RimWorld

RimWorld

Kurin HAR Updated
52 Comments
Sparrows  [author] 26 Jul @ 2:57am 
@ChickenMadness no, I see no reason to make those. They have less functionality than built-in HAR features and would restrict from having xenotypes from other sources in Kurin which I find interesting
ChickenMadness 25 Jul @ 2:36pm 
Does this add genes/xenotype for kurin?
Sparrows  [author] 11 Jul @ 12:50pm 
1.6 will come in a few days, once I'm free and able to test it with new dlc myself
Ghostmare 11 Jul @ 11:38am 
1.6 update?
estrogenesys 8 Apr @ 10:22am 
i can only get Kurin starting colonists with the 2 Kurin scenarios. Is this intended? Will recruit able Kurin show up if i run a regular scenario?

for some reason, Rimsort puts the Kurin mods and dependencies in a wack order lol
Sparrows  [author] 8 May, 2024 @ 6:37am 
@the loop
Changelog alone was barely fitting character limit in this mod, and as 1.5 came, I removed it, so there is no way to return it back.
In short, I added children graphics and clothes for them, changed some other textures, added names, rebalanced outfits, stats and reworked research tree. As well as multiple bugfixes.
Basically I retouched everything for better gameplay.
Endymion 14 Apr, 2024 @ 9:57am 
Thanks a bunch for your efforts here. I had done a bunch of these changes myself back in 1.3, then didn't have to update them since you did them better in 1.4, and now they're just core for 1.5 which is great.
Sparrows  [author] 11 Apr, 2024 @ 10:18pm 
@Ayomi
Most features were moved to Kurin HAR, that's right!
I will update this mod and it's description those weekends. It's mostly obsolete now, only some things like storyteller are kept separate.
Ayomi 11 Apr, 2024 @ 9:11pm 
I was curious, do you intend to update this for 1.5 or do you know if all of the features been included in the updated Kurin HAR edition mod?
格黑娜肘击王空绮日奈 10 Mar, 2024 @ 6:39pm 
Want CE compatible patches
CattyKat 2 Feb, 2024 @ 2:23am 
CE patch when :headcrab::headcrab::headcrab::headcrab::headcrab::headcrab::headcrab::headcrab:
Sparrows  [author] 5 Jan, 2024 @ 1:30am 
@The Unknown I don't know how QEE works so I guess that will remain a mystery lol. When I will be updating next time I'll test QEE myself before adding to the list of compatible mods, thanks for input!
The Unknown 4 Jan, 2024 @ 12:28pm 
and it's a useful fix too, because not only does QEE not want to work with it, it will also begin erroring like crazy and lag the whole game if you try to clone one without this.
The Unknown 4 Jan, 2024 @ 12:28pm 
btw this seems to fix QEE (questionable ethics enhanced) not being able to clone Kurins. Not sure why it makes it able to work, but it does. So you can add that to the list of things this fixes I guess, lol. Thanks!
Sparrows  [author] 6 Dec, 2023 @ 7:24am 
@darkmiz looks like oversight on my part. This error shouldn't break anything. I'll fix it when my next update comes
darkmiz 6 Dec, 2023 @ 12:35am 
When playing without DLC's, there is a red error about PsychicEntropyRecoveryRat.
月羽狐 26 Sep, 2023 @ 9:50pm 
I am just planning to start a new journey with Kurins and you send me this lovely mod! Thank you!
Sparrows  [author] 26 Sep, 2023 @ 12:34pm 
@Ruuj Rubellite I think it is possible. I remember original Kurin had skirts, and I think current ones don't use pants layer at all. I'll look if I can do something interesting with it when I return to rimworld
thailyn 20 Sep, 2023 @ 3:21pm 
Hi, would you be able to be a bit more careful with your XML patching? Your patches make sense related to the base Kurin mod as it exists now, but wouldn't necessarily play well in the general case.

For example, when you add items to <blackXenotypeList>, you don't first check that the <blackXenotypeList> element exists. Reasonably, the base Kurin mod does not have it, but if another mod did add it and is loaded before your mod, you would overwrite any of their changes (since you would be adding a second instance of the element).

Similarly, you remove all of Defs/BodyPartDef[defName = "Kurin_Tail"]/tags when you are removing the MovingLimbSegment child element. If another mod higher up in the load order had added other tags tags, your patch would get rid of them, as well.
Ruuj Rubellite 20 Sep, 2023 @ 12:03pm 
One of the items I think would be nice to add are skirts. Kiiros have skirts if you need possible references. If you are willing to add items that are relatively simple
FliFli 17 Sep, 2023 @ 9:06am 
@Sparrows I tried it with *only* the Vanilla expanded framework, and the Kurin mods and reqs+ Character editor, not even any of the VE mods, and both in game and just in character editor it would display a Kurin colonist as a total error

I noticed this after doing a clean install of Rimworld and all mods coming back to the game, I've verified integrity too
Sparrows  [author] 17 Sep, 2023 @ 2:39am 
@Kitsu my Kurins are allowed to wear everything from you listed. Make sure you don't have Kurin restricted apparel patch installed
Sparrows  [author] 17 Sep, 2023 @ 2:27am 
@FliFli Aside from that it doesn't sound like something my mod could possibly do, I checked both my latest save and new game with minimum mods, including some vanilla expanded mods, both and without DLCs. Everything works fine on my side. What exactly Vanilla Expanded mods do you use? Have you tried checking Rimworld's integrity of files? It could be also be issues with your GPU or OS
FliFli 16 Sep, 2023 @ 6:56pm 
@Sparrows it Seems Vanilla Expanded now breaks this mod, having just HAR, De-Generalize Work, Kurin HAR, and your Mod, adding Vanilla Expanded completely breaks the Kurins into looking like QR codes and hard locking the game
Kitsu 13 Sep, 2023 @ 1:49pm 
@Sparrows Kurin cannot equip vanilla Archotech spears, mods: Vanilla Apparel Expanded(shoes and gloves), Vanilla Apparel Expanded — Accessories, Mechalit Core v2(training belt and other types of protective belts). These are the main mods from which Kurins cannot use items and suffers more than other colonists T_T
Sparrows  [author] 13 Sep, 2023 @ 5:21am 
@Kitsu Kurin by default have an option to wear anything from utility slots and other non-vanilla slots that other mods uses, at least of those that I'm aware of. Which exact mods they can't wear gear from? Can you name them and I'll look at them later when I return
Kitsu 13 Sep, 2023 @ 3:02am 
@Sparrows Hello. Do you have the option to allow Kurin to wear additional equipment from other mods? (shields, consumables) We are talking about “layer of clothing: additional equipment”. For example, from vanilla Kurin can wear a shield belt for close combat and a smoke belt.
Sparrows  [author] 1 Aug, 2023 @ 11:05am 
Thanks for report, I do not use male Kurins but I may try to look into it in the future. Try putting my mod above male Kurin mod and see if it resolves problems
Command Wanzer "Bloodking" 1 Aug, 2023 @ 8:09am 
This mod screws up the names of male kurins added by the Male Kurin mod. Also whenever any of my Kurins faces the north. Their left ear gets offset way above their heads. These two issues are immediately resolved once I removed this mod.
lagking 31 Jul, 2023 @ 2:06pm 
Do you plan on cutting of the babies legs like the child patch did?
Ruuj Rubellite 31 Jul, 2023 @ 6:08am 
Thank you for the child kurin clothing, they are very cute. I love the little yellow school hat and the dress.
lagking 22 Jul, 2023 @ 10:24pm 
I love that the tails have more hp but I disagree that they should still have the disfigured as fake tails exist if the norm is 3 and you have 2 questions will be thrown.
I dislike most of the stat changes I viewed them as a different race so different stats was needed.

Also thank you for the changes that where needed with age and trading
Sparrows  [author] 22 Jul, 2023 @ 8:46am 
@DAOWAce I understand your point of Kurin having different stats from humans, but most of those values wasn't making any sense. For now with my patch the only difference is body size and bonus beauty. I may look later on how to make them more special, but for now we'll stay here.
DAOWAce 22 Jul, 2023 @ 7:26am 
I don't agree with (most of) the race stat changes as that's part of their character as a different race. And @MaroonToon, the pawn value was due to their superiority to humans (now 'baseliners'), a balance change as wealth affects difficulty.

However, thank you for effectively updating the mod and changing/fixing numerous issues it still had. Have you tried to get in touch with the current maintainer(s) and requested being added as a co-creator so you can update the original mod for everyone using it? They've stated many times they don't have the time to update the mod, so it's due for a maintainer hand off.
Ruuj Rubellite 22 Jul, 2023 @ 3:19am 
@SeveNEyeS yes; it works with Biotech; it's simply a patch for the original Kurin HAR Mod maintained by Seioch and MaroonToon.

@RowanSkie - You can grow Synthread in this mod; and it grows faster than Devilstrand as well iirc.
Salem "The Red lamb" 22 Jul, 2023 @ 1:17am 
so cool. Does it work with biotech?
JuTc 21 Jul, 2023 @ 3:37pm 
wait guys, is that Izanagi's Burden in the hands of the cover girl?
Sparrows  [author] 21 Jul, 2023 @ 11:41am 
@Morcalvin This is a patch. Original mod is in required items
Morcalvin 21 Jul, 2023 @ 11:38am 
Does this replace the original or do I use this like a patch?
Rowan Skye 21 Jul, 2023 @ 5:09am 
Man, this is gonna wreck my save... The only thing I don't like is turning the devilstrand requirement to synthread. Gonna go for this for my next save.
MaroonToon 20 Jul, 2023 @ 2:56am 
Good stuff. Seems you've fixed a lot of the mindless changes I'd made when I first "adopted" the mod. 3k pawn value was definitely overkill.
jybil178 19 Jul, 2023 @ 11:44pm 
danke :)
Sparrows  [author] 19 Jul, 2023 @ 9:15pm 
Updated xenotype restrictions. No more pigskin/yittakin/etc Kurins, including tagged xenotype bans (nose, ears, jaw, etc)
Sparrows  [author] 19 Jul, 2023 @ 7:30pm 
@jybil178 I haven't seen that happen on my part for a long time, so I thought original author fixed it. I'll look into it, I think I saw there is a way to ban specific xenotypes from generating for a race.
jybil178 19 Jul, 2023 @ 4:51pm 
@Sparrows that is good to know. Biggest issue I have seen with having them as baseliners though is that some other xenotypes can accidentally get placed as a Kurin and break some parts of the game

I"ve had 2 Poluxkin and 1 Highmate "roll" as Kurin and cause some graphical issues

Poluxkin have a barkskin gene that ends up breaking the kurin sprite, spitting some errors and causing them to either have no body at all in game or without a head; remove that particular gene and they don't have any further issues

Highmate they spawn with the extra set of cat ears and tail on top of their normal, as well as a second body sprite representing the "perfect body" gene. Character edit those out again, and they seem to be okay
Seioch 19 Jul, 2023 @ 1:55pm 
Good mod. I like the changes.
Sparrows  [author] 19 Jul, 2023 @ 12:05pm 
@Rzabat If you're talking about ears and tails, then I do not plan making them as genes because genes are not body parts, but just visual attachments. There is no reason to change from what we have right now.
Rzabat 18 Jul, 2023 @ 10:35pm 
Do you plan on making it so that Kurins have their own xenotype rather than just baseliner?
灵感 18 Jul, 2023 @ 7:28am 
Ohh... CE?
塔洛斯_Talos 17 Jul, 2023 @ 10:00pm 
MOD producer is a fox lover~Thank you for sharing MOD