RimWorld

RimWorld

Kijin Race 3.0
266 Comments
Mave 30 Aug @ 3:30pm 
Seems like there's an issue compatibility between kijin and altered carbon
Jet 17 Aug @ 8:44pm 
seems to be fixed from just testing dropping the armor, they dont disappear anymore. I will note that theres a giant red x for the outfit stand body texture which I find odd since i have them both set to only accept vacsuits but one of them is normal and the other is missing the texture
hongbin.wen 17 Aug @ 7:27am 
good
ChickenKnight 15 Aug @ 1:51pm 
Is "Adds Kijin xenotype-sepecific vanilla apparel." working?
SSulungE  [author] 13 Aug @ 9:35am 
oddssy armor rack bug fixed
Jet 9 Aug @ 8:43pm 
dont think so... as long as the race exists somewhere, specially in your faction removing them could have disastrous effects. Im just so glad I found out the mod that was responsible for this bug. Its such a massive one that really limits the ease of spacetravel. I hope the modder addresses this soon or at least recognizes the problem that it poses because its really bad. Space is already very limited on a ship, even before you get to space lol.
=PS= Candy Bottom 5 Aug @ 9:02pm 
I have to get rid of this mod until it's able to work with the armor racks. :( Is there a way to remove this without breaking my save? The colony seems fine but it breaks the overworld.
Antivyris 5 Aug @ 3:27pm 
A great feature would be an option in the mod options to disable caravans/guests from having Dark Matter as random food. While hilarious to see the random person just fall over, doesn't make much sense why anyone would be carrying it for normal food.
Jet 5 Aug @ 2:47pm 
@ntnt WAIT its this mod? i did notice that, and also armor disappearing when trying to equip it. Even if its just dropped form the stand it just disappears, doesnt even show up with search I copied the log when it happened just in case but didnt expect a race mod to affect outfit stands
https://gist.github.com/HugsLibRecordKeeper/6957e12338250a2b1ff27cc0103dd0f9
j8stars 5 Aug @ 1:33pm 
Running into the same error with VE: pirates. With the warcaskets. Likely the same cause as what seeki decribes.
Average Zombie 5 Aug @ 6:55am 
What NTNT says. This mod breaks the display of armor on outfit stands. Both the default one and any mod armor stands.
NTNT 20 Jul @ 11:29am 
The mod throws endless errors when stuff is equipped on odyssey armor stands. I'm guessing it's because of what seeki mentioned? Armor stands ain't got no genes.
seeki 16 Jul @ 8:38am 
Hi, I just had a quick look — I think there might still be a small issue in the updated code.

bool flag = (apparel.Wearer == null && apparel.Wearer.genes != null && !KijinSettings.UseKijinCloth && apparel.Wearer.genes.Xenotype == Kijin3Defof.KijinXenotype && !KijinSettings.UseKijinClothEnemyFaction) || !__result || apparel.Wearer == null || apparel.Wearer.genes.Xenotype != Kijin3Defof.KijinXenotype;

It looks like it's trying to access apparel.Wearer.genes even when apparel.Wearer might be null — that would likely throw a NullReferenceException.
Just to be safe, I’d suggest rewriting it like this:

bool flag = !__result || !KijinSettings.UseKijinCloth || !KijinSettings.UseKijinClothEnemyFaction || wearer == null || wearer.genes == null || wearer.genes.Xenotype != Kijin3Defof.KijinXenotype;

Hope that helps!
SSulungE  [author] 16 Jul @ 6:38am 
@Triobian
it is used for making shirne. If used, it buffs up mood a bit
SSulungE  [author] 16 Jul @ 6:38am 
@seeki
solid solution. I'll do some testing and update it
Triobian 15 Jul @ 10:21pm 
what does spirit wood do?
seeki 15 Jul @ 6:29am 
Hello, and thank you for your work on Kijin Race 3.0.
I'd like to report a compatibility issue that causes a rendering error when used with my mod. The cause seems to be this patch method:

KijinApparelOption_Patch(ref Apparel apparel, ref ApparelGraphicRecord rec, ref bool __result)
Screenshot: {LINK REMOVED}

The line apparel.Wearer.genes.Xenotype assumes that apparel.Wearer.genes is always non-null, but some pawns (e.g. animals, mechanoids, or modded pawns) don’t have a Pawn_GeneTracker, which causes a NullReferenceException.
Please consider updating the condition like this:

if (apparel.Wearer != null && apparel.Wearer.genes != null && apparel.Wearer.genes.Xenotype == Kijin3Defof.KijinXenotype)

This issue affects versions 1.6, 1.5, and 1.4.
I'd appreciate it if the fix could be applied to all of them.

Thanks!
securednul 14 Jul @ 11:19pm 
I'm not sure what's going on, I'm using xenotype spawn control as well. For some reason my Kijin colony people are showing up as the waster xenotype? I've checked in the xenotype spawn control mod and it shows that that faction should be 100% Kijin, I also have wasters set to 0% spawn chance for every single faction. I'm not getting any errors appearing in debug mode.
SSulungE  [author] 13 Jul @ 8:57am 
hotspring face layer fixed
Tsornin 12 Jul @ 7:23pm 
@Itsuko I would also love a standalone mod for just the hot spring! It's so beautiful and I don't really use race mods. It's my favorite looking hot spring though.
Dangerlurking 11 Jul @ 2:59pm 
updoot plox
SSulungE  [author] 17 Jun @ 8:15am 
the infinite tree error is fixed
tolaburke 17 Jun @ 12:59am 
Now, if you could control such a thing, that'd be a worthy separate mod. "Treat something or plant something specific to make it infinite." No weirder than any other super-mod.
Anny 15 Jun @ 9:02am 
Yes, took me forever to find what this error refer to and why my farmer cant clear random tree
tolaburke 15 Jun @ 8:13am 
With it active, plants and trees were somehow infinite. You harvested them, but they were never destroyed.
Royal bastard 14 Jun @ 10:39pm 
you goddamn hero!
SSulungE  [author] 14 Jun @ 8:44am 
updated to 1.6.
I have not fully tested anything but I fixed some error codes.
Richard 9 May @ 5:39am 
@Lasershadow outland redburn pact mod.
Lasershadow 27 Apr @ 6:47pm 
So... anything else along with this mod that's also from That Time I Reincarnated As A Slime?
Itsuko 11 Apr @ 2:18pm 
can we get a stand alone version of the kijin hotspring?
Gear`O`Derm 16 Mar @ 11:47pm 
FemaleBB Body's compatibility is so bad that keeps reporting errors when generating kijin pawn.
Gudako 20 Feb @ 9:39am 
Can you add a switch to control the Abyssblade don't change colonists's appearance when they equip it after the research has been completed?
danzloblaha13 18 Jan @ 12:41am 
is it possible that global work trait overwrites the workdrive ?
Vexacuz 22 Dec, 2024 @ 1:57pm 
Head gene is mis-aligned, it need to be a little to the right, it doesnt look that bad on BB body, but on any other body (including vanilla) it will be rather jarring. I tought at first it was a head-placement bug, but as it turns out, the head textures themselves are off-set a bit too much.
Sir Rolin 14 Dec, 2024 @ 7:35am 
@Hayooo, I know you need it for the Kijin statue which is a win condifiton.

However you can also activate it, but I don't know what that does, haven't tried with a Kijin yet, but it seems nothing happens, except you lose the item.
Sarus 10 Nov, 2024 @ 9:39am 
the biofuel building thingy
Jet 9 Nov, 2024 @ 11:48pm 
where do you make chem from hay
Winter 19 Sep, 2024 @ 11:30am 
@Teddyburton Ah, I hadn't noted that, but yes. Kijin 2.0 isn't marked as being updated for Rimworld 1.5, and I haven't tried it myself. You could try installing 2.0 anyways and see if there are any serious issues with running it. It could be fine, or it could break the game, so best to try with a fresh save file.
Teddyburton 19 Sep, 2024 @ 8:08am 
@winter thanks for the reply, i did use 2.0 prior to 1.5 updates, but i think 2.0 currently cant be used with 1.5 no?
Winter 18 Sep, 2024 @ 6:52pm 
@Teddyburton Yes, this version of the mod requires Biotech, as the Kijin in this version are humans with Kijin genes. If you search in the workshop for "Kijin 2.0", you should find the older verison of the mod that adds Kijin as an alien race, and does not require Biotech.
Teddyburton 18 Sep, 2024 @ 9:58am 
I dont have biotech DLC, but i can still use this mod, the problem is i cant spawn any Kijin in and dont have their factions spawning, but i can still create their stuff with the smithies. Is Biotech a must?
NyamiNyamiNyami 30 Aug, 2024 @ 8:38pm 
can there just be a oni race without all these conflicting slop
Winter 29 Aug, 2024 @ 8:18am 
@WarPig262 It adds a friendly faction and a hostile faction, both with towns. You may get trade caravans from the friendly faction, and raids from the hostile one.
WarPig262 28 Aug, 2024 @ 7:30pm 
So this just add genes into biotech and I mess with biotech to spawn them? Haven't really used the DLC
Winter 19 Aug, 2024 @ 8:17pm 
@Robcartree This version of the mod requires Biotech, as it's built around the gene system from that DLC. I think version 2.0 of the mod is still around on Steam if you'd like to try the non-biotech edition.
Robcartree 19 Aug, 2024 @ 6:42pm 
So, do you need biotech? or is it optional?
karehareha 30 Jul, 2024 @ 4:28am 
Is there a standalone mod for the "No Plant Wastage" feature?
Tabu2684 29 Jul, 2024 @ 9:44pm 
that's right Battl3bee
Battl3bee 11 Jul, 2024 @ 1:48pm 
big mommy milker coconut gazongas
Jet 14 Jun, 2024 @ 11:58pm 
https://gist.github.com/HugsLibRecordKeeper/8aa6229f1aa7dd4525580f5f1f3681d3

Exception while recalculating PreferredXenotypeMakeup thought state for pawn Diver: System.InvalidProgramException: Invalid IL code in (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.ThoughtWorker_Precept_ColonyXenotypeMakeup.ShouldHaveThought_Patch0 (RimWorld.ThoughtWorker_Precept_ColonyXenotypeMakeup,Verse.Pawn): IL_008f: call 0x00000023


[Ref F447161C]
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Glue:AbiFixup<RimWorld.ThoughtState RimWorld.ThoughtWorker_Precept_ColonyXenotypeMakeup:ShouldHaveThought(Verse.Pawn),RimWorld.ThoughtState RimWorld.ThoughtWorker_Precept_ColonyXenotypeMakeup.ShouldHaveThought_Patch0(RimWorld.ThoughtWorker_Precept_ColonyXenotypeMakeup, Verse.Pawn)>(RimWorld.ThoughtWorker_Precept_ColonyXenotypeMakeup,RimWorld.ThoughtState&,Verse.Pawn)