RimWorld

RimWorld

Childhood Backstories
184 Comments
Zylleon  [author] 26 Jul @ 12:11am 
Tribal and outlander children have different available backstories, with just a bit of overlap. Most tribal children will have natural meditation focus and most outlander children won't, though there can be some exceptions in both directions
Sledjer 25 Jul @ 5:13pm 
How does this work with tribal children? Do they lose the ability to meditate at anima trees?
Zylleon  [author] 10 Jul @ 10:41pm 
Are you creating custom backstories in xml? If so, can you send it to me and I'll look it over
paofx123 9 Jul @ 11:04am 
Every time i create a backstory and save to put on my pawn, it dosen't appear in the character edit, but on the backstory edit the backstory i create is still there
Prometheus 21 Jun @ 8:59pm 
@Myphicbower The closest mod that describes what you want is "Growth Vat Overclocked" - though it's only limited on soldier, laborer and leader for now.
Zylleon  [author] 12 Jun @ 5:16am 
Yeah, vatgrown kids get the vanilla vatgrown kid story. But it's a good idea to add some variety there! I'll keep it in mind for the next content updates
Bungee Gum 12 Jun @ 1:47am 
@Myphicbowser sadly vatgrown kids seems to get only 1 "Vatgrown Kid" backstory that does not provide them anything
Myphicbowser 11 Jun @ 7:06pm 
Does this impact stuff like Vatgrown Children? Such as if the Vatgrown Child happens to have a majority of skill points in Plants, we get a like "Vat Gardner" childhood? Something that talks about how their mind is just naturally drawn to planting because of the experience with the Vat
Zylleon  [author] 11 Jun @ 5:09pm 
Updated for 1.6
Zylleon  [author] 2 May @ 11:13am 
Iirc, "butchered butcher" should only trigger if the child both performed several surgeries and had several surgeries performed on them. If that wasn't the case, let me know and I'll make some adjustments!
Bungee Gum 1 May @ 11:51pm 
@TheHollyCow

lmao, got fucked:happyio:
TheHollyCow 30 Apr @ 4:40pm 
This mod is bullshit. This kid grew up in my colony raised by a loving family. They were on growth tier 8 the fucking maximum growth tier. They get motherfucking "Butchered butcher" with a -2 social and +psychopath trait. What the fuck? Don't install this fuckass mod
Lil.Owl 23 Apr @ 1:06am 
Gonna stop using it. Forced on bunch of my kids "Lost child" backstory - even thought they were always just playing and learning up to tier 4
Halicade 22 Apr @ 4:39pm 
Hello! Just letting you know you forgot to set Biotech as a dependency in the about file. Loaded a mod list without biotech accidentally and your mod popped up a couple dozen errors
Samuel_Bucher 22 Apr @ 5:59am 
Some backstories are said to force the transhumanist trait. But that's not a thing in vanilla Rimworld or this mod. What does it actually do?
Hellhaunt 10 Apr @ 11:16am 
My old comment is false, turns out World Tech Level had the backstories restricted to the medieval era. Changing them to unrestricted resolved the issue.
Brumes Wolf 7 Apr @ 7:18am 
Would it be possible to add more debug info? I had a child that joined my colony at a somewhat older age get the generic background, and I'm wondering if they just didn't fulfill any of the requirements or if something else is going on.
An advanced debug setting that would then log the evaluation of each individual backstory would be really helpful for this.
Hellhaunt 5 Apr @ 5:48pm 
This might be incompatible with VFE: Tribals. I've used this mod for a while and never had any issues with it until this new run where I added VFE: Tribals and now children are just getting random backstories not from this mod.
Zylleon  [author] 1 Apr @ 9:10am 
Thanks!
DarthBrawn 25 Mar @ 6:54pm 
not that I saw, but I don't play with Devmode on all the time. If it happens again I can submit a log here
Zylleon  [author] 23 Mar @ 11:32am 
I've never seen that happen. Was there anything in the error log?
DarthBrawn 21 Mar @ 1:49pm 
Great mod.

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
Darian Stephens 6 Feb @ 4:02pm 
@GVLT
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.
Zylleon  [author] 6 Feb @ 8:46am 
Probably not, but you can disable that backstory in the settings when doing a transhumanist run
Harmonea 4 Feb @ 11:16am 
Can you please add an exclusion to the "Surgery Victim" backstory for children who underwent surgery in a transhumanist colony? Seems really weird for a kid to go body purist after spending ten years with a mood debuff for no artificial enhancement.
Farbott 22 Jan @ 2:13am 
Hoh, nice
TurtleShroom 16 Jan @ 9:42am 
Whoa! This is genius!
Disco 16 Dec, 2024 @ 8:20am 
Very nice thank you
Zylleon  [author] 14 Dec, 2024 @ 11:35am 
99% on the child's 13th birthday. It does add records for time as a wild man, and for time spent on various learning activities, but impact is negligible if any.
Disco 14 Dec, 2024 @ 6:50am 
Hey, love the mod, but how does this affect performance? does it only calculate stuff in when the child is 13 using stuff already in the game or does it keep track of stuff itself?

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.
Zylleon  [author] 25 Oct, 2024 @ 7:00am 
Most (but not all) tribal children should get the natural meditation focus. Few (but still some) outlander children will. If a majority of your tribal children aren't getting the natural focus, I'll take a look at rebalancing it. If it's just sometimes, it's working as intended.

You could go into the settings and disable backstories without the natural meditation focus, this will prevent children from getting those backstories.
GERächt 25 Oct, 2024 @ 5:00am 
I've got a quite problematic bug for my children: When born they are assigned normally the child backstory. As their parents are both tribal, they have a natural focus type through that. When growing up they get a new childhood assigned through his mod. However that childhood may not have the natural focus type. Any way to fix this?
GVLT 12 Oct, 2024 @ 4:17am 
It seems that with the mod children born and raised in colony can sometimes have relations generated. My 20yo crafter who never stepped outside of mountain shelter recently med his ex-wife for the first time.
Zylleon  [author] 25 Sep, 2024 @ 6:59am 
Ok, weird. I'll have to do some testing. Thanks for letting me know!
Bungee Gum 24 Sep, 2024 @ 9:42am 
Industrial according to game files.
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
Zylleon  [author] 24 Sep, 2024 @ 9:20am 
Do you know what tech level the Research Expedition faction is? Most of the backstories are tied to tech level, not faction per se
Bungee Gum 24 Sep, 2024 @ 6:18am 
Basically it's the same as a standart crashlanded scenario, but with a few tweaks related to DLC. The issue I guess is that your mod assign backstories from the pool based on player's faction? Like New Arrivals or New Tribe? If this is so, then no backstory were assigned because this new scenario set faction as a Research Expedition.
Zylleon  [author] 24 Sep, 2024 @ 5:28am 
I haven't played much anomaly, what's the research expedition scenario?

Keep in mind that the backstories in this mod are only for children who grow up in your colony.
Bungee Gum 24 Sep, 2024 @ 4:48am 
Love your mod! Any chances you'll add new Anomaly scenario compatibility? Any kids growing up in Research Expedition scenario are getting default backstory:ralphhurt:
Zylleon  [author] 3 Sep, 2024 @ 9:29am 
Hereden - go into the mod options, it lists everything with the option to disable anything you don't want

Wheelchair Angel- thanks! I'll get that fixed
FriendShape 1 Sep, 2024 @ 1:19am 
Hi, there is a minor text error with the 'Budding Artist' background where it displays 'Test' as their title in the work tab.
Hederen 31 Aug, 2024 @ 9:23am 
Is there a place or a file where I can read all the backstories that adds?
Zylleon  [author] 17 Jun, 2024 @ 6:53am 
Yeah, I've been meaning to look into that. Put a multiplier on any required records that scales with the child's chronological age, maybe (capped at the chronological age of a vanilla-speed child)

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!
Arbolito 16 Jun, 2024 @ 12:10am 
Is there any chance a modifier could be added or a setting to adjust to age rate multiplier? Having children who grow up really fast usually ends up in them having the feral or lost child backstory. Great mod btw!
Zylleon  [author] 27 May, 2024 @ 5:15pm 
Update: Added logging for children's records. When a child turns 13 there will be a message in the logs that starts:

[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!
Mirvra 19 May, 2024 @ 8:09am 
Thanks for the new backstories!
Zylleon  [author] 18 May, 2024 @ 2:13pm 
Updated with 10 new backstories!
Zylleon  [author] 17 Apr, 2024 @ 9:11am 
No, sorry
Baron von Silberthal 16 Apr, 2024 @ 7:58pm 
Great Mod also possible to give Colonits a Adult Colony Background instead of the generic one?
Sprankles 11 Apr, 2024 @ 10:56am 
Ah that makes sense.