RimWorld

RimWorld

Kurin HAR Edition CE Patch
36 Comments
Zathy 20 Mar, 2023 @ 10:07pm 
I tried downloading the updated CE patch, but it appears that redfox armor never got patched? It all has incredibly low armor ratings and doesn't appear to show up in the mod file. If anyone knows how to fix this, it'd be a huge help!
lechkingofdead 6 Jan, 2023 @ 4:26pm 
good to know
依玲 14 Dec, 2022 @ 2:22am 
@Bad Pipe,it can work with CE 1.4,I just tried
Bad Pipe 22 Nov, 2022 @ 7:45am 
please any one know if this work with CE 1.4?
Ultroloth[BR] 24 Aug, 2022 @ 5:37pm 
I'm having the same VoiD problem and also after I researched the Kurin Charge Rifle I couldn't manufacture the ammo I don't know if it's after another research but I think after researching the rifle you should be able to make the ammo.
Another problem is the Escaped Designermate scenario doesn't have the ammo for the rifle.

These were the three problems that I found hope this helps you Via
VoiD 19 Aug, 2022 @ 10:17pm 
I'm not sure if I did something wrong, but the Kurin Charge Rifle doesn't show up as a weapon when you try to create a loadout for it
Via  [author] 6 May, 2022 @ 12:17pm 
@VentAileron, That's good feedback, thanks! When I added the new content support, I lowered the weight of the marine armor equivalent, but probably not enough to make it reasonable for a Kurin to have a gun, full armor, and room for a few other things in their inventory. The melee dodge chance came from the original mod and I had left it to honor the original mod, but I suspect it should be better balanced. I'll put an update in to address this.
Vent 6 May, 2022 @ 10:52am 
About the new armors for Kurins.

I think they need some carry weight modifiers just like their Marine armor equivalents and the old Gothic Dress.. A regular Kurin can barely carry a gun while wearing a full set of armor.

I am not sure whether the no carry weight part is to balance the ridiculous melee dodge chance it gives. If it was not an oversight and a balance decision, I will honor that.
Via  [author] 24 Apr, 2022 @ 7:56pm 
Updated now! The description has the update info
gumby 23 Apr, 2022 @ 9:57pm 
awesome, thanks!
Via  [author] 23 Apr, 2022 @ 5:24pm 
I haven't in a while, but I will update it to account for the new stuff. Thank you for the heads up!
gumby 23 Apr, 2022 @ 12:46pm 
update for kurin HAR today, added a gun and a few armors I think. Is this still being maintained?
[ROK] LithiumMaud 15 Apr, 2022 @ 11:50pm 
has Planned 1.3 patch?
jybil178 24 Oct, 2021 @ 8:50pm 
Quick note for CE. Currently, the Mod showcase start for a new colony gives your group three different firearms, a Kurin assault, a carbine, and a sniper rifle. Without this mod, you won't start with any ammo for any of these weapons. With this mod, you will at least start out with ammo for the assault rifle. Knowing this ahead of time, you can at least add in enough ammo by editing the scenario

.45 ACP cartridge, Kurin carbine (20 round clip)
7.62x51mm NATO, Kurin sniper rifle (12 round clip)

Kurin assault rifle has a 40 round clip and starts with 150 rounds for the start, if you wanted to give a similar amount of ammunition for the other weapons
このヘンタイ! 27 Sep, 2021 @ 5:08pm 
I agree with Denpa Kurin body armor need more material multiplier
DenpaDenpa 20 Aug, 2021 @ 5:59am 
Hi, I would like to make a suggestion, I think you should consider taking the Kurin Body Armor (the armored vest) and giving it similar stats to the other armored vests. It is very weak compared to the other armored vests. (4Blunt 6 Sharp) against 8blunt and 12 sharp on a normal armored vest. An composite one has 14sharp and 21blunt.
Kou 10 Aug, 2021 @ 12:43am 
Any plans to incorporate CE's new (I think it's new?) Night Vision? Hopefully both into higher tier helms (CE bakes advanced night vision into marine and cataphract helms) as well as the basic night vision goggles. I can't seem to play without CE anymore, so when I found the Kurin race, this CE patch was greatly appreciated, thank you!
Hambone 22 Jul, 2021 @ 8:57pm 
Great to hear! I look forward to it.
Via  [author] 22 Jul, 2021 @ 9:45am 
@Hambone, I'm currently working on the update to 1.3 which will include some balance updates as well. Should be out within the next few days
Hambone 22 Jul, 2021 @ 6:48am 
Will there be a 1.3 update eventually?
Megumin, Gaming Husk 11 Jun, 2021 @ 3:31pm 
Okay now if my kurin shoots at a pawn my game crashes, or my game just crashed while i mess around with the home area.
Is there any major mods that might cause conflicts to cause kurins to basically become a game ender most the time?
Via  [author] 10 Jun, 2021 @ 3:23pm 
No worries, glad it worked out!
Megumin, Gaming Husk 10 Jun, 2021 @ 3:19pm 
Nah sorry i just fixed it, had to move everything to the top of the mod list.
Thanks for asking!
Via  [author] 10 Jun, 2021 @ 1:35pm 
Sorry to hear that, I haven't seen that one yet. Do you have Degeneralize Work mod installed as well? Also can you post any logs you might have?
Megumin, Gaming Husk 10 Jun, 2021 @ 8:38am 
For some reason this mod is broken for me, not matter if its only used with the kurin race mod and CE, i can't target or have my kurins get targeted because it causes the game to crash instantly.
Seioch 25 Apr, 2021 @ 9:50pm 
Hey Via, new update was pushed for Kurin. Just a heads up in case this needs a new CE patch
dma 22 Apr, 2021 @ 1:51am 
It looks like the Kurin_nanoedge doesn't exist, so I think it's causing failures when trying to load this mod. Removing that section seems to remove the error.
SunWhisper 16 Mar, 2021 @ 2:29pm 
that's probably the case (the conflicting) but i'll get you the logs next time i start up the game
Via  [author] 16 Mar, 2021 @ 2:00pm 
@SunWhisper, It sounds like it's a potential issue with your mod loading order, can you double check your mods are in the order listed in the mod description? If they already are, then any other logs you could provide would be helpful in debugging, I'd be happy to see if I'm able to help. I'm not currently able to reproduce with both a short modlist and my full ~160 mod list though that doesn't necessarily mean there isn't a bug; it may mean it's conflicting with another mod that is trying to modify similar Kurin things. If you could add which other Kurin mods you're currently using, that'd be helpful as well in trying to debug it
SunWhisper 16 Mar, 2021 @ 10:57am 
hey i got:
[Kurin HAR Edition CE Patch] Patch operation Verse.PatchOperationSequence(count=1, lastFailedOperation=Verse.PatchOperationFindMod(Kurin HAR Edition)) failed

should i be worried?
OverBlaze 5 Mar, 2021 @ 7:34pm 
Can confirm this works well with Kurin HAR 1.2 Edition very well.
哈努比斯狗頭 1 Mar, 2021 @ 10:03pm 
NICE
Seioch 26 Feb, 2021 @ 9:30am 
This patch is officially endorsed as the current CE patch.
DGApla 23 Feb, 2021 @ 12:10am 
Brother, thank you for your hard work. It's pretty useful for me. :steamthumbsup: