边缘世界 RimWorld

边缘世界 RimWorld

Kijin Race 3.0
266 条留言
Mave 8 月 30 日 下午 3:30 
Seems like there's an issue compatibility between kijin and altered carbon
Jet 8 月 17 日 下午 8:44 
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 8 月 17 日 上午 7:27 
good
ChickenKnight 8 月 15 日 下午 1:51 
Is "Adds Kijin xenotype-sepecific vanilla apparel." working?
SSulungE  [作者] 8 月 13 日 上午 9:35 
oddssy armor rack bug fixed
Jet 8 月 9 日 下午 8:43 
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 8 月 5 日 下午 9:02 
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 8 月 5 日 下午 3:27 
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 8 月 5 日 下午 2:47 
@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 8 月 5 日 下午 1:33 
Running into the same error with VE: pirates. With the warcaskets. Likely the same cause as what seeki decribes.
Average Zombie 8 月 5 日 上午 6:55 
What NTNT says. This mod breaks the display of armor on outfit stands. Both the default one and any mod armor stands.
NTNT 7 月 20 日 上午 11:29 
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 7 月 16 日 上午 8:38 
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  [作者] 7 月 16 日 上午 6:38 
@Triobian
it is used for making shirne. If used, it buffs up mood a bit
SSulungE  [作者] 7 月 16 日 上午 6:38 
@seeki
solid solution. I'll do some testing and update it
Triobian 7 月 15 日 下午 10:21 
what does spirit wood do?
seeki 7 月 15 日 上午 6:29 
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: {链接已删除}

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 7 月 14 日 下午 11:19 
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  [作者] 7 月 13 日 上午 8:57 
hotspring face layer fixed
Tsornin 7 月 12 日 下午 7:23 
@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 7 月 11 日 下午 2:59 
updoot plox
SSulungE  [作者] 6 月 17 日 上午 8:15 
the infinite tree error is fixed
tolaburke 6 月 17 日 上午 12:59 
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 6 月 15 日 上午 9:02 
Yes, took me forever to find what this error refer to and why my farmer cant clear random tree
tolaburke 6 月 15 日 上午 8:13 
With it active, plants and trees were somehow infinite. You harvested them, but they were never destroyed.
Royal bastard 6 月 14 日 下午 10:39 
you goddamn hero!
SSulungE  [作者] 6 月 14 日 上午 8:44 
updated to 1.6.
I have not fully tested anything but I fixed some error codes.
Richard 5 月 9 日 上午 5:39 
@Lasershadow outland redburn pact mod.
Lasershadow 4 月 27 日 下午 6:47 
So... anything else along with this mod that's also from That Time I Reincarnated As A Slime?
Itsuko 4 月 11 日 下午 2:18 
can we get a stand alone version of the kijin hotspring?
Gear`O`Derm 3 月 16 日 下午 11:47 
FemaleBB Body's compatibility is so bad that keeps reporting errors when generating kijin pawn.
Gudako 2 月 20 日 上午 9:39 
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 1 月 18 日 上午 12:41 
is it possible that global work trait overwrites the workdrive ?
Vexacuz 2024 年 12 月 22 日 下午 1:57 
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 2024 年 12 月 14 日 上午 7:35 
@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 2024 年 11 月 10 日 上午 9:39 
the biofuel building thingy
Jet 2024 年 11 月 9 日 下午 11:48 
where do you make chem from hay
Winter 2024 年 9 月 19 日 上午 11:30 
@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 2024 年 9 月 19 日 上午 8:08 
@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 2024 年 9 月 18 日 下午 6:52 
@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 2024 年 9 月 18 日 上午 9:58 
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 2024 年 8 月 30 日 下午 8:38 
can there just be a oni race without all these conflicting slop
Winter 2024 年 8 月 29 日 上午 8:18 
@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 2024 年 8 月 28 日 下午 7:30 
So this just add genes into biotech and I mess with biotech to spawn them? Haven't really used the DLC
Winter 2024 年 8 月 19 日 下午 8:17 
@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 2024 年 8 月 19 日 下午 6:42 
So, do you need biotech? or is it optional?
karehareha 2024 年 7 月 30 日 上午 4:28 
Is there a standalone mod for the "No Plant Wastage" feature?
Tabu2684 2024 年 7 月 29 日 下午 9:44 
that's right Battl3bee
Battl3bee 2024 年 7 月 11 日 下午 1:48 
big mommy milker coconut gazongas
Jet 2024 年 6 月 14 日 下午 11:58 
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)