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https://steamcommunity.com/sharedfiles/filedetails/?id=2401146569
For me, it's usually "the more the merrier" when working with EDB, and the "rescuing friends or relatives from capture" quest just has to be in any decent storytelling repertory.
Please have a nice day.
Tried to remove pawn from RimWorld.Planet.WorldPawns, but it's not here.
Exception filling window for Verse.Dialog_DebugOptionListLister: System.NullReferenceException: Object reference not set to an instance of an object
at Lost.World_Incidents.IncidentWorker_QuestLeftBehind.
So I've got 47 hours in my current playthrough, and I've only seen one pawn left behind quest
I've used prepare carefully to create 3 pawns in, 15 pawns left behind (That was for fun, not cos of this mod) but I've only found one single left behind quest. That just bad luck, or? I'm using Randy.
In my tests I had a 100% success rate to get a pawn that I put in the world selection using prepare carefully when I activated the quest through dev mode, but in my actual playthrough I got that random pawn so I was a little disheartened but you've cleared that up and hopefully I'll find at least a couple of the world pawns in time. I did get a little screwed on the RNG with rimquest as the "pawn left behind" quest has shown up very rarely but I've got some high hopes.
Thanks for this great mod.
The other case is if the quest is forced when there is no more pawn left behinf ( with dev mod or Rimquest or scenario editor ) it generates random prisoner pawns.
The quest includes all colonists left behind or in the world, it doesn't include pawns created from any other faction (e.g. ancient, tribe, pirates etc...).
@Deram State the event triggers multiple time for each pawn left behind. If you've 15 pawns left behind, there will be potentially 15 quests, but if you leave that many pawns behind, maybe you could edit the scenario editor to have the event 'colonist left behind' appear at a given interval to make sure you'll get all the quests in a reasonable amount of time.
If for exemple i have 15 left behind pawn, will this event appear 15 times ?
Does the quest include pawns outside of the ones you put into the world section or can other units appear?
Even if it does nothing above it still seems pretty good.
Or if you want to be sure the kidnapped pawn didn't die in captivity or hasn't been recruited you can go in dev mod : Do incident (World)... -> Quest_Kidnapped
'kidnapped colonist camp' concerns pawns which are captured in game. They'll be revealed in prison camps on the world map.
For those with duplicated pawns in their save, the easiest way to kill the hostile twin is to spawn the world quest "leftbehind" in devmod until it spawns the hostile version of the rescued pawn, and then kill him with devmod.