RimWorld

RimWorld

Kijin Race 3.0
271 Comments
Vexacuz Oct 30 @ 3:13pm 
By the way, there is a problem with kijin head textures, they are slightly off-center (To the left i belive) this is extra visible if you use a anime body like HC or Nals, this does not seem to be code-sided, rather the textures thenselves are mis-aligned.

I know this because it has been a problem from past iterations and i previously edited them for myself. You should be able to use your choice of image editor to "move" the pixels within its limits slightly to the side.
sdm123900 Oct 24 @ 9:10am 
Can the Kijin specific vanilla outfit be displayed in the game?
Winter Oct 24 @ 8:57am 
@GULÉ🏠 I don't see anything serious in your log file related to this mod. The patch error there is from attempting to patch the Garden Gourmet meals to allow for eating more than one at once, but it shouldn't cause errors during play.
GULÉ🏠 Oct 24 @ 7:19am 
Is this mod giving me errors? Sorry I'm not good at reading errors.
https://gist.github.com/HugsLibRecordKeeper/f81ab15c9a4c09fe8006beb011f99172

[Kijin Race 3.0 - Start of stack trace]
Verse.PatchOperationReplace(xpath="*/ThingDef[@Name = "VG_MealBase"]/ingestible/maxNumToIngestAtOnce"): Failed to find a node with the given xpath
Verse.PatchOperationFindMod(VGP Garden Gourmet): Error in <match>
[End of stack trace]
Source file: E:\SteamLibrary\steamapps\workshop\content\294100\2884551646\1.6\Patches\Patch.xml
Royal bastard Oct 21 @ 8:45pm 
: D
Mave Aug 30 @ 3:30pm 
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.
Average Zombie Aug 5 @ 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 Jul 20 @ 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 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 ♥♥♥♥♥♥♥ 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.