Kilhn Race

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Authors: EvilChaosKnight, Chan

Last revision: 6 Aug, 2021 at 11:08 UTC (1)

File size: 11.35 MB

On Steam Workshop

Description:

As the original author granted me the permission to update the mod, here it is. In a way, it’s quite a rework really.

And to all of the people who wanted more AwSW mods and were disappointed, well, sorry. But I do have a project being made. You’ll just have to wait for a time, unfortunately.

Kilhn v2.0 for 1.1 changelog:
1. New and changed graphics. Includes:
– Gendered heads.
– "Hair" styles with spikes, frills and crests.
– Wings disappear individually when lost.
– Visible tails… well, unless lost.
– Red blood and meat.
– More natural color variations.

2. More uniform bodyparts code allowing for more bodyparts mod interaction.
– Includes compatibility patch for Evolved Organs.

3. Changes to functionality.
– Tail is now a blunt weapon and negatively affects movement when damaged/lost.
– – Craftable bionic tail now comes with "improved balancing" which is a fancy fluff way to justify it boosting movement speed.
– – Bionic tail now comes with retractable spikes for more melee damage. With "Evolved Organs" can be installed on other humanoids and humans.
– – Archotech tail with even better mobility and sharper spikes + poison damage. Only craftable with "Archotech Expanded" mod, else you need to buy it or get it from quests. With "Evolved Organs" can be installed on other humanoids.
– – – Won’t give non-Kilhn a visible tail tho.
– Wings now are related to beauty.
– – Bionic wings boost mobility tho.
– Bionic and Archotech Kilhn arms, also bionic Kilhn hand. All come with claws and can be installed on any humanoids.
– Greedy trait chance reduced 50% -> 15%
– Kilhn are no longer bothered by fresh humanoid corpses.

Kilhn v2.1 for 1.2 changelog:
– Updated to 1.2;
– Included new graphics, courtesy of CrackaJack;
– 2 new hair styles, now with hair;
– 1 new head style with a nose horn;
– Increased base carry cap to 80;
– Fixed over 100% body error (I hope).

If you don’t like the new graphics, no hard feelings. 😛
You can find the old graphics under
Steamsteamappsworkshopcontent2941002025689796TexturesPawnsKilhn_Simple
Just rename the "Kilhn" folder to something else, and then rename Kilhn_Simple to Kilhn.
They also have the new hairstyles and the head type, of course.

Kilhn v2.2 for 1.3 update changes:
– Updated to the latest version. Includes its own (lazily drawn) dragon-like meme for factions. It’s based on transhumanist so it’s kinda techy, but it has rather different priorities.
— Dragon faction would always use it, naturally.
— Eating mushrooms (fungus) is a crime against draconity. Really.
– Dragon rage no longer increases pain. I kept forgetting to fix this one.
– New feature. Beards. Well, mostly nose/chin spikes really.
— Because of change to the spikes, nose-spike head type has been retired. To keep compatibility with older saves, only graphics were changed to make room for proper stuff.
– Dragons are stubborn and proud creatures, so even the saddest types of them are a handful if you want to convert or enslave them.

Original description:
==========================================================================
This mod about a Dragon / Draconic/ Dragoniod – like race and includes a new unique winged race and faction.

REQUIRES ALIEN FRAMEWORK to be loaded BEFORE / ABOVE this mod.

This race, known as the Kilhn, has quite a few advantages, but also some downsides.

Perks of the Kilhn:
– 2 x health!
– Innate armor 20% blunt, 50% sharp, and 75% heat.
– Natural fighters, strong melee capabilities.
– They live a long time, around 1500 years.
– Fire resistant so a little heat isn’t bad but extreme temperatures are still deadly.
– Adept at surviving cold weather by shutting down most bodily functions.
– Dragon Rage when injured and bleeding, giving them an edge in survival.
– Hunting Stealth doubled, meaing less likely to cause animal revenge when hunting.
– Research 12% faster, as many sources of lore state dragons are vastly intellegent.
– They tend wounds 20% better than most other races!
– Innately 10% more resistant to toxins.
– 10% more meat when butchering!
– Eat about 10% less often and can eat more food before becoming full.
– Don’t care about nudity, sleeping outside, sleeping on the floor, corpses, eating raw meat, or butchering anything, however…

Disadvantages of the Kilhn:
– Carnivore animal diet, meaning only Meals, Kibble, Meat, and Corpses. ( // Edit by Chaos: They actually eat about everthing as far as I tested tbh.)
– They move SLOWER than most humanoids.
– They take 20% LONGER on any tasks with plants.
– 20% SLOWER when mining!
– 20% LONGER construction times.
– They gather 20% LESS from animals, like wool or milk.
– Anything less than 20 Celsius or 68 Fahrenheit is considered cold.
– Animals are more likely to attack them when taming from the wild if they fail.
– Social fights can be dangerous or even deadly.
– Will always start with The Dragon trait, meaning they can have less individuality.
– About 50% of the time will start with the trait Greedy.
– Hard to kill when attacking.
– Also very hard to recruit as they are proud creatures.

– A special Dragon trait that gives the Kilhn another advantage over other races at a cost, it can be found on other races, but VERY RARE. The Dragon trait has 4 tiers, each less likely to be had than the last. The effects for tier 1:
– Immunity gain + 0.5%
– Melee Skill + 1
– Melee Dodge + 2
As Dragons tend to be lazy it also adds the following negatives:
– more likely to start social fights
– rest rate – 10% so they sleep longer
– global work speed – 5% meaning they will always work slower

Kilhn cannot gain the traits:
– Ascetic
– Jealous
– Cannibal
– Nimble

The Kilhn do have a few different body parts:
– Paws / Talons vs Hands / Fingers / Feet / Toes
– Snout vs Nose / Jaw
– Wings added
– Horns added
– Tails added

Each tier adds more to the positives and negatives while also adding something more… but again it’s rare to see tiers 2 tier 3 is extremely rare, and tier 4 is almost non-existant.

– This mod should be compatible with most mods as I only added things and didn’t touch any base code, starting fresh would be best as with most mods.

* Changes for 1.0.1 *
– Changed diet/hunger ratio as it was working in unintended ways.
– Altered several %’s to make up for dietary restriction loss. Reflected above.
– Added the ability to sleep outside/on ground.
– Fixed a few spelling errors.
– Cleaned up some code and spent several hours realizing how little I know about programming.

* Changes for 1.0.2 *
– Reworked Art a little. Tried adjusting face coloring.
– Edited Side Wing graphic.

* Changes for 1.0.3 *
– Added replacement parts for Tails

I would like to state my thanks for everyone who supports Rimworld, both Tynan Sylvester and all the modders out there. Seriously this is a great community and this game is one of the best I have ever had the pleasure to experience, both the original work and of course modded!

This mod was cobbled together by myself and what little art has been a combined effort of my spouse and I.
==========================================================================
End of the original description.

Fix for odd refuges in quests/events can be found here [Real Faction Guests by YAYO]:
https://steamcommunity.com/sharedfiles/filedetails/?id=2263021260

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