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The function that we are replacing got an additional condition under which it gets set to 0 (IsDuplicate) but since we're setting it to 0 under all circumstances anyway, anomaly will work completely fine with this.
giving it some thought, if these new relations are created only whenever a raid or some other incident (like visitors for example) happens, then doing what you said should indeed work for preserving starting relations.
thanks for the input.
I don't know if this is correct, but that is what I believe would happen.
In theory if you have a mod like Character Editor you should be able to go through the global list of all human pawns and I think that the son should exist in that list somewhere.
so, for example:
say i have a starter pawn, which is the brother of my other starter pawn (not "left behind", so they'll be there at the start of the colony), AND is the father of another pawn which WAS left behind.
that means if i turn on the mod after generating the map, both relations will persist then? so i could encounter the father's son sometime into the story?
Any pawns related to starters that aren't also starters/leaders can/will show up in the game though.
The mod just forces a certain piece of RNG to always roll 0 so you can turn it on and off freely with no consequences.
This works for the version of 1.5 that's in the unstable beta.
I'll put off adding tags until anomaly comes out.