RimWorld

RimWorld

Kurin HAR Edition
1,409 Comments
mosteraz 11 Jul @ 10:24am 
@Seioch
King
Ruuj Rubellite 11 Jul @ 9:42am 
@Derrakor - No.
Derrakor 11 Jul @ 9:23am 
is there a vanilla like body option?
Seioch  [author] 11 Jul @ 8:40am 
1.6 Version update is now up!
KamiTsune 10 Jul @ 11:35pm 
@Seioch That's amazing, I'm happy with mod being updated to 1.6 alone.
With additional content take as much time as you need.
Thank you for all your hard work on the mod.
Seioch  [author] 10 Jul @ 7:39pm 
@KamiTsune: The 1.6 version is ready to deploy and will be deployed tomorrow. The new content has been delayed until I get more time to work on it. I've been busy getting my studio's game into a demo stage so Kurin additional content has been backburnered.
KamiTsune 10 Jul @ 11:47am 
@Seioch are you able to give us rough timeframe of when we could expect update to be pushed out? week? 3 weeks? month? 2 months+?
Ruuj Rubellite 28 Jun @ 1:52am 
Looking forward to it! Waiting patiently to start up a new rimworld run until this is updated for 1.6.
Seioch  [author] 27 Jun @ 9:19am 
Hi Folks. With the latest announcement, I will be taking a bit of time to adjust the mod for compatibility with the Odyssey DLC. I'm bringing back the old texture of Kurin power armor as the early vacsuit for Kurins, as well as adding an optional space start for the Designer mate and Showcase scenarios. Please wait eagerly for this new content to be created, tested, and released.
Ruuj Rubellite 12 Jun @ 3:24am 
@Seioch - Sounds good. Have quite a bit of time yet for 1.6 to drop officially.

Also really liking the last update!
Wimpypumpkin 11 Jun @ 5:59pm 
@Sparrows With no errors getting thrown. Its a little hard to figure out what the issue is. Otherwise thats the only problem im having.
Seioch  [author] 11 Jun @ 12:04pm 
Kurin for 1.6 will happen once HAR dev is stable and I get a bit of time to work on it.
Sparrows 5 Jun @ 7:07am 
@Wimpypumpkin
most be some mod conflicting with it. there is no issue on my game
Wimpypumpkin 4 Jun @ 12:58pm 
Child birth seems to still be bugged. Been stuck in the Third Trimester for 2 years now.
Ruuj Rubellite 24 May @ 12:01pm 
Nice update! I should do another Kurin Mechanitor run now :)
wolbing 22 May @ 12:48am 
Thx @Blue Star, i got the same and was just wondering what the hacking stat error is
Blue Star 20 May @ 8:51pm 
This creates a harmless error about the hacking stat if Ideology isn't enabled.
destiny akino 20 May @ 4:30am 
Meow? "Why it so big" Meow?
Seioch  [author] 27 Apr @ 6:31pm 
No
Esoteric 26 Apr @ 11:21pm 
Will there be a biotech version?
Ruuj Rubellite 16 Apr @ 3:27am 
@Chapel - It's compatible: As in, the mod shouldn't touch the Kurin body types. They don't use vanilla textures, they use their own body type.
Chapel 12 Apr @ 1:07pm 
This has likely been asked before, but is this mod compatible with some mods that change the shapes of bodies or their textures, like Erin’s Body Retexture ? I don’t personally like the Kurin body design, it stands out too much from normal pawns, but still wish to use the race and its content, so I thought I’d check first before I dove in. Thanks.
Pcspiker 31 Mar @ 4:40pm 
I just came back to let you know to remove better loading. Nice to see an active author. Thanks for the help and enjoy the Rim!
Snow Blood Wolf 31 Mar @ 3:12pm 
@Seioch Removing it did the trick thanks, but i wonder why it suddenly borke, but i'm gonna guess it has something to do with the mod being removed from steam workshop
Seioch  [author] 31 Mar @ 1:56pm 
@Snow Blood Wolf: Looking at your hugslog, it seems like BetterLoading is causing a texture loading error. If you remove that mod, does the same error occur?
Snow Blood Wolf 31 Mar @ 11:16am 
Tried to redownload mod, change load orders, without realistic bodies and editing pawns, sadly none have fixed the issue
Snow Blood Wolf 31 Mar @ 10:12am 
@Ruuj Rubellite I'll try to check with a redownload of the mod, and i did try to edit the character to see, but whatever body i picked there would be nothing changing apart from the ears height, only the head would remain

@Pcspiker Incompatibility would be the most logical as it was working perfectly fine a month ago and nothing changed since then apart from auto update of the other mods (and i see that realistic body is one of them, could be the culprit)
Pcspiker 31 Mar @ 3:24am 
@Snow Blood Wolf - I had the same issue. Thanks for posting that list, im working on comparing it to my mod list and will update if I can figure out what happened but im fairly certain it's either a mod incompatibility issue or was just a load order issue as once I moved the required mods for Kurin near the top of the load order it worked again but it looks like that may have caused other issue.
Ruuj Rubellite 30 Mar @ 11:51pm 
@Snow Blood Wolf - Try redownloading the mod. If that doesn't clear it; use Character editor to see if the mod's textures got mixed up. This is about as much as I can help you, hopefully Seioch can dive further into it for you.
Ruuj Rubellite 30 Mar @ 11:43pm 
@V - Known issue with no real solution. It's a HAR problem that reappears every so often. Simply reload the save and the tails and ears should match.
Snow Blood Wolf 29 Mar @ 11:55am 
Hi there, i haven't played the game in a month and just loaded up my save, but for some reason my Kurin doesn't have a body anymore, only the head, i see in the logs an error about the body texture popping up
https://gist.github.com/HugsLibRecordKeeper/e7809c8896fa8a911aac1d3588542b5a
V 29 Mar @ 7:52am 
Is there a way to change the tails and ear colour with Prepare carefully? or do you just have to randomise the entire pawn until you get the colour you want and go from there?
Ruuj Rubellite 27 Mar @ 4:15am 
@Holo the Wise Wolf - As Admiralthrawnbar mentioned; Kurins don't have human ears. They have only Kurin ears. They have their own Bionic parts for the ears and tails; but however should be compatible with all other bionic parts that replace arms, legs, etc.

@KyuubinoTamamo - No plans on making a Xenogerm currently.
Admiralthrawnbar 26 Mar @ 4:07pm 
Kurin ears and normal ears aren't the same bodypart, bionics for one won't go on the other and vice versa
Holo The Wise Wolf 26 Mar @ 8:52am 
Doesn't seem to be compatible with SOS2, trying to install an archotech ear for a kurin that came from SOS2 and i can install it on other races but not kurin for some reason. Checked meds, checked storage, not sure why it wont work other than incompatibility
KyuubiNoTamamo 17 Mar @ 9:20pm 
Will u fix it so they arent a baseliner race for ideology aka religions
Signal 2 Feb @ 1:11pm 
Is it possible to tweak Kurin settlements to sell Kurin apparel (and more Kurin weapons), or is that not readily moddable?

It's weird that they seem to exclusively sell human apparel, and Kurin weapons are rare (I see the occasional surigum). There's an argument that most of their customers might be humans, but I'd think they'd mostly offer things that they use themselves and are adept at making.
Dreamronin 25 Jan @ 8:43am 
Quick note to anyone using Vanilla Trading Expanded and getting VTE.KurinBankName.
You'll have to go into the V Trading Expanded langage folder and edit keyed.xml

Add this: <VTE.KurinBankName>Bank of {FACTION_name}</VTE.KurinBankName>

I don't know how to patch things so this is a dirty work around.
Wimpypumpkin 5 Jan @ 5:01pm 
AFter just resetting the game. It all went away. Very strange
Wimpypumpkin 5 Jan @ 4:58pm 
Seems to be something wrong with this mod now? They all seem to show up Invisible whenever they come into my zone and everything disappears. Even my normal pawns
Signal 3 Jan @ 9:48pm 
Unfortunately, the red error still persists in the latest version without Biotech.

"Could not resolve cross-reference: No Verse.HediffDef named Kurin_MechanitorEarHediff found to give to AlienRace.ExtendedGraphics.ConditionHediff AlienRace.ExtendedGraphics.ConditionHediff"

The latest version makes Kurin_MechanitorEarHediff conditional on Biotech, but something is expecting the hediff to be present. There's a cascading series of dependencies that I couldn't figure out (maybe something in the DLL?).

Not the most elegant solution, but the errors go away when I go back to my earlier solution. I just modified the definition of Kurin_MechanitorEar in Surgery_BodyParts.xml to include MayRequire="Ludeon.RimWorld.Biotech" for each of the two research prerequisites, then removed the latest version's MayRequire conditions on Kurin_MechanitorEar and on Kurin_MechanitorEarHediff in Surgery_Hediff.xml.

Not ideal, but much better than red errors. I hope this info is useful to you, @Seioch.
Aria~ムキ 14 Dec, 2024 @ 4:23am 
@ttvxflufyFox Can also just use Character Editor (other mod) to modify a pawn to the race during pawn selection or midgame
Ruuj Rubellite 6 Dec, 2024 @ 3:33am 
@ttvxFlufyFox - Be sure you have the required mod "Humanoid Alien Races" and put this mod underneath it in the load order.

Once you do that and load the game; you should have new starting scenario.

Kurin Mod Showcase
Designermate Escape

You can also go into the Scenario editor to make the faction you pick as 'Kurin's New Home' or something like that.

I highly recommend Real Faction Guest to make Kurins spawn from crash pods and be the correct race when they join you as Guests or from Quests. Do note that normal pawns *can still spawn with Kurin backstories.*
FlufyFox 5 Dec, 2024 @ 7:53pm 
i know it could be a dumb question but i am new on this game, i played a little before and now i buyed, when i selecting the paws to start i cant select this race or any other "alien" like races, do i need an mod to show up all teh races i got in my game ? please help xd they are really cute i want to use them Thanks s2
Seioch  [author] 2 Dec, 2024 @ 9:46am 
@Signal: Ah crap. Alright I can fix this in the next update.
Signal 2 Dec, 2024 @ 12:47am 
Without Biotech installed, I was getting a red error on startup until I modified the definition of Kurin_MechanitorEar in Surgery_BodyParts.xml to include MayRequire="Ludeon.RimWorld.Biotech" for each of the two research prerequisites.
Aria~ムキ 26 Nov, 2024 @ 2:41pm 
nevermind I did it myself still big thanks for keeping this mod updated
Aria~ムキ 25 Nov, 2024 @ 9:27pm 
not sure if it much work but could it be possible for the kurin clothing to be wearable for the Thin body type? but thanks for the updating the mod!
Shit on the Heavens 7 Nov, 2024 @ 8:00am 
Something broke for 1.4 in the latest update, gives me weird errors like not letting me use devmod to spawn things
heres the hugslog: https://pastebin.com/RWiqAH6X
Chacha_Miya 3 Nov, 2024 @ 7:32pm 
@Ruuj Rubellite So you are saying that if I play with 1.4, the system change will make it incompatible? It was working until a few days ago...