Scenario Pawns and Corpses
What is this mod?! What have you done?!
This mod adds a couple of new scenario customization options:
[b]1.) The ability to add corpses to the map[/b]
This can be as starting corpses that arrive with the colonists, nearby corpses, or corpses scattered across the map. Corpses for tool-using pawn types will spawn with dropped equipment as expected, such as weapons and meals.
[b]2.) The ability to specify pawn childhood and adult backstories.[/b]
Can specify multiple backstories with a max total chance of 100% per slot. If there's a 25% chance of one childhood backstory for the starting player and 75% of another childhood backstory also for the starting player, the starting pawns will only be assigned one of those two childhood backstories at those possibilities. If there's a 50% chance of an adult backstory and the remaining 50% is unassigned, the starting pawns will have a 50% chance of having that backstory and 50% of falling back to using the standard Rimworld backstory assigner.
[b]3.) The ability to specify forced implants[/b]
Choosing the Forced implant option allows you to add implants or upgrades. Force all of your starting pawns to have archotech eyes. Force all non-player pawns to have the Ballet Dancer backstory and have peg legs. Force all birds to have bionic hearts. Go wild. I haven't locked this down; you'll have the option to apply an upgrade to any body part. I'd recommend not adding bionic arms to the brain slot; it won't do what you want it to do and will just generally be silly.
[b]4.) The ability to set a pawn's age[/b]
Sure, this is available in the base game, but this mod adds in an enhanced version. You want to set all non-player characters to have an age of 0? Enjoy your raids of babies. Note: in Biotech, setting non-player characters to have a younger than adult age will log Warnings about new pawns not being able to wear required clothing. No idea what would happen if you try it without Biotech.
A couple of scenarios have been added just to have examples.
Important bits
[b]Q. There's a huge amount of backstories; how can I find out what the backstories actually do?[/b]
A: If you haven't memorized every backstory in the game(!) you can take a look at the wiki. I imagine that most of the time you'll find the backstories you want from there first and then plug them in.
[url=https%3A%2F%2Frimworldwiki.com%2Fwiki%2FBackstories]https://rimworldwiki.com/wiki/Backstories[/url]
[b]Q: Can I add this to an existing save?[/b]
A: Sure, I guess, but since it's giving more scenario parts for setting up a colony there's not a huge point to adding it to an existing save.
[b]Q: Can I remove this from a save?[/b]
A: Shouldn't be any issues.
[b]Q: Will pawn types added by other mods be available to add as corpses?[/b]
A: Sure.
[b]Q: Is this compatible with X mod?[/b]
A:
* Should now be compatible with Humanoid Alien Races. This mod injects code into the game's pawn generation logic to allow messing with backgrounds and relations, and previously conflicted with Humanoid Alien Races' own pawn generation code injection. This has been fixed up.
* Potentially other mods that also inject code into pawn generation logic. Such conflicts would be seen during world generation or game load.
[b]Q: Do you have other mods?[/b]
A: Why, thank you for asking, hypothetical reader. I have a few:
* [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2682573155]Corpse Children[/url], a mod that allows pawns with a new trait to create new pawns from the dead as well as steal their body parts, traits, and skills.
* [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2682647250]Bonded Leather[/url], a mod that allows (expensive) upgrading of leathers and wools.
* [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2761057961]Techprints Are Relics[/url], a mod that turns integrated techprints into relics for the tech-cultists amongst us.
[b]Q: Can I upload scenarios using this mod, can I add this mod to a mod pack, and/or can I create derived mods from this mod?[/b]
A: Sure. I'd be interested to hear what you do with it.