RimWorld

RimWorld

Kijin Race 3.0
254 Comments
seeki Jul 16 @ 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] Jul 16 @ 6:38am 
@Triobian
it is used for making shirne. If used, it buffs up mood a bit
SSulungE  [author] Jul 16 @ 6:38am 
@seeki
solid solution. I'll do some testing and update it
Triobian Jul 15 @ 10:21pm 
what does spirit wood do?
seeki Jul 15 @ 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 Jul 14 @ 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] Jul 13 @ 8:57am 
hotspring face layer fixed
Tsornin Jul 12 @ 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 Jul 11 @ 2:59pm 
updoot plox
SSulungE  [author] Jun 17 @ 8:15am 
the infinite tree error is fixed
tolaburke Jun 17 @ 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 Jun 15 @ 9:02am 
Yes, took me forever to find what this error refer to and why my farmer cant clear random tree
tolaburke Jun 15 @ 8:13am 
With it active, plants and trees were somehow infinite. You harvested them, but they were never destroyed.
Royal bastard Jun 14 @ 10:39pm 
you goddamn hero!
SSulungE  [author] Jun 14 @ 8:44am 
updated to 1.6.
I have not fully tested anything but I fixed some error codes.
Richard May 9 @ 5:39am 
@Lasershadow outland redburn pact mod.
Lasershadow Apr 27 @ 6:47pm 
So... anything else along with this mod that's also from That Time I Reincarnated As A Slime?
Itsuko Apr 11 @ 2:18pm 
can we get a stand alone version of the kijin hotspring?
Gear`O`Derm Mar 16 @ 11:47pm 
FemaleBB Body's compatibility is so bad that keeps reporting errors when generating kijin pawn.
Gudako Feb 20 @ 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 Jan 18 @ 12:41am 
is it possible that global work trait overwrites the workdrive ?
Vexacuz Dec 22, 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 Dec 14, 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 Nov 10, 2024 @ 9:39am 
the biofuel building thingy
Jet Nov 9, 2024 @ 11:48pm 
where do you make chem from hay
Winter Sep 19, 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 Sep 19, 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 Sep 18, 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 Sep 18, 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 Aug 30, 2024 @ 8:38pm 
can there just be a oni race without all these conflicting slop
Winter Aug 29, 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 Aug 28, 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 Aug 19, 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 Aug 19, 2024 @ 6:42pm 
So, do you need biotech? or is it optional?
karehareha Jul 30, 2024 @ 4:28am 
Is there a standalone mod for the "No Plant Wastage" feature?
Tabu2684 Jul 29, 2024 @ 9:44pm 
that's right Battl3bee
Battl3bee Jul 11, 2024 @ 1:48pm 
big mommy milker coconut gazongas
Jet Jun 14, 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)
touhuya25 Jun 13, 2024 @ 11:06pm 
Hello. When I play this mod on 1.4, I get an error about abbysal blade. 1.4 contains data for anomalies, which causes a lot of errors, so please fix it.
I've also attached the beginning of the error message.

<defaultInstallPart>Shoulder</defaultInstallPart> doesn't correspond to any field in type HediffDef. Context: <HediffDef ParentName="AddedBodyPartBase"><hediffClass>Hediff_AddedPart</hediffClass>
Jet Jun 13, 2024 @ 5:27pm 
does equipping the abyssal blade always result into transforming the wielder into an entity? because i keep getting people transform into an enemy when they equip it. it has the abyssal curse trait.... is it just not able to be wielded and just sold
alonlystalker Jun 13, 2024 @ 5:33am 
also have some red errors with abbysal blade filth stuff, and also voted up for kijin lite, i like this race but i hate that weapon apparel and incidents in my xenotype mod, also because all this stuff sometimes conflict with other mods.
Hayooo Jun 8, 2024 @ 9:45am 
What is a spirit wood. And what its use for?
MajorityOfTheInternet Jun 6, 2024 @ 3:31pm 
The author of "Milira Race" said Kjin 3 is incompatible with that mod because the apparel rendering is bugged when their mechanoid raids show up (they wear armor), why?
{LINK REMOVED}
Vinlic Jun 4, 2024 @ 11:55am 
Hi I seem to be getting some errors when generating a new world that mention the abyssal blade from this mod. Here' my hugslib log. https://gist.github.com/HugsLibRecordKeeper/60b68757e4eb0ed55e9928d1e0b493e6
Jet May 25, 2024 @ 2:38am 
can we get a lite version? the weapons were cool but the poison was way too OP specially when facing 30-40 of these that downed you with 1 hit
阿·泡泡 May 24, 2024 @ 8:15am 
This mod conflicts with the Star Wars mod, causing the Force Skill bar to disappear after the Force Awakens。
SSulungE  [author] May 9, 2024 @ 7:07am 
@Lunrun
I have nothing that makes it bleed forever. It must be a mod conflict.
Lunrun May 8, 2024 @ 8:54pm 
Actually enemies in general, they even bleed forever
Lunrun Apr 29, 2024 @ 8:31pm 
For some reason abyssal blade can't kill anomalies, just makes them bleed infinitely
SSulungE  [author] Apr 27, 2024 @ 12:46pm 
Abyssal blade rebanced.