Klickmala Race [Continued]
[b]This mod is a continuation/fork of Beelzebelt's Klickmala, found here:[/b] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2489566199]https://steamcommunity.com/sharedfiles/filedetails/?id=2489566199[/url] with permission.
Please be patient while I learn and do what I can to make this mod fully functional.
Once I get the Klickmala in a confirmed state of stable functionality without needing to remove defnames, I'll roll the work onto the Slither and Ikquan - As far as I can tell those still work as Klickmala did, so for now getting the framework with one of the races is the focus.
This version requires only Humanoid Alien Races and is setting out to grow the race to have their own settlements and factions (Hostile included). You should be able to swap out the original with this one without any problem (Probably solving some issues in the process). If you use [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2023507013]Vanilla Expanded Framework[/url], the two factions I added with this conversion to your map - One neutral and one hostile (Not permanently, though!).
[b]Current differences from original Klickmala tl;dr:[/b]
[list]
[*] No longer reliant on Pawnkind Race Diversity [i](You can uninstall it! [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1734490820]Faction Blender[/url] seems to work better so far.)[i]
[/i][/i]
[*] Three new factions added to the map, One neutral and one starting hostile. The last which is inactive by default is [i]always[/i] hostile - Balanced like the pirate faction.
[*] Pawnkind defs readded - Allows the Klickmala to populate mods that let you choose races (Character Editor, Androids, etc, etc)
[*] Gave the race a buff to speed, armor, carry weight etc.
[/list]
Original Description (Minus old requirements)
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.
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.
Known issues:
aaaaaaa
Antenna, Floof and Butts might not be aligned right for all bodies in all directions
Creating a Klickmala player faction with no ideology throws red error and fails to create colony
Starting a Klickmala player faction starts you in world view
Klickmala baby antenna refuse to attach to the head, and look like surprise eyebrows.