RimWorld

RimWorld

Kurin, The Three Tailed Fox [Deluxe Edition]
888 Comments
shakumol 10 hours ago 
hello I wanted to know what is your English translation if yes I find it or how to change it not that reading the current language is a little difficult for me could you tell me how or to find it?
Burn ur mama to ash 11 Aug @ 8:48pm 
Unplugging the dog bots' tails still needs medicine rather than the toolbox thing:bbtcat: and bot would be anesthetic for days:lunar2019deadpanpig: Is there a reason behind it?
懵圈的黄油w 11 Aug @ 10:26am 
cloths dont suits male from the side of body,can it be more slim ?just like old ver.
[いのしし_3]  [author] 11 Aug @ 1:10am 
Akasis, for 1.5 the patch for the mod is outdated. It will be revised in the next update.
Akasis 6 Aug @ 11:47pm 
[NL] Apparel Paper Pattern has updated, but I can't get the working for Kurin.
I tried to get it working with a shirt and a duster or so, but their textured didn't get adjusted.
Is is caused my modlist or is the support outdated?
[いのしし_3]  [author] 27 Jul @ 11:27pm 
NBThunderbolt, that's... how npc pawns could end up with pregnancy, I set pregnancy chance to 0 for kurin pawnkinds, what in the world... Well, you might just spawn this pawn on your map with dev mode, and then try to either delete her pregnancy Hediff, or simply destroy her...

Anko072, a base game thing. Sometimes human pawns show up with kurin xenotype, there is no bug, it just is as it is. You can consider that kurins improved genetics of humans who are in their service.
[いのしし_3]  [author] 27 Jul @ 11:11pm 
:Mirro_sakura: Update notice.

Kurin Erika VTOL has been rewritten. After the update, if you had any Erika VTOL you should rebuild all of them because I added new passenger slots that won't appear for existing Erika (sadge), also they have only 60 kg of cargo capacity now, so they can't carry vehicles with their cargo inventory. Without new Erika's slots, it has no usage.

I'm sorry for the inconvenience, but it is what it is. Previous version of Erika was quite buggy, so I had to rewrite it. :steamsad:
Anko072 17 Jul @ 6:18am 
I sometimes get basic pawns with kurin/kimiri genes, is it general bug or may be cause by my modlist?
NBThunderbolt 16 Jul @ 1:59am 
Interesting bug I found that's got a super rare occurrence, but happened to me:

Under current coding, a non player controlled Kurin can't give birth to pawns, but can still get pregnant. Not normally an issue, it just throws an error, and continues as if the Health Effect was a normal timed condition after the birth process.

However, the base game has a chance of sending a random pawn to visit durring the early stages of pregnancy. The chances are something like 1/1,000 for normal pawns, and 1/10,000 for Kurin pawns.

If a Kurin Pawn leaves the map while Pregnant, after few days, they will try to initiate the birth off map, and cause a repeating error that will lock up the game's tick rate since it doesn't know how to handle the error and can't spawn the new pawn. (1 tick every 2 seconds for me when it happened.) This will continue until the Kurin in question is removed from the world pawn list.
[いのしし_3]  [author] 15 Jul @ 3:39am 
[BC]Marie Antoinette, nah, that's my patch for kurin mechanoids and VEF animals prefix that colliding, I will look into it later.

Astro, no, they are not interchangeable.

月羽狐, they are not dragonians. They are kimiri for years. But yeah, from 1.5 they have dark skin colors as the species they were made of. But the part about human body texture is interesting and strange, female kimiri should have female kurin body, male kimiri should have hulk kimiri body.

Yuudatchi, the description says that you can request various stuff from kurin NPC faction with a communication console, for example kurin shuttle traders or even new colonists. Don't piss them off, their raids are devastating (UwU).

Huggable Druchii, I can't say why either. The information provided is not enough.
[いのしし_3]  [author] 15 Jul @ 3:34am 
:Mirro_sakura: Update notice.

Fixed some bugs and issues.

Updated my patch for Combat Extended to 1.5 version of the game. However for now you must manually delete the folder inside their mod's folder with a patch for my mod that they placed from their side.

the path-> Steam\steamapps\workshop\content\294100\2890901044\ModPatches\Kurin Deluxe Patch

In next updates the folder will be removed from their side, but for now it is as it is.
Huggable Druchii 13 Jul @ 10:33am 
I got a weird situation I think. Ive got two kurin couples but according to the game all of them are infertile and I can't find out why.
Yuudatchi 13 Jul @ 9:27am 
Dumb question... How do I actually recruit more Kurins? Ive gotten tons of quests regarding refugees and raids but not once have I ever been able to gain another Kurin. Do I need to just kidnap them from caravans?
月羽狐 13 Jul @ 1:07am 
Why does my little draconian all grey and black? And they have human body texture that looks funny
Astro 12 Jul @ 1:09pm 
Sorry not the original, i meant if i could replace the HAR edition with this. Mb
[BC]Marie Antoinette 9 Jul @ 1:29am 
- PREFIX OskarPotocki.VFECore: Boolean AnimalBehaviours.VanillaExpandedFramework_FloatMenuMakerMap_AddJobGiverWorkOrders_Patch:SkipIfAnimal(Pawn pawn)
at RimWorld.FloatMenuMakerMap.AddUndraftedOrders (UnityEngine.Vector3 clickPos, Verse.Pawn pawn, System.Collections.Generic.List1[T] opts) [0x0002a] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0
POSTFIX Inoshishi3.KTTFDEM: Void KurinDeluxeEditionMechanoids.HarmonyPatches_KurinMechanoidBulkPatches+HarmonyPatches_AddUndraftedOrders_Disassemble:Postfix(Vector3 clickPos, Pawn pawn, List1 opts)
- POSTFIX Inoshishi3.KTTFDEM: Void KurinDeluxeEditionMechanoids.HarmonyPatches_KurinMechanoidBulkPatches+HarmonyPatches_AddUndraftedOrders_Recharge:Postfix(Vector3 clickPos, Pawn pawn, List1 opts)
at RimWorld.FloatMenuMakerMap.ChoicesAtFor (UnityEngine.Vector3 clickPos, Verse.Pawn pawn, System.Boolean suppressAutoTakeableGoto) [0x00126] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0
@[いのしし_3]
here's what I got
[BC]Marie Antoinette 8 Jul @ 2:18am 
It only popped up a few time on the Visual exception mod. The more regular is VEF core just conflicting with vehicle framework for some reason. I'll try to reproduce the error and post it here later today
[いのしし_3]  [author] 7 Jul @ 8:03pm 
Regularity, don't worry, I will tweak the beam in next update.

Kou, noted.

[BC]Marie Antoinette, what exactly visual exceptions you mean? So far there was only a conflict with warcaskets, which was supressed.

Toki.MB, Kurins my beloved :r_heart::r_heart::r_heart:

Astro, no, you can't replace 1.1 mod with this one.
Astro 7 Jul @ 4:28pm 
can i replace the original with this one mid playthrough
Toki.MB 7 Jul @ 9:48am 
Kurins my beloved
[BC]Marie Antoinette 7 Jul @ 9:00am 
according to visual exceptions, this mod appears to conflict with VEF ?
Kou 7 Jul @ 6:54am 
If you're going to make a pass at Combat Extended 1.5, might I request that you bake night vision into the Kurin's ability to see in low light included in their main genetics? The dark sight gene comes with 80% night vision for reference. Or if not that, at least make it so the dark sight gene is compatible to use alongside the Kurin's main gene? Either way, thanks for always pouring so much effort into the Kurin!
Regularity 6 Jul @ 2:11pm 
Good to know settlements have a cap.

And yeah, the issue with star cruisers is their massive attack radius. It makes it really easy for a single pawn -- without a weapon! -- to kill dozens of Kurin by just running around the base (occasionally psycasting walls and skip) and getting the cruiser to wipe out bunched-up Kurin crowded around a checkpoint, or their entire bank of generators.

It also kind of ruins the fun of an epic showdown battle by discouraging massed assaults with vehicles, instead forcing you to use exploity tactics like mentioned above. Not to mention it spoils loot, plus the mass execution of their own wounded troops on the ground seems very non-Kurin-like.

I'd consider changing it to some sort of light mortar attack or something. The scatter and randomness would make bombardment far less predictable, and therefore harder to exploit. And make big set piece showdown battles less discouraged.
[いのしし_3]  [author] 6 Jul @ 2:57am 
Regularity, kurin expansion triggers only when they have less than 12 settlements, no matter how many any NPC faction has at start, they always gonna aim for the 12; if there is a valid spot for settlement foundation, they will create it.
As for the power beam, well, they have 3 Star Cruisers on orbit of the planet, why they would refuse to protect their property from raiders? Of course I love them :r_heart::r_heart::r_heart:, but from narrative point the settlements are essential for them to gather resourses and build more ships for them to escape the planet. They are strong, because they are traiders, the trading is the key to prosperity, and they are the best in trading.
I will slightly upgrade the beam in next update, but for now it is as it is, silly like the rest of the game :DaughterConfused::DaughterConfused::DaughterConfused:

CrisMimikyu, no, un kurin sólo puede tener hijos con otro kurin.
CrisMimikyu 5 Jul @ 2:59pm 
Pregunta, se puede tener hijos híbridos?
Regularity 5 Jul @ 9:42am 
Is there any limit to the kurin expansion event? I'm kind of worried that if my game runs long enough they'll end up outnumbering every faction and just slow down the game due to the base spam. A way to disable it would be good (especially for players using other mods that change how factions expand).

It'd also be nice to disable the orbital bombardment spam when attacking their settlements. Their bases are already probably many times stronger than any other faction settlement in existence... actually, they may be more powerful than every faction base *combined* in some games. The orbital bombardment just feels like punishing the player purely for attacking your favourite faction and no other reason at that point... also, the bomardment often ends up killing more Kurins than the enemy, which is kind of silly too.
Wyccc 5 Jul @ 12:26am 
thanks very much
[いのしし_3]  [author] 2 Jul @ 11:47pm 
Anko072, Sir Noobcake, tnx UwU

FoxAtreides, in HugsLib's mod settings (window with mods news), also I write my stuff in Tabula Rasa framework's window for updates, because why not.

Renix, well, it's changing relationships between factions, I think that player should know even if there are no kuruns in their colony, for example, so you won't miss that kurins can't help you fight factions that you might consider their enemies, but they're not.
Renix 2 Jul @ 7:02pm 
I recently switched over to this mod while reducing the number of HAR mods I have; I have no Kurin's but I keep getting notifications relating to a Kurin sacred fox faction making negotations. Why does it tell me about there matters?
Sir Noobcake 2 Jul @ 6:10am 
I just wanted to leave a message saying thank you for maintaining this mod :steamthumbsup:
FoxAtreides 2 Jul @ 5:16am 
is there a way to reopen the changelogs in-game? i have accidentally closed it before reading the changes
Anko072 1 Jul @ 8:43pm 
Oh you already updated vehicles? That was fast, you are awesome
[いのしし_3]  [author] 1 Jul @ 5:06pm 
Wyccc, the incompatibility with that mod was partially fixed, from now it's not completely broken when used on any apparel, except of kurin apparel. Yeah, that's why "partially" word was used.
DRIPPENHEIMER, same, should be ok.
[いのしし_3]  [author] 1 Jul @ 4:59pm 
:Mirro_sakura: Update notice.

Small update which brings some fixes.
[いのしし_3]  [author] 1 Jul @ 4:06am 
莱伊的狗,哈哈哈哈哈哈!好的,下次更新时会修复。
巨型動力牜子, ce patch for 1.5 will be returned asap, I gonna redo it, because a lot of changes were done when updating the mod to 1.5.
Huggable Druchii, so when it happens? EdB has such problem at colony creation, but all colour channels for body addons reload after reloading a save file.
DRIPPENHEIMER, damn it. ok, i will fix that, tnx for the info
DRIPPENHEIMER 29 Jun @ 1:08pm 
Also. forgot to mention this has only started happening with the recent update, this did not happen prior
DRIPPENHEIMER 29 Jun @ 1:08pm 
Hi, When this mod is used with VE Pirate's warcaskets this error is thrown constantly every second. It happens with every race and pawn type not just kurin:

Exception setting up node for VFEP_Warcasket_Warcasket on Mawil: System.NullReferenceException: Object reference not set to an instance of an object
[Ref C14D48BD]
at KurinDeluxeEdition.HarmonyPatches_Kurin+HarmonyPatches_TryGetGraphicApparel_KimiriMaleTeen.Postfix (RimWorld.Apparel apparel, RimWorld.BodyTypeDef bodyType, RimWorld.ApparelGraphicRecord& rec) [0x0003a] in <19df8c69bf634b61971219288cc68c9d>:0
at RimWorld.ApparelGraphicRecordGetter.TryGetGraphicApparel (RimWorld.Apparel apparel, RimWorld.BodyTypeDef bodyType, RimWorld.ApparelGraphicRecord& rec) [0x0023b] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0
Huggable Druchii 29 Jun @ 10:55am 
The colour of the tails and ears dont always match the hair colour. Is this normal?
巨型動力牜子 29 Jun @ 3:15am 
你好,Combat Extended 1.5已经在Github发布了,请问之后有打算适配吗?
Hi,Combat Extended 1.5 has been upload on Github,may i ask is this mod will support for that on future?
Anko072 28 Jun @ 11:25pm 
Momentum would be awesome, thx
莱伊的狗 28 Jun @ 10:26pm 
机械狐狸电量清空去自动换电池时,会把原来的空电池留在自己身上。我还疑惑为什么电池越用越少,原来是都留在机械狐狸身上了。。。。。我最早的狐狸在身上藏了20+个电池,而且如果有人手动帮机械狐狸换电池,那么换下来的那个空电池将留在人身上。。。。
[いのしし_3]  [author] 28 Jun @ 8:14pm 
Wyccc, well, it actually was bugged even before the update, in previous condition only kurin apparel was incompatible, for the same reason as for the current issue, however current issue is worse, because it makes mods being incompatible completely. I will look into ti.
Dffdhh, oh, so for 1.4 I forgot to change some things, as for 1.5 I forgot to activate the anim patch for kimiri.
Anko072, as for the complex parts ingredients, no, kurin vehicles won't have vehicle parts as ingredients. As for the vehicle acceleration, okay, it won't hurt, I will add their momentum to kurin vehicles.
Anko072 27 Jun @ 11:45pm 
Do you have any plans on making vehicles require vehicle parts similar to vanilla vehicles expanded instead of straight up resources?
Also vehicle momentum from vve would be nice, can't count how many times I runned over pawns I didn't want to
Dffdhh 27 Jun @ 5:36am 
kimiri have some problem,I am very sure that there is a conflict between this mod and facial animation. kimiri's eyes and mouth do not exist when only this mod, facial animation and necessary prefacing mods are used. If I uninstall facial animation, it will return to normal. The game does not output any error log reports
吱吱宸 27 Jun @ 2:01am 
“Can I turn off the Kurin negotiations popping up in the top left corner? They keep appearing even though there are no Kurins in my base.”
Sorry, I was too hasty earlier. This prompt won't pop up repeatedly after a while, so I think making changes is unnecessary. My apologies.
Wyccc 25 Jun @ 4:50am 
I am sure they were running correctly in the previous version. In the new version, it's not just limited to Kurin and Kurin clothes, but all races (ratkin, human), all clothes will have issues. Transmog and Kurin are both important to me, I hope you can fix this issue. thanks.
[いのしし_3]  [author] 25 Jun @ 4:41am 
ShirinGasai, I have no any idea, didn't touch VE's andriods.

莱伊的狗, 我想我修好了。

吱吱宸, ok, in next update I gonna add the toggle to settings.

Wyccc, well, after investigation it turned out that all kurin apparel is bugged when that mod is used to tweak values for the apparel, it's not only about the new patch. I'm using small postfixes here and there for setting kurin apparel up, so just don't use that mod on kurin chothes, they are not compatible for now. :DaughterConfused::DaughterConfused::DaughterConfused:
[いのしし_3]  [author] 25 Jun @ 4:34am 
:Mirro_sakura: Update notice.
A major update, the log is huge, so full update log is in HugsLib's mod settings (window with mods news).

In short, KIMIRI ARE BACK. They were overhauled as originally planned. For now some apparel textures are missing for kimiri males, but it is subject to do in future.

As for Vehicle Framework, added melee for kurin Titans, fixed some bugs, added 2 VTOLs, improved how vehicles upgrades work on kurin exosuits. Too bad existing vehicles won't get melee gizmos.
Also be careful, from now kurin Titans gonna explode when they get killed!

I found no issues in the update so far, but if you find something broken after the update - let me know.
Wyccc 25 Jun @ 4:06am 
after the recent update, may conflict with the transmog mod. error msg:
Exception setting up node for TSFApparel_DaimyoArmor on Wyccc: System.NullReferenceException: Object reference not set to an instance of an object
[Ref CA979BDA]
at KurinDeluxeEdition.HarmonyPatches_Kurin+HarmonyPatches_TryGetGraphicApparel_KimiriMaleTeen.Postfix (RimWorld.Apparel apparel, RimWorld.BodyTypeDef bodyType, RimWorld.ApparelGraphicRecord& rec) [0x0003a] in <19df8c69bf634b61971219288cc68c9d>:0
吱吱宸 21 Jun @ 8:28am 
Can I turn off the Kurin negotiations popping up in the top left corner? They keep appearing even though there are no Kurins in my base.