RimWorld

RimWorld

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Klickmala Race [Continued]
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Mod, 1.3, 1.4
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510.265 KB
May 10, 2022 @ 4:46am
Oct 27, 2022 @ 11:56am
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Klickmala Race [Continued]

Description
This mod is a continuation/fork of Beelzebelt's Klickmala, found here: https://steamcommunity.com/sharedfiles/filedetails/?id=2489566199 with permission.
Please be patient while I learn and do what I can to make this mod fully functional.

Once I get the Klickmala in a confirmed state of stable functionality without needing to remove defnames, I'll roll the work onto the Slither and Ikquan - As far as I can tell those still work as Klickmala did, so for now getting the framework with one of the races is the focus.

This version requires only Humanoid Alien Races and is setting out to grow the race to have their own settlements and factions (Hostile included). You should be able to swap out the original with this one without any problem (Probably solving some issues in the process). If you use Vanilla Expanded Framework, the two factions I added with this conversion to your map - One neutral and one hostile (Not permanently, though!).

Current differences from original Klickmala tl;dr:
  • No longer reliant on Pawnkind Race Diversity (You can uninstall it! Faction Blender seems to work better so far.)
  • Three new factions added to the map, One neutral and one starting hostile. The last which is inactive by default is always hostile - Balanced like the pirate faction.
  • Pawnkind defs readded - Allows the Klickmala to populate mods that let you choose races (Character Editor, Androids, etc, etc)
  • Gave the race a buff to speed, armor, carry weight etc.

Original Description (Minus old requirements)
Overview:
Klickmala are a playable race of anthropomorphic insects created using Humanoid Alien Races 2.0. Klickmala come with a variety of colors, abdomens, and antennae shapes, giving them a ton of visual variety. Their gameplay differences are minimal, so they can easily be added to a standard colony without feeling overpowered or out of place.

Safe to add to existing saves, but not to remove. Like most race mods, you should put it near the bottom of your mod list.

Racial Differences:
- Klickmala have a pair of antennae that act as additional sight parts. This doesn't make their sight any better than a Human's, but since the capability is spread across more parts, it's affected less by injuries or upgrades. Bionic and Archotech replacements for Antennae can be made or found just like vanilla Bionic & Archotech parts.
- Klickmala have two extra legs, and their legs have no bones, feet, or toes.

Known issues:
aaaaaaa
Antenna, Floof and Butts might not be aligned right for all bodies in all directions
Creating a Klickmala player faction with no ideology throws red error and fails to create colony
Starting a Klickmala player faction starts you in world view
Klickmala baby antenna refuse to attach to the head, and look like surprise eyebrows.
Popular Discussions View All (2)
4
May 22, 2022 @ 12:27pm
PINNED: Suggestions here, please!
DigitalHare
2
May 11, 2022 @ 12:57pm
PINNED: Bug reports here, please!
DigitalHare
55 Comments
DigitalHare  [author] Apr 20 @ 10:59pm 
Been talking to Space Moth - How many of you use Klickmala and use Biotech? Would you like it to be a non HAR dependent mod? I've had my eyes opened to the positives of xenotypes just before Anomaly dropped and I was thinking it might be worthwhile to weigh, since I have to do a lot of work to get it to 1.5 whether or not to continue on HAR or make it an independent thing.
DigitalHare  [author] Apr 15 @ 5:08pm 
Oh how foolish I was to think that 1.4 > 1.5 was not gonna be a lot given it wasn't like biotech.

Well, I'll slog through it. Press F in chat for SpaceMoth who I'm going to be bothering all throughout the update lol
DigitalHare  [author] Apr 15 @ 12:45pm 
@Renix Because I simply did not have interest in them. No offense to the creator or those that enjoy them. I don't have the mental bandwidth to try and do things folks want me to mod-wise (They're still there if someone wanted to pick the two up I have not looked) - Either way...

Since I can't even play Rimworld 1.4 because everything is breaking even for those trying to play on older versions to wait out the fuss.. I tried loading up 1.5 with just klickmala and hoo.. Yeah, I'm going to need to learn HAR's new stuff.
Renix Apr 13 @ 12:32am 
Yeah I checked back a good number of times for the ikquans. Not sure why you didn't like them, they're like lizardy salamandary guys. can't remember the third race right now...either way they all made decent shamen in tribal raids with rimworld of magic, I had a few that got surprisingly powerful and were more resilient than expected.
DigitalHare  [author] Apr 10 @ 4:26pm 
Don't think there's much I need to do in order to port this to 1.5? I'll look into it. I'm sorry I never got on with the other two races, but I simply could not motivate and I overwhelmed myself to try and take on the races I don't really have affection toward, no offense to those that want them.
CMDR Youth Jan 21, 2023 @ 5:40am 
Happy Late New Year.
DigitalHare  [author] Nov 26, 2022 @ 5:54am 
@renix Not really. I just have to push myself to apply the things I've done to the other two. It's just a matter of injecting the changes.Since I personally only used the klikmala when the creator updated them, they were naturally the one I learned (and am still learning) on. Just with ADHD and other health things, keeping drive and focus enough to apply myself to figure it all out and do it all to a state that's acceptable is sometimes trying. I'd much rather get one race up to a more than acceptable level and port the other two over rather than trying to keep three up to date with every change and thing I've learned to do.
Renix Nov 25, 2022 @ 4:50pm 
Are Ikquans and the third guys I forget the name of forever forsaken?
DigitalHare  [author] Nov 25, 2022 @ 10:36am 
Either way. Moth told me about some changes I could do, like adding graphical changes for the bionics and prosthetics that I've been considering after seeing a couple other races I use do which I had no idea that it could do that. Etc. Maybe make some more things here and there. Etc etc. Not going to promise the moon, but I am getting back into it. Maybe announce when I start officially working on it, When I was working on it more I did stream it to Twtich in my normal rotation, but I even fell off of my streaming.. So.. It's not just modding I lost the drive in.Either way. I wanted to make a callout and let everyone know I'm putting the gears back into the machine.
DigitalHare  [author] Nov 25, 2022 @ 10:35am 
Hey all, just to let you know I am playing RimWorld again and tinkering this and that.

A fair amount has changed and I'm leaning over to look at SpaceMoth's page to see what he's been working on here an there. I'm waiting on HAR to kinda settle down. Played a couple colonies and included the Klickmala in my current one to try and see what's needing and not. I'm seeing a little of what the Moth was telling me regarding some changes here and there. Though, so far it looks like Klickmala seem to be in a relatively good place and stable. Either the body mod I'm using is changing things or I might need to go in and change the thorax positions a little I haven't had any children with the buggos yet to test, so I'm needing to do that. But I'm keeping an eye on what HAR is doing and noting some problems in the current builds that don't /seem/ to be hitting us yet.