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The father of a pawn named Alex Green is, for some reason, has a different last name, when they SHARE a faction
Maybe its just a cultural thing im not used to?
Even worse,I just have 3 consecutive caravans which had generated relatives for my starting pawns EVERY time
Could this cause massive increase to tick latency.
I was also using CE
@Snowcraft: Maybe, but it's not something I will look into right now in any case. Both of these things need custom solutions, as none of them has an equivalent in the vanilla game, I think.
Would it also be possible have an option for blood relations to be limited to pawns of the same xenotype (in the case of pawns who's xenotype is primarily formed by germline genes and not xenogenes?)
@Tleno: No, that is completely deliberate from Ludeon, I think. Why do you think the age stuff is a problem?
@PEDRO HARDCORE mewing SÁNCHEZ: Yay! Glad to hear it! I hope you like it!
I still hope people on this planet have rich social connections.
thanks for making this mod! :)
I don't know. I haven't looked at those mods. 'World pawns' (all pawns other than your starting colonists) should be able to have existing relationship, unless something in a certain mod make them work unlike standard pawns.
@King Saxler: Holy moly, indeed!
that makes sense, but what about the ones which spawn randomly in-world that you choose (crashlanded, for instance, let's you have 3 people start, but you can choose 8 total. My guess is those other 5 just landed elsewhere),
and what about conditional relationships (new tribe has been on the rimworld, so it would make sense if they know some members from another tribe. Same with some of the vanilla expanded scenarios, but not all of them). Or is that not at all feasible?
So, I'd just like to know the reason behind doing this, thanks!
@Filipino Goku
yeah, but here's what's weird; imageine a xenotype who has a germline gene that forces the endling trait... they never have parents!
@ephemeraltoast: Goody! Glad you like it!