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lmao, got fucked
An advanced debug setting that would then log the evaluation of each individual backstory would be really helpful for this.
two pawns did turn 13 recently and the childhood backstory didn't fire, and they were left with the vanilla "colonist". I'm able to add the custom backstories with Devmode but that completely bypasses the mod's selection process and then we have to adjust their skills manually too. I don't have any other mods affecting this
I imagine that's because the original backstories have exceptions built in to prevent relations from generating, and is probably part of why it's like this in vanilla (Also to let you have your own story).
I would hope it's as simple as making these backstories have the same exception for generated relations.
Im trying to make my next mid/late game colony playable, i need every minute fraction of tps, but i also really want to keep the mod, and if it only does stuff when hitting 13 then no problem.
You could go into the settings and disable backstories without the natural meditation focus, this will prevent children from getting those backstories.
Weird. I just tested everything on a new colony and backstory generated just fine. But all 3 kids in my original colony got generic Colony child basktory. One of them was born in colony, the other two joined in the rescue quest and they were around 8 and 10 years
Keep in mind that the backstories in this mod are only for children who grow up in your colony.
Wheelchair Angel- thanks! I'll get that fixed
The feral child backstory shouldn't be showing up in those circumstances, because it should require some minimum time spent as a while man. I'll look into it!
[zylle.ChildhoodBackstories]
Show me as many as possible! This will help calibrate backstories correctly. How much time does the average child spend on fire? Inquiring minds want to know!