RimWorld

RimWorld

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Spacertech Raiders for Outlanders and Pirates
   
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Mod, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
1.148 MB
3 Oct, 2020 @ 5:05am
12 Sep @ 10:54pm
11 Change Notes ( view )

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Spacertech Raiders for Outlanders and Pirates

Description
Adds additional raider types for pirates and outlanders, who are consistently armored in power armor, have bionics, and are well armed.

Designed to make the late game raids by pirates and outlanders more manageable without making raids too easy, this mod adds in a number of very well equipped pawndefs that will generally be preferred over conventional pawns. Largely designed with CE in mind, where the well armed and armored pawns provide a fair amount of challenge, but should work fine without it, just that raids will be significantly weaker in a sense because quantity is way more important in vanilla. The raiders often will have bionics, biocoded equipment and death acidifiers as well, just for reference.

Outside of some adjustments to the faction point curves (it is adjusted so that you shouldn't be getting the strongest raiders outside of the strongest raids), it shouldn't conflict with too much stuff hopefully, that being said, as part of the implementation I've set it up to mostly require specific tagging. This means that the new pawns won't really select from all weapons as readily, but the following mods are accounted for:

Combat Extended
Combat Extended Guns
Combat Extended Melee
Vanilla Weapons Expanded (Core module only)
Rimsenal Core (If installed, there will be manufacturer specific raiding groups and raiders added for outlanders)
Rimsenal Vanilla
Royalty DLC

Bionics wise, the following should have appropriate tags for the mod as well:
[FSF] Advanced Bionics Expansion
Rah's Bionics and Surgery Expansion
Expanded Prosthetics and Organ Engineering - Forked

It should still work even if these mods/Royalty isn't installed, and has some slight tweaks depending on whether certain mods in the above list are installed. If you're running CE, I'd suggest loading this mod after CE, as it will override CE's changes to the threat point scale which might result in you getting raided by a guy in cataphract armor on your 2nd or third raid.

You can suggest other stuff to add support for if you'd really like, but I'm pretty lazy so there's not really any guarantee I'll get to it, especially if the mod isn't CE compat, since I don't usually play without and if you use this mod without it I can't guarantee that it's at all very well balanced, as I set the numbers based largely on CE's defensive specs for power armor and such.

I will try and figure out any bugs if you give some info in the comments but once again, can't guarantee much. It's pretty much purely XML and a ton of patchOps, so it really shouldn't break anything. Preview includes stuff from CE guns and CE, just for reference.
50 Comments
Left4Ban 24 Jul @ 3:06pm 
ay I added them old factions to my odyssey playtru yesterday and it seemed to work
cyanobot 24 Jul @ 2:21pm 
Based on a quick test, seems to be working in 1.6 (Although it doesn't seem to apply to the Biotech outlander/pirate factions - which I'm guessing is nothing to do with 1.6.)
Left4Ban 22 Jul @ 5:29pm 
1.6?
betonov 15 Jul @ 12:51am 
16
Benjamin Proverb Test 23 May @ 10:28am 
to get stuff from other mods to show up, you'd add the appropriate tags to the items from those mods. I was just looking at how 3HIST has built in patches to add the weapon tags from this to its weapons
|_| Clyax 27 Mar @ 3:13pm 
Based on what @LetTheMossReclaimYou said, maybe just some table calls that pull in from certain item lists, and that lets modded items in. That might work. Not sure if you'd have to put this mod at the bottom of the mod list, or if the list calls wouldn't happen until after initialization.
LetTheMossReclaimYou 26 Mar @ 8:05pm 
Would there be any chance of this mod getting updates for additional weapon/armor/bionic mods?
Farbott 18 Jan @ 2:45am 
it'd be so awesome if there was a mod that just had spacertech raiders in general
fyodord 12 Dec, 2024 @ 3:43pm 
@Dragonlord I don't know if it's really because of those two mods but it can result in getting raided by power armor raider extremely early. It practically game over my colony because with CE power armor is untouchable by early game weapons
McLets 16 Nov, 2024 @ 5:08pm 
Can it be added mid-game? I'd figure it can't be done but I figured it would be worth asking.