![]() This provides a little less flexibility for those of you who feel that extra points that you get are too “cheat-y”. I’m not entirely convinced that I like it–but try it out and give me some feedback. This is an obvious missing feature that I’ll try to figure out how to fit in at a later date. Presets and Colonists saved in Alpha 11may not fully load in Alpha 11. If the preset is missing resources or doesn’t look right after loading it, you can check the warnings in the console to get an idea of what went wrong. Prepare Carefully modifies the map generation sequence so that it can deploy your colonists with the gear that you selected. Therefore, it may not work with mods that change the default map generation sequence. Once you enable the mod, start a game normally, but click the “Prepare Carefully” button to get starte If you are a mod-maker and need more information, let me know.Įxtract the contents of the zip file into your mods folder. The most common problem that people run into is that they double-extract the mod folder from the zip file. If the “Prepare Carefully” button is not appearing for you, make sure that you have not ended up with an extra directory inside your mod folder. The mod contents should be in the “Mods/EdBPrepareCarefully” directory, NOT in a “Mods/EdBPrepareCarefully/EdBPrepareCarefully” directory. Thanks to everyone who has contributed a translation to the mod. I need to give lots of credit to Argain for his CCM mod, of course. When I saw that CCM was no longer going to be updated, trying something similar felt like a good fit for me, considering the UI-focused mod work that I’ve been doing. It’s a different implementation and provides some different features, but it’s the same idea. I decided to go with an overall point-based system (as opposed to a fixed set of available skill points for each colonist, for example) so that you can trade-off resources and equipment for additional or fewer colonists. ![]() The point cost of items and colonists mostly comes from their defined market values with some adjustments for balance. If an item has no market value defined, you cannot add it to your starting equipment. This gives you the freedom to set up your colonists however you want. Why can’t you change a colonist’s body type? This is something that you may notice–you can change the head type and the hair, but not the body type. It turns out that a colonist’s body type is directly tied to the colonist’s adult backstory. You cannot change them independently–this is a limitation of the game for which I could not find an acceptable workaround. Posting the game's log file somewhere (if you know how to do that) can help, but only do so if this if you've pared down the number of mods you're using to a minimum.Change your colonist’s backstory to change their body type. In other cases, I have heard that some people have success with uninstalling and then reinstalling the game, but it's difficult for me to recommend that approach. Sometimes, an error while loading another mod that is before Prepare Carefully in the mod order causes Prepare Carefully not to load properly. If you've got dozens of other mods installed, it can be difficult to know what's causing this. ![]() The mod will not work with earlier versions of the 1.3 game. ![]() If you're running version 1.3 of RimWorld, make sure that you're running at least version. This will be obvious to experienced mod users, but if you're new to RimWorld mods, you need to go into the Mods menu when you start the game and explicitly enable a mod after you've subscribed to it. Why doesn't the "Prepare Carefully" button appear for me?First and foremost, make sure that you've enabled the mod. ![]()
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