was growned by original Pirates! GOLD game on SEGA.... this is beautiful/ :steamhappy: