RimWorld

RimWorld

Spacertech Raiders for Outlanders and Pirates
47 Comments
evilempiregodamn 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.
Sudo Modding 10 Sep, 2024 @ 9:53am 
Excellent, it makes the pirates deadly with CE, they are not pushovers late game anymore
metritirodogiy  [author] 8 Aug, 2024 @ 10:06am 
Already updated to 1.5, but addtional update for more content stuff, not well tested so if you run into any new issues (though it should mostly be raiders spawning with no gear or the like) I'll try to test and find out what it is.
EPOE thing with the royalty expac has not yet been fixed.
Marty in the multyvers 26 Jun, 2024 @ 3:24am 
1.5?
McLets 9 Jun, 2024 @ 4:47pm 
Those raiders are real "managable," with their advanced bionics, charge miniguns, power armor, and death acidifiers to rub salt into the wound... good mod
evilempiregodamn 25 Apr, 2024 @ 6:31am 
15
Dragonlord 23 Feb, 2024 @ 8:38am 
Should i run this along side compressed raids? I am using that mod and have no maximum threat points. From the description it seems they will work side by side since compressed raids doens't change equipment.
bajo jajo 9 Sep, 2023 @ 1:43pm 
this mod is rough as hell
Tom Walsh 4 May, 2023 @ 5:07pm 
some of the mods I have don't seem to play well.
https://gist.github.com/HugsLibRecordKeeper/173bb3737b9e6dde0333f9667ef38d3d
feels like a combination of EPOE, the EPOE Royalty addon and Medical System Expansion 2 combined with Spacertech Raiders results in a patcher error.
[code][Spacertech Raiders for Outlanders and Pirates] Patch operation Verse.PatchOperationSequence(count=12, lastFailedOperation=Verse.PatchOperationFindMod(Expanded Prosthetics and Organ Engineering - Forked)) failed
file: D:\SteamLibrary\steamapps\workshop\content\294100\2246719858\1.4\Patches\ThingDef_Misc\Mod_Tags_TechHediffs.xml
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)[/code]
Ickura 23 Jan, 2023 @ 1:49am 
I'm getting errors upon bootup. Looks like a failed patch with rimsenal core: https://gist.github.com/351ecfb413492d42c9edb9f144a705e6
Ickura 25 Nov, 2022 @ 8:29pm 
Thanks for the update!
evilempiregodamn 25 Nov, 2022 @ 8:59am 
14
Ickura 6 Nov, 2022 @ 9:21pm 
Hey, in case you plan on updating this, Vanilla expanded removed some items from their mods so be wary what you patch in the npc equipment pool might not exist anymore. https://docs.google.com/document/d/12kwpj76Mz2f5LhDVC1vlIiOFL6exGxCt9cYjXUdqaIs/edit
このヘンタイ! 9 Oct, 2022 @ 3:19pm 
I play with CE and really love this at least you make AI raider have more tactics to fight with players
vanilla loadout really dumb and boring rocket launcher or doomday rocket are rarely, but with this mod now raiders know how to use grenade launcher and RPG-7 Thermobaric... it mean they can crush my defend line easier without killing themself like doomday rocket

and I pretty surprise about grenadiers loadout, assault shield with frag grenade tactics really deadly on early-mid game I hope next update this mod can compat with Grenade Variety for more deadly grenadiers raiders
Egalexandr 19 Sep, 2022 @ 10:16am 
so I tried to fix that bionic leg issue (epoe forked) removing "advanced' from AdvancedBionicLeg and it worked, but after a new red error appeared about PowerArm def. so it has node names mismatch. So if you gonna use it with epoe forked it will not work as intended.
Egalexandr 19 Sep, 2022 @ 9:55am 
yeah bionic leg issue still exist. Same as @glm256901
metritirodogiy  [author] 13 Jun, 2022 @ 10:23pm 
@glm256901
Does affect the cannibal pirate faction, since it patches the base and the cannibals just inherit from that. I will take a look a the leg issue.
@Holgast
VWE: Heavy has some potential issues with valid conditions for equipping the weapons potentially, hence why I avoided it previously. I'll look into adding it. Rimlaser I'll double check as well.
metritirodogiy  [author] 13 Jun, 2022 @ 10:23pm 
@skycrossercat
Manageable is probably more in terms of manageable numbers specifically, but less incoming pawns (generally somewhere between 1/3 to 1/2 depending) means that vs 1 target stuff like shock/berserk will work far more efficiently, and melee locking ranged enemies is more feasible given the lower pawn counts too.

In terms of vs faction, note that full cataphract pawns cost at minimum 425 points for the pirate ravager, and the outlander cataphracts are 450 points each. For reference, elite mercs (the strongest vanilla humanoid) is 130 points, and the imperial cataphracts (i.e. the ones from the empire expansion if you're hostile with them) are 150 points each.

Ultimately though, a lot of my experience is via CE, I have played a relatively low amount of vanilla/yayo's combat at this point so it may not work quite as intended in vanilla.
XoleyZum 13 Jun, 2022 @ 3:54pm 
THIS IS WHAT I'VE BEEN LOOKING FOR , THANK YOU SOOOO MUCH!!!!!
skycrossercat 14 May, 2022 @ 11:24pm 
Better get prepared before using this mod, all outlander/raider units would be fully equipped with cataphracts and charge weapons, normal factions (or maybe player) stands no chance against them in events.
Holgast 17 Jan, 2022 @ 2:00am 
also, a typo - 'Nemisis' should be 'Nemesis'
Holgast 17 Jan, 2022 @ 1:57am 
Could you add support for VFE Heavy Weapons and RimLaser? Would love to have enemy raiders with flamethrowers
glm256901 9 Dec, 2021 @ 11:40am 
I'm also getting an error with this mod, I suppose this needs updated for EPOE-Forked...

[Spacertech Raiders for Outlanders and Pirates - Start of stack trace]
Verse.PatchOperationAdd(xpath="/Defs/ThingDef[defName="AdvancedBionicLeg"]"): Failed to find a node with the given xpath
Verse.PatchOperationConditional(xpath=/Defs/ThingDef[defName="AdvancedBionicLeg"]/techHediffsTags): Error in <nomatch>
Verse.PatchOperationSequence: Error in the operation at position=3
Verse.PatchOperationFindMod(Expanded Prosthetics and Organ Engineering - Forked): Error in <match>
Verse.PatchOperationSequence: Error in the operation at position=12
glm256901 9 Dec, 2021 @ 10:49am 
Wil this also mod affect the canibal pirate faction that is added by the ideology DLC? Or will it only affect the pirate faction from the base game?
Thundercraft 20 Sep, 2021 @ 10:27pm 
Quote, "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."

The description confuses me. It says that makes late game raids by those factions "more manageable". However, it also says that it makes them "very well equipped" - like with power armor, bionics, & better than normal weapons. How is that making them "more manageable"? The definition of "manageable" is quote, "able to be managed, controlled, or accomplished with out great difficulty."

Does it make such raids more manageable by having pawns better equipped, yet fewer in number? If so, the description doesn't explain that very well. Otherwise, I'm leaning towards believing this mod makes such raids more difficult. I'm especially leaning towards this because of how it says raiders will often, "have biocoded equipment and death acidifiers."
Evam 30 Aug, 2021 @ 5:36am 
@DORA THE EXPLORER I'm pretty sure they're wearing tuques because it's winter
Ayane 23 Jul, 2021 @ 11:33am 
Has anyone tested to see if it works or not as is on 1.3?
DaddyDevito4253 11 Jul, 2021 @ 3:08pm 
could you make a guide to add to the pool of what the faction can use? or is that too much?
cl2 10 Jun, 2021 @ 4:15pm 
For some reason, a lot of the spacertech raiders are using tuques as headgear instead of combat helmets. No error logs I believe. Here's a screenshot: https://imgur.com/a/yXyZ9sM
Almantuxas 5 May, 2021 @ 6:26am 
Could you give the spacer slashers personal shield belts? Currently they don't have them, unlike other slasher types.
cl2 16 Feb, 2021 @ 12:50pm 
Amazing mod. Thank you!
metritirodogiy  [author] 13 Feb, 2021 @ 10:58am 
Pretty much. The new added armored pawns will pretty much be guaranteed to have both a helmet and armor, and higher level ones will use bionics a lot more liberally than vanilla pawns. Addtionally, the pawns added by this have a pretty heavy weighting, so later game raids will consist of primarily of heavily armed/armored raiders, rather than a more even amount of elite mercs mixed in with a bunch of more fodder-y pirates.
Hcup 13 Feb, 2021 @ 2:37am 
Isn't pawn with High-level armour already exist in the game though? So adding this mod just increase the number of raiders with good gear right?
Tyrant 15 Oct, 2020 @ 4:08pm 
Your mod is lacking a packageId entry in About.xml. These are important for providing compatibility and preventing loading errors. Just add something like <packageId>tostov.spacetechraiders</packageId> to the file.
metritirodogiy  [author] 13 Oct, 2020 @ 5:52pm 
Backpack is from CE, because pawns need bulk capacity, especially when they're using heavy weapons.

Top left charge gun is from CE guns, it's the charge LMG. Right is the CE re-texture of the charge rifle.
Needle 13 Oct, 2020 @ 2:50pm 
In the thumbnail, I noticed that the pawns have backpacks, and one of them has a charge weapon I haven't seen before
Can you tell me what these mods are?
metritirodogiy  [author] 3 Oct, 2020 @ 6:50pm 
CE wise, it's worth keeping in mind that if there's a smaller number of raiders, there's a smaller total number that you have to defeat to cause a retreat, and you can as such rely more heavily on rockets or other heavy weapons that are effective against single targets but might be worthless against swarms of enemies. That being said it can go either way depending on your preferred tactics and equipment setup.

But in CE it should generally keep the difficulty level about the same or maybe just a bit harder, so I will clarify that in the description.
metritirodogiy  [author] 3 Oct, 2020 @ 6:44pm 
Would probably make the raids potentially harder with yayo's too, assuming your pawns weren't kitted out with spacer equipment. Because yayo's combat reduces the armor penetration variance (iirc) and applies an effective armor bonus if the armor's tech level is higher than that of the weapon.
Paradox 3 Oct, 2020 @ 4:23pm 
@Sir Galahad "I usually play with CE" There's ya problem. He specifically said that about Non-CE games, where armor is less important and raids are dangerous because of the amount of enemies, not because that one guy over there is nigh indestructible in heavy armor and has a big gun.

With that said, I wonder how this mod will affect raids with Yayo's Combat.
Proccultist 3 Oct, 2020 @ 2:20pm 
How does it make the game easier by adding better equipped pawndefs? I usually play with CE, but I don't get why reducing raid size would matter so much if I need AP-I to effectively combat them. Cool mod, in any case