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Kilhn Race Continued
   
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5
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12.601 MB
9 Oct, 2024 @ 9:41am
1 Change Note ( view )

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Kilhn Race Continued

Description
This mod about a Dragon / Draconic/ Dragoniod - like race and includes a new unique winged race and faction.

REQUIRES ALIEN FRAMEWORK to be loaded BEFORE / ABOVE this mod.

DISCLAMIER This mod has not been tested with the Anomaly DLC as i do not own it.
I will do my best to fix bugs with it.

This race, known as the Kilhn, has quite a few advantages, but also some downsides.

Perks of the Kilhn:
- 2 x health!
- Innate armor 20% blunt, 50% sharp, and 75% heat.
- Natural fighters, strong melee capabilities.
- They live a long time, around 1500 years.
- Fire resistant so a little heat isn't bad but extreme temperatures are still deadly.
- Adept at surviving cold weather by shutting down most bodily functions.
- Dragon Rage when injured and bleeding, giving them an edge in survival.
- Hunting Stealth doubled, meaing less likely to cause animal revenge when hunting.
- Research 12% faster, as many sources of lore state dragons are vastly intellegent.
- They tend wounds 20% better than most other races!
- Innately 10% more resistant to toxins.
- 10% more meat when butchering!
- Eat about 10% less often and can eat more food before becoming full.
- Don't care about nudity, sleeping outside, sleeping on the floor, corpses, eating raw meat, or butchering anything, however...

Disadvantages of the Kilhn:
- Carnivore animal diet, meaning only Meals, Kibble, Meat, and Corpses.
- They move SLOWER than most humanoids.
- They take 20% LONGER on any tasks with plants.
- 20% SLOWER when mining!
- 20% LONGER construction times.
- They gather 20% LESS from animals, like wool or milk.
- Anything less than 20 Celsius or 68 Fahrenheit is considered cold.
- Animals are more likely to attack them when taming from the wild if they fail.
- Social fights can be dangerous or even deadly.
- Will always start with The Dragon trait, meaning they can have less individuality.
- About 20% of the time will start with the trait Greedy.
- Hard to kill when attacking.
- Also very hard to recruit as they are proud creatures.


- A special Dragon trait that gives the Kilhn another advantage over other races at a cost, it can be found on other races, but VERY RARE. The Dragon trait has 4 tiers, each less likely to be had than the last. The effects for tier 1:
- Immunity gain + 0.5%
- Melee Skill + 1
- Melee Dodge + 2
As Dragons tend to be lazy it also adds the following negatives:
- more likely to start social fights
- rest rate - 10% so they sleep longer
- global work speed - 5% meaning they will always work slower


Kilhn cannot gain the traits:
- Ascetic
- Jealous
- Cannibal
- Nimble

The Kilhn do have a few different body parts:
- Paws / Talons vs Hands / Fingers / Feet / Toes
- Snout vs Nose / Jaw
- Wings added
- Horns added
- Tails added



Each tier adds more to the positives and negatives while also adding something more... but again it's rare to see tiers 2 tier 3 is extremely rare, and tier 4 is almost non-existant.

- This mod should be compatible with most mods as I only added things and didn't touch any base code, starting fresh would be best as with most mods.


* Changes for 1.0.1 *
- Changed diet/hunger ratio as it was working in unintended ways.
- Altered several %'s to make up for dietary restriction loss. Reflected above.
- Added the ability to sleep outside/on ground.
- Fixed a few spelling errors.
- Cleaned up some code and spent several hours realizing how little I know about programming.

* Changes for 1.0.2 *
- Reworked Art a little. Tried adjusting face coloring.
- Edited Side Wing graphic.

* Changes for 1.0.3 *
- Added replacement parts for Tails


I would like to state my thanks for everyone who supports Rimworld, both Tynan Sylvester and all the modders out there. Seriously this is a great community and this game is one of the best I have ever had the pleasure to experience, both the original work and of course modded!



This mod was cobbled together by myself and what little art has been a combined effort of my spouse and I.



Kilhn v2.0 for 1.1 changelog:
1. New and changed graphics. Includes:
- Gendered heads.
- "Hair" styles with spikes, frills and crests.
- Wings disappear individually when lost.
- Visible tails... well, unless lost.
- Red blood and meat.

2. More uniform bodyparts code allowing for more bodyparts mod interaction.
- Includes compatibility patch for Evolved Organs.

3. Changes to functionality.
- Tail is now a blunt weapon and negatively affects movement when damaged/lost.
- - Craftable bionic tail now comes with "improved balancing" which is a fancy fluff way to justify it boosting movement speed.
- - Bionic tail now comes with retractable spikes for more melee damage. With "Evolved Organs" can be installed on other humanoids and humans.
- - Archotech tail with even better mobility and sharper spikes + poison damage. Only craftable with "Archotech Expanded" mod, else you need to buy it or get it from quests. With "Evolved Organs" can be installed on other humanoids.
- - - Won't give non-Kilhn a visible tail tho.
- Wings now are related to beauty.
- - Bionic wings boost mobility tho.
- Bionic and Archotech Kilhn arms, also bionic Kilhn hand. All come with claws and can be installed on any humanoids.
- Kilhn are no longer bothered by fresh humanoid corpses.

Updated and reworked by ChaosKnight.
Now Maintained by Commander Storm

Popular Discussions View All (1)
5
17 Oct, 2024 @ 10:11am
Bug Reports
Commander Storm
17 Comments
Vien 'Quitonm 2 Jul @ 12:10pm 
Welp... I hope you are ready for 1.6 lol
Commander Storm  [author] 3 May @ 8:13am 
if you have a bug report please use the bug reports discussion and post a hugslog so i can try to work on it when i have time but it will most likely be a bit since i have been busy lately
DerpyCharizard 3 May @ 7:36am 
I can confirm what @Typh said, also getting that problem as well whenever Kilhns enter the map
Typh 11 Apr @ 5:22pm 
There is a glitch sadly, where these guys on map can freeze or cause particle effects to disappear.
nekokitwolf 29 Mar @ 8:51pm 
thank you for continuing this mod
Dragon | GMB 8 Nov, 2024 @ 6:23am 
Use Character Editor VeeOt_Dragon
Commander Storm  [author] 6 Nov, 2024 @ 9:04am 
imma be honest i have no idea as i am maintaing this mod after it was abandoned so im still trying to figure it out myself
Skaadi 6 Nov, 2024 @ 6:53am 
Oh no no. I do have all DLCs. I explicitely am going for something that can eat corpses automatically. Mood debuff is taken care off via ideology and genes. :)

I am trying to make a reptilian colony that eats directly from corpses. So far, this has been a bit difficult because colonists just won't touch corpses until they are at 30% malnutrition and I have yet to see a mod that changes this.

Which brings me to the question; How did you do it? I am dying to find out.
Without, you'd have to manually make them eat from corpses which is of course not really fun and quite tedious.
Commander Storm  [author] 6 Nov, 2024 @ 5:12am 
i believe they do but what you can do is go into the butcher table and allow butcher of humanlikes but if you have ideology the mood debuff will still occur because it overides the race for some reason at least when your playing with a ideoligon
Skaadi 5 Nov, 2024 @ 12:26pm 
Do they eat corpses automatically or only when malnutrition is at 30% or higher like vanilla colonists?