RimWorld Mods

Vanilla Factions Expanded – Pirates Mod

Authors of the Vanilla Factions Expanded – Pirates Mod: Reann Shepard, Sarg Bjornson, Taranchuk, Oskar Potocki, Xrushha, Kikohi

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!

Pirates Mod features

Vanilla Factions Expanded – Pirates Mod greatly expands the vanilla pirate faction by adding new events, technology, defense 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!

There is a slight possibility of some bugs occurring, so if you think you encountered a bug, be sure to check Bug Reports thread with instructions how to report them.
Bug reports we cannot use to troubleshoot (for example: those lacking a hugslib log) will be promptly removed.


  • Oskar Potocki, an artist and a designer, responsible for the mod design and artwork.
  • xrushha, a programmer responsible for the xml of the mod.
  • Taranchuk, C# programmer.
  • erdelf, C# programmer.
  • legodude17, C# programmer.
  • Kikohi, C# programmer.
  • Roolo, C# programmer and a Cursed Crew developer.
  • Smash Phil, C# programmer and a Cursed Crew developer.
  • Reann, a writer responsible for a majority of descriptions.
  • Cracklewock Games for lending assets such as Cursed Crew OST.

(CC BY-NC-ND 4.0)

Q: Do I need any DLC for this mod?
A: Not at all. However, if you have Ideology, you can use the new Pirate ideology.

Q: Can pawns in warcaskets use psycasts, magic etc?
A: Yes!

Q: Can pawns remove warcaskets?
A: Yes, but you have to research it first. Be aware – this will remove all limbs from your pawn and turn them into a shellcasket.

Q: Can pawns in warcaskets do any work?
A: No, these are strictly combat suits.

Q: Are warcaskets better than powered armor?
A: Not necessarily. They are an industrial tier precursor. Powered armor offers similar protection, but can be taken off and allows pawns to work still.

Q: Is this mod compatible with Combat Extended?
A: I do believe they are still working on the patch! Ask them, and when it works, let me know!

Q: Can I disable some aspect of the mod?
A: No, it comes in as a package. You’re either accepting all of it, or none of it. Sorry. You are welcome to patch certain things out, but I can’t promise the mod will work as intended.

Q: Do I need the base module for it to work?
A: All the faction mods require Vanilla Expanded Framework to work.

Q: Does this mod work with other mods?
A: It should.

Q: Is this mod save game compatible?
A: Yes, however bear in mind you can’t remove mods, so backup your save!

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