边缘世界 RimWorld

边缘世界 RimWorld

Childhood Backstories
224 条留言
Zylleon  [作者] 11 月 7 日 上午 5:40 
Thanks!
Zeroy 11 月 6 日 下午 8:37 
Hi! Please add a link to the description.
Russian Translation
Zylleon  [作者] 10 月 31 日 上午 5:37 
That makes sense!

To qualify, the child has to be the sole survivor of their colony when they turn 13.
Zaximus Rex 10 月 30 日 下午 6:15 
I can't say for sure if I've ever seen it naturally, I just noticed it while looking at all the backstories in Character Editor.
Zylleon  [作者] 10 月 30 日 下午 5:07 
Good catch, thanks!

Did you actually get that backstory? I've never met the requirements!
Zaximus Rex 10 月 29 日 下午 5:49 
Sole Survivor title is misspelled in Misc Backstories.xml (Missing R)

<ZCB.ZCBackstoryDef>
<defName>ZCB_SoleSurvivor</defName>
<title>sole suvivor</title>
<titleShort>suvivor</titleShort>
Zylleon  [作者] 10 月 28 日 上午 5:25 
If you're getting outlander backstories, your cony is no longer considered wild men. I already do look at your faction to determine your tech level; I'm not looking at your ideology because this mod doesnt require Ideology.

Can you link the mod you're asking for compatibility for?
Jetharius 10 月 27 日 下午 9:01 
Techadvancing, Vanilla Factions Expanded Tribals also has a tech advancement ritual.

Respectfully, I don't agree with your vision that a society that has advanced from Tribal and is still very anima centric with tribal and totemist ideological features magically doesn't include natural meditation anymore once the kids turn 13. The default child backstory upon birth still gives the natural meditation type, so its very awkward that it disappears once they are finally old enough to actually use the anima tree. The colony is still considered Wild Men, my pawns are still tribesmen, my children are still given the options to either enslave, or "remain tribesmen", so I think hooking the faction/ideology is more effective than using the current tech level.
Zylleon  [作者] 10 月 27 日 下午 5:48 
I thought that you were halfway done the research tree, didn't realize your factions tech level had changed. You're no longer getting tribal backstories if your tech level is no longer neolithic, that makes sense.

Can you link the mod? I'm using one called Stepping Stones right now and it doesn't change my factions tech level at any point, yours must be different. I'll have to see what they're doing to determine if the kids are born with natural meditation focus / if there's any way to check what tech level you started at. But as of right now, it's intended behaviour that a settlement that is no longer tribal would no longer get tribal backstories.
Jetharius 10 月 27 日 下午 5:17 
Yah, stepping stones i think, one of a few hundred mods. I mentioned earlier my tech level being mid industrial after a decade or so of progress. My kids are born with the natural meditation focus still...
Zylleon  [作者] 10 月 27 日 下午 5:04 
Chef should never show up if your tech level is neolithic, that's really weird. You're playing a tribal start? Are you using any mods that would change your tech level?
Jetharius 10 月 27 日 下午 12:49 
Ugh, it was a few days ago now, I know one was the chef, the other was... construction...? I don't recall the third.
Zylleon  [作者] 10 月 27 日 上午 5:44 
3/3 is odd, in my playthroughs about 1/10 tribal kids gets an outlander story. Which backstories have you been getting?
Jetharius 10 月 26 日 下午 11:30 
So far, every one thats hit 13 has rolled an option without natural meditation. I'm at the weird junction where I've finally pushed into industrial and spacer tech level, but I know im still tribal because children still have the "remain tribesman" option during their 3y/o growth moments. I'm kinda cheesing my anima tree using the kid's free time to generate tons of grass, and then have a "birthday awakening" where the new adult gets 2-3 psycasts from all the banked grass. I've had to manually turn the backstory back 3 times of 3 children so far.
Zylleon  [作者] 10 月 26 日 上午 10:41 
Most tribal children should already get backstories that allow the natural meditation focus, and most outlander children should get backstories that don't.

How often are your tribal children not getting the natural meditation focus? I may need to recalibrate.
Jetharius 10 月 23 日 下午 7:24 
Can you add a setting to respect tribal natural meditation capability? It's frustrating to have a kid born with hypersentitive, then have them generate a random backstory that removes their natural meditation capability. Hoping for a "if they already have natural meditation, limit the options that can be rolled that allow natural meditation".
✘The_GhøsT✘ 10 月 8 日 下午 2:54 
yep, sent it in Child Record Logs
Zylleon  [作者] 10 月 8 日 上午 9:15 
Any child that turns 13 with the mod installed is able to get the new backstories, though it's possible that this specific kid didn't qualify for one. There is also a very low chance for the kid to be assigned the "grew up in our colony" backstory, even if they qualify for something else.

Do you have the debug log from when the kid turned 13? This should list all backstories the kid was eligible for, along with some extra info that can help me develop new backstories.
✘The_GhøsT✘ 10 月 8 日 上午 3:04 
Weird, removing mod from active list actually applied some backstories lol
✘The_GhøsT✘ 10 月 7 日 下午 2:45 
Does the mod count existing childs? Or only applies to new ones? Coz when one of my childs turned 13, just got "Colony Child" trait
SMercisk 10 月 7 日 下午 12:52 
Makes sense, there's no data for twins in this game, except maybe if this mod checked whether the siblings have matching birthdays or not which would allow to also account for elder and younger siblings but I imagine that's not easy to implement. I'd be great if you implemented sibling check eventually, glad to hear it's possible.
Zylleon  [作者] 10 月 7 日 上午 10:52 
If I add a check for siblings, it will probably just be total number/total alive/total dead. I don't anticipate adding a check for twins.
SMercisk 10 月 6 日 上午 7:18 
Hello, is there possibility to account for siblings and their amount? It would fit perfectly for my personal backstory mod where the a pawn is born with a twin.
jkjzd66666 10 月 5 日 上午 12:20 
CE?
Zylleon  [作者] 8 月 29 日 下午 1:55 
Updates and fixes:
1. Backstory requirements now scale with child aging rate. This will use your child age rate setting when the child turns 13; you could cheese it by turning up the aging rate right before their birthday, making them qualify for more advanced backstories.
2. Fix for incorrect trait filters for spectrum traits (eg a "Pretty" child getting a backstory intended for an "Ugly" child)
3. Improved logging: The log when a child becomes an adult will now include a list of all backstories they qualified for
Zylleon  [作者] 8 月 29 日 下午 1:52 
minimas: Yep, but it's probably too late to fix it now XD
miminas 8 月 27 日 下午 12:55 
Hi, I just noticed that this mod's Package Name is "zylle.child(b)oodbackstories". Is it a mistype?XD
Imperior 8 月 27 日 上午 11:25 
Yeah, Rimworld's code is almost esoteric, I'm not surprised it wasn't as simple as it sounded. Honestly, the childhood stories are already a huge plus, like 80% of the way there. But yeah, good luck with the Odyssey updates. If you ever do make the follow up adult backstory version, I'm sure it will be popular too. I'm 100% getting it and thumbs upping it. Modders like you are a blessing to the community, otherwise Rimworld would just become a Kill Box Simulator which gets old really really darn fast. lol
Zylleon  [作者] 8 月 27 日 上午 11:16 
It's something I've considered but haven't really put much work into.

When I started making this mod, I did intend to include adult backstories, but there was a problem I couldn't fix. I don't remember what the problem was, just that every attempt errored out. It might be something to revisit at some point.

If I do, it won't be soon - I'm still working on 1.6/Odyssey updates for other mods, and have a few other things I want to implement in this mod first (like scaling backstory requirements with child growth speed)
Imperior 8 月 26 日 上午 9:22 
This mod is such a necessity. Playing a long lived colony starts feeling a little flavorless when every pawn is the same. Any plans on ever making a copy of this mod that exchanges the generic backstory to a proper adult backstory when teens reach adulthood?
약살돈없어서파밍함 8 月 19 日 下午 8:58 
Thank you! This mod is really interesting and amazing
Zylleon  [作者] 8 月 19 日 下午 2:50 
With slower than default growth rate, kids will probably end up with more "advanced" backstories on average, but you should also get a mix of other backstories as well.

Scaling backstory criteria to growth rate is on the to do list!
약살돈없어서파밍함 8 月 19 日 下午 1:00 
Will this mod work well at 100-200% growth rate? I currently using 100% to 200%, so I'm worried that only veterans child will come out. Veteran kids are good, but I want to get a childlike background.
Elliefint 8 月 15 日 上午 9:30 
Awesome, thanks!
Zylleon  [作者] 8 月 15 日 上午 7:57 
I like this idea! Currently I don't have any way to track actions like that, pretty much just records and current status.

It's probably worth figuring out either how to track certain actions like that as "records", or how to read the actions when assigning a story. Then I could use things like # of trades (or maybe total trade value?) to assign a backstory.

I'll stick this on the to-do list but it won't be fast, I'm still cleaning up 1.6 updates on some of my other mods
Elliefint 8 月 15 日 上午 5:23 
There's a kid in my current save who has ended up making, like, at least two or three major trade deals on the behalf of her colony (the pawn I'd normally have do it was away on a caravan, and couple of backups had been injured in a raid). I feel like that's significant enough to make a solid backstory for her (imagine this little nine-year-old walking up to a caravan leader to represent her whole settlement, or her little voice over the comms console making deals with trade ships, you know?) but I don't know if it would actually be possible to implement, because it doesn't seem like "number of trades made" is something the game actually tracks -- I can't find anything about that on any of the info tabs. What do you think? (If you think it might be feasible, I'll grab those bio and records screenshots when I get home.)
Zylleon  [作者] 8 月 6 日 下午 1:48 
Yeah, that's probably why. All the thresholds are based on what I would expect children to experience with default 400% aging speed. It's definitely something I need to fix!
Dj0z 8 月 6 日 下午 12:30 
Well I raised the storyteller aging from 400% to 600% if that's what you're asking, but with no other mod doing anything to children or aging. Happy to hear it's being looked into!
Zylleon  [作者] 8 月 6 日 上午 11:10 
Are you playing with accelerated aging? At the moment, this mod is calibrated for just the default aging speed - fixing that is on the todo list
Dj0z 8 月 6 日 上午 11:01 
Maybe there should be a slider to tone down the requirements for backstories? Not even necessarily one slider per backstory, a general one would do. Because I'm going out of my way to give these children shooting experience, kills, bring them on expeditions and they all either end up with "Colony Child" or even worse, "Sheltered Child" which nerfs their combat stats even if they have passions in both.
I can hardly "stimulate" them more without cutting into their Learning Need bar, and I didn't think this mod was a "Choose one : a backstory, or passions+traits" kind of deal.
I mean these little scoundrels shot werewolves to death from a tank during a bloodmoon and then hunted bisons with sniper rifles. I respectfully call ♥♥♥♥♥♥♥♥ on "Sheltered".
Zylleon  [作者] 7 月 26 日 上午 12:11 
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 7 月 25 日 下午 5:13 
How does this work with tribal children? Do they lose the ability to meditate at anima trees?
Zylleon  [作者] 7 月 10 日 下午 10:41 
Are you creating custom backstories in xml? If so, can you send it to me and I'll look it over
paofx123 7 月 9 日 上午 11:04 
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 6 月 21 日 下午 8:59 
@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  [作者] 6 月 12 日 上午 5:16 
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 6 月 12 日 上午 1:47 
@Myphicbowser sadly vatgrown kids seems to get only 1 "Vatgrown Kid" backstory that does not provide them anything
Myphicbowser 6 月 11 日 下午 7:06 
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  [作者] 6 月 11 日 下午 5:09 
Updated for 1.6
Zylleon  [作者] 5 月 2 日 上午 11:13 
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!