RimWorld

RimWorld

716 ratings
Kijin Race 3.0
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
13.924 MB
4 Nov, 2022 @ 10:34pm
16 Jul @ 7:07am
21 Change Notes ( view )
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Kijin Race 3.0

Description
About

Good old Kijin Race is now back with 1.4 and Biotech! AlienRace no longer required.
Kijins are medival oni like xenotype humans.
They burn a lot of calories to maintain a fast work rate.
All other genetical traits and reseaches are made to support their high calories burn.

Features
  • Adds Kijin xenotype and genes : works fast, eats a lot.
  • Adds medival weapons and armors : flame, paralysis weapons
  • Adds medival Kijin NPC factions.
  • Adds Kijin backstories.
  • Adds a few hairs.
  • Adds healing hot spring bath.
  • Adds 2 storytellers.
  • Adds assassin event(you can turn it off in option).
  • Adds Kijin medival researches.
  • Adds Kijin xenotype-sepecific vanilla apparel.

    New game-winning condition
  • Kijins are natives to Rimworld. Their kingdom was destroyed by ruthless pirates. Kijin kind, once a single nation, was scattered around the rimworld.
  • Build monumental statue and boardcast yourself as rightful heir of Kijin nation.
  • Prove that your coloney has enough wealth and power to defend against any raiders.




Popular Discussions View All (4)
46
14 hours ago
PINNED: Kijin 3.0 Bug Reports
SSulungE
1
10 Nov, 2024 @ 9:39am
Feature Request: Input filters on salting barrels.
Valdrax
2
13 Nov, 2022 @ 6:53am
PINNED: Solving missing Body and Head bug
SSulungE
254 Comments
seeki 16 Jul @ 8:38am 
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  [author] 16 Jul @ 6:38am 
@Triobian
it is used for making shirne. If used, it buffs up mood a bit
SSulungE  [author] 16 Jul @ 6:38am 
@seeki
solid solution. I'll do some testing and update it
Triobian 15 Jul @ 10:21pm 
what does spirit wood do?
seeki 15 Jul @ 6:29am 
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: {LINK REMOVED}

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 14 Jul @ 11:19pm 
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  [author] 13 Jul @ 8:57am 
hotspring face layer fixed
Tsornin 12 Jul @ 7:23pm 
@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 11 Jul @ 2:59pm 
updoot plox
SSulungE  [author] 17 Jun @ 8:15am 
the infinite tree error is fixed