RimWorld

RimWorld

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Kijin Race 3.0
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
13.924 MB
Nov 4, 2022 @ 10:34pm
Aug 13 @ 9:35am
22 Change Notes ( view )
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Kijin Race 3.0

Description
About

Good old Kijin Race is now back with 1.4 and Biotech! AlienRace no longer required.
Kijins are medival oni like xenotype humans.
They burn a lot of calories to maintain a fast work rate.
All other genetical traits and reseaches are made to support their high calories burn.

Features
  • Adds Kijin xenotype and genes : works fast, eats a lot.
  • Adds medival weapons and armors : flame, paralysis weapons
  • Adds medival Kijin NPC factions.
  • Adds Kijin backstories.
  • Adds a few hairs.
  • Adds healing hot spring bath.
  • Adds 2 storytellers.
  • Adds assassin event(you can turn it off in option).
  • Adds Kijin medival researches.
  • Adds Kijin xenotype-sepecific vanilla apparel.

    New game-winning condition
  • Kijins are natives to Rimworld. Their kingdom was destroyed by ruthless pirates. Kijin kind, once a single nation, was scattered around the rimworld.
  • Build monumental statue and boardcast yourself as rightful heir of Kijin nation.
  • Prove that your coloney has enough wealth and power to defend against any raiders.




Popular Discussions View All (4)
52
Aug 7 @ 5:45pm
PINNED: Kijin 3.0 Bug Reports
SSulungE
1
Nov 10, 2024 @ 9:39am
Feature Request: Input filters on salting barrels.
Valdrax
2
Nov 13, 2022 @ 6:53am
PINNED: Solving missing Body and Head bug
SSulungE
266 Comments
Mave 1 hour ago 
Seems like there's an issue compatibility between kijin and altered carbon
Jet Aug 17 @ 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 Aug 17 @ 7:27am 
good
ChickenKnight Aug 15 @ 1:51pm 
Is "Adds Kijin xenotype-sepecific vanilla apparel." working?
SSulungE  [author] Aug 13 @ 9:35am 
oddssy armor rack bug fixed
Jet Aug 9 @ 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 Aug 5 @ 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 Aug 5 @ 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 Aug 5 @ 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 Aug 5 @ 1:33pm 
Running into the same error with VE: pirates. With the warcaskets. Likely the same cause as what seeki decribes.