RimWorld

RimWorld

62 ratings
Klickmala Race
   
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Mod, 1.2, 1.3
File Size
Posted
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361.743 KB
16 May, 2021 @ 5:01pm
25 Jul, 2021 @ 5:20pm
5 Change Notes ( view )

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Klickmala Race

In 1 collection by Beelzebelt
Beelzebelt's Race Mods
3 items
Description
This mod is no longer maintained. Sorry. If you're the mod-reviving sort who wants to reupload it, or use the assets for something new, etc, feel free: my work is all public domain.

Overview:
Klickmala are a playable race of anthropomorphic insects created using Humanoid Alien Races 2.0. Klickmala come with a variety of colors, abdomens, and antennae shapes, giving them a ton of visual variety. Their gameplay differences are minimal, so they can easily be added to a standard colony without feeling overpowered or out of place.

Safe to add to existing saves, but not to remove. Like most race mods, you should put it near the bottom of your mod list.

Requires Humanoid Alien Races 2.0 and Pawnkind Race Diversification. Load them both before your race mods.

If you are switching over from the "Legacy" version of Klickmala Race, you must start a new save! This version of the mod is missing a lot of Pawnkind defs that are no longer necessary thanks to Pawnkind Race Diversification. RimWorld doesn't like it when Pawnkinds suddenly go missing, and trying to switch versions will more than likely break existing saves.

So what's the upside of migrating to the new version? Thanks to Pawnkind Race Diversification, Klickmala can be mixed into more factions than ever, and at whatever ratio you desire! Check the mod settings for Pawnkind Race Diversification to adjust this; by default, they are weighted equally to humans. Furthermore, the large reduction of unnecessary defs should ease the burden on your loading times and savegame sizes at least a teeny bit.

Racial Differences:
- Klickmala have a pair of antennae that act as additional sight parts. This doesn't make their sight any better than a Human's, but since the capability is spread across more parts, it's affected less by injuries or upgrades. Bionic and Archotech replacements for Antennae can be made or found just like vanilla Bionic & Archotech parts.
- Klickmala have two extra legs, and their legs have no bones, feet, or toes. Same as above, they don't move faster than other pawns, but their capability is spread out.

Beelzebelt's Race Collection:
A collection of all of my race mods can be found here: https://steamproxy.net/sharedfiles/filedetails/?id=1663866001

The font used in preview image was created by Marnador, and is available on the Ludeon forums here.[ludeon.com]
40 Comments
Halfelfaedyn 20 Dec, 2024 @ 9:39pm 
any chance of 1.5 update?
MutantWasp 22 Oct, 2022 @ 9:30pm 
Hoping this mod will work in the new update! it's one of my favorites!
J 16 Sep, 2022 @ 11:18am 
Does this mod still work fine?
DigitalHare 10 May, 2022 @ 4:46pm 
All right, I've got a bit working in terms of the factions and the like but I'm really only just learning. I'm leaving it unlisted until I get it cleaned and good to go. I've been pulling the files from a few other race mods I use since I liked how they do this or that. But, leaving it unlisted for the moment until I can see for certain whether or not the factions are working , as in raids, caravans, etc.

https://steamproxy.net/sharedfiles/filedetails/?id=2806331695 I'll do the other two races when I'm more comfortable and I have a good feel at what to do (Unless people want one pulled from the PRD mod. I'll post in those, too.. May as well.)
Beelzebelt  [author] 10 May, 2022 @ 1:20pm 
Nope, no real lore. The whole motivation behind them was just "I want scalies/bugs in my Rimworld", heh.
DigitalHare 9 May, 2022 @ 3:25pm 
Gotcha, thanks. I mean at most all I'd be doing is hackwork to keep it working. By all means the mod itself is fine , the one it depends on.. Not so much. So far all I've done was repopulated the pawnkinds list (I saw the legacy had it in what seems a simple, non thematic way). Query, then. Do you have any over-arching background lore to your races? Else, we can kick some up for the scenarios, pawnkinds, etc
Beelzebelt  [author] 9 May, 2022 @ 1:40pm 
@DigitalHare: It isn't, and I probably should have updated the description to note that a long time ago. Sorry.

If you - or anyone else - wants to take the reins and reupload a fixed up version of any of my mods, feel free. Consider my work public domain.
DigitalHare 8 May, 2022 @ 4:55pm 
Is this mod still being maintained? With Pawnkind Race Diversification becoming discontinued and causing more problems I've made a personal copy that works independently of PRD, adds player and other factions (As well as a silly faction icon) among other small changes.
DigitalHare 8 May, 2022 @ 12:57pm 
@ShadowHanD Many months late, but the 'human' thing has been pointed to the Pawnkind Race Diversification and it *seems* the race doesn't have any of the usual things like "Colonist", "Soldier", "Guard", etc. So I'm *guessing* that some mods have trouble adding something to a list with no sub-entries like that. I'm personally unable to use Character Editor to make someone a Klickmala, nor can I use the dev spawn menu to do so since they have none of these I'm guessing. -- But back to it, the PRD mod was reported to (And confirmed on my own save) to make everything show up as "human" needlessly as well as other problems. Like the Androids mod *really* not liking what PRD does.