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RimWorld => Mods => Help => Topic started by: Settlerking on January 04, 2020, 04:46:06 PM

Title: the <backstoryCategories> in PawnKindDefs, does it actually do anything?
Post by: Settlerking on January 04, 2020, 04:46:06 PM
I've been clawing my eyes out the last week trying to get a modded faction to work properly. I've been trying to get the <backstoryCategories> in the PawnKindDefs to restrict the backstories to specific pawnkinds. The problem is that they spawn with whatever they feel like. They take whatever I put in the factionDef and when i remove the faction def ones they default to basically anything.

Example:

<PawnKindDef ParentName="OutlanderBase">
    <defName>Villager</defName>
    <label>villager</label>
    <backstoryCategories>
      <li>Civil</li>
    </backstoryCategories>
  </PawnKindDef>

  <PawnKindDef ParentName="ExampleBase">
    <defName>Town_Guard</defName>
    <label>town guard</label>
    <backstoryCategories>
      <li>CivilMilitary</li>
    </backstoryCategories>
  </PawnKindDef>
Title: Re: the <backstoryCategories> in PawnKindDefs, does it actually do anything?
Post by: Kirby23590 on January 08, 2020, 03:51:19 PM
From what i know...

Civil is the one where most of the backstories of it have Space Marine, Midworld Chef, Urbworld entrepreneur, Glitterworld officer...

And you got Tribal backstories where you can get a Muffalo Shaman, Lore Keeper, Vengeful child but never those from above or any backstory that is advanced...

Though i don't think that CivilMilitary doesn't even exist and i think it was from the older versions of the game... I think it should be replaced with Raider instead where those backstories IIRC are like Civil but more violent and most of the pawns who spawned with that backstory mostly can fight...

Only three backstoryCategories that exists...
Civil
Tribal
Raider

And i think they are hardcoded... That is all what i know when making a Playable faction mod...