Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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Is is caused my modlist or is the support outdated?
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.
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.
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.
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.
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.
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
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
Astro, no, you can't replace 1.1 mod with this one.
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.
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
I will slightly upgrade the beam in next update, but for now it is as it is, silly like the rest of the game
CrisMimikyu, no, un kurin sólo puede tener hijos con otro kurin.
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.
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.
DRIPPENHEIMER, same, should be ok.
Small update which brings some fixes.
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
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
Hi,Combat Extended 1.5 has been upload on Github,may i ask is this mod will support for that on future?
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.
Also vehicle momentum from vve would be nice, can't count how many times I runned over pawns I didn't want to
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.
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.
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.
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