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Unfortunately, unlike most things, the Mod Editor doesn't give you the option of a pulldown menu to select the trait under Sponsor Goals.
And thanks for the kind praise, glad you're enjoying it!
I do have a question though: are the biorobots (or whatever they're called) created renegades as well? If they are not renegades I might try to rush that because I am not sure I'll manage to get to rehab them through the sanatorium considering they keep blowing up my farm right before harvest lol.
Again, thank you for your work on this, I really like where this is going.
Every imported Earth colonist is indeed intended to be a Renegade, under the pretense that the only people Blood Moon are able to funnel in "under the table" have some kind of criminal background. Makes sense that the kids would be too, product of their environment and all. ;) Part of the fun and challenge is dealing with a bunch of rabble rousers, and eventually cure them of it.
The most recent update added a Mission Goal that unlocks Exotic Mineral Therapy once you have 100 of them, enabling the Sanitorium to rehab them. You can also unlock it via the new Politics DLC once you have the Martian Embassy built.
I had been looking forward to solving the renegade problem by just having a new generation of colonists but alas, 'twas like raising the Addams Family. 10/10 experience though.
If you were using a save from the previous version, that change may stick around.
Just in case, uninstall/reinstall the current version to make sure.
As I get more comfortable with modding the game, I'd like to create some story bits within it as well. I'm used to modding in Stranded Alien Dawn, so small learning curve to get over first.
Open to suggestions as well.