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RimWorld => Mods => Releases => Topic started by: EdB on September 21, 2014, 12:30:45 PM

Title: [1.0] EdB Prepare Carefully - v1.0.13 (28 Jul 2019)
Post by: EdB on September 21, 2014, 12:30:45 PM
EdB Prepare Carefully

Customize your RimWorld colonists, choose your gear and prepare carefully for your crash landing.  Save your setup as a preset so that you can start your game the same way later.

About the latest version
Version 1.0.13 is the latest release of the mod for RimWorld 1.0.  It consists of mostly bug-fixes and mod compatibility fixes.

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  Download for RimWorld 1.0
  Prepare Carefully 1.0.13 for RimWorld 1.0 (https://github.com/edbmods/EdBPrepareCarefully/releases/tag/v1.0.13) (Github)
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How to Use
Extract the contents of the zip file into your mods folder.  The mod contents should be in the "Mods/EdBPrepareCarefully" directory, NOT in a "Mods/EdBPrepareCarefully/EdBPrepareCarefully" directory.  Enable the mod from the mods menu.

Once you enable the mod, start a game normally, but click the "Prepare Carefully" button to get started:

Frequently Asked Questions

I installed the mod, but I get a message that says that the mod "has incorrectly formatted target version 'Unknown'".  How do I fix it?
The most common problem that people run into is that they double-extract the mod folder from the zip file.  If you get that error, 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.

If you downloaded from github and got this "target version" error, you may have downloaded the mod's source code instead of the mod itself.  Double-check that you clicked on the correct download link.

If you have other trouble installing the mod, please look for advice in this thread:
https://ludeon.com/forums/index.php?topic=6223.0

Why doesn't the "Prepare Carefully" button appear for me?
First and foremost, make sure that you've enabled the mod! 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 installed it.

Unfortunately, some mods just don't work well together, and you may have to experiment to find a combination that works.

Why don't my saved presets from earlier versions work?
I try to maintain backwards compatibility with previous releases, but it's not always possible.  Alpha 16 presets and saved characters should work, but if they do not, you'll need to recreate them.


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  Download for RimWorld 1.0
  Prepare Carefully 1.0.13 for RimWorld 1.0 (https://github.com/edbmods/EdBPrepareCarefully/releases/tag/v1.0.13) (Github)
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A log of changes in recent releases of the mod is available on GitHub if you want more detail:
https://github.com/edbmods/EdBPrepareCarefully/blob/v1.0.13/Resources/CHANGELOG.txt
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.1 - Released Sep 21 2014)
Post by: mrofa on September 21, 2014, 12:33:59 PM
Well that looks awsome nice work mate :)
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.1 - Released Sep 21 2014)
Post by: Cr0ss0vr on September 21, 2014, 12:38:34 PM
Looks like it's getting added to my list of mods for my playthrough
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.2 - Released Sep 21 2014)
Post by: EdB on September 21, 2014, 04:06:36 PM
Apologies--I had bug in the first version that I should have caught.  I posted a new release, v1.0.2.

Changelog:
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.2 - Released Sep 21 2014)
Post by: Iwillbenicetou on September 21, 2014, 07:34:11 PM
Nice. My only concern, can you add items, like the preset amount is 1 Einfield and two Pistols, can you add a shotty or something?
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.2 - Released Sep 21 2014)
Post by: RCX on September 21, 2014, 07:55:36 PM
HOLY shit EdB, first the (cannot play without) interface and now this, FAN...TASTIC!

@Iwillbenicetou - this mod focuses on colonist so it may or may not, BUT if it doesn't, all it takes is to enable the developer menu, destroy the pistol/lee-en and spawn a shotty then disable it again.

EDIT: Yes it does.
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.2 - Released Sep 21 2014)
Post by: EdB on September 21, 2014, 08:16:27 PM
...can you add items, like the preset amount is 1 Einfield and two Pistols, can you add a shotty or something?

Yes, absolutely you can.  The default setup roughly matches what you start with in the vanilla game, but you can swap in the weapons that you want.  It does enforce a point system, so you may have to give something up to add a better item--at some point, I should probably add a cheat option so that you can ignore the points, but for now you need to make trade-offs.
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.2 - Released Sep 21 2014)
Post by: Visitor000 on September 21, 2014, 08:18:08 PM
i had been waiting for a mod like this Yay. I can now make my starter group all brigand with costom clothing and weapons

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Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.2 - Released Sep 21 2014)
Post by: minami26 on September 21, 2014, 08:53:00 PM
Somebody clearly is enjoying rimworld a lot. This is a very sought out mod congrats edb!! You're doing a great job man. :)
Absolutely love your implementation and point system, p.s i cant play rimworld without your interface now, teeheee
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.2 - Released Sep 21 2014)
Post by: MarvinKosh on September 21, 2014, 08:55:41 PM
Awesome!  I will give it a try.
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.2 - Released Sep 21 2014)
Post by: Nimr_Tiger on September 21, 2014, 10:35:25 PM
I seem to have a problem where I can't remove a colonist that I've added to the starting colonists, causing everything to go wildly over the point limit?
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.2 - Released Sep 21 2014)
Post by: bigmap on September 21, 2014, 10:50:39 PM
Nice.
@EdB

Unable to delete the third later colonists

ArgumentOutOfRangeException: Argument is out of range.

Parameter name: index
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.2 - Released Sep 21 2014)
Post by: EdB on September 21, 2014, 11:41:42 PM
I seem to have a problem where I can't remove a colonist that I've added to the starting colonists, causing everything to go wildly over the point limit?

Unable to delete the third later colonists

Thanks for the bug report--sorry about that.  Posted a new release that should fix it: v1.0.3

Changelog:
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.3 - Released Sep 21 2014)
Post by: MarvinKosh on September 22, 2014, 12:52:51 AM
I was just about to report.  Thanks for the quick bugfix!
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.3 - Released Sep 21 2014)
Post by: MarvinKosh on September 22, 2014, 02:10:37 AM
I noticed that the things that the colonist is incapable of doing doesn't update when you change or randomise them.
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.3 - Released Sep 21 2014)
Post by: zyklame on September 22, 2014, 03:14:04 AM
Also the name in the backstory description don't get updated after renaming the character.
And the Headtype colors are a bit limeted can there also be the color scrollbars as for the ohter skins (hair, clothes)

Otherwise its a nice Mod. Prevents me from hitting the randomize button hundered of times an save file editing afterwards.
Good work.
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.3 - Released Sep 21 2014)
Post by: Umbiggy on September 22, 2014, 07:23:17 AM
Brilliant idea, sick of waiting 20 minutes to randomise the colonists to something viable and decent to start up with, and would be nice to change around the start instead of typically starting in an identical fashion each game.
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.3 - Released Sep 21 2014)
Post by: Preacher on September 22, 2014, 07:40:23 AM
Is there a way you could possibly tell us how we can modify the maximum amount of points? I'm kind of clawing my eyes out in anger since I can't seem to re-create the firefly cast. I mean I'm trying to have Kaylee with high points in mining/construction, Mal is great socially, with his guns and melee. Zoe is good social, awesome with a gun and sort of good melee, River is great at many things, Simon is a good doctor/researcher, Jayne is really stupid in everything but shooting/melee.

It seems basically having all of them is impossible, unless I spawn with 0 resources and they all have the skillset of 0 for everything.
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.3 - Released Sep 21 2014)
Post by: Cala13er on September 22, 2014, 08:55:07 AM
Really well made mod, by far my favorite UI mod.
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.3 - Released Sep 21 2014)
Post by: Emottaja on September 22, 2014, 11:22:37 AM
Is there a way you could possibly tell us how we can modify the maximum amount of points? I'm kind of clawing my eyes out in anger since I can't seem to re-create the firefly cast. I mean I'm trying to have Kaylee with high points in mining/construction, Mal is great socially, with his guns and melee. Zoe is good social, awesome with a gun and sort of good melee, River is great at many things, Simon is a good doctor/researcher, Jayne is really stupid in everything but shooting/melee.

It seems basically having all of them is impossible, unless I spawn with 0 resources and they all have the skillset of 0 for everything.

I agree. Maybe a secondary version with +5000 points?
I started a game with TTM mod and pressed the Prepare Carefully button, the randomly generated colonists were already worth so much that the points were at -3000... had to set all their stats to 0 in order to get any starting items. :-\

Otherwise, good job. Like it a lot. :D
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.3 - Released Sep 21 2014)
Post by: EdB on September 22, 2014, 12:43:54 PM
...the name in the backstory description don't get updated after renaming the character.

Thanks for the bug reports.

...I can't seem to re-create the firefly cast...

I definitely don't want to the point system to get in the way of that!

I posted a new release, v1.0.4.  Changelog:

Just a heads up that I'm not going to be able to do another release until the end of the week.  I appreciate all of the feedback.
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.4 - Updated Sep 22 2014)
Post by: Percy on September 22, 2014, 03:29:57 PM
Thank you for this great mod. Really essential for my peace of mind when starting a fresh colony. No more dozens of random clicks, or save editing...
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.4 - Updated Sep 22 2014)
Post by: Igabod on September 22, 2014, 06:46:01 PM
This mod is so awesome (along with your UI mod) that I've decided to make my first post on here just to sing it's praises. This is exactly what I was missing from the vanilla game to make it fit exactly into my ideas for how I want to play. I made 3 starting characters who were psychopathic cannibals last night and had lots of fun killing everybody who wandered into my town and cooking them up. My only criticism would be the cost for adding another starting colonist. I wanted to have 4 cannibals to start with but the cost for another one would have put me at -1000 points so I had to settle for 3. I think it could be 5 out of 5 stars with some tweaks to the starting points or point costs. I'd definitely rate it a 5 out of 5 for the idea but 4 of 5 for the current implementation of it. Keep up the good work. Can't wait to see what else you come up with.
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.4 - Updated Sep 22 2014)
Post by: Nimr_Tiger on September 22, 2014, 06:56:29 PM
Is it just me or are you only able to select between a limited amount of backstories? I see things like 'Fighter controller' in the adult backstory, but if I scroll away from it I can't seem to get it again no matter the number of loops that are made. In addition I've noticed that rather frustratingly, everything seems to work when saving and loading presets except for the custom skill point mappings. Don't interpret that as a lack of appreciation for the awesomeness of the mod though, it's very handy not having to randomise until I get an acceptable matchup!
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.4 - Updated Sep 22 2014)
Post by: EdB on September 22, 2014, 08:37:15 PM
Is it just me or are you only able to select between a limited amount of backstories?

Yes, there may be something going on there.  There are two kinds of backstories.  There are the regular backstories that adapt to the name and gender of the colonist that you choose, and there are special backstories that do not.  I left out all of the special backstories since they don't behave as expected when displaying the backstory description, and I'm thinking that might be why you're seeing this behavior.   I'll dig into it more to figure out what's going on.

I also noticed some weird behavior when clicking through the traits where it seemed like sometimes traits would get skipped.  I'll look at that, too.
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.4 - Updated Sep 22 2014)
Post by: EdB on September 22, 2014, 08:45:18 PM
...I made 3 starting characters who were psychopathic cannibals last night and had lots of fun killing everybody who wandered into my town and cooking them up. My only criticism would be the cost for adding another starting colonist. I wanted to have 4 cannibals to start with but the cost for another one would have put me at -1000 points so I had to settle for 3...

I will definitely be trying a psycho-cannibal starting group!  It was hard to decide what to do with the points.  Adding an 4th colonist could be considered a bit cheat-y since it gives you a significant head-start--and I wanted to reflect that.  With the points, you definitely need to remove skill points and passions on your first 3 colonists to be able to afford a 4th.  That said, the release I did today lets you disable the points entirely (see my post above).  I should have included that in the first place--it's important that everyone has freedom to set things up the way that they want.  I'll make that option more prominent in a later release.

Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.4 - Updated Sep 22 2014)
Post by: jerry on September 22, 2014, 09:24:26 PM
That is the best mod I have ever seen  8) I always wondered if I can select the starting stats instead of clicking random 20 times or at least have the option of selecting a character between many characters.
and you just solved the whole thing. I haven't tried it yet but I sure will  ;)
I don't know if it's possible but this mod needs to be added in the game as a default you are a life saver buddy  :D
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.4 - Updated Sep 22 2014)
Post by: Igabod on September 23, 2014, 04:26:22 AM
...I made 3 starting characters who were psychopathic cannibals last night and had lots of fun killing everybody who wandered into my town and cooking them up. My only criticism would be the cost for adding another starting colonist. I wanted to have 4 cannibals to start with but the cost for another one would have put me at -1000 points so I had to settle for 3...

I will definitely be trying a psycho-cannibal starting group!  It was hard to decide what to do with the points.  Adding an 4th colonist could be considered a bit cheat-y since it gives you a significant head-start--and I wanted to reflect that.  With the points, you definitely need to remove skill points and passions on your first 3 colonists to be able to afford a 4th.  That said, the release I did today lets you disable the points entirely (see my post above).  I should have included that in the first place--it's important that everyone has freedom to set things up the way that they want.  I'll make that option more prominent in a later release.

I can see how it would be cheat-y. But sometimes you just want to play out a scenario where you and your 3 best friends are colonists on an unknown world. Or re-enact Firefly. Or any other weird fantasy that rolls through your mind. That's where I see the best use for this mod. I'll definitely be downloading the update and giving it another run in a few minutes.

[Edit to add] After downloading the newest update I can say I am quite happy with the change. I was having so much fun with 4 cannibals. I put some limits on myself to compensate for the fact that I started with 4. I decided that I wasn't going to recruit any new colonists if they weren't at least a cannibal or a psychopath or both. This meant that in the short game I played I only had the 4 starting colonists. I also decided my colonists were against eating meat from animals but love human meat, just for giggles. I would still be playing this one if not for an unfortunate freak accident. While dismantling ancient stone buildings my only construction worker was crushed by the roof. Figured I could continue anyway, but then shortly afterward my hunter shot my only cook. Felt like it would be far too difficult to continue with only 2 colonists. I plan on using that preset again though. That was a fun game.
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.4 - Updated Sep 22 2014)
Post by: Romi on September 23, 2014, 09:13:30 AM
Edb you are super awesome!!!!!!!!!!!!!!!!!Thank you soo much i've missed those cool mods!!!!Awesome keep up super mega cool work!!!!:D
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.4 - Updated Sep 22 2014)
Post by: Visitor000 on September 23, 2014, 10:40:44 AM
Would multiple traits be added?

<OBLIGITORY MOVING TEXT>
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.4 - Updated Sep 22 2014)
Post by: EdB on September 23, 2014, 11:27:17 AM
Would multiple traits be added?

You mean have more than two traits?  I can look into doing that.  I think the game itself allows it, but I'm not positive.  I would also need make sure that there's enough space for it in the UI--both in the mod UI and in the game UI itself.
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.4 - Updated Sep 22 2014)
Post by: Vozhban on September 23, 2014, 01:15:47 PM
It seems that changing colonist's age doesn't really work. Character screen shows unchanged value ingame.
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.4 - Updated Sep 22 2014)
Post by: Axel on September 23, 2014, 02:30:33 PM
From what ive seen it shows upto 4 traits. Im not sure if any more than 4 can be had or if it just doesbt show more than 4.
Also, not sure if its mentionet but, rather than choosing the amount of rifles and pistols could it be made so theres a slot per colonist where you choose the type of gun.
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.4 - Updated Sep 22 2014)
Post by: Spectre on September 23, 2014, 02:52:09 PM
Minor bug or perhaps I'm missing something. I gave my guy 14 points in shooting and made him incredibly pale. In game he's tanned with 10 points in shooting, I've also noticed it with other colonists I make as well, there skills don't seem to set properly.
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.4 - Updated Sep 22 2014)
Post by: Nimr_Tiger on September 23, 2014, 05:18:43 PM
Minor bug or perhaps I'm missing something. I gave my guy 14 points in shooting and made him incredibly pale. In game he's tanned with 10 points in shooting, I've also noticed it with other colonists I make as well, there skills don't seem to set properly.
That may have something to do with the bug I've seen regarding certain values not saving properly in the presets.
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.4 - Updated Sep 22 2014)
Post by: BetaSpectre on September 24, 2014, 01:58:09 PM
Wow, this is cool.
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.4 - Updated Sep 22 2014)
Post by: Dude1925 on September 24, 2014, 04:40:31 PM
If i were to want an easier start, or make it easier to add new mod items for testing/different start, what file would I edit, and what with?
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.4 - Updated Sep 22 2014)
Post by: Geoblazer5 on September 24, 2014, 07:09:19 PM
Amazing! i was a little worried about the ccm mod not being updated anymore but this is awesome! :)
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.4 - Updated Sep 22 2014)
Post by: Neurotoxin on September 24, 2014, 08:46:10 PM
Looks awesome. Loving the interface and how simple it looks to randomly generate and modify pawns. That was my one problem with CCM was sometimes I'd like to randomize and modify rather than straight up create each and every colonist. Amazing work :D
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.4 - Updated Sep 22 2014)
Post by: EdB on September 24, 2014, 10:21:18 PM
If i were to want an easier start, or make it easier to add new mod items for testing/different start, what file would I edit, and what with?

In the latest release (1.0.4), you can right-click on the points text to shut off the point system entirely.  I'll make this option more obvious in the next release.
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.4 - Updated Sep 22 2014)
Post by: EdB on September 24, 2014, 10:25:14 PM
From what I'm reading, it sounds like there are a handful of issues where the selections that you make in the mod do not properly make it into the game.  I will work on fixing those problems.
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.4 - Updated Sep 22 2014)
Post by: Spectre on September 25, 2014, 10:08:51 AM
I have a small request, would it be possible to choose your colonist's body type? For example instead of being forced to have a big guy model when choosing a vatgrown soldier, would it be possible to make him slim instead?
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.4 - Updated Sep 22 2014)
Post by: Matthiasagreen on September 25, 2014, 10:16:05 AM
Bookmarking this for later. I sincerely hope nothing in Alpha 7 deems this un-usable.
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.4 - Updated Sep 22 2014)
Post by: EdB on September 25, 2014, 10:36:50 AM
I have a small request, would it be possible to choose your colonist's body type? For example instead of being forced to have a big guy model when choosing a vatgrown soldier, would it be possible to make him slim instead?

Unfortunately, this is a limitation in the game that I have not been able to work around.  The body type is directly tied to the colonist's backstory.  I will continue to look for some kind of solution, but from what I've seen so far, I don't think it will be possible.
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.4 - Updated Sep 22 2014)
Post by: Romi on September 25, 2014, 12:02:39 PM
Hey EdB can you make the mod more easy i mean balance the points to be easier.
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.4 - Updated Sep 22 2014)
Post by: Spectre on September 25, 2014, 12:14:15 PM
I have a small request, would it be possible to choose your colonist's body type? For example instead of being forced to have a big guy model when choosing a vatgrown soldier, would it be possible to make him slim instead?

Unfortunately, this is a limitation in the game that I have not been able to work around.  The body type is directly tied to the colonist's backstory.  I will continue to look for some kind of solution, but from what I've seen so far, I don't think it will be possible.

Ahh okay thank you for the swift reply. Another quick question, have you been able to implement the 'unique' traits yet? e.g Vatgrown Assassin, Hired Assassin, Deathjack etc? Or is that just another limitation that would be hard to work around?

Oh before I forget, thank you for this amazing mod, I really appreciate the work that must go into something like this. It's breathed a massive breath of fresh air into the game for me. :)
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.4 - Updated Sep 22 2014)
Post by: saipanhomie on September 26, 2014, 02:10:28 AM
Uhh Hi, sorry! Am I missing something? I have downloaded dropbox, and made an account, however the download "click" button in Dropbox is not working for me "https://www.dropbox.com/s/g52239vqg27g1f9/EdBPrepareCarefully-1.0.4.zip." Is there an alternate file download link? Great work by the way, the ideal of this mod looks awesome and I must have it! :)
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.4 - Updated Sep 22 2014)
Post by: skullywag on September 26, 2014, 08:20:51 AM
You shouldnt need an account you should just get a page withe a blue download link on it. Have you got some kind of security plugin on your browser or something, i dont know how this could not work?
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.4 - Updated Sep 22 2014)
Post by: EdB on September 26, 2014, 11:44:54 AM
Is there an alternate file download link?

I'm not sure why Dropbox would behave that way for you.  As an alternative, I'll add the mod as an attachment to the forum topic when I do the next release sometime this weekend.
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.4 - Updated Sep 22 2014)
Post by: EdB on September 26, 2014, 11:49:54 AM
...have you been able to implement the 'unique' traits yet? e.g Vatgrown Assassin, Hired Assassin, Deathjack etc? Or is that just another limitation that would be hard to work around?

The unique traits are slightly problematic because their descriptions are often hard-coded with a specific character name or hard-coded to a specific gender.  I took them out at the last minute because I was worried that this was going to look like a bug.  I feel like it adds a lot variety to have them in there, so you can expect to see them soon--I think I've figured out a good way to handle them in the UI.
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.3 - Released Sep 21 2014)
Post by: EdB on September 26, 2014, 11:58:57 AM
...the Headtype colors are a bit limeted can there also be the color scrollbars as for the ohter skins (hair, clothes)...

I tried to get this working, but unfortunately, this looks a limitation in the game.  I'm not finding a workaround that would allow me to assign a skin color beyond the five pre-defined options.  I'll keep looking, but this will probably stay the same as it is in the mod now.
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.4 - Updated Sep 22 2014)
Post by: Spectre on September 26, 2014, 01:02:27 PM
...have you been able to implement the 'unique' traits yet? e.g Vatgrown Assassin, Hired Assassin, Deathjack etc? Or is that just another limitation that would be hard to work around?

The unique traits are slightly problematic because their descriptions are often hard-coded with a specific character name or hard-coded to a specific gender.  I took them out at the last minute because I was worried that this was going to look like a bug.  I feel like it adds a lot variety to have them in there, so you can expect to see them soon--I think I've figured out a good way to handle them in the UI.

I personally would love to see them in there. Although thinking about it I've never checked the description, I have changed the names of hired Assassin, Vatgrown Assassin etc and it worked fine.

I do wonder why it's hard coded though, when you roll a Vatgrown Assassin they always have the Mercenary Adult background and are always male. I understand it's for people who paid a bit extra to have the unique backgrounds but I think it would benefit everyone if those backgrounds were thrown into the pool. Why no female assassins? :(
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.4 - Updated Sep 22 2014)
Post by: Shinzy on September 26, 2014, 01:38:55 PM
female assassins? :(

Well there's always Mie the Pampered ninja assassin! She's female! and terribly afraid of plants if I recall correctly
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.4 - Updated Sep 22 2014)
Post by: saipanhomie on September 26, 2014, 02:21:14 PM
Is there an alternate file download link?

I'm not sure why Dropbox would behave that way for you.  As an alternative, I'll add the mod as an attachment to the forum topic when I do the next release sometime this weekend.

Alrighty, Thanks a bunch!
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.4 - Updated Sep 22 2014)
Post by: Spectre on September 26, 2014, 09:47:23 PM
female assassins? :(

Well there's always Mie the Pampered ninja assassin! She's female! and terribly afraid of plants if I recall correctly

Pretty sure she's pretty afraid of everything that doesn't involve outright violence.
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.4 - Updated Sep 22 2014)
Post by: DeltaV on September 26, 2014, 10:33:17 PM
Any chance we could get a version for messing around with, say, 1,000,000 points? :D
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.4 - Updated Sep 22 2014)
Post by: Romi on September 27, 2014, 12:26:42 AM
that would be cool!
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.4 - Updated Sep 22 2014)
Post by: shadowstreaker on September 27, 2014, 05:00:47 AM
right click the available points thing and you can just disable points, so if you want a ridiculous amount of points use that
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.5 - Updated Sep 27 2014)
Post by: EdB on September 27, 2014, 12:11:04 PM
There is a new release available, v1.0.5.  This is mostly a bug-fix release that cleans up a lot of the problems you might have be seeing where the colonist customizations that you were making were not being reflected in the game or not being saved to the preset files correctly.  Please let me know if you continue to see issues.

Changelog:
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.5 - Updated Sep 27 2014)
Post by: Kvarfax on September 27, 2014, 01:27:29 PM
I apologize for my English. In connection with a new version of the mod, has updated its Russification for him (only added the folder of the Russian language, and the mod description).
https://www.dropbox.com/s/z0gq5wmchgjyvr9/EdBPrepareCarefully.rar?dl=0
В связи с добавлением новой версии, добавил русскую локализацию для этого мода. Пользуйтесь с удовольствием, и будем надеяться, что автор мода меня не убьет!))
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.5 - Updated Sep 27 2014)
Post by: zyklame on September 27, 2014, 02:31:15 PM
There is a bug in the 1.0.5 version. Incapable of don't switch back to 'none' if there was somthing in throu a backstory. It doesn't seem to affect anything else throu. The skills are unaffected of this (they are normally skillable in the correct way) and ingame it says correctly 'none' in this cases.
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.5 - Updated Sep 27 2014)
Post by: EdB on September 27, 2014, 03:29:42 PM
There is a bug in the 1.0.5 version. Incapable of don't switch back to 'none' if there was somthing in throu a backstory...

Thanks for noticing this.  I released a new version with a fix, v1.0.6.
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.6 - Updated Sep 27 2014)
Post by: Xerberus86 on September 27, 2014, 10:37:49 PM
exactly what i was waiting for, thx again edb :)
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.6 - Updated Sep 27 2014)
Post by: shadowstreaker on September 28, 2014, 01:00:56 PM
I seem to be getting an issue where i try and add a fourth passion, and it just stops me then the menus stack up and i can no longer do anything
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.6 - Updated Sep 27 2014)
Post by: EdB on September 28, 2014, 03:39:50 PM
I seem to be getting an issue where i try and add a fourth passion, and it just stops me then the menus stack up and i can no longer do anything

That happens to you consistently? Anyone else seeing something similar?  I have not been able to reproduce the problem.  I can max out the passions on all of the skills on all of my colonists with no problem.  Maybe there's some combination with the selected backstories that's causing it.  If this is something that happens for you consistently, maybe try saving your setup right before you trigger the issue as a preset and sending me the preset file in a private message?  The presets are saved in the {user}/AppData/LocalLow/Ludeon Studios/RimWorld/PrepareCarefully directory (if you're using Windows).
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.6 - Updated Sep 27 2014)
Post by: shadowstreaker on September 28, 2014, 04:26:27 PM
I've gotten it twice in a row, gonna remove all the other mods i play with and see if it works fine then, if not I'll send you the preset file, but it's a bit difficult to get it just before i trigger the issue, since it sometimes happens when im going to set a fourth and sometimes onces ive already set minor passion on another
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.6 - Updated Sep 27 2014)
Post by: shadowstreaker on September 28, 2014, 04:35:43 PM
After disabling and re-enabling all the mods I use, aswell as this one, the issue is not repeating itself, so I have no clue why that was happening, on a side note, can you add a capital N on the none in incapable of, I know it's being pedantic but yeah
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.6 - Updated Sep 27 2014)
Post by: EdB on September 28, 2014, 05:09:18 PM
...on a side note, can you add a capital N on the none in incapable of, I know it's being pedantic but yeah

Funny you mention it--I noticed it yesterday and changed it, so you're not the only one!  I was using the text from the vanilla game, which is not capitalized.
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.6 - Updated Sep 27 2014)
Post by: shadowstreaker on September 28, 2014, 05:10:17 PM
Glad I'm not the only one and thanks :)
And thanks for the great mod, it's extremely useful (Especially with MAI which allows you to give colonists the Android trait)
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.6 - Updated Sep 27 2014)
Post by: Romi on September 30, 2014, 10:31:38 AM
Awesome but it would be amazing if you could add ten colonists :D Just sayn
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.6 - Updated Sep 27 2014)
Post by: DDRMANIAC007 on October 01, 2014, 12:51:40 PM
Will the update to Alpha 7 be a quick one or are there some new snags code wise?
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.6 - Updated Sep 27 2014)
Post by: EdB on October 01, 2014, 01:56:44 PM
Will the update to Alpha 7 be a quick one or are there some new snags code wise?

Still too soon to say.  I won't have a chance to really start digging into the code until tonight.
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.6 - Updated Sep 27 2014)
Post by: Romi on October 01, 2014, 02:04:59 PM
ok good luck EdB stay awesome!
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.6 - Updated Sep 27 2014)
Post by: Sooner535 on October 01, 2014, 02:12:27 PM
Please hurry with this mod :P this and Project armory are must haves lol. Also is there a way to edit the points so I can say bring 6 Gods of War with supplies to last until next update? >.< (just some stuff that would be fun also I had wanted to start a colony with less points too)
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.6 - Updated Sep 27 2014)
Post by: LORDPrometheus on October 01, 2014, 05:51:57 PM
I haven't been able to check but since all mods have the same basic format as the base game and you can change the base game value I'd assume so. Exactly what line to look for May be tricky but I'm sure the author will provide it if you ask nicely.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.1.0 - Updated Oct 02 2014)
Post by: EdB on October 02, 2014, 02:12:24 AM
I've released an Alpha 7-compatible version, v1.1.0.  Note that I am not taking advantage of the new material system yet.  Any apparel that you choose for your colonists will either be made out of synthread or out of cloth.

Full release notes:

If I had to guess, I would say that this release might be a little buggy.  It's difficult to test everything, so I really do appreciate the help that every gives by providing bug reports and feedback.

If you're curious, I probably will not start working on the interface mod until this weekend.  I expect that update to be a little more difficult. 
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.1.0 - Updated Oct 02 2014)
Post by: shadowstreaker on October 02, 2014, 02:45:52 AM
Great work getting it out so quick and thank you for the great mod
Looking forward to the interface mod update aswell :)
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.1.0 - Updated Oct 02 2014)
Post by: Sooner535 on October 02, 2014, 08:35:21 AM
Edb you are a godsend thanks mate :D
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.1.0 - Updated Oct 02 2014)
Post by: LORDPrometheus on October 02, 2014, 12:30:59 PM
Hey EDB what file is the point limit in I wanted a cheat game so I'd set it higher
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.1.0 - Updated Oct 02 2014)
Post by: DDRMANIAC007 on October 02, 2014, 12:36:23 PM
Good to know porting to alpha 7 bugs aside was simple. Thanks for quick update! This mod is a must for me as I can't stand the random nature of initial colonist selection.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.1.0 - Updated Oct 02 2014)
Post by: Romi on October 02, 2014, 12:48:15 PM
Best mod ever!
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.1.0 - Updated Oct 02 2014)
Post by: EdB on October 02, 2014, 02:01:29 PM
Hey EDB what file is the point limit in I wanted a cheat game so I'd set it higher

There's no configuration file where you can change the point value, but you can just turn off points entirely.  Click the "Use Points" option in the lower-left:

(http://i1295.photobucket.com/albums/b636/edbmods/disable-points_zps2f09639b.jpg)

EDIT: It will still show a point value in the lower-right, but it will switch from showing how many points you have left to showing how many points you've spent--and it won't care how many you spend.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.1.0 - Updated Oct 02 2014)
Post by: Romi on October 02, 2014, 02:45:31 PM
Omg EdB you are awesome.I can't believe now you can have 10 colonists!! YEAH :D Thanks again EdB for making an awesome mod!
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.1.0 - Updated Oct 02 2014)
Post by: Sooner535 on October 02, 2014, 04:59:37 PM
-.- has that option really always been there? If so I am truly blind and need a doctor ASAP
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.1.0 - Updated Oct 02 2014)
Post by: Iwillbenicetou on October 02, 2014, 06:23:01 PM
An update! I am contributing to all the spam about it. Though this is my favorite mod so far. I almost when checking out A7 looked for prepare carefully :(
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.1.0 - Updated Oct 02 2014)
Post by: EdB on October 02, 2014, 06:25:35 PM
-.- has that option really always been there? If so I am truly blind and need a doctor ASAP

It has not always been there.  It was added in the version previous to this latest release.  The early versions had no way to disable the points.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.1.0 - Updated Oct 02 2014)
Post by: Timber on October 02, 2014, 07:33:23 PM
I'm having trouble getting this to work... Can't see the button at character creation screen and also my worldmap bugs out...
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.1.0 - Updated Oct 02 2014)
Post by: EdB on October 02, 2014, 08:32:05 PM
I'm having trouble getting this to work... Can't see the button at character creation screen and also my worldmap bugs out...

Sorry that you're having trouble with it.  Does the world map works fine when the mod is not enabled, but bugs out with the mod enabled?  Are you trying it with a new world created in Alpha 7?  The only time I've seen the world map bug out is when I tried to use a world map created in Alpha 6.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.1.0 - Updated Oct 02 2014)
Post by: Sooner535 on October 02, 2014, 08:51:11 PM
I feel better it wasn't lol
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.1.0 - Updated Oct 02 2014)
Post by: Rex705 on October 02, 2014, 10:21:51 PM
Love this mod I spent hours creating my colonist team it was great. I ran into an issue while creating my colonist. I don't know if it is from this mod or what but while I was looking at the endless list of background stories the game shrunk down to a tiny box in the top corner of my screen and I could not do anything with it so i had to quit out and start over.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.1.0 - Updated Oct 02 2014)
Post by: EdB on October 02, 2014, 11:10:57 PM
...while I was looking at the endless list of background stories the game shrunk down to a tiny box in the top corner of my screen and I could not do anything with it so i had to quit out and start over.

Wow.  Bizarre issue.  I hope it wasn't the mod that caused it, but it's hard to say for sure.

In general, if you run into the kind of issue that completely breaks your game, and you suspect that it may be the fault of a particular mod, it can be helpful to track down the game's log file and send that to the mod maker.  The log file is named output_log.txt and is in the game directory (i.e. RimWorld581Win\RimWorld581Win_Data\output_log.txt).  You can email that to me or find the errors at the end of the file and paste them in a private message to me--it's probably too much detail for the main forum topic.  The errors in those files can be really useful in tracking down where a failure happened and if it's a mod that's causing it.  The mod file gets rewritten every time you start a game, so any errors recorded from a previous game will be lost when you start a new game.

Of course, my goal is to make the mod stable so that you don't have to deal with the hassle of game crashes and tracking down log files, but I appreciate any help.  It's impossible for me to test everything.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.1.0 - Updated Oct 02 2014)
Post by: Adeelos on October 03, 2014, 12:16:45 AM
I'm having trouble getting this to work... Can't see the button at character creation screen and also my worldmap bugs out...

I'm having a similar problem in that the Prepare Carefully button doesn't appear in my game. Starting the world isn't producing any problems, but again I'd love to be able to change my pawns.

Edit: I think I may have discovered the problem, at least on mine. I discovered that for some reason Alpha 6 and Alpha 7 were sharing the same save data logs, despite all of their folder data being kept separate. After deleting Alpha 6 completely off of my computer, the mod suddenly started working again. Maybe some kind of conflict is caused in the game's coding when older versions are present?
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.1.0 - Updated Oct 02 2014)
Post by: daft73 on October 03, 2014, 06:36:55 PM
I'm speechless EdB, you are my hero, and I'm not talking sandwiches.
(http://i61.tinypic.com/2wmncz7.jpg)
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.1.0 - Updated Oct 02 2014)
Post by: Aenir on October 03, 2014, 09:33:27 PM
I usually just spam randomize until I get a group of colonists that I like, so I'm going to give this mod a shot and see how it goes.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.1.0 - Updated Oct 02 2014)
Post by: Putzin on October 03, 2014, 10:09:56 PM
I always try and setup my first 3 colonists with 2 miners and a grower but my miners never want to be miners.. How can I fix this? And no they're not incapable they just refuse?
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.1.0 - Updated Oct 02 2014)
Post by: Xenobia on October 04, 2014, 09:23:41 AM
I always try and setup my first 3 colonists with 2 miners and a grower but my miners never want to be miners.. How can I fix this? And no they're not incapable they just refuse?

Are you sure it's assigned to them under Overview?
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.1.0 - Updated Oct 02 2014)
Post by: daft73 on October 04, 2014, 12:57:50 PM
(http://i60.tinypic.com/nxq0kz.png)
This by far is one of my favorite features of this mod. Thank you again EdB.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.1.0 - Updated Oct 02 2014)
Post by: Casearcana on October 04, 2014, 05:36:40 PM
First off -- thanks, EdB! I really appreciate the work you are doing. The interface mod and the prepare carefully mod have made this game significantly more enjoyable.

Second -- I've noticed a potential bug. Loading just "Prepare Carefully" causes no issues but if I have other mods loaded funny things start to happen. With other mods on, I can load up the "Prepare Carefully" interface fine but when I click to the inventory preparation screen all the buttons (back, next, save preset, load preset -- I think that's all of  them) disappear and I can't add or remove items. Since there are no buttons available I'm forced to close the entire game and reload.

If I open the game, deselect all mods except "Prepare Carefully", hit "OK", and then go back into the mod menu and reload all the other mods everything works just fine.

I'd be happy to send you the error log but I'm afraid I'm uncertain as to how to access it.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.1.0 - Updated Oct 02 2014)
Post by: EdB on October 04, 2014, 05:42:22 PM
...I've noticed a potential bug. Loading just "Prepare Carefully" causes no issues but if I have other mods loaded funny things start to happen. With other mods on, I can load up the "Prepare Carefully" interface fine but when I click to the inventory preparation screen all the buttons (back, next, save preset, load preset -- I think that's all of  them) disappear and I can't add or remove items...

Thanks for the bug report.  It definitely sounds like a problem with one or more items in one of the other mods that you're using.  Can you list out the mods that you tried it with?  I'll need to fix that.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.1.0 - Updated Oct 02 2014)
Post by: Rex705 on October 04, 2014, 05:45:26 PM
I have a few mods and It works but I had that same issue of missing buttons when I installed the UI mod.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.1.0 - Updated Oct 02 2014)
Post by: Casearcana on October 04, 2014, 05:46:08 PM
Hey,

Just figured it out I think -- I turned off the "More Storage" mod and everything was fine. I think that mod and another were confusing each others' item definitions and that led to issues in the inventory screen of your mod. I'm not a programmer by any stretch but that seems to be what's happening.

Thanks for your prompt reply!
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.1.0 - Updated Oct 02 2014)
Post by: EdB on October 04, 2014, 06:11:05 PM
...I turned off the "More Storage" mod and everything was fine. I think that mod and another were confusing each others' item definitions and that led to issues in the inventory screen of your mod...

That kind of makes sense--More Storage alone doesn't seem to be a problem for me.  I'm trying a bunch of other mods with it and can't get it to happen.  Any guesses on which one it might be?
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.1.0 - Updated Oct 02 2014)
Post by: Casearcana on October 04, 2014, 10:19:12 PM
I've attached the error log. Followed are the mods active when the error is triggered. I'm going to try disabling other mods one at a time to see what the other culprit might be.

EdB Interface (2.2.1)
EbB prepare carefully
Extended Stoneworking
Extra Research Tables 1.3
Modular Tables
Modular Solars 1.6
More Storage
Natural Terrain Flooring
Surgery Extended
The T Mod Suite (ConditionRed, ExpandedCloth, Expanded Crops, Misc Stuff, MoreBeds, MoreFloors)
Workplaces

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.1.0 - Updated Oct 02 2014)
Post by: Casearcana on October 04, 2014, 10:30:44 PM
Ugh. Sorry for the wild goose chase. I just downloaded the right version of More Storage. One of the links on the forum posting is still for A6 which I accidentally downloaded. Once I got the updated version everything was fine and dandy.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.1.0 - Updated Oct 02 2014)
Post by: EdB on October 04, 2014, 10:36:43 PM
...I just downloaded the right version of More Storage. One of the links on the forum posting is still for A6 which I accidentally downloaded. Once I got the updated version everything was fine and dandy.

Got it.  No problem.  Thanks for chasing down the cause.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.1.0 - Updated Oct 02 2014)
Post by: nerevar on October 05, 2014, 02:43:44 AM
you're not the only one casearcana, I had the exact same problem.  Author of more storage really needs to update his first post with the new download link xD
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.1.0 - Updated Oct 02 2014)
Post by: Kolljak on October 05, 2014, 06:49:38 AM
I am also having the same problem... runnin no mods idk why i am not getting the Buttons from what i can tell its only happening to me at the Starting Invintory screen where i pick what items i want dropped down with me.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.1.0 - Updated Oct 02 2014)
Post by: skullywag on October 05, 2014, 09:49:43 AM
you're not the only one casearcana, I had the exact same problem.  Author of more storage really needs to update his first post with the new download link xD

I thought the giant text saying use my github and the "A6" in the old download was enough to wotk out which one to use...ill remove the A6 download if itll help but some people are still playing A6.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.1.0 - Updated Oct 02 2014)
Post by: Casearcana on October 05, 2014, 12:49:17 PM
It was clear enough... on a second read-through. And it is clearly marked that the one link is A6. It would perhaps maybe be helpful to have both links next to each other clearly listed as "A7 -- More Storage" "A6 -- More Storage" or something, just so that things are clearly stated and not just implied. Not a big deal -- there'll always be confusion with new releases, I'm sure.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.1.0 - Updated Oct 02 2014)
Post by: Kolljak on October 05, 2014, 01:12:37 PM
Bump

Still having the problem with the buttons not appearing in the inventory part. No mods running but this one still forced to Ctrl Alt Del the program each time. tried re-downloading it 5 times now... still nothing works.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.1.0 - Updated Oct 02 2014)
Post by: EdB on October 05, 2014, 04:16:49 PM
In general, if you run into the kind of issue that completely breaks your game, and you suspect that it may be the fault of a particular mod, it can be helpful to track down the game's log file and send that to the mod maker.  The log file is named output_log.txt and is in the game directory (i.e. RimWorld581Win\RimWorld581Win_Data\output_log.txt).  You can email that to me or find the errors at the end of the file and paste them in a private message to me--it's probably too much detail for the main forum topic.  The errors in those files can be really useful in tracking down where a failure happened and if it's a mod that's causing it.  The mod file gets rewritten every time you start a game, so any errors recorded from a previous game will be lost when you start a new game.

Of course, my goal is to make the mod stable so that you don't have to deal with the hassle of game crashes and tracking down log files, but I appreciate any help.  It's impossible for me to test everything.

Quoting from an earlier post.  It's hard for me say what's going since it doesn't seem to be a common issue--is anyone else seeing this when this is the only mod enabled?  Other info that would be useful: are you on Windows/Mac/Linux?  Does it happen only when you make certain selections from the character creation screen, or it happens no matter what--even if you just leave the defaults?  Sounds like it happens no matter what, but figured I'd ask to be sure.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.1.0 - Updated Oct 02 2014)
Post by: Kolljak on October 05, 2014, 05:07:45 PM
Windows 7 I7 Prossessor Nvidia 660ti on a 1600 x 900 monitor only running this mod all by its lonesome hoping to find the mod that interfered with it funny thing is.... it still does it. even with all the mods off. ive even gone as far as removing all mods to desktop but this one... it seems to happen after i select my guys and go to the starting items that will fall with my guys. there is no finalize button... or numbers to indicate points left. everything else is there, just not that.

other then this information there is nothing else i can provide. Everything else seems to work just that menu in general.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.1.0 - Updated Oct 02 2014)
Post by: EdB on October 05, 2014, 06:27:40 PM
other then this information there is nothing else i can provide.

Sorry that it's not working for you and thanks for taking the time to troubleshoot the problem.  Besides getting a look at the game's log file, there's unfortunately not much more that I can do.  In the next release, I'll try to add better error-checking so that even if it fails, it will not force you to do a ctrl-alt-delete, and it will display at least a little more information as to why it's failing.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.1.0 - Updated Oct 02 2014)
Post by: Dickhat on October 05, 2014, 06:35:44 PM
Thanks for this! :)
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.1.0 - Updated Oct 02 2014)
Post by: Kolljak on October 05, 2014, 06:51:49 PM
Gona try to launch it agian the ctrl alt delete and get log file if i can. ill post it here.


figured it out.. it was a strange bug that sent my points on the Character making thing to -862
did some tweeking and got it working for some reason it was allowing me into the next menu w/o having a positive number of points available so there was no way for me to possibly continue.


Possible fix would be include a button remover for when a negative number is in that value.... no + no button
so people cant continue forward unless they have a positive value or 0.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.1.0 - Updated Oct 02 2014)
Post by: EdB on October 05, 2014, 07:25:40 PM
...it was allowing me into the next menu w/o having a positive number of points available so there was no way for me to possibly continue.

Having negative points in the equipment screen should actually be ok.  If you have the point system enabled, it won't let you go past the equipment screen with negative points, but it should let you go back and forth between the character screen and the equipment screen with negative points.  If you've disabled the point system and you're seeing negative points, then something weird is going on--with the point system disabled, it should only ever show a positive number of points (the number spent).
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.1.0 - Updated Oct 02 2014)
Post by: Igabod on October 05, 2014, 07:39:34 PM
I just figured I'd let ya know that I just played a game using this mod as well as several others and had no problems of any kind.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.1.0 - Updated Oct 02 2014)
Post by: Sooner535 on October 05, 2014, 09:29:21 PM
Hope you don't mind Edb but I spotlighted your mod :D
https://www.youtube.com/watch?v=LnkZ51aUG6o
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.1.0 - Updated Oct 02 2014)
Post by: saipanhomie on October 06, 2014, 12:06:07 AM
Love this mod ! :D
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.1.0 - Updated Oct 02 2014)
Post by: EdB on October 06, 2014, 10:58:01 PM
Hope you don't mind Edb but I spotlighted your mod

Don't mind at all--thanks for doing it!
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.1 - Updated Oct 06 2014)
Post by: EdB on October 06, 2014, 11:00:21 PM
I've release a new version, v1.2.1.  The first alpha 7 release was done relatively quickly just to get it out and working.  This release adds proper support for alpha 7's "things made of stuff" feature.  As usual with my early releases, I expect this one to have a few bugs.  Thanks in advance for the patience and for acting as testers with your bug reports.  Besides follow-up bugfix releases, I expect this to be the last version before alpha 8.

Release notes:
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.1 - Updated Oct 06 2014)
Post by: Sooner535 on October 07, 2014, 12:52:40 AM
Do you think you could add a option to save per colonist rather or in conjunction with save preset?
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.1 - Updated Oct 06 2014)
Post by: Dickhat on October 07, 2014, 10:46:25 AM
Do you think you could add a option to save per colonist rather or in conjunction with save preset?

This would be great. I love making me and my friends in game. Would be fun to change the group that goes in without having to redo the others.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.1 - Updated Oct 06 2014)
Post by: LORDPrometheus on October 07, 2014, 12:35:54 PM

This would be great. I love making me and my friends in game. Would be fun to change the group that goes in without having to redo the others.
[/quote]

Whenever I do that Michael always dies
Justin goes crazy and kills either Benji or tommy
Jack is useless
And I sit there virtual face-palming the whole time
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.1 - Updated Oct 06 2014)
Post by: skullywag on October 07, 2014, 02:34:49 PM
Im constantly shouting down to the Mrs:
"you just died from plague!"
"some raider just blew your leg off!"
"I may or may not of accidentally collapsed a roof on you..."

and my best yet:

"Darling a squirrel just ate yer face!"
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.1 - Updated Oct 06 2014)
Post by: Shinzy on October 07, 2014, 02:41:18 PM
Im constantly shouting down to the Mrs:
"you just died from plague!"
"some raider just blew your leg off!"
"I may or may not of accidentally collapsed a roof on you..."

and my best yet:

"Darling a squirrel just ate yer face!"

This reminds me of myself while playing Xcom ;D
Everybody got live feed in great detail what they just did and how they died
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.1 - Updated Oct 06 2014)
Post by: skullywag on October 07, 2014, 02:48:25 PM
Im constantly shouting down to the Mrs:
"you just died from plague!"
"some raider just blew your leg off!"
"I may or may not of accidentally collapsed a roof on you..."

and my best yet:

"Darling a squirrel just ate yer face!"

This reminds me of myself while playing Xcom ;D
Everybody got live feed in great detail what they just did and how they died

Just got told off for sleeping next to another female ingame....can we add a jealous trait to the game....I have psycho so that fine....wait...shes behind me isnt she?  oh SHIIIIiiiiiii......
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.1 - Updated Oct 06 2014)
Post by: shadowstreaker on October 07, 2014, 02:51:25 PM
RIP Skully
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.1 - Updated Oct 06 2014)
Post by: Shinzy on October 07, 2014, 02:56:11 PM
RIP Skully

Lived a happy life, in a marital bliss full of banter and joy
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.1 - Updated Oct 06 2014)
Post by: MarvinKosh on October 07, 2014, 04:47:08 PM
"Darling a squirrel just ate yer face!"

This reminds me of myself while playing Xcom ;D
Everybody got live feed in great detail what they just did and how they died

Perhaps someone can suggest a squirrel mod on the XCOM forums.  The horror! :D
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.1 - Updated Oct 06 2014)
Post by: Igabod on October 07, 2014, 05:56:03 PM
I noticed a bug or two. When I am setting up my colonists clothes they are wearing I managed to set everything on the first guy with no problems but when I got to the second guy and tried to select the Pants selections the window goes blank and only shows the next and back buttons. I am able to click next and then go back from there and edit all the other clothing options but not the pants. And then once I got everything set up minus pants on my other two colonists I tried to start the game but it flashed the "generating map" message but that went away quickly and nothing happened after that.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.1 - Updated Oct 06 2014)
Post by: Coenmcj on October 08, 2014, 12:02:46 AM
Woah. How have I not seen this before today?!?

Most definitely using this. Cheers!
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.1 - Updated Oct 06 2014)
Post by: EdB on October 08, 2014, 12:23:15 AM
...When I am setting up my colonists clothes they are wearing I managed to set everything on the first guy with no problems but when I got to the second guy and tried to select the Pants selections the window goes blank and only shows the next and back buttons. I am able to click next and then go back from there and edit all the other clothing options but not the pants. And then once I got everything set up minus pants on my other two colonists I tried to start the game but it flashed the "generating map" message but that went away quickly and nothing happened after that.

Sorry that it didn't work properly for you.  Are you seeing this consistently?  If so, could you maybe describe a series of steps that I can take to reproduce the problem?  I've been trying, but I can't get this to happen.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.1 - Updated Oct 06 2014)
Post by: bobtheconqueror on October 08, 2014, 12:41:02 AM
Just an fyi, it seems the attachment of the newest version to the OP is corrupt.  The dropbox version extracted fine, though.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.1 - Updated Oct 06 2014)
Post by: Coenmcj on October 08, 2014, 12:46:47 AM
Just an fyi, it seems the attachment of the newest version to the OP is corrupt.  The dropbox version extracted fine, though.

Might be due to the recent website migration or it might not, there was a problem with images after they were migrated.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.1 - Updated Oct 06 2014)
Post by: EdB on October 08, 2014, 12:49:04 AM
Just an fyi, it seems the attachment of the newest version to the OP is corrupt.  The dropbox version extracted fine, though.

Might be due to the recent website migration or it might not, there was a problem with images after they were migrated.

Thanks for the heads up.  I replaced it.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.1 - Updated Oct 6 2014)
Post by: Igabod on October 08, 2014, 03:10:22 AM
Ok, after testing again it didn't happen until I randomized the outfit on my 2nd colonist (didn't think about doing that until after I set up the first guys clothes). I'm not sure what the problem is, maybe it's trying to load a piece of clothing that doesn't exist in the code when I randomize. If there is a file I can send you that details the errors then just tell me where to find it and I'll be glad to send it.

[edit to add] I did click randomize numerous times. On this one I set the first guy up with devilstrand clothes including pants, button-down shirt, Armor Vest, Raider Jacket, and Light Power Armor Helmet (from apparello). I also set all his skills to have double flames. Then I set the 2nd guy's skills to double flames and then went to randomize the outfit. They both had the backgrounds of adventuring child and colony settler. If you need more info I'll give it to you.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.1 - Updated Oct 6 2014)
Post by: Omenpapa on October 08, 2014, 07:54:26 AM
I just bought the game recently, so I'm not too familiar with the balance atm, but i think ur mode should promote bad traits. Let's say we choose "slowpoke" which reduces our movement speed. The addon gives 30 stat point penalty for that over the "nothing" option. We should actually get bonus stat points for picking something like that imo.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.1 - Updated Oct 6 2014)
Post by: Clibanarius on October 08, 2014, 08:11:46 AM
Moreover, getting into that kind of detail on the traits, Industrious and Jogger (30% work speed and +double the runspeed of Fast Walker) should cost more points than Fast Walker and Hard Worker. Too Smart should cost a lot, too. Some of them are really, REALLY helpful for the cost of a simple trait.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.1 - Updated Oct 6 2014)
Post by: EdB on October 08, 2014, 10:29:47 AM
Ok, after testing again it didn't happen until I randomized the outfit on my 2nd colonist (didn't think about doing that until after I set up the first guys clothes)...

Thanks for the info.  That gives me a pretty good idea of what might be causing it.  I'll work on a fix.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.1 - Updated Oct 6 2014)
Post by: EdB on October 08, 2014, 11:57:27 AM
...maybe it's trying to load a piece of clothing that doesn't exist in the code when I randomize...

The randomize button was not handling the new materials correctly.  I posted a version with a fix, v1.2.2, that I think will take care of it.  Thanks for the bug report!
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.2 - Updated Oct 8 2014)
Post by: Dragoon on October 08, 2014, 03:25:47 PM
Cool!  ;D
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.2 - Updated Oct 8 2014)
Post by: Joeman9833 on October 09, 2014, 02:42:15 AM
Really love the mod. It makes starting a colony a whole lot easier, especially on the higher difficulties or on a different storyteller. I was able to make myself into it and a few friends.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.2 - Updated Oct 8 2014)
Post by: Hoodinski on October 10, 2014, 04:07:20 AM
Loving this. Excellent job! Now I can start my colony of psychopaths and cannibals as I wanted :)
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.2 - Updated Oct 8 2014)
Post by: Igabod on October 10, 2014, 07:23:57 AM
Loving this. Excellent job! Now I can start my colony of psychopaths and cannibals as I wanted :)

That is exactly the first thing I did with this mod. It was pretty funny. I named the town Cannibalville and laughed at the poor saps who decided it was a good place to visit only to be kidnapped and butchered and served as a lavish meal on a cheap crappy wooden 2x2 table. I found that it's difficult to keep up the cannibal thing if you want to have more than your starting number of colonists though. I set a restriction on who I recruited to the colony as only psychopaths and or cannibals. Only had my starting 3 guys for the whole game (this was before you could add as many guys as you wanted). It was difficult but way fun.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.2 - Updated Oct 8 2014)
Post by: TheClassiness on October 11, 2014, 01:45:52 AM
Are you planning on adding bionics to this mod? Having a lone survivor made purely of bionic parts is definitely high on my to-do list. Maybe I'm just missing something.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.2 - Updated Oct 8 2014)
Post by: EdB on October 11, 2014, 02:03:51 AM
Are you planning on adding bionics to this mod? Having a lone survivor made purely of bionic parts is definitely high on my to-do list. Maybe I'm just missing something.

It's a good idea--I will definitely consider adding it.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.2 - Updated Oct 8 2014)
Post by: Igabod on October 11, 2014, 02:59:56 AM
Are you planning on adding bionics to this mod? Having a lone survivor made purely of bionic parts is definitely high on my to-do list. Maybe I'm just missing something.

It's a good idea--I will definitely consider adding it.

I second this notion.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.2 - Updated Oct 8 2014)
Post by: TheClassiness on October 11, 2014, 03:09:13 AM
Are you planning on adding bionics to this mod? Having a lone survivor made purely of bionic parts is definitely high on my to-do list. Maybe I'm just missing something.

It's a good idea--I will definitely consider adding it.

Awesome. Maybe you could simply make a health tab and apply different scars or remove limbs, if that's not too extensive. This would obviously take a lot of balancing and testing to make sure the points match up with the effects, but the medical system is expanding every update.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.2 - Updated Oct 8 2014)
Post by: redhuntery on October 11, 2014, 11:24:33 AM
I love this mods,i can create differents history bakcgroungs.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.2 - Updated Oct 8 2014)
Post by: Alzarath on October 11, 2014, 05:04:24 PM
Derp, posted this on your other topic. Removed that and posting here.

Apologies if this has been requested already, but is it possible you could add the option to save individual colonist setups? I feel I'd make use of that a lot more than saving an entire preset.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.2 - Updated Oct 8 2014)
Post by: Col_Jessep on October 12, 2014, 12:00:13 AM
Thanks for this mod!
I always make my own embark profiles for DF and now I can do it on RW, too. It's awesome that you can select rare traits, adds so much to the game. =3
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.2 - Updated Oct 8 2014)
Post by: EdB on October 12, 2014, 12:13:16 AM
...Apologies if this has been requested already, but is it possible you could add the option to save individual colonist setups? I feel I'd make use of that a lot more than saving an entire preset.

Yes, this has been requested, and I agree that it's a great idea.  I'm not sure when the next release with new features will be, but it's very likely that I will add this.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.2 - Updated Oct 8 2014)
Post by: jeghaderludeon on October 12, 2014, 09:41:45 AM
please make one with no points system
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.2 - Updated Oct 8 2014)
Post by: Clibanarius on October 12, 2014, 09:58:44 AM
Please uncheck the 'use points' box first.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.2 - Updated Oct 8 2014)
Post by: richeygator on October 12, 2014, 01:11:34 PM
THANK GOD,i finaly stop breaking my randomize button ;D
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.2 - Updated Oct 8 2014)
Post by: EdB on October 12, 2014, 01:45:02 PM
please make one with no points system

Click the "Use Points" checkbox in the lower-left to disable the points system:

(http://i1295.photobucket.com/albums/b636/edbmods/disable-points_zps2f09639b.jpg)

It will still show a point value in the lower-right, but it will switch from showing how many points you have left to showing how many points you've spent--and it won't care how many you spend.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.2 - Updated Oct 8 2014)
Post by: keylocke on October 13, 2014, 01:42:30 PM
i rarely use mods these days and just stick to vanilla, but this one is totally worth it.
thanks for this.  ;D
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.2 - Updated Oct 8 2014)
Post by: jeghaderludeon on October 13, 2014, 02:25:10 PM
please make one with no points system

Click the "Use Points" checkbox in the lower-left to disable the points system:

(http://i1295.photobucket.com/albums/b636/edbmods/disable-points_zps2f09639b.jpg)

It will still show a point value in the lower-right, but it will switch from showing how many points you have left to showing how many points you've spent--and it won't care how many you spend.
thx ily finally i can create a deserted space marine outpost
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.2 - Updated Oct 8 2014)
Post by: christhekiller on October 13, 2014, 03:59:35 PM
Hey

So I started a colony with your two mods (This one and the UI one) and I was wondering if you did anything with the disease system. Because it's been a few days now and I haven't gotten a single sick colonist yet. I dunno if I'm just getting extremely lucky in this play through or if it's one of the mods but the lack of disease is startling <3
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.2 - Updated Oct 8 2014)
Post by: christhekiller on October 13, 2014, 06:29:29 PM
Okay nevermind. I don't know if I accidently clicked randy random or what but half my 90% of my colony just randomly came down with disease at once. A major "oh shit" moment.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.2 - Updated Oct 8 2014)
Post by: Igabod on October 13, 2014, 06:52:52 PM
luckily plagues aren't nearly as deadly in the future that Rimworld takes place in. Just make sure you have hospital beds available and some medicine. If the plague is Extreme then tell the colonist to rest until fully healed. Otherwise they can get back to work after being treated and will just have to go back for another treatment every few days till they develop a temporary immunity to it. Unfortunately they can catch it again in the future once the immunity wears off. Dunno if that is a bug or was intended but that's how it is.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.2 - Updated Oct 8 2014)
Post by: Dave-In-Texas on October 13, 2014, 10:53:25 PM
Just wanted to drop a note, love your mods.  I use this and EDB Interface in every game now regardless of which other mods I'm exploring
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.2 - Updated Oct 8 2014)
Post by: Skulley on October 14, 2014, 03:18:52 PM
TAKE ALL OF MY MONEY
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.2 - Updated Oct 8 2014)
Post by: DornColonies on October 14, 2014, 03:22:51 PM
Hey guys,

So I love the idea of this and the interface mod. I am trying to use the mods on Rimworld on Windows 8. Now I add the mods into the folder, start the game, use the mods tab to check them in... Then nothing happens. I've gone hunting around and can't figure out either what I am doing wrong. My output log says that they are initialized, but I dont know if that means anything. Neither the interface mod or Prepare Carefully appear to work (the 1.2.2 version, anyway, not tried the last version).

Anyone have any Ideas? Any information I can share that might help solve the issue?
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.2 - Updated Oct 8 2014)
Post by: skullywag on October 14, 2014, 03:25:33 PM
check you havent got the mod in a folder in a folder, so mods/modname/files not mods/modname/modname/files..
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.2 - Updated Oct 8 2014)
Post by: DornColonies on October 14, 2014, 03:35:17 PM
check you havent got the mod in a folder in a folder, so mods/modname/files not mods/modname/modname/files..

Already checked that a couple of times, appears not to be.

EDIT: Just redid my download, mods, and the like and it suddenly worked... Ah well, alls well that ends well.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.2 - Updated Oct 8 2014)
Post by: EdB on October 14, 2014, 09:31:45 PM
Now I add the mods into the folder, start the game, use the mods tab to check them in... Then nothing happens.

Sorry that you had trouble getting it working.  This does happen for some people.  I wish I could figure out why.  I may try to add some additional logging to the console so that when it happens, there's a little more information.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.2 - Updated Oct 8 2014)
Post by: wsensor on October 15, 2014, 12:14:11 PM
It might be how they unzip the mod archive. The game does not read custom folders inside other folders.
IE: A2B folder inside another folder named A2B it will ignore the inner folder.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.2 - Updated Oct 8 2014)
Post by: Matthiasagreen on October 16, 2014, 09:45:41 AM
So is it possible that changing the colonist age is only superficially changing it so it appears as such in game? I tend to start all my colonists young so I don't have to worry about age problems. However, my last game ended up giving my character cataracts at age 16. I don't remember what the colonists age was before I changed it, but I am thinking the cataracts ignored my age change and gave it the catacts based off of what it originally was. Not a big deal.; just thought you would like to know.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.2 - Updated Oct 8 2014)
Post by: Igabod on October 16, 2014, 10:12:38 AM
I've noticed a few colonists getting cataracts at very young ages before. Never really thought it might be a result of this mod. Of course I've only played a couple games without this mod enabled because it wasn't updated yet.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.2 - Updated Oct 8 2014)
Post by: TheSilencedScream on October 16, 2014, 11:48:32 AM
Cataracts can happen semi-young. Had a 30 year old get them, before ever using this mod. Not sure just how young it can happen, though.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.2 - Updated Oct 8 2014)
Post by: stingerxxx on October 16, 2014, 03:18:57 PM
Just have to start by saying that this is an amazing mod, it really opens up possibilities with arranging the game that you want to play in the way you want to play. Great addition to the game. I've been running it with your interface, TTM, PA (they're not bundled atm, yet) and a few other mods, and it really allows the game to take off and utilize the potential of the engine and the environment that RimWorld has.

One simple request that I have, not important by any means, is a simple UI edit. I once wanted to start off 10 colonists with power armor and 20 points in everything, then go to Dev mode, enable god mode, build a superb fortress complete with mortars, turrets, everything you can imagine. It was a fun game when I sent wave after wave after wave into my fortress and watched my 10 super-soldiers handle it all with ease.... Until a few spawns at the same time sent mechanoids crashing into the middle of my mortar room and the surrounding area. That didn't end too well xD

What I propose is a edit that allows you to allocate the number of points that you wish to each skill without having to click one point at a time. 20 in each skill x10 colonists made that setup take a LONG time to do xD. Maybe a text box that appears if you click on the bar rather then the + and - buttons, or a box next to the + that allows you to increase x10 instead of x1. Just a random suggestion ^.^
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.2 - Updated Oct 8 2014)
Post by: EdB on October 16, 2014, 09:11:15 PM
...What I propose is a edit that allows you to allocate the number of points that you wish to each skill without having to click one point at a time. 20 in each skill x10 colonists made that setup take a LONG time to do xD. Maybe a text box that appears if you click on the bar rather then the + and - buttons, or a box next to the + that allows you to increase x10 instead of x1. Just a random suggestion ^.^

Doing something about this has been on my to-do list for awhile, but I keep putting it off in favor of other things.  The way I'll probably address this is to make it so that you can click (or click-and-drag) on the skill bar and have it automatically set the value to match where you click.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.2 - Updated Oct 8 2014)
Post by: EdB on October 16, 2014, 09:12:48 PM
So is it possible that changing the colonist age is only superficially changing it so it appears as such in game?

Yes, this is a bug.  I don't think it affects anything after the game starts, but your colonist could get stuck with cataracts because of the original age before you change it.  I'll fix this.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.2 - Updated Oct 8 2014)
Post by: Kolljak on October 16, 2014, 09:25:45 PM
Cataracts can happen semi-young. Had a 30 year old get them, before ever using this mod. Not sure just how young it can happen, though.


15 in this game in real life i have on in my right eye im 26.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.2 - Updated Oct 8 2014)
Post by: Dragoon on October 17, 2014, 02:55:48 AM
why do we start with random points? (ive tested by loading and the points we get are randomized)
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.2 - Updated Oct 8 2014)
Post by: Tsilliev on October 17, 2014, 06:04:13 AM
why do we start with random points? (ive tested by loading and the points we get are randomized)


And I also think that maybe too much points are given?
I can actually make 20 points in 3 skills. It would be nice to have like 10 points for all skills, in other words you put +3 points in growing, and you have 7 left for another skill, so you can have a Master grower if you put all 10 in growing, master miner and so on, not having 1 character godlike grower,miner,constructor, another one godlike shooter, melee,surgeon and third one godlike researchers,social and crafter for an example,it takes out the flavor of developing a character, it is fun to make a character good in something, but not max out 1/3 of his skills from the beginning.

And also age may matter in how much points are distributed, if you have played crusader kings and you were choosing the stats of the ruler, the older he was the bigger stats you could give him, but also the faster he will die, although here in rimworld age may not change things a lot.


(dont get me wrong, I really like the mod and the idea, trying to offer some balancing ideas)
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.2 - Updated Oct 8 2014)
Post by: EdB on October 17, 2014, 10:04:53 AM
why do we start with random points? (ive tested by loading and the points we get are randomized)

The three starting colonists are the same three that you would get if you did not use the mod, so they are randomized in the same way.  You always get 7000 points to spend.  I decided to use the "market value" concept that was introduced in alpha 7 to determine the point value of each character.  The only additions that I made are to give point values for the number of passions and the number of traits that you add--they don't have any value otherwise, so I felt like I needed to add a value.  Besides these two exceptions, you are paying the same amount in points for everything that you would be paying in silver to a trader during the game (setting aside trading bonuses from social skills).  I prefer to use the values built into the game than to try to do a bunch of balancing on my own. 

And I also think that maybe too much points are given?

I chose the 7000 number by starting a bunch of games and figuring out the maximum number of points that you could get from the 3 random starting colonists.  Usually, you get about 6500 points, but some backstories give you better characters who ended up giving you about 7000.  Again, since I'm using the "market value" of the colonists, you're seeing the in-game value of those characters.  A maxed-out 20-points-in-every-skill character has a market value somewhere around 2000 silver when dealing with a trader during a game.  You could definitely make the argument that this is a little low--especially in comparison to some of the apparel--but for now, I think I've decided to leave it to the vanilla game to balance these numbers out.

...It would be nice to have like 10 points for all skills...

EDIT: It's unlikely that I would set a maximum number of skill points that you can allocate--I think a lot of people like to go crazy and give a lot of skill points--but I would consider making skills points beyond a certain allocation cost most.  In the vanilla game, each colonist gets 3 skill points for each skill, adjusted by backstory and trait bonuses and penalties.  So each colonist starts with 33 skill points allocated.  Anything beyond that is more than you would get in the vanilla game, so you could adjust the cost accordingly.  I'm not sure that I'll change the behavior, but it's something that I would consider.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.2 - Updated Oct 8 2014)
Post by: Demonlord091 on October 17, 2014, 04:02:01 PM
After switching off every mod I have and starting them up again one at a time, I seem to have found a compatibility issue between this mod and JuliaEllie's Recipe Nurse mod/ tool located here - https://ludeon.com/forums/index.php?topic=6640.0.

If you activate the Nurse mod/tool while your Prepare Carefully mod is activated the button for body part harvesting/ replacement stops working.
You can poke it for hours and all it will do is lag the game for a few seconds each time.
Oddly enough there are no Error messages in the logs saying what exactly is going wrong, just the experience itself.

Both are still very fun/ useful mods though.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.2 - Updated Oct 8 2014)
Post by: Dragoon on October 17, 2014, 04:41:13 PM
why do we start with random points? (ive tested by loading and the points we get are randomized)

The three starting colonists are the same three that you would get if you did not use the mod, so they are randomized in the same way.  You always get 7000 points to spend.  I decided to use the "market value" concept that was introduced in alpha 7 to determine the point value of each character.  The only additions that I made are to give point values for the number of passions and the number of traits that you add--they don't have any value otherwise, so I felt like I needed to add a value.  Besides these two exceptions, you are paying the same amount in points for everything that you would be paying in silver to a trader during the game (setting aside trading bonuses from social skills).  I prefer to use the values built into the game than to try to do a bunch of balancing on my own.

I don't mean starting new I mean that I saved a preset then loaded it the points and I have left over are random examples (I haven't c hanged anything but when I load the points I have changes sometimes I get more sometimes I get less.)

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.2 - Updated Oct 8 2014)
Post by: EdB on October 17, 2014, 09:19:58 PM
I don't mean starting new I mean that I saved a preset then loaded it the points and I have left over are random examples (I haven't c hanged anything but when I load the points I have changes sometimes I get more sometimes I get less.)

Thanks for the clarification.  I see what you mean now.  That is a bug.  I will take a look.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.2 - Updated Oct 8 2014)
Post by: matty491 on October 19, 2014, 02:33:56 PM
Any chance on the next update to this incorporating bionics ?
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.3 - Updated Oct 19 2014)
Post by: EdB on October 19, 2014, 04:38:00 PM
I don't mean starting new I mean that I saved a preset then loaded it the points and I have left over are random examples (I haven't c hanged anything but when I load the points I have changes sometimes I get more sometimes I get less.)

So is it possible that changing the colonist age is only superficially changing it so it appears as such in game? I tend to start all my colonists young so I don't have to worry about age problems. However, my last game ended up giving my character cataracts at age 16.

I've done a bugfix release, v1.2.3, that addresses these two issues.  Full release notes:
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.3 - Updated Oct 19 2014)
Post by: Clibanarius on October 19, 2014, 04:43:28 PM
EdB rules. Thanks for the fix; I've been working around that bug with the points after loading a preset by re-jiggering each trait after a load, but this seems to be a fix to that. Thanks!
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.2 - Updated Oct 8 2014)
Post by: EdB on October 19, 2014, 04:44:20 PM
Any chance on the next update to this incorporating bionics ?

I'm not sure when the next full release with new features will be, but the two features that I plan to add are 1) the ability to save and load individual colonists and 2) the ability to add bionics to your colonists.  #2 may expand into a way to control the overall health of colonists (old scars and injuries, etc.), but we'll see how it plays out.   The biggest problem I'm having is finding a place to put new UI elements in that window--I'm running out of space, but I'll figure something out.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.3 - Updated Oct 19 2014)
Post by: Dragoon on October 19, 2014, 05:48:17 PM
YAY!!! :)
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.3 - Updated Oct 19 2014)
Post by: Iwillbenicetou on October 20, 2014, 09:20:40 PM
Hey Edb, add an option that makes the colonists incapped like when there is a crash landing, and there are survivors... So you would have to build quickly to avoid deaths... Or take a risk to see if they are incapped or not...
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.3 - Updated Oct 19 2014)
Post by: Fish on October 22, 2014, 07:23:59 AM
Hi im having trouble installing/using this mod.  I unzipped it to the Rimworld mods folder and activated it in the games mods menu but the prepare carefully button is not appearing on the charecter screen.  Have tried re installing aswell as restarting the game and the computer and its still not there.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.3 - Updated Oct 19 2014)
Post by: skullywag on October 22, 2014, 07:44:08 AM
Hi im having trouble installing/using this mod.  I unzipped it to the Rimworld mods folder and activated it in the games mods menu but the prepare carefully button is not appearing on the charecter screen.  Have tried re installing aswell as restarting the game and the computer and its still not there.

Make sure you dont have the mod double foldered...mods/modname not mods/modname/modname.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.3 - Updated Oct 19 2014)
Post by: EdB on October 22, 2014, 09:17:45 AM
Hi im having trouble installing/using this mod.  I unzipped it to the Rimworld mods folder and activated it in the games mods menu but the prepare carefully button is not appearing on the charecter screen.  Have tried re installing aswell as restarting the game and the computer and its still not there.

Also be sure that you do not change the name of the mod folder.  It will not work if you rename it.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.3 - Updated Oct 19 2014)
Post by: Fish on October 22, 2014, 02:59:00 PM
Hi im having trouble installing/using this mod.  I unzipped it to the Rimworld mods folder and activated it in the games mods menu but the prepare carefully button is not appearing on the charecter screen.  Have tried re installing aswell as restarting the game and the computer and its still not there.

Make sure you dont have the mod double foldered...mods/modname not mods/modname/modname.

Yeah that was the problem, works now, thank you.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.3 - Updated Oct 19 2014)
Post by: austinwelser on October 24, 2014, 06:53:27 PM
Thanks for the mod edb, finnaly instead of landing with 3 sickly old men I can essentially land with a chapter of adeptus astartes :D

The emperor protects
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.3 - Updated Oct 19 2014)
Post by: Igabod on October 24, 2014, 07:28:01 PM
Recently I got tired of playing with really well armored and armed people and decided to switch things up a bit. I made one game where my starting colonists were 3 miners and the pilot of the ship. Made up a story where they were part of a large expedition toward a mining colony and the ship crashed leaving just them and the pilot alive. None of them has any passions except mining at 2 flames and one other thing at 1 flame (construction for one, growing for another, and shooting for the third miner). The pilot was skilled at social and that was it. I found it to be a fun challenge and even more fun to come up with the stories based upon the fact that they are all totally lost as to what to do. The colony didn't last too long before mechs destroyed them, but that was actually part of the fun of the story. None of my colonies has had a happy ending but I enjoy it all the same.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.3 - Updated Oct 19 2014)
Post by: MaxtheINFINITE on October 25, 2014, 07:07:15 AM
Wow,this mod is just...great!
I finally can make my squad have the same color!
Really useful,and probably the best actual mod in here.
I also noticed it's supports a few of apparelo and "more hairs" 's hair types,
Which was pretty nice.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.3 - Updated Oct 19 2014)
Post by: Dragoon on November 01, 2014, 03:34:14 AM
Can you make this have back stories in alphabetical order?
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.3 - Updated Oct 19 2014)
Post by: EdB on November 01, 2014, 12:58:27 PM
Can you make this have back stories in alphabetical order?

When you're not as familiar with all of the backstories, I like clicking the next and previous buttons and not really knowing what you're going to get next, but I understand that once you know them well, you just want to quickly find the one that you want.

I'll probably leave the order as is when you're using those next and previous buttons, but I'll alphabetize it when you click to open the full list.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.3 - Updated Oct 19 2014)
Post by: Dragoon on November 01, 2014, 01:01:41 PM
I can live with that  8)
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.3 - Updated Oct 19 2014)
Post by: Vas on November 04, 2014, 10:11:50 AM
Seems some of the traits I wanted are gone.  :P  That's rather odd.

Anyway, think you could add a birthday modifier too?  So you can choose colonist birthdays?

One more thought, is the ability to create custom backstories, that only get saved within the save file, or maybe wherever the presets are saved to.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.3 - Updated Oct 19 2014)
Post by: DJEquestria on November 04, 2014, 03:51:58 PM
The mod doesn't seem to work for me i downloaded it and put it in the mod folder and turned it on what am i doing wrong?
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.3 - Updated Oct 19 2014)
Post by: Iwillbenicetou on November 04, 2014, 07:29:20 PM
Are you sure you followed the guidlines (hint look below)
  |
  |
 \/
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.3 - Updated Oct 19 2014)
Post by: EdB on November 04, 2014, 09:40:07 PM
Seems some of the traits I wanted are gone.  :P  That's rather odd.

Can you give me an example?  I'd like to make sure that nothing is getting left out.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.3 - Updated Oct 19 2014)
Post by: EdB on November 04, 2014, 09:42:38 PM
The mod doesn't seem to work for me i downloaded it and put it in the mod folder and turned it on what am i doing wrong?

The key item from the Mod Help! thread referenced above is this one:

3. Move the folder into the mods folder, located in your Rimworld install location, make sure that the mods files are 1 level deep (for example /mods/modname/defs. not /mods/modname/modname/defs as sometimes happens.

Also be sure that you'd don't rename the mod folder.  If you change it from "EdBPrepareCarefully" to something else, it won't work.  I don't think that's an issue with most mods, but it's important for both of the EdB mods.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.3 - Updated Oct 19 2014)
Post by: Reysuke on November 05, 2014, 11:49:34 PM
Is there a way to check how healthy my colonist will land?
Because i rly hate it to spawn with cataract or scars :c
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.3 - Updated Oct 19 2014)
Post by: EdB on November 06, 2014, 10:49:46 PM
Is there a way to check how healthy my colonist will land?
Because i rly hate it to spawn with cataract or scars :c

Currently, there is no way to do this. Old injuries are assigned randomly based on the age of the colonist when the game starts.  I'm working on a way to add bionics to your colonists, but I'm not sure that's going to extend to being able to choose injuries.  If it doesn't, maybe I'll just include a way to turn off injuries for a given colonist.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Nov 8 2014 New Features)
Post by: EdB on November 08, 2014, 02:09:41 PM
I've released a new version, 1.3.1 that adds the following features:
Hopefully there aren't too many bugs in there, but please let me know if I missed any issues.  Full release notes:

Code: [Select]
_____________________________________________________________________________
 
   Version 1.3.1 (2014-11-08)
 _____________________________________________________________________________

 - Added a "Body Parts" option above the colonist portrait.  Use it to:
    - Add bionics to your colonists.
    - Disable old injury generation on your colonists.
 - Save and load individual colonists.
 - You can now click on the skill bar to set your skill level.
 - Traits and backstories are now sorted alphabetically when you open the
   dialog to view the full list.
 - BUGFIX: Initial work priorities are now correctly assigned based on chosen
   skill levels
 - BUGFIX: Selecting a backstory that has duplicate names (like "Assassin")
   now chooses the correct one in the Backstory selection dialog.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Nov 8 2014 - New Features!)
Post by: Xerberus86 on November 08, 2014, 06:01:13 PM
just wanted to start playing rimworld again after some weeks now (first time with alpha7), couldn't play without the complete TTM mod package and your mods are pretty much essential too :).

just as i was starting a new game i browsed the forums and found out about the newest update, installed 1.2.3 initially but i switched it out with 1.3.1 now. haven't actually played the game but after installing the 1.3.1 version i get a bunch of error code on the game launch (main menue).

hope this helps you (see attachment).

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Nov 8 2014 - New Features!)
Post by: EdB on November 08, 2014, 06:27:00 PM
just wanted to start playing rimworld again after some weeks now (first time with alpha7), couldn't play without the complete TTM mod package and your mods are pretty much essential too :).

just as i was starting a new game i browsed the forums and found out about the newest update, installed 1.2.3 initially but i switched it out with 1.3.1 now. haven't actually played the game but after installing the 1.3.1 version i get a bunch of error code on the game launch (main menue).

hope this helps you (see attachment).

I don't think those are caused by Prepare Carefully.  The red messages you're seeing pop up (InstallBionicLiver, InstallBionicJaw, etc) are from the Recipe Nurse mod (https://ludeon.com/forums/index.php?topic=6640.0) and are normal.  When I say "normal," I mean that's just how the mod works.  I find them a little frustrating.  I hope JuliaEllie changes them from log errors--which force the console to pop up--to log message, which don't.  The others look like they have something to do with mods and missing translations--I'm not sure about those.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Nov 8 2014 - New Features!)
Post by: Xerberus86 on November 09, 2014, 10:52:24 AM
ah ok, well i just got the message with prepare carefully 1.3.1, with 1.2.3 i didn'T get them. weird o.O.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Nov 8 2014 - New Features!)
Post by: Vas on November 09, 2014, 12:34:24 PM
How about the ability to set a colonist's birthday?  Also to change their body type.  I'm tired of getting fat people that look like a giant ball with a head on it.  :P
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Nov 8 2014 - New Features!)
Post by: EdB on November 09, 2014, 01:21:44 PM
How about the ability to set a colonist's birthday?  Also to change their body type.  I'm tired of getting fat people that look like a giant ball with a head on it.  :P

I'll add the birthday option to the list of requested features.  Seems like a reasonable thing to add, but it will probably be a lower priority for the time being.

Unfortunately, the body type is directly tied to the colonist's adult backstory, and I have not found a workaround that would let me override it--so I won't be able to add that until it's changed in the vanilla game.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: Vas on November 10, 2014, 01:47:08 PM
Does your DLL scan the game for traits?  Or does it have traits listed in the DLL it's self?

I can't tell if some are missing from the game or not, last time I played (ages back in Alpha 2 and 3), the game had a lot more traits, and you could have 4 traits rather than 3.

https://dl.dropbox.com/u/30270697/output2.txt
These used to be the traits I could find before, but some appear not to show up in your mod.  Are they deleted from the game or are they just not found by your mod?  Or what?

Do you think you could create a separate tool to export the traits, child/adulthoods, all the stuff that defines a pawn?  I'd like to have a spreadsheet with the descriptions and effects of each trait and childhood and stuff.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: EdB on November 10, 2014, 07:59:59 PM
Does your DLL scan the game for traits?  Or does it have traits listed in the DLL it's self?

I can't tell if some are missing from the game or not, last time I played (ages back in Alpha 2 and 3), the game had a lot more traits, and you could have 4 traits rather than 3.

https://dl.dropbox.com/u/30270697/output2.txt
These used to be the traits I could find before, but some appear not to show up in your mod.  Are they deleted from the game or are they just not found by your mod?  Or what?

Do you think you could create a separate tool to export the traits, child/adulthoods, all the stuff that defines a pawn?  I'd like to have a spreadsheet with the descriptions and effects of each trait and childhood and stuff.

As far as I can tell, when traits started having an impact on gameplay in Alpha 7 (or was it Alpha 6?), they changed, and a lot of the ones that you mention from the earlier versions were removed.  Traits are defined in XML files in the Core mod now (/Mods/Core/Defs/TraitDefs) and should therefore be mod-able.  When characters are randomly generated in vanilla, they are given one or two traits. I added a third slot to the mod just for fun.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: Vas on November 11, 2014, 10:36:41 AM
What about the childhood and adulthood lists?  I didn't see those in Core.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: EdB on November 11, 2014, 11:11:37 PM
What about the childhood and adulthood lists?  I didn't see those in Core.

Backstories are still only defined in the game resource binaries.  It's easy to access them from the code, but it would require some effort to export them to a useable format.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: Dragoon on November 12, 2014, 05:07:15 PM
Oh right is there an info button like on the side of weapons/appereal items in general ? I ask cause I wanna sure I take what I want/need and not a wildcard (unless you want it to be one) .
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: EdB on November 12, 2014, 09:47:16 PM
Oh right is there an info button like on the side of weapons/appereal items in general ? I ask cause I wanna sure I take what I want/need and not a wildcard (unless you want it to be one) .

Yes, it definitely makes sense to add this extra information either as a tooltip (which has been on my list of things to do for a long time) or to just add the "i" info button.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: DirtyDusty on November 13, 2014, 01:29:48 PM
i know it may be asking for much, by the way I LOVE THIS MOD, makes this game repayable 1000 times over, but would it be possible to add a feature to have more than a maximum of 10 colonists? ive been playing around with the saves and got myself a starting colony of 35 which turned out to be a hell of a lot of fun but when i load up the save again it duplicates a colonist for some reason. Adding a no max colonist option would really make my day, thank you so much for this mod, it really is the crown gem of this forum!
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: Vas on November 13, 2014, 02:15:11 PM
So you don't plan on exporting them as text only or anything? :P  I had hoped to make something with it all outside the game.  Basically, I wanted to make your prepare carefully mod work outside the game either from a site or program.  That way a friend can create a character that I can then import into the game.  :P  So they can see all the stuff without loading the game to see the stats.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: Kelian on November 13, 2014, 07:59:46 PM
Can we get an installation guide? I just got rimworld two weeks ago, this is my first mod. How do I enable this?
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: EdB on November 13, 2014, 08:53:25 PM
Can we get an installation guide? I just got rimworld two weeks ago, this is my first mod. How do I enable this?

Take a look at this thread:
https://ludeon.com/forums/index.php?topic=6223.0
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: EdB on November 13, 2014, 09:01:24 PM
So you don't plan on exporting them as text only or anything? :P  I had hoped to make something with it all outside the game.  Basically, I wanted to make your prepare carefully mod work outside the game either from a site or program.  That way a friend can create a character that I can then import into the game.  :P  So they can see all the stuff without loading the game to see the stats.

I've attached a dump of all of the backstories as an XML file.  I hope it helps.  I did this as a one-off export using utility functions available in the game code, but I did not create any kind of full-fledged tool--I just don't have time to do that.  Note that this export format should not be considered as any kind of standard format that the game uses.  I have not looked in detail at how they are loaded.

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: Vas on November 14, 2014, 12:20:02 PM
I've attached a dump of all of the backstories as an XML file.  I hope it helps.  I did this as a one-off export using utility functions available in the game code, but I did not create any kind of full-fledged tool--I just don't have time to do that.  Note that this export format should not be considered as any kind of standard format that the game uses.  I have not looked in detail at how they are loaded.

Thanks, I think I've seen this somewhere before, but I don't exactly remember where, I do remember that there were maybe 2 more files that contained more special backstories though, player special versions and such.  I couldn't remember how I managed to get to it though, so I don't know exactly what to do to get to it myself.  When I use the Unity Asset Exporter tool, it errors part way through.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: EdB on November 14, 2014, 01:23:42 PM
...I do remember that there were maybe 2 more files that contained more special backstories though, player special versions and such...

This export puts them into one file, but it should include them all.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: Igabod on November 17, 2014, 02:41:53 AM
Saw this mod suggestion and thought it would fit in well with your mod. https://ludeon.com/forums/index.php?topic=7440 (https://ludeon.com/forums/index.php?topic=7440)

To sum it up, a "Randomize All" button that starts you out with a random number of randomized colonists and a random amount of supplies. Literally leaving the player completely unaware of what they will get until they start the game. Could have 10 colonists all with no supplies and 3 of them injured. Or 2 really awesome colonists with lots of armor and weapons and anything between.

This could add even more replayability to the game I think.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: Nommy on November 17, 2014, 05:27:28 AM
I love this mod! It takes the most tedious aspect of starting a new game away and replaces it with pure awesomeness! Especially the save features!

I just wish there was a more controllable way of generating maps, so you could specify the factions and influence the the terrain and be able to regenerate quickly to find a map you like. I guess I should put that in suggestions, but your mods do seem to have a tendency for tedium destruction, and I was already typing here, so you know.. Anyway, thanks for this!
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: FridayBiology on November 17, 2014, 11:36:47 PM
I'm having an issue getting this to work,

> i've downloaded and unzipped into /Mods folder
> loaded rimworld, created new world and colony though not seeing prepare button.
> exited and loaded rimworld, un clicked and re clicked mods ingame, exited rimworld
> loaded rimworld, mod still clicked, started new world and colony. still no button.

what have i missed?
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: Raufgar on November 18, 2014, 01:02:52 AM
I'm having an issue getting this to work,

> i've downloaded and unzipped into /Mods folder
> loaded rimworld, created new world and colony though not seeing prepare button.
> exited and loaded rimworld, un clicked and re clicked mods ingame, exited rimworld
> loaded rimworld, mod still clicked, started new world and colony. still no button.

what have i missed?

Load Mod -> Create New Colony -> Choose Storyteller -> Choose location on World Map -> Next -> At the colonist setup page, look at the bottom middle of the screen for the Prepare Carefully button.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: EdB on November 18, 2014, 09:35:22 AM
I'm having an issue getting this to work,

> i've downloaded and unzipped into /Mods folder
> loaded rimworld, created new world and colony though not seeing prepare button.
> exited and loaded rimworld, un clicked and re clicked mods ingame, exited rimworld
> loaded rimworld, mod still clicked, started new world and colony. still no button.

what have i missed?

Double-check two things.  Make sure that when you extracted the zip, that you didn't end up with two nested mod folders instead of one.  In other words, you want Mods/EdBPrepareCarefully, not Mods/EdBPrepareCarefully/EdBPrepareCarefully.  This is the most common cause of this problem.  Also make sure that you don't rename the mod folder.  It will not work if you rename it.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: thisischrys on November 18, 2014, 11:53:42 AM
I made a colonist with 20 skill in everything yet ingame he has 17 on everything. Is this a feature?
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: Matthiasagreen on November 18, 2014, 01:03:09 PM
I made a colonist with 20 skill in everything yet ingame he has 17 on everything. Is this a feature?

It is probably skill decay. The skills don't stay as good as they start unless used frequently. How long after you started did you notice the difference?
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: EdB on November 18, 2014, 10:15:31 PM
I made a colonist with 20 skill in everything yet ingame he has 17 on everything. Is this a feature?

It is probably skill decay. The skills don't stay as good as they start unless used frequently. How long after you started did you notice the difference?

Yes.  Very likely that it's skill decay which will start immediately when the games starts.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: Minus on November 18, 2014, 11:47:02 PM
I never psoted here to tell you how much I love this mod! I can no logner iamgine playing RIM without it! I also love that it seamlessly works with my custom bionics since you added that option! You're an amazing modder, and have made such incredible improvments to this game. I seriously hope to see your mods become part of the vanilla game in future! Thank you!
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: Vas on November 19, 2014, 11:09:58 PM
I'd like another option on this.  Per Colonist Points.  So you can disable "Use Points" (Renamed to Global Points), and enable "Per Colonist Points".  This'd let you set up colonists and such in a fair even way, rather than one colonist having 3000 points and 2 others having 500.

The most I've seen in a randomly generated colonist is 1295 points so far,  Most average 1000, some go as low as 800.  So, I'd say lock the points at 1300?  Showing both overall points used, and then below that "Colonist: 1295 points".  Another thing, I think it'd be good if you could make the points colorized for colonists.  Maybe even add a small text legend at the bottom.  900 and less, green.  901 - 1100 yellow, 1101+ red.
Green = a normal colonist, someone not too skilled, and would make for good game play.
Yellow = a skilled colonist, someone who would make gameplay easier than normal.
Red = Very skilled colonist, someone who would unbalance the game play.
Bolded Red = Anything over 1300, the normal limit.  Extremely skilled, would most definitely unbalance game play.

From what I can see, is you use 7000 points total.  So 3 colonists at 1300 points, would leave 3100 points for supplies, and normal default supplies takes 3690 points.  Hmm.  So I guess the person would have to not max out their colonists if they want normal supplies or more.  :P  So really, 3 yellow colonists would balance out the points almost perfectly.  That's at the max end of the yellow.  I just say allow up to 1300 because on occasion, rare occasion, one colonist comes up that takes 1295 (highest I've seen).

Also might be nice if you had one more point system for the supplies part, set at 3700 points.  If you checkbox all of these, it puts the colonist points and then the supplies points, with a large underline under that and below that line, the total points used / points remaining.
I've prepared two screenshots so far,
https://dl.dropbox.com/u/30270697/tempimages/prepcarepoints.png
https://dl.dropbox.com/u/30270697/tempimages/prepcarepoints2.png
Neither takes into account the recent idea of supply points.  :P  Only the checkbox part.  It's just a rough draft.  I can't draw a straight line if my life depended on it.  :P

What do you think?  Allow going over would let you start the game if you have gone over any of your limits.  If it is unchecked, you can't start the game till you go back under the limit on whichever things you've gone over on.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: Rikiki on November 20, 2014, 09:52:17 AM
@Vas: that's a good point system you have imagined here!
I have 2 small remarks:

@Edb: would you consider adding a "research screen" wich allows you to spend some points to unlock researches (they are either marked as finished at startup or you set their research time to 1 in the database)?
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: Minus on November 20, 2014, 10:17:48 AM
Lots of text
Why would the mod creator add a bunch of limits like that? This mod is all about taking away limits. If you want to play in this way, you can, you have that ability. I don't want it imposed on me.
I like that I can start off with a single colonist that's very skilled, trying to make it all on his own. Or start off with several useless guys. To my surprise, 4 unskilled colonists are better than 1 lvl20 one.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: Vas on November 20, 2014, 08:36:25 PM
Minus, there are technically already limits.  And no, this mod isn't about removing limits, it's about letting you customize your startup.

My suggestions are basically all optional stuff that can help you create colonists that remain balanced within gameplay even up to their 'maximum' of 1300 points.  I proposed these limits to help in character creation, so you don't wonder if you added too much or something and thought you didn't because the points system still says you have 500 left over, when really your other two are 800 pointers and you made your main one a 2500 pointer.

There is even an option, in my suggestions, that turns on or off a forced point system, which will stop you from playing the game if one of your stats has gone over the point limits.

Now that I think about it, you could go one step further, and add a 3rd click option to the green/red checkmark/X.  A yellow circle with yellow checkmark inside that indicates the option is turned on, but will not be forced when you click start.  Green checkmark would error if you try to start when over your limit in that specified field.  Still would need one that takes all into account as well, for a total of 7000 points, otherwise, each field would only count for it's self, so you could have 20 colonists so long as each one didn't go over 1300 points if you had checkmarked only the colonist point thing.

Anyhow, bedtime.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: Kelian on November 21, 2014, 02:40:33 PM
Can we get an installation guide? I just got rimworld two weeks ago, this is my first mod. How do I enable this?

Take a look at this thread:
https://ludeon.com/forums/index.php?topic=6223.0

Thank you very much!
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: mastergub on November 22, 2014, 04:22:26 AM
Great mod !
Exactly what I was looking for ;)

The wiki is not up to date regarding Backstories.
As you pull list of childhood/adulthood stories to customize colonist, I believe you have access to all the information related to it.
Would it be possible to get it to:
- work on a colonist/team planner tool ?
- maybe update the wiki ?

Thanks.

Once again, great mod !
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: EdB on November 22, 2014, 12:12:29 PM
FYI, I've removed the mod attachment from the original post due to a forum issue that was resulting in a 404 error when trying to download.  Looks like there's something wrong with the forums that is preventing a new upload, so for the time-being, you'll need to use the dropbox link to download.

https://ludeon.com/forums/index.php?topic=7549.msg76056#msg76056
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: EdB on November 22, 2014, 12:20:24 PM
I'd like another option on this.  Per Colonist Points.  So you can disable "Use Points" (Renamed to Global Points), and enable "Per Colonist Points"...

I appreciate the extensive write-up.  It's an interesting suggestion.  It's possible that I might add some additional information so that you can see the breakdown of where points are spent--i.e. how much on each colonist and how much on equipment.  Hopefully, this would allow you to use the mod the way that you want to.  I'm not sure that I would add the options to have hard limits.  I worry about the additional UI that would go with this--lots of checkboxes, no great way to explain what each one does, etc.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: EdB on November 22, 2014, 12:23:58 PM
...The wiki is not up to date regarding Backstories...
Would it be possible to get it...

I included an attachment in an earlier post that has an XML file with all of the backstories in it:
https://ludeon.com/forums/index.php?topic=6261.msg74618#msg74618

Unfortunately, the forums are having issues with attachments right now, so trying to download it causes an error.  Hopefully that will be fixed soon, but I think that file has all of the information that you would need.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: Vas on November 22, 2014, 12:40:19 PM
I'm not sure that I would add the options to have hard limits.  I worry about the additional UI that would go with this--lots of checkboxes, no great way to explain what each one does, etc.

Hovering tooltips? :P  Help button with popup UI screen?  Kinda like the info button does in the mod load order mod.  :P
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: mastergub on November 22, 2014, 02:46:30 PM
...The wiki is not up to date regarding Backstories...
Would it be possible to get it...

I included an attachment in an earlier post that has an XML file with all of the backstories in it:
https://ludeon.com/forums/index.php?topic=6261.msg74618#msg74618

Unfortunately, the forums are having issues with attachments right now, so trying to download it causes an error.  Hopefully that will be fixed soon, but I think that file has all of the information that you would need.

Great ! Got it !
Will work on that, thanks.


Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: Nommy on November 23, 2014, 02:27:29 PM
...I'd like to have a spreadsheet with the descriptions and effects of each trait and childhood and stuff.

I've posted the backstory lists and an excel spreadsheet which can import the xml to a usable format here (https://ludeon.com/forums/index.php?topic=7572.msg76416#msg76416).

I didn't put the long descriptions in, but if you still want that it would be simple to add, just let me know.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: mastergub on November 23, 2014, 04:26:25 PM
I notice some duplicate rows, such as "Assassin", "Bounty hunter", "Mercenary", "Space marine" & "Test subject".
And "Abondoned child" a childhood backstory as well as an adulthood backstory.

Is that normal/desired ?
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: EdB on November 23, 2014, 04:55:32 PM
I notice some duplicate rows, such as "Assassin", "Bounty hunter", "Mercenary", "Space marine" & "Test subject".
And "Abondoned child" a childhood backstory as well as an adulthood backstory.

Is that normal/desired ?

Yes, this is normal.  You'll notice that the duplicates have different descriptions and skills.  Often the childhood and adulthood backstories are meant to be tied to a specific unique character--mixing and matching them via the mod isn't really how they're meant to be combined.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: DorgoDorato on December 10, 2014, 08:49:14 PM
I can not properly start an A8 colony until I can cheat frivolously!
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: thefinn on December 10, 2014, 10:24:43 PM
I can not properly start an A8 colony until I can cheat frivolously!

I concur, it is unacceptable!

Actually, I find it more unplayable without the interface one lol

I just played a bit and was like "wtf?" - I forgot how much that mod changed things.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: mprobison on December 10, 2014, 10:28:49 PM
https://www.youtube.com/watch?v=ZG0faW-LRZU&safe=active

Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: Montag on December 11, 2014, 12:11:02 AM
DELIVER US TO TO ALPHA 8 EdB!
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: Igabod on December 11, 2014, 03:55:53 AM
DELIVER US TO TO ALPHA 8 EdB!

You gotta give him a few days at least. This isn't just a simple XML mod like one of mine or something. And he might have a real life possibly too.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: keylocke on December 11, 2014, 04:45:50 AM
i hope prepare carefully mod becomes part of vanilla someday. it's practically the first mod i always look for..

other mods, i just test it out once or twice in different playthroughs and then turn them off. but
after i tested this mod out, every new game i play in rimworld always have prep carefully mod turned on.  ;D
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: Argain on December 11, 2014, 03:12:50 PM
Props for figuring out how to mod the CharPage! It was something that had completely baffled me into giving up on the Colonist Creation Mod after Tynan removed access to the 'colonistgen' class in the BaseMapGenerators.xml... and I must admit, you did a way better job than I ever did XD This deserves to be integrated into the game!
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: Argain on December 11, 2014, 03:41:34 PM
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.  Change your colonist's backstory to change their body type.

There was a workaround I had found for CCM... don't know if you would consider it 'acceptable', but here's how I was pulling it off: limit the available backstories to only what matches the body type, and when the body type is changed you just reload the list. The downside is that it kinda forces the player to prioritize setting the body type first before changing the backstory, since the backstory has to change every time the body type does. Wasn't too much backlash or confusion from it, though, if I remember correctly :)
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: ManBehindAMask on December 11, 2014, 08:03:47 PM
Whenever I click the "Prepare Carefully" button it just boots me out to the main menu.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: reb00mad on December 11, 2014, 08:26:31 PM
Whenever I click the "Prepare Carefully" button it just boots me out to the main menu.

It hasnt been updated for version 8 yet.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: Sivarous on December 11, 2014, 09:41:23 PM
Any idea on when it may be updated for Alpha 8?
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: SundayTuesday on December 11, 2014, 10:09:48 PM
I need my crew back ;(
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: Igabod on December 11, 2014, 10:33:00 PM
Alpha 8 only came out yesterday guys. Chill out already. He'll get it updated when his schedule permits him to work on it I'm sure. Until then, play vanilla and get a feel for what all has changed.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: Gabriel_Braun on December 12, 2014, 05:22:05 AM
Yeah I'm with Igabod on this, we've been testing A8 for nearly a month now and it's totally a game-changer as far as vanilla is concerned...   While I'm looking forward to this being updated, I can safely say that the starting equipment/skillsets you're going to value are only going to become apparent when you get some experience of the biomes and the temperature system :)
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: superiorx on December 12, 2014, 06:25:43 AM
Alpha 8 is a huge update and this is a complicated mod. Please be patient :)
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: tiba666 on December 12, 2014, 08:10:51 AM
this mod like the most importen mod for me because it remind me in the good old days when i played dwarf fortress :)
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: Montag on December 12, 2014, 05:46:16 PM
This mod is like the most important mod for me because it reminds me of the good old days when i played Dwarf Fortress :)

Yeah same, I'm so far out of my element playing without it in A8
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: EdB on December 13, 2014, 02:35:06 AM
A quick update: unfortunately, it was sort of bad timing with the alpha 8 release for me.  I didn't have time to look at it at all until tonight.  I took a first pass on upgrading the mod just to figure out how much effort it's going to take.  The prepare carefully mod is not as bad as the interface mod.  I have a working build, but I need to fix melee weapons so that you have the option of choosing their material, and it looks like the "market values" that I'm using to compute the points have changed quite a bit, so I'm going to need some time to balance that out and choose a new point limit.  I do expect to have a new release sometime this weekend.

Apologies for the delay and thanks for the patience.
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: superiorx on December 13, 2014, 02:46:29 AM
A quick update: unfortunately, it was sort of bad timing with the alpha 8 release for me.  I didn't have time to look at it at all until tonight.  I took a first pass on upgrading the mod just to figure out how much effort it's going to take.  The prepare carefully mod is not as bad as the interface mod.  I have a working build, but I need to fix melee weapons so that you have the option of choosing their material, and it looks like the "market values" that I'm using to compute the points have changed quite a bit, so I'm going to need some time to balance that out and choose a new point limit.  I do expect to have a new release sometime this weekend.

Apologies for the delay and thanks for the patience.

There's no need to apologise. The Alpha 8 update will be done when it's done :)
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: keylocke on December 13, 2014, 03:41:21 AM
yay!

(http://www.quickmeme.com/img/fe/fe0e7f623ac557ecfd8bf21e55dff0fd1289af3574362b3b3d702c2572a9b4a7.jpg)
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: rdwulfe on December 13, 2014, 09:08:19 AM
EdB, you're awesome! Thank you!
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: mprobison on December 13, 2014, 11:10:47 AM
(http://www.reactiongifs.us/wp-content/uploads/2013/02/wow_bravo.gif)
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: Hoodinski on December 13, 2014, 11:33:30 AM
EdB- awesome to hear that you'll be working on a new version. Keep up the good job- my tundra canniballistic psychopaths are waiting patiently :)
Title: Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
Post by: Felys on December 13, 2014, 11:51:06 AM
Apologies for the delay and thanks for the patience.

You absolutely don't have to !!
Thx for the mod and the work you've done and you're going to do for the community :)
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.3.1 - Updated 13 Dec 2014)
Post by: EdB on December 13, 2014, 06:00:11 PM
The first alpha 8 release is available.  Two things to keep in mind:

Still working on the interface mod.  If you're waiting for that, it probably will not be ready until sometime tomorrow.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.4.1 - Updated 13 Dec 2014)
Post by: thefinn on December 13, 2014, 06:37:02 PM
One thing I wanted in this, not sure if it's possible or too hard or what.

When you click on the actual name of the trait window you can get the whole list of traits come up - awesome.

Can we get that same function for the clothing ?
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.4.1 - Updated 13 Dec 2014)
Post by: benab on December 13, 2014, 10:59:55 PM
Thank you! :)
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.3.1 - Updated 13 Dec 2014)
Post by: superiorx on December 13, 2014, 11:22:55 PM
The first alpha 8 release is available.  Two things to keep in mind:
  • Unfortunately, presets saved in Alpha 7 do not fully load in Alpha 8.  It can't be helped.  They will partially load, and you'll see a list of warnings explaining what failed if you open the console.  You're definitely going to lose the following, but there may be more:
    • What was called "metal" in Alpha 7 is now called "steel," so that will be lost.
    • All backstory identifiers changed in Alpha 8, so backstories will be lost.
    • Bionic arms are installed on the shoulder now, which causes a recipe mismatch.  Those will be lost.
  • I changed up the way that points are calculated.  They are still based on the market value of items and colonists, but I'm making more adjustments to account for what feels to me like unbalanced values in the vanilla game.  For example, that plasteel knife that you start with has a market value of over 1,150 silver.   That's the same value as almost 20 pistols (at 60 silver each).  That just seems wrong to me.  I don't think that I necessarily got the balancing right with this release, but it's a start.  I'll likely tweak it in subsequent releases.

Still working on the interface mod.  If you're waiting for that, it probably will not be ready until sometime tomorrow.

Thank you so much for the update, EdB!
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.4.1 - Updated 13 Dec 2014)
Post by: bvierra on December 14, 2014, 01:04:20 AM
Found a bug in 8, colonists are not showing up in overview... out of my 3 only 1 does and they only have a checkbox under firefighting :)
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.4.1 - Updated 13 Dec 2014)
Post by: Drahkon on December 15, 2014, 03:46:26 AM
I think it'd be handy to have a 'save colonist' button in game for this =)
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.4.1 - Updated 13 Dec 2014)
Post by: MaxtheINFINITE on December 15, 2014, 09:08:51 AM
Finally,
EdBPC for alpha 8 ...
TIME TO SPAWN IN 500 POWER ARMOR PIRATES,AGAIN,BUT WITH PARKAS,YEE!
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.4.1 - Updated 13 Dec 2014)
Post by: Ramsis on December 15, 2014, 11:07:11 AM
So my big request for the next major patch with this mod, is a scenario button that lets us choose from a bunch of scenarios that impacts our starting group, their resources, biome, etc.

Is it a big task, sure.... but is it one that RimWorld as a whole would enjoy, oh without a doubt.

Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.4.1 - Updated 13 Dec 2014)
Post by: eamon360 on December 15, 2014, 01:26:35 PM
Found a bug in 8, colonists are not showing up in overview... out of my 3 only 1 does and they only have a checkbox under firefighting :)

I'm getting this as well, I disabled Edb and it was still the same, I do have other mods installed though, do you?
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.4.1 - Updated 13 Dec 2014)
Post by: EdB on December 15, 2014, 01:31:19 PM
Found a bug in 8, colonists are not showing up in overview... out of my 3 only 1 does and they only have a checkbox under firefighting :)

Once you start the game, the prepare carefully mod usually is out of the picture.  It's possible though that it's somehow creating bad colonists that break overview panel.  If someone who's experiencing that wants to send me a save game file in a private message, it might help in tracking down the problem.

Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.4.1 - Updated 13 Dec 2014)
Post by: BajtMe on December 15, 2014, 04:26:03 PM
I had the "overview" issue. I think un-ticking Cybernetic Storm is what fixed it for me. Had a huge error message related to CB when starting a new game with my current mod list so i disabled it and now my overview problem is gone as well. Awesome mod btw!  :D
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.4.1 - Updated 13 Dec 2014)
Post by: Mozleron on December 16, 2014, 06:54:31 PM
There's one thing i don't quite get about the backstory section in this mod: Sometimes when I choose a backstory, a yellow ! pops up telling me something may not match.  For example, if i choose Cave Child for childhood and Space Technician for Adult, the ! comes up for Space Technician.

How do i determine what is wrong and correct it, or is this more of a warning that I can safely ignore?
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.4.1 - Updated 13 Dec 2014)
Post by: Igabod on December 16, 2014, 07:19:48 PM
you can safely ignore that warning. It's just to let you know that the backstory is one created by a player who bought into that tier of the game. It usually will have pronouns like She and He that can't be changed based upon the sex of your colonist. So you will have a male colonist with a backstory that says She in it a lot or something like that. No big bug or anything.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.4.1 - Updated 13 Dec 2014)
Post by: Iwillbenicetou on December 16, 2014, 07:45:38 PM
So my big request for the next major patch with this mod, is a scenario button that lets us choose from a bunch of scenarios that impacts our starting group, their resources, biome, etc.

Is it a big task, sure.... but is it one that RimWorld as a whole would enjoy, oh without a doubt.

Definitely YES. Will save me 30 minutes by making specific members in a colony. Also, how do we put bionics on a person without starting the game (now let's make an invicible soldier)
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.4.1 - Updated 13 Dec 2014)
Post by: EdB on December 16, 2014, 08:30:57 PM
you can safely ignore that warning. It's just to let you know that the backstory is one created by a player who bought into that tier of the game. It usually will have pronouns like She and He that can't be changed based upon the sex of your colonist. So you will have a male colonist with a backstory that says She in it a lot or something like that. No big bug or anything.

How do i determine what is wrong and correct it, or is this more of a warning that I can safely ignore?

Right, you can safely ignore this.  I might rewrite the warning to make it a little more clear.  Like Igabod says, the problem is that some of the back-stories are intended to match up with a specific, unique character.  Those stories are sometimes written with a specific name and gender hard-coded into them.  I added the warning so that you wouldn't think it was a bug in the mod that the names and genders in those descriptions don't match the name and gender that you choose for your colonist.  There's no good way for me to change the descriptions to match.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.4.1 - Updated 13 Dec 2014)
Post by: EdB on December 16, 2014, 08:38:28 PM
So my big request for the next major patch with this mod, is a scenario button that lets us choose from a bunch of scenarios that impacts our starting group, their resources, biome, etc.

Is it a big task, sure.... but is it one that RimWorld as a whole would enjoy, oh without a doubt.

I don't have any plans to do this.  I agree, it sounds like a really interesting feature, but you're right--it's a really big feature and too much for me to sign up for.

...Also, how do we put bionics on a person without starting the game (now let's make an invicible soldier)

You can do this now.  Click the apparel layer category button above the colonist portrait and select "Body Parts."  You can attach whatever bionics that you want to from there.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.4.1 - Updated 13 Dec 2014)
Post by: Niknud on December 17, 2014, 12:33:47 PM
I am not sure if this is just a problem on my end but whenever I delete and add new colonists they spawn in naked.  Does your point system account for this? 
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.4.1 - Updated 13 Dec 2014)
Post by: SimpleBear01 on December 17, 2014, 12:40:14 PM
Just wanted to say thank you for this mod. Instead of clicking randomize over and over and over and... (You get the picture) Now I can set my people up right. It's well balanced also. Good job!
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.4.1 - Updated 13 Dec 2014)
Post by: EdB on December 17, 2014, 04:14:16 PM
I am not sure if this is just a problem on my end but whenever I delete and add new colonists they spawn in naked.  Does your point system account for this?

The point system does try to take this into account.  In Alpha 8, whether or not colonists are wearing clothes seems to be partially tied to how cold the starting biome is.  You'll notice that sometimes you'll have as many as 1500 points available to spend and sometimes you'll have less than 500 points available--sometimes you'll even start with negative points.  This is largely due to the market value of clothing and variations that you get with what the starting colonists are wearing.

It was much harder to balance the point system with Alpha 8 because of this--and because clothing and crafted goods are generally much more expensive than uncrafted goods (especially ranged weapons).  I'm not sure that it feels as balanced as it felt in Alpha 7.  I consider what's there now as a first pass that I may adjust later.  Ultimately, I feel like some of that balancing needs to happen in the vanilla game, so I might just wait to see what happens with Alpha 9.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.4.1 - Updated 13 Dec 2014)
Post by: john pretzel on December 18, 2014, 12:21:27 PM
Edb thanks for the mods you've put here. GReat work! It really adds to the game.

I'd like to report an incompatibility I found:

If you mind checking this post, https://ludeon.com/forums/index.php?topic=7869.msg82602#msg82602 so that I don't spam the same thing. Thanks! I wasn't sure where to report this, so it will be for both.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.4.1 - Updated 13 Dec 2014)
Post by: BajtMe on December 18, 2014, 12:25:41 PM
That's odd.  :o I run both mods fine together. Are you sure it's not a load order problem?

Edit: Never mind me. I just read your other post again and i can't say for sure i don't have that problem, even if i haven't encountered it yet.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.4.1 - Updated 13 Dec 2014)
Post by: john pretzel on December 18, 2014, 12:54:00 PM
I put edb's at top. Here, if you or anyone has advice,

(http://i61.tinypic.com/otnqzs.png)
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.4.1 - Updated 13 Dec 2014)
Post by: EdB on December 18, 2014, 10:45:06 PM
I'd like to report an incompatibility I found:

If you mind checking this post, https://ludeon.com/forums/index.php?topic=7869.msg82602#msg82602 so that I don't spam the same thing. Thanks! I wasn't sure where to report this, so it will be for both.

Looks like Carnov put out a new release that fixes the Prepare Carefully problem (which I think was a missing color generator definition).  I should still probably try to handle that problem more gracefully in case it happens in the future.

The switched order of the character tab buttons is an issue in my Interface mod.  I change the order of those buttons, but I think I might only change it for human characters.  The Jaffa is defined as a separate race in that mod--I have to take a look at my code to remind myself what I'm doing, but I think that's why.  I'll take a look at it.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.5.1 - Updated 19 Dec 2014)
Post by: EdB on December 20, 2014, 12:42:41 AM
I've released a new version, 1.5.1 that includes the following:
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.5.2 - Updated 19 Dec 2014)
Post by: EdB on December 20, 2014, 02:07:02 AM
Did something dumb in the 1.5.1 release that made the math add up all wrong.  Fixed it in a new 1.5.2 release.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.4.1 - Updated 13 Dec 2014)
Post by: EdB on December 21, 2014, 01:52:52 PM
So my big request for the next major patch with this mod, is a scenario button that lets us choose from a bunch of scenarios that impacts our starting group, their resources, biome, etc.

Just an FYI that even though I initially said that I would not be doing this, I have actually started working on this idea.  I expect to have an initial version to put out there for some feedback sometime around the new year.  I really like how it's turning out!
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.5.2 - Updated 19 Dec 2014)
Post by: Andouce on December 22, 2014, 06:02:06 PM
Great mod and essential in my opinion. Been using for past builds and A8. Thank you for providing us with this and your other mods which I also consider an essential, EDB!

A suggestion though, not really major just a minor one. You think you could somehow link in a way for us to choose our colonists Birthdays ?

Would be a nice little addition and just add more customization.

(Everytime I start a new game, I always just manually edit the file and change them all haha)
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.5.2 - Updated 19 Dec 2014)
Post by: EdB on December 22, 2014, 08:17:13 PM
A suggestion though, not really major just a minor one. You think you could somehow link in a way for us to choose our colonists Birthdays ?

A couple of people have asked for this.  It's something that I will look at.  It's a little unusual to me as a customization option just because months in the game don't have the same number of days as they do in the real world, so you wouldn't necessarily be able to assign your own birthday to a colonist for example, but it seems like a reasonable addition.  I just need to figure out where to put it in the user interface.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.5.2 - Updated 19 Dec 2014)
Post by: kenobi87 on December 23, 2014, 03:09:08 AM
Hello, love the mod. Had a quick question. In the vanilla game colonists always have one or two traits and I noticed with the mod I can give my colonist 3 traits. Is the game able to handle this, like I don't know how to say this but is it safe to give my colonists 3 traits and not have any issues?

What is the 3rd trait slot for in the vanilla? (if anything)
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.5.2 - Updated 19 Dec 2014)
Post by: Igabod on December 23, 2014, 03:26:20 AM
Hello, love the mod. Had a quick question. In the vanilla game colonists always have one or two traits and I noticed with the mod I can give my colonist 3 traits. Is the game able to handle this, like I don't know how to say this but is it safe to give my colonists 3 traits and not have any issues?

What is the 3rd trait slot for in the vanilla? (if anything)

In theory, you could edit the save file and give a colonists as many traits as you want (as long as they don't conflict with each other) and have no problems. I've actually had a colonist with 5 traits in alpha 7 as a result of several mods including this one. There is nothing to worry about.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.5.2 - Updated 19 Dec 2014)
Post by: Andouce on December 23, 2014, 06:33:20 AM
A couple of people have asked for this.  It's something that I will look at.  It's a little unusual to me as a customization option just because months in the game don't have the same number of days as they do in the real world, so you wouldn't necessarily be able to assign your own birthday to a colonist for example, but it seems like a reasonable addition.  I just need to figure out where to put it in the user interface.

I agree with you on the game days but just something extra :P Thanks for considering it
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.5.2 - Updated 19 Dec 2014)
Post by: Dragoon on December 23, 2014, 07:12:24 AM
why does it cost points to turn off old injuries?
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.5.2 - Updated 19 Dec 2014)
Post by: EdB on December 23, 2014, 08:59:26 AM
why does it cost points to turn off old injuries?

For me, it definitely feels like you're gaining an advantage by removing the risk of old injuries.  I can't remember what I made the point cost, but it feels worth some points to guarantee that your colonist is not going to get any of those penalties.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.5.2 - Updated 19 Dec 2014)
Post by: EdB on December 23, 2014, 09:04:43 AM
What is the 3rd trait slot for in the vanilla? (if anything)

Like Igabod says, the game should be able to handle extra traits with no issue.  I added the extra one just to give another customization option.  I probably would have added a fourth but didn't quite have enough space for it.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.5.2 - Updated 19 Dec 2014)
Post by: john pretzel on December 23, 2014, 01:15:15 PM
Edb, new thing to report: similar to what happened to the jaffa mod, the star wars faction also has some problem with coloring while browsing the wares. The menu interface vanishes.  :)

Take care!
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.5.2 - Updated 19 Dec 2014)
Post by: Dragoon on December 23, 2014, 01:19:32 PM
Edb, new thing to report: similar to what happened to the jaffa mod, the star wars faction also has some problem with coloring while browsing the wares. The menu interface vanishes.  :)

Take care!

Odd I don't have that problem. Oh and it's 50 point to turn the injuries off.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.5.2 - Updated 19 Dec 2014)
Post by: john pretzel on December 23, 2014, 01:52:39 PM
I will test this again then later, to be sure..  :)
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.5.2 - Updated 19 Dec 2014)
Post by: Dragoon on December 25, 2014, 09:11:05 AM
When I right click on the menu after the colonist one (with resources and such btw that where you can see their stats :D by click clicking) I noticed it tells everything but the temperature.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.5.2 - Updated 19 Dec 2014)
Post by: Ded1 on December 25, 2014, 09:45:15 AM
In theory, you could edit the save file and give a colonists as many traits as you want (as long as they don't conflict with each other) and have no problems. I've actually had a colonist with 5 traits in alpha 7 as a result of several mods including this one. There is nothing to worry about.

So how would you go about that?  I would love to toy around with that stuff if i could.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.5.2 - Updated 19 Dec 2014)
Post by: Igabod on December 25, 2014, 09:57:57 AM
In theory, you could edit the save file and give a colonists as many traits as you want (as long as they don't conflict with each other) and have no problems. I've actually had a colonist with 5 traits in alpha 7 as a result of several mods including this one. There is nothing to worry about.

So how would you go about that?  I would love to toy around with that stuff if i could.

First, open the save file location which is located at C:\Users\Igabod\AppData\LocalLow\Ludeon Studios\RimWorld\Saves just replace Igabod with whatever your username is. Then open the save file you wish to edit with your favorite text editor. Search for the name of the colonist you want to edit. Then find the part in that colonists code that looks like this:

Code: [Select]
<traits>
<allTraits>
<li Class="Trait">
<def>Brawler</def>
</li>
</allTraits>
</traits>

And add or remove the traits you want there. This file also tells you what lies within the cryptopod caskets so you'll find pawn defs for other people that are laying in those things as well. Save file editing is fairly easy but you just have to know what you're looking at. Luckily it's all XML so you should be just fine in that respect since you've already got experience with modding. Though there is a save file editor tool already for Alpha 8 that apparently works (though I've never used it) and will make this process even more simple. I'd check out the Tools sub-forum of the Mods sub-forum.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.5.2 - Updated 19 Dec 2014)
Post by: Ded1 on December 25, 2014, 01:24:52 PM
Ok thats simple.  I didnt know if there was some trickery in getting into the save file or not (cause some single player offline games go to massive lengths to stop it for some reason)
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.5.2 - Updated 19 Dec 2014)
Post by: Igabod on December 25, 2014, 01:41:29 PM
figured I'd provide a Link to the save editor (https://ludeon.com/forums/index.php?topic=8024) that I mentioned.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.5.2 - Updated 19 Dec 2014)
Post by: Ded1 on December 25, 2014, 05:51:52 PM
I already grabbed it but thanks.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.5.2 - Updated 19 Dec 2014)
Post by: malejpl on December 28, 2014, 02:30:05 PM
Edb, check PM i translated it to Polish, hope you will add it in update :]
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.5.2 - Updated 19 Dec 2014)
Post by: EdB on December 28, 2014, 03:50:08 PM
Edb, check PM i translated it to Polish, hope you will add it in update :]

I will add it with the next release.  Thanks for doing it!
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.5.2 - Updated 19 Dec 2014)
Post by: seander27 on January 01, 2015, 05:41:37 AM
THANKS MAN! I've been looking for this  :D
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.5.2 - Updated 19 Dec 2014)
Post by: Mikek1507 on January 01, 2015, 03:06:18 PM
How do I install this mod on Windows 8?
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.5.2 - Updated 19 Dec 2014)
Post by: Igabod on January 01, 2015, 03:15:02 PM
How do I install this mod on Windows 8?

This question is answered in This Thread (https://ludeon.com/forums/index.php?topic=6223.0) in full detail.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.1 - Updated 4 Jan 2015)
Post by: EdB on January 04, 2015, 06:33:23 PM
Released a new version with following new additions:
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.1 - Updated 4 Jan 2015)
Post by: Copeteles on January 04, 2015, 07:29:27 PM
To be honest, I would nerf (growth rate?) of SP* and buff SP.

It's way cheaper to just give them a better growth rate than giving them some SP, and to be honest; I prefer a faster growth rate. By decreasing the SP by one, you can almost give them person 2x growth rate.

Good work on this mod anyway, I love it!

*skill points
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.1 - Updated 4 Jan 2015)
Post by: EdB on January 04, 2015, 07:50:57 PM
To be honest, I would nerf (growth rate?) of SP* and buff SP.

It's way cheaper to just give them a better growth rate than giving them some SP, and to be honest; I prefer a faster growth rate. By decreasing the SP by one, you can almost give them person 2x growth rate.

You're probably right that it's something that needs tuning.

I actually don't adjust the skill point values at all from what I get from the vanilla game market value, but the vanilla game doesn't count passions at all towards that market value, so I need to add some additional points for them.  It would be nice if the vanilla game factored in passions to that overall colonist value, but I'll play around with it a little to see if I can find something more balanced.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.1 - Updated 4 Jan 2015)
Post by: Flubberj on January 06, 2015, 04:15:55 AM
I believe I've found a bug. I'm loading a preset that I prepared with this version of your mod. I had the point system worked out to the last point and now it claims I'm 9000 points short exactly. This occurs even if I don't use a preset. Since downloading the mod, I've downloaded you're scenario mod and reinstalled the guns+ mod. Neither of which should have affected this mod. I run a ton of mods. Like 20+, however this bug just started happening and before everything worked together very well.

Edit: The mod does work well if you completely exit the game and re-enter. I went ahead and created an entire new world so I don't know if that had anything to do with it as well.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.1 - Updated 4 Jan 2015)
Post by: EdB on January 07, 2015, 10:25:04 AM
I believe I've found a bug. I'm loading a preset that I prepared with this version of your mod. I had the point system worked out to the last point and now it claims I'm 9000 points short exactly. This occurs even if I don't use a preset. Since downloading the mod, I've downloaded you're scenario mod and reinstalled the guns+ mod. Neither of which should have affected this mod. I run a ton of mods. Like 20+, however this bug just started happening and before everything worked together very well.

Edit: The mod does work well if you completely exit the game and re-enter. I went ahead and created an entire new world so I don't know if that had anything to do with it as well.

Thanks for the bug report.  It sounds like I'm not resetting something that I need to be.  I will be work on a fix.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.1 - Updated 4 Jan 2015)
Post by: poulsen78 on January 08, 2015, 07:18:54 AM
Amazing mod. The only problem i see is that traits are free. I dont know if thats because you cant add them to the point system but certain traits are obviously far better than others.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.2 - Updated 11 Jan 2015)
Post by: xRAVENxCLAWx on January 13, 2015, 01:14:25 PM
im having issues with this mod sadly, but would love to get it working.
when i load the game map up i get just a black screen, ive turned off everything but this mod and still happens, even tryed to make a new colony without using it vanilla style and still black screen, as soon as i disable the mod game works again... please help :'(
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.2 - Updated 11 Jan 2015)
Post by: EdB on January 13, 2015, 09:25:35 PM
im having issues with this mod sadly, but would love to get it working.
when i load the game map up i get just a black screen, ive turned off everything but this mod and still happens, even tryed to make a new colony without using it vanilla style and still black screen, as soon as i disable the mod game works again... please help :'(

I'm sorry that you're having trouble with the mod.  Are you using the most recent version?  I've been trying to reproduce this problem, but I've had no success.

Anyone else seeing this?

EDIT: As you're testing it out and enabling and disabling mods, be sure to quit out of the game and restart once you've just got the Prepare Carefully mod enabled.  You'd think it would not make a difference, but it can--just to make sure that you're starting fresh.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.2 - Updated 11 Jan 2015)
Post by: xRAVENxCLAWx on January 14, 2015, 08:44:25 AM
im having issues with this mod sadly, but would love to get it working.
when i load the game map up i get just a black screen, ive turned off everything but this mod and still happens, even tryed to make a new colony without using it vanilla style and still black screen, as soon as i disable the mod game works again... please help :'(

I'm sorry that you're having trouble with the mod.  Are you using the most recent version?  I've been trying to reproduce this problem, but I've had no success.

Anyone else seeing this?

EDIT: As you're testing it out and enabling and disabling mods, be sure to quit out of the game and restart once you've just got the Prepare Carefully mod enabled.  You'd think it would not make a difference, but it can--just to make sure that you're starting fresh.

i have to crash the game out every time as it freezes to it does start fresh lol, and im using game version, 8.671 that was the last email i got. is that not the latest?
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.2 - Updated 11 Jan 2015)
Post by: EdB on January 14, 2015, 11:35:48 AM
i have to crash the game out every time as it freezes to it does start fresh lol, and im using game version, 8.671 that was the last email i got. is that not the latest?

Actually, I meant the latest version of the mod, which is 1.6.2.  If that's the version that you're using, you might try the previous version to see if it has the same problem: Dropbox download for 1.5.2 (https://www.dropbox.com/s/st8oxlgrpfkkhdf/EdBPrepareCarefully-1.5.2.zip)

If you want, you can send me a private message with the game's error log attached.  That might point me in the right direction.  That file is here: RimWorld657Win\RimWorld657Win_Data\output_log.txt

I'll keep trying to reproduce the problem.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.2 - Updated 11 Jan 2015)
Post by: Woolridge on January 14, 2015, 11:48:55 PM
is there anything i could do to make this great mod compatible with The Metal Age (https://ludeon.com/forums/index.php?topic=9020.0)?
because everytime i try to start a colony with both activated i end up in a blackscreen aswell as when i'm creating the colony with only EdB Prepare Carfully enabled,
saving and then swap to The Metal Age mod enabled, i also tried to change the loading order via Modsconfig.xml but didn't help eighter
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.2 - Updated 11 Jan 2015)
Post by: EdB on January 15, 2015, 12:41:34 AM
is there anything i could do to make this great mod compatible with The Metal Age (https://ludeon.com/forums/index.php?topic=9020.0)?

I did a new release, version 1.6.3, that should fix the problem.  I replaced the Plasteel Knife that is normally included in your starting equipment with an Iron Knife if you're using this mod.  Note that this will give you more available points than normal because a plasteel knife is much more valuable than an iron one.

Thanks for letting me know about the issue!
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.3 - Updated 14 Jan 2015)
Post by: Woolridge on January 15, 2015, 02:17:50 AM
wow, that was fast O_O
well, i'll try it out and let you know if i get any further errors

edit

sorry, but i still end up in a blackscreen with the console spitting out dozens of errors,
the only difference is, that i'm now able to change the starting items, wich were a blank screen in the previous build^^

here a link to a screenshot of what i get when starting with EdB interface, Prepare Carefully and The Metal Age:
http://i.imgur.com/luOHWU8.jpg?1
(i hope that image-host is allowed here, since i don't know where else i should upload them)
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.3 - Updated 14 Jan 2015)
Post by: Olek on January 15, 2015, 02:34:09 AM
Same here, I've disabled everything bar this and metal age, once I get into the game I have a blank screen, that then after moving the mouse gives very bright colors.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.3 - Updated 14 Jan 2015)
Post by: Ironvos on January 15, 2015, 07:23:42 AM
Everything works fine for me when i use my mod with prepare carefully.
I re-uploaded my mod as version 0.0.3, which is exactly the mod i use.
So if you still have trouble with EDB's mod when using 0.0.3 then i really have no idea what could be causing it.

And if you haven't done so already, make sure you create a new world when starting a game.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.3 - Updated 14 Jan 2015)
Post by: Olek on January 15, 2015, 07:45:08 AM
And if you haven't done so already, make sure you create a new world when starting a game.

I just come back to report that I got it going, the problem was from trying to load a pre-set group of settlers from the version prior, made a new group and it's working fine.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.3 - Updated 14 Jan 2015)
Post by: Woolridge on January 15, 2015, 07:51:14 AM
And if you haven't done so already, make sure you create a new world when starting a game.

I just come back to report that I got it going, the problem was from trying to load a pre-set group of settlers from the version prior, made a new group and it's working fine.

really, ok, then i'll toss my already saved group and create a new world aswell with the new version of the metal age

edit
yeah, finally everything works just fine now, i don't know if it's the new group, the new world or both of it, but it works, thanks a lot guys =)
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.3 - Updated 14 Jan 2015)
Post by: ZakkB on January 18, 2015, 04:01:22 PM
I seem to be getting some weird bug that when pirates attack any that have Gun+ weapons instead have a weird blood looking effect in their hands instead of guns. When they fire, they turn into miniguns only with the speed, range and damage of whatever gun they're using (Carbine Minigun and 357 Minigun seem to be the most annoying). Haven't really changed anything since grabbing Guns+ originally except installing this mod. Thanks in advance for any help.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.3 - Updated 14 Jan 2015)
Post by: RookE5 on January 22, 2015, 06:06:49 PM
This mod is wonderful! The only little issue I found is that if you change the skin color of a colonist and then change the head type right afterwards, it gets stuck at the next face you select, or it won't update anymore, until you randomize the appearance once. I know it's easy to bypass this, just wanted to let you all know.

EDIT:

By "changing color" I mean moving the rgb sliders. There is no issue when using the skin color presets.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.3 - Updated 14 Jan 2015)
Post by: EdB on January 23, 2015, 02:00:56 AM
This mod is wonderful! The only little issue I found is that if you change the skin color of a colonist and then change the head type right afterwards, it gets stuck at the next face you select, or it won't update anymore, until you randomize the appearance once. I know it's easy to bypass this, just wanted to let you all know.

EDIT:

By "changing color" I mean moving the rgb sliders. There is no issue when using the skin color presets.

Thanks for pointing this out.  It looks like I accidentally added the color sliders to the head type.  Only the presets should be available because the game does not support arbitrary skin colors.  The head type is getting stuck because of this.  I will remove the sliders (I think I put them in to test something and then just forgot to take them back out).
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.3 - Updated 14 Jan 2015)
Post by: RookE5 on January 23, 2015, 08:52:51 AM
I am sorry to hear that you have to take these sliders out. May I suggest changing at least one of the presets to a more healthy looking tone, so all skin colors will be covered? Either the first or second one wood be best as they almost look equal. A good rgb combination, in my opinion, would be something around r 245; g 215; b 194, but of course this is up to you. Again awesome work! Thanks for this modification!
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.3 - Updated 14 Jan 2015)
Post by: EdB on January 23, 2015, 10:12:46 AM
May I suggest changing at least one of the presets to a more healthy looking tone, so all skin colors will be covered?

Unfortunately, this is a limitation in the game related to the way that it stores the graphics for heads.  I have not found a way to add new colors.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.4 - Updated 23 Jan 2015)
Post by: Kolljak on January 23, 2015, 12:49:41 PM
EdB im currently working on a big project could you and your Glorious C++ skills aid me in a few things
such as a code that could replace one item with another. Example being if i had tribal furniture and upgraded to medieval furniture it would remove tribal from the architect.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.4 - Updated 23 Jan 2015)
Post by: skullywag on January 23, 2015, 12:51:36 PM
post your question i  the mod help forum. im sure someone can help you there.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.4 - Updated 23 Jan 2015)
Post by: Dragoon on January 23, 2015, 02:09:10 PM
I noticed the prices are very expensive in the loading zone and from the traders they are usually lower (sometimes higher)
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.4 - Updated 23 Jan 2015)
Post by: EdB on January 23, 2015, 09:54:50 PM
I noticed the prices are very expensive in the loading zone and from the traders they are usually lower (sometimes higher)

There will always be a question of how to best balance the points.  I'd like to use the market value prices for all items--which is the starting point for the prices you see with traders--but I find it to be unbalanced in the context of selecting your starting equipment.  The best example is that the plasteel knife that you start off with has a market value of about 1150 silver, while a pistol is worth 60 silver.  That means you can trade in your one knife for almost 20 pistols, which just doesn't make sense. 

Balancing is difficult, and I'm sure I haven't gotten it quite right, but I decided to make things that are made from stuff cheaper than their market value and ranged weapons more expensive. 
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.4 - Updated 23 Jan 2015)
Post by: Dragoon on January 23, 2015, 10:50:25 PM
I noticed the prices are very expensive in the loading zone and from the traders they are usually lower (sometimes higher)

There will always be a question of how to best balance the points.  I'd like to use the market value prices for all items--which is the starting point for the prices you see with traders--but I find it to be unbalanced in the context of selecting your starting equipment.  The best example is that the plasteel knife that you start off with has a market value of about 1150 silver, while a pistol is worth 60 silver.  That means you can trade in your one knife for almost 20 pistols, which just doesn't make sense. 

Balancing is difficult, and I'm sure I haven't gotten it quite right, but I decided to make things that are made from stuff cheaper than their market value and ranged weapons more expensive.

Oh well better to be a bit to expensive, then to hear 20-30 people whine because raiders spawn in with rocket launchers :(.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.4 - Updated 23 Jan 2015)
Post by: Cibi on January 26, 2015, 05:20:05 AM
Why do some of the backgrounds not align with my selected genders/names? Is this an unavoidable issue?
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.4 - Updated 23 Jan 2015)
Post by: Dragoon on January 26, 2015, 07:00:57 AM
Why do some of the backgrounds not align with my selected genders/names? Is this an unavoidable issue?

Yes (I think). It's set to be random I think only you can change it but I have noticed that ones with name specific back grounds usually don't wig out so......Besides a lot of it's sorta broken in that department (Ex: mercenary recruit does not = mercenary the one with no specific name) I think it has to do with the in game code.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.4 - Updated 23 Jan 2015)
Post by: EdB on January 26, 2015, 11:34:36 AM
Why do some of the backgrounds not align with my selected genders/names? Is this an unavoidable issue?

Keep in mind that backstories were offered as a Kickstarter reward, so while most of them are written in a way that the names and pronouns can be substituted in, some of them are written with specific names and pronouns already in there.

The mod could rewrite the backstory text to make them all name/gender-neutral, so it's not entirely unavoidable.  That would take a lot of work to maintain between alpha releases though, so it's probably not something that I will do.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.4 - Updated 23 Jan 2015)
Post by: shhfiftyfive on January 26, 2015, 11:50:34 AM
just one simple request here: would love the mod to also keep the big vanilla "randomize" (all) button in there.

sometimes i just wanna roll that dice and see what comes up, but in the case of this mod i can't do that once i've entered prep mode.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.4 - Updated 23 Jan 2015)
Post by: HBKRKO619 on January 26, 2015, 01:24:22 PM
just one simple request here: would love the mod to also keep the big vanilla "randomize" (all) button in there.

sometimes i just wanna roll that dice and see what comes up, but in the case of this mod i can't do that once i've entered prep mode.

That would be great, yeah ^^
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.4 - Updated 23 Jan 2015)
Post by: EdB on January 26, 2015, 11:03:37 PM
just one simple request here: would love the mod to also keep the big vanilla "randomize" (all) button in there.

sometimes i just wanna roll that dice and see what comes up, but in the case of this mod i can't do that once i've entered prep mode.

I agree that this really should be there.  I'll plan on finding a place for it when I do the next update--probably when alpha 9 comes out.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.4 - Updated 23 Jan 2015)
Post by: shhfiftyfive on February 04, 2015, 03:00:48 PM
just one simple request here: would love the mod to also keep the big vanilla "randomize" (all) button in there.

sometimes i just wanna roll that dice and see what comes up, but in the case of this mod i can't do that once i've entered prep mode.

I agree that this really should be there.  I'll plan on finding a place for it when I do the next update--probably when alpha 9 comes out.

- would it be possible to also add a "sort by" function to the list of weapons/armor/etc. for the screen that comes up after you hit "next" but before you load the new colony (when you are selecting how many materials you want to bring).

it is sorted alphabetically by default, but i'd be interested if we could also sort by "cost". if not possible, no big deal. would be a quality of life addition.


- another request would be, i noticed if i have Misc+MAI installed, it adds an "android" trait to prepare carefully. could it be possible you add that trait to your mod by default? so maybe i wouldn't have to use MAI just for that purpose :p
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.4 - Updated 23 Jan 2015)
Post by: Vonholtz on February 04, 2015, 07:41:37 PM
Wow I just found this mod all be it I just got Rimworld back at Christmas. Thank you for this mod. just being able to save a character and use them latter is worth put this mod in as it is. All the other stuff it dose like point base characters and setting your drop in gear is just a bones added on.  8) Nice work.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.4 - Updated 23 Jan 2015)
Post by: EdB on February 05, 2015, 10:16:16 PM
- would it be possible to also add a "sort by" function to the list of weapons/armor/etc. for the screen that comes up after you hit "next" but before you load the new colony (when you are selecting how many materials you want to bring).

it is sorted alphabetically by default, but i'd be interested if we could also sort by "cost". if not possible, no big deal. would be a quality of life addition.

I agree that this is a good idea.  I will probably include this option in the next release.

- another request would be, i noticed if i have Misc+MAI installed, it adds an "android" trait to prepare carefully. could it be possible you add that trait to your mod by default? so maybe i wouldn't have to use MAI just for that purpose :p

This I probably won't include.  It's a bit outside of the scope of what the mod is trying to accomplish.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.4 - Updated 23 Jan 2015)
Post by: Rhisereld on February 07, 2015, 10:14:27 PM
I really enjoy this mod - unfortunately it seems to break quite a few things. This is the only mod I have installed.

- People from other factions almost always wear 2-3 hats and never pants... clothing seems to stack indefinitely.
- Successful healing is always 0% with a carefully prepared surgeon, even at skill level 12.
- Overview screen broke after a while, see screenshot. I have six colonists, and Vinny can do a lot more than firefighting.

(http://i.gyazo.com/f3efacd6b69065c60665cab95b6414f7.png)

Unfortunately disabling the mod doesn't fix the overview screen issue, I may need to start another colony.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.4 - Updated 23 Jan 2015)
Post by: EdB on February 08, 2015, 04:12:28 PM
- People from other factions almost always wear 2-3 hats and never pants... clothing seems to stack indefinitely.
Generally speaking, after the game starts the Prepare Carefully mod really is not in the picture anymore.  It's difficult for me to think of how it could be causing this issue.  Are you saying that whenever characters from other factions appear on the map to visit or raid the colony, they are wearing more than one hat?  That's odd.

- Successful healing is always 0% with a carefully prepared surgeon, even at skill level 12.
- Overview screen broke after a while, see screenshot. I have six colonists, and Vinny can do a lot more than firefighting.
This sounds like the mod might have created a bad character that is breaking things for you.  Sorry about that.  If I remember correctly I fixed a similar type of bug several versions ago, but nobody else has reported it since then.  Any additional detail about that particular character would be helpful.  It seems like something is broken with their doctoring skill.  Feel free to send me the savegame file if you'd like me to take a closer look--it's possible that it's fixable so that you don't have to start a new colony.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.4 - Updated 23 Jan 2015)
Post by: shhfiftyfive on February 09, 2015, 12:06:17 PM
it's worth noting in the OP: the presets you create with this mod will need to be deleted and remade manually each time you remove another mod that was present at the time of the preset save.

if you happen to disable any mod in your mod load order that was present when you saved a prepare carefully preset. that will break your prepare carefully presets.


the symptoms of a broken preset are:
- many materials in the material stage of prepare carefully will not have icons. (signs of a previously installed mod being removed)
- the "points budget" calculations will be way off and give you a bigger than normal budget.


not sure if adding a new mod will create same issue, but removing a mod will definitely break your presets.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.4 - Updated 23 Jan 2015)
Post by: EdB on February 10, 2015, 02:34:00 AM
it's worth noting in the OP: the presets you create with this mod will need to be deleted and remade manually each time you remove another mod that was present at the time of the preset save.

if you happen to disable any mod in your mod load order that was present when you saved a prepare carefully preset. that will break your prepare carefully presets.


the symptoms of a broken preset are:
- many materials in the material stage of prepare carefully will not have icons. (signs of a previously installed mod being removed)
- the "points budget" calculations will be way off and give you a bigger than normal budget.


not sure if adding a new mod will create same issue, but removing a mod will definitely break your presets.

Thanks for the bug report.  I will fix this to make the behavior more consistent, but note that this only happens if you don't quit the game in between disabling the mods.  If you quit and restart, you should not see this weirdness.  In either case, there is a message that is displayed in the upper-left message area that tells you that the preset failed to load and tells you which mods were enabled when you saved it.  This is the intended behavior.

(http://i1295.photobucket.com/albums/b636/edbmods/preset-mod-error_zpsk1zykmr1.jpg)

If you have a lot of mods enabled and can't read the entire list in the message, you can see the full message in the console.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.4 - Updated 23 Jan 2015)
Post by: Vonholtz on February 11, 2015, 02:10:19 AM
I really enjoy this mod - unfortunately it seems to break quite a few things. This is the only mod I have installed.

- People from other factions almost always wear 2-3 hats and never pants... clothing seems to stack indefinitely.
- Successful healing is always 0% with a carefully prepared surgeon, even at skill level 12.
- Overview screen broke after a while, see screenshot. I have six colonists, and Vinny can do a lot more than firefighting.

(http://i.gyazo.com/f3efacd6b69065c60665cab95b6414f7.png)

Unfortunately disabling the mod doesn't fix the overview screen issue, I may need to start another colony.
I get that bug when I put on a mod that needs a new started so it not just this mod. I find that it best when adding big mods that change thing about the game to even started a new planet.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.4 - Updated 23 Jan 2015)
Post by: seadderkrupp on February 16, 2015, 10:39:54 AM
I have come across an issue with Prepare carefully created colonists and the Cybernetic storm mod. The colonists created via prepare carefully have no listings for cybernetic or nanotech limbs etc in the health bills. This is only the four colonists created this way and all others can undergoe operations to have them fitted. Do you perhaps know of any way i can change the save file etc to add the recipes so they can use these?

Thanks.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.4 - Updated 23 Jan 2015)
Post by: EdB on February 16, 2015, 03:24:11 PM
I have come across an issue with Prepare carefully created colonists and the Cybernetic storm mod. The colonists created via prepare carefully have no listings for cybernetic or nanotech limbs etc in the health bills. This is only the four colonists created this way and all others can undergoe operations to have them fitted. Do you perhaps know of any way i can change the save file etc to add the recipes so they can use these?

From a quick test with Prepare Carefully and Cybernetic Storm both enabled (also tested both with and without the Interface mod enabled), I was not able to reproduce this problem.  I created my colonists in Prepare Carefully, spawned in some nano parts and did have the option to install them.  Are you using other mods as well?
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.3 - Updated 14 Jan 2015)
Post by: rdz1122 on February 16, 2015, 05:48:24 PM
Same issue for me, as I posted before.  I have deleted and "reinstalled" the entire Alpha 8, started with ONLY EdB and Crash Landing, and get two major issues:
     1. If I start with the "Amongst the Wreckage" scenario, everythings works fine, until I reload.  Then black screen; I can hear sounds, but nothing else.
     2. I can't use the "Crash Landing - Hard" scenario; I get through all the menus, the game starts with a yellow warning, then nothing at all.  I left it running on FF for several minutes, and nothing.  "Crash Landing - Easy" works just fine though.

if i load an more mods, "Wreckage" acts the same as before, but sometimes I get a melting white screen to black.

If anyone has any more suggestions, I would welcome them.  I have all the latest mod releases for anything I use.

wow, that was fast O_O
well, i'll try it out and let you know if i get any further errors

edit

sorry, but i still end up in a blackscreen with the console spitting out dozens of errors,
the only difference is, that i'm now able to change the starting items, wich were a blank screen in the previous build^^

here a link to a screenshot of what i get when starting with EdB interface, Prepare Carefully and The Metal Age:
http://i.imgur.com/luOHWU8.jpg?1
(i hope that image-host is allowed here, since i don't know where else i should upload them)
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.4 - Updated 23 Jan 2015)
Post by: Dragoon on February 16, 2015, 06:05:42 PM
-snip-
Did you exit and turn rim world back on after turning off/on any mods? Ive only error when I don't do that.

-snip-

When you only had end+ crash landing did you also try with ebd scenarios? Also you restart the game after loading it with only those 2 mods active I ask because I've also done the try and test thing before and the game if you load your copy only and then the original only the mods you have on in the copy will be on.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.3 - Updated 14 Jan 2015)
Post by: EdB on February 16, 2015, 11:44:03 PM
Same issue for me, as I posted before.  I have deleted and "reinstalled" the entire Alpha 8, started with ONLY EdB and Crash Landing, and get two major issues:
     1. If I start with the "Amongst the Wreckage" scenario, everythings works fine, until I reload.  Then black screen; I can hear sounds, but nothing else.
     2. I can't use the "Crash Landing - Hard" scenario; I get through all the menus, the game starts with a yellow warning, then nothing at all.  I left it running on FF for several minutes, and nothing.  "Crash Landing - Easy" works just fine though.

Take a look at my response in the Scenarios thread (https://ludeon.com/forums/index.php?topic=9000.msg103435#msg103435).  I'm not sure I have a solution to both issues, but I was able to reproduce the problems with the Crash Landing scenario.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.4 - Updated 23 Jan 2015)
Post by: seadderkrupp on February 17, 2015, 06:00:35 AM
So i spent the night going through mods and disabling them though not created any colonists through Prepare carefully. And it seems to be the Glittertech mod. So went into it again and used P.C to make some colonists, saved the preset and got a small error message about missing mods(missed it being over the corner of screen). Also checked the bodyparts of p.c and it was missing the nanotech parts from the selections. Going to have to go routing about in the glittertech defs file to see if i can find what causes this.
Thanks for looking into it.



Edit - found it. The humanoid Defs file in Glittertech is missing the recipes for most of the cybernetics etc. So copied all the recipes from cybernetic storm into that file and it works. Sorry to have bothered you with this just thought you may have come across it. ( and saved me the last 4 or so hours looking through tonnes of def files lol :)

Again thanks.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.4 - Updated 23 Jan 2015)
Post by: unifex on February 18, 2015, 11:27:25 PM
Does anyone know if this works with alpha 9? Its one of the go-to mods for me; I'll give it a shot and see in the meantime but if there's any subtle issues or bugs that might bite me that anyone has found I thought I'd check.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.4 - Updated 23 Jan 2015)
Post by: EdB on February 19, 2015, 12:25:22 AM
Does anyone know if this works with alpha 9? Its one of the go-to mods for me; I'll give it a shot and see in the meantime but if there's any subtle issues or bugs that might bite me that anyone has found I thought I'd check.

It will not work with alpha 9.  I've begun converting it, but it will probably take a couple of days before it will be ready.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.4 - Updated 23 Jan 2015)
Post by: Kelvorn on February 19, 2015, 07:31:33 AM
Thank you for the time you put into these mods to help enhance this game for us.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.4 - Updated 23 Jan 2015)
Post by: Vonholtz on February 19, 2015, 11:36:20 AM
Thank you for the time you put into these mods to help enhance this game for us.

100% agree with this. Thank you EdB your mods are great and make the game much better.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.4 - Updated 23 Jan 2015)
Post by: Hoodinski on February 19, 2015, 02:00:40 PM
It will not work with alpha 9.  I've begun converting it, but it will probably take a couple of days before it will be ready.
Lovely mate! I admire your commitment and passion. And I cannot wait for the new version! Great job! :)
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.4 - Updated 23 Jan 2015)
Post by: wyattray on February 19, 2015, 02:10:45 PM
Agree I love this mod.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.4 - Updated 23 Jan 2015)
Post by: Got_Donuts on February 19, 2015, 09:17:29 PM
Thank you for your hard work and dedication. My wife and I love this mod.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.4 - Updated 23 Jan 2015)
Post by: gehennianviceroy on February 19, 2015, 11:09:58 PM
Awesome work, I can't imagine playing Rimworld without your mods. Godspeed on the update.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.4 - Updated 23 Jan 2015)
Post by: psilous on February 20, 2015, 12:12:36 AM
excited to finally try it out. I have heard amazing things about this mod and think it is essential after testing Alpha 9
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.4 - Updated 23 Jan 2015)
Post by: Manly on February 20, 2015, 12:32:53 AM
More "Thank you for your hard work" spam....but I feel the same way.  Your mods really enhance the game play for me so much!

You rock EdB!
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.4 - Updated 23 Jan 2015)
Post by: electrichobo on February 20, 2015, 03:15:05 AM
While on the topic of spamming gratitude, here's mine too. I'm not interested in lots of mods but Prepare Carefully and Less Incident Trolling are something i won't play without.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.4 - Updated 23 Jan 2015)
Post by: DarkMatterKnight on February 20, 2015, 03:17:31 AM
will you update to alpha 9?
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.4 - Updated 23 Jan 2015)
Post by: Didact04 on February 20, 2015, 04:42:45 AM
will you update to alpha 9?

Kindly learn to read through a thread before commenting, and also don't harass the modders. They work very hard for your convenience.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.4 - Updated 23 Jan 2015)
Post by: Xyereth on February 20, 2015, 01:44:39 PM
Hey, I just wanted to say, fantastic work on this mod. I started back in A5 and I remember CCM, it was one of my favorites, so to see this mod is pretty awesome! I've been checking back here every few hours waiting for an update, but either way fist bump to you for the epic work!
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.4 - Updated 23 Jan 2015)
Post by: Meerkat99 on February 20, 2015, 09:11:56 PM
Will this be updated to alpha Nine.
Title: Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.6.4 - Updated 23 Jan 2015)
Post by: TheSilencedScream on February 20, 2015, 09:34:35 PM
ONE PAGE BACK:

It will not work with alpha 9.  I've begun converting it, but it will probably take a couple of days before it will be ready.

Please learn to search before repeating the same questions over and over.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.1 - Updated 21 Feb 2015)
Post by: EdB on February 21, 2015, 02:10:10 AM
Alpha 9 release is out.  See the original post (https://ludeon.com/forums/index.php?topic=6261.0) for details.

Let me know if you run into any bugs.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.1 - Updated 21 Feb 2015)
Post by: Matthew_Kane1 on February 21, 2015, 02:14:46 AM
Perfect timing for an update, I literally just got on around a minute ago to see if my favorite mods for Rimworld are updated yet. Now to start playing Rimworld again with my overpowered colonists >=)
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.1 - Updated 21 Feb 2015)
Post by: Vonholtz on February 21, 2015, 02:21:23 AM
Alpha 9 release is out.  See the original post (https://ludeon.com/forums/index.php?topic=6261.0) for details.

Let me know if you run into any bugs.
Now I can started playing Alpha 9 Thank you EdB.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.1 - Updated 21 Feb 2015)
Post by: Riftmaster on February 21, 2015, 02:28:09 AM
Sweet, A9 version is out.  Now I can tweak things at start, game doesn't feel right without it somehow.

Downloaded.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.1 - Updated 21 Feb 2015)
Post by: TheSilencedScream on February 21, 2015, 02:33:03 AM
Great work, EdB!
Thanks again!
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.1 - Updated 21 Feb 2015)
Post by: Dragoon on February 21, 2015, 02:50:17 AM
lol I may be late to thanking you but at lest I'm dling only 1 hour after it got updated XD I almost did not check.

It's funny because I was just going ask which one would be more difficult to update this or interface (Not asking release date but you're opinion on which one is harder to update).
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.1 - Updated 21 Feb 2015)
Post by: Etherdreamer on February 21, 2015, 03:09:03 AM
Aaan now redoing my game <3
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.1 - Updated 21 Feb 2015)
Post by: Riftmaster on February 21, 2015, 03:14:59 AM
I'm not sure how Rimworld handles this sort of thing, but regarding the "Add Resources and Equipment" page of this mod...

It would be nice if you could click on an amount field (for a given item) and type in the number - repeatedly clicking the arrow to the left or right of the amount is somewhat tedious.

For example I tend to drop most of the wood resource out of default, because I can always chop down trees (so far I haven't played ice sheet or places where stuff has many issues growing).


Edit:  Also, the colonist age - especially for the chronological age, as that could be really high in some scenarios you might want to play (like, for example, some kind of STL/cryo colony ship survivors?).
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.1 - Updated 21 Feb 2015)
Post by: saddler123 on February 21, 2015, 03:22:59 AM
Hey, I have the latest version of RW and the A9 version of Prepare Carefully but when i create a new colony the Prepare Carefully button isnt there.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.1 - Updated 21 Feb 2015)
Post by: Rathael on February 21, 2015, 12:16:37 PM
Getting the same problem here, no button.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.1 - Updated 21 Feb 2015)
Post by: DoReVo on February 21, 2015, 12:29:01 PM
Same here, I have the latest alpha 9d, and the prepare carefully button is not there.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.1 - Updated 21 Feb 2015)
Post by: skullywag on February 21, 2015, 12:33:53 PM
Confirming issue, no errors in console but no button. Second attempt and starting a game results in argument cannot be null error, something in the equipment list generator?
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.1 - Updated 21 Feb 2015)
Post by: Dragoon on February 21, 2015, 12:48:18 PM
What mods do you have I am not not getting an error?

I just want to compare I have:
Animuhair
battle stations
core
cybernetic storm
darkness
prepare
Expanded Prosthetics &Organ Engineering
fast floors
fix bone
grow goods
half-rim
horrors
icons
romance
Miscellaneous
modular tables
more vanilla turrets
more hair
more storage
rim effect
rim fire
rtgs
target practice
temperature control
vein miner
water boarding
zombie
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.1 - Updated 21 Feb 2015)
Post by: MsMeiriona on February 21, 2015, 12:51:57 PM
I'm not getting an error either, prepare carefully is available just fine for me with latest update.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.1 - Updated 21 Feb 2015)
Post by: Jcewazhere on February 21, 2015, 01:11:09 PM
Thanks for the update.  ::)
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.1 - Updated 21 Feb 2015)
Post by: Mousermouse on February 21, 2015, 01:46:23 PM
For anyone who isn't seeing the prepare carefully button. Be sure that, in your excitement and glee, you didn't place the mod two folders deep.
Fixing that issue fixed it for me..
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.1 - Updated 21 Feb 2015)
Post by: PTracy2014 on February 21, 2015, 01:52:42 PM
I know i sound stupid, but im pretty new to the game and all, wheres the download button for this mod-pack? XD
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.1 - Updated 21 Feb 2015)
Post by: EdB on February 21, 2015, 01:53:58 PM
For anyone who isn't seeing the prepare carefully button. Be sure that, in your excitement and glee, you didn't place the mod two folders deep.
Fixing that issue fixed it for me..

Thanks for sharing this info.  This is almost always the cause of this particular problem.

If you're seeing this issue and this does not solve it for you, please let me know.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.1 - Updated 21 Feb 2015)
Post by: skullywag on February 21, 2015, 01:55:31 PM
deffo not a mod setup issue, ill try with just your mod, might be a conflict.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.1 - Updated 21 Feb 2015)
Post by: EdB on February 21, 2015, 01:58:52 PM
I know i sound stupid, but im pretty new to the game and all, wheres the download button for this mod-pack? XD

There is a Dropbox link in the original post, below the screenshots.

If you don't want to use Dropbox for some reason, the mod is also included as an attachment at the bottom of the original post, but you must be logged into the forum to see that link.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.1 - Updated 21 Feb 2015)
Post by: Stavi on February 21, 2015, 02:10:02 PM
The button was missing for me too.

I deleted my old worlds and saves and the button appeared
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.1 - Updated 21 Feb 2015)
Post by: skullywag on February 21, 2015, 02:17:35 PM
it seems to work for me if I dont use my PODs mod or my Tomahawk mod, im guessing im doing something that PC doesnt like with the equipment, ill double check them for any sneaky updates since 9b.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.1 - Updated 21 Feb 2015)
Post by: skullywag on February 21, 2015, 02:39:36 PM
EdB, mean anything to you?

Code: [Select]
System.ArgumentNullException: Argument cannot be null.

Parameter name: source

  at System.Linq.Check.SourceAndPredicate (System.Object source, System.Object predicate) [0x00000] in <filename unknown>:0

  at System.Linq.Enumerable.SingleOrDefault[ThingCategoryDef] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.EquipmentDatabase.CreateEquipmentEntry (Verse.ThingDef def, Verse.ThingDef stuffDef, Int32 type) [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.EquipmentDatabase.AddThingDef (Verse.ThingDef def, Int32 type) [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.EquipmentDatabase.BuildEquipmentLists () [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.EquipmentDatabase..ctor () [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.PrepareCarefully..ctor () [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.PrepareCarefully.get_Instance () [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.Page_CharMaker..ctor (Boolean generateColonists) [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.ModController.MenusUpdate () [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.ModController.Update () [0x00000] in <filename unknown>:0
 
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)
Wait....the thingCategory.....

edit - yep got it was missing:

Code: [Select]
    <thingCategories>
      <li>Grenades</li>
    </thingCategories>
from those mods
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.1 - Updated 21 Feb 2015)
Post by: Rathael on February 21, 2015, 03:47:44 PM
Yes, for me it was the PODs mod that made the button go away.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.1 - Updated 21 Feb 2015)
Post by: skullywag on February 21, 2015, 03:48:35 PM
redownload ive uploaded fixes.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.1 - Updated 21 Feb 2015)
Post by: Hoovytaurus on February 21, 2015, 03:49:16 PM
For anyone who isn't seeing the prepare carefully button. Be sure that, in your excitement and glee, you didn't place the mod two folders deep.
Fixing that issue fixed it for me..

Thanks for sharing this info.  This is almost always the cause of this particular problem.

If you're seeing this issue and this does not solve it for you, please let me know.

Mod was installed correctly, button still doesn't show up. I've got the latest build, and every mod I have doesn't touch anything this mod does. Except maybe Apparello, which is out of date (but mostly works anyway), but otherwise I can't think of anything.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.1 - Updated 21 Feb 2015)
Post by: EdB on February 21, 2015, 03:51:46 PM
EdB, mean anything to you?

Code: [Select]
System.ArgumentNullException: Argument cannot be null.
I will add a check so that it doesn't fail so badly if categories are missing because that will likely cause issues with other mods.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.1 - Updated 21 Feb 2015)
Post by: collin1008 on February 21, 2015, 11:43:50 PM
I have been looking for a mod like this, VERY EXCITED!!!! Thanks so much!
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.1 - Updated 21 Feb 2015)
Post by: ASCarroll on February 22, 2015, 01:37:27 AM
Anybody else having an issue where no buttons are showing up? I just did a clean download of the latest RimWorld version, added the latest Prepare Carefully version, tried to turn it on, and... nothing. It's just the background without any of the main menu buttons. I tried redownloading both. Still no dice. It's kind of disappointing since I was waiting on this mod to play again. Anybody have any ideas? I'm not trying to use any other mods with it. All the folders are one deep.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.1 - Updated 21 Feb 2015)
Post by: EdB on February 22, 2015, 01:45:37 AM
Anybody else having an issue where no buttons are showing up? I just did a clean download of the latest RimWorld version, added the latest Prepare Carefully version, tried to turn it on, and... nothing. It's just the background without any of the main menu buttons. I tried redownloading both. Still no dice. It's kind of disappointing since I was waiting on this mod to play again. Anybody have any ideas? I'm not trying to use any other mods with it. All the folders are one deep.

If you read through some of the posts from earlier in the day, it sounds like some other people have been having this issue when using it with other mods.  I think I have a fix and will be posting it shortly.

Are you using other mods?
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.1 - Updated 21 Feb 2015)
Post by: ASCarroll on February 22, 2015, 01:49:26 AM
Gotcha. My bad. I thought they were talking about a button introduced by another mod. This is the only one I'm using.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.1 - Updated 21 Feb 2015)
Post by: EdB on February 22, 2015, 02:05:33 AM
Gotcha. My bad. I thought they were talking about a button introduced by another mod. This is the only one I'm using.

Sounds like a different issue then.  Are you saying that when you first enable the mod, the main menu disappears and you're stuck on just the main background image?

I did see that happen when I accidentally loaded the alpha 8 version in alpha 9 earlier today, so definitely triple-check that you have at least version 1.7.1.  If you are using the latest, I may ask you to take a look in the error log to help me figure out what might be going on.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: InfinityKage on February 22, 2015, 04:12:34 AM
Here is all the mods I have installed. No Prepare Carefully button. Any ideas?

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: Dragoon on February 22, 2015, 05:07:13 AM
Here is all the mods I have installed. No Prepare Carefully button. Any ideas?

Didn't someone say PODs mod was causing it to not show up?
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: InfinityKage on February 22, 2015, 05:13:57 AM
Here is all the mods I have installed. No Prepare Carefully button. Any ideas?

Didn't someone say PODs mod was causing it to not show up?

Tried removing both POD as well as Tomahawk. Still no button.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: Dragoon on February 22, 2015, 05:26:15 AM
Are all your mods alpha 9 or are some from alpha 8 that are handling? Cause if that's not ti I got nothing.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: InfinityKage on February 22, 2015, 05:28:37 AM
Are all your mods alpha 9 or are some from alpha 8 that are handling? Cause if that's not ti I got nothing.

nope. All alpha 9 mods.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: skullywag on February 22, 2015, 07:41:23 AM
Are you guys getting the "source cannot be null" error?

Tomahawk and PODs have been fixed, redownload if you havent. If you are seeing the above issue a mod has forgotten to add thingcategories, its a case of adding mods 1 by 1 to find the one that does it.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: Katavrik on February 22, 2015, 09:39:00 AM
Hello EdB, its CrashLanding modder again. I'm trying to update CrashLanding to work without EdBScenarios, and made a success. But it does not compatible with EdB Prepare Carefully. Because i am changing default map generarion. I want to ask you about possible solution.
I've tried to use EdBPrepareCarefully.dll as a reference and take colonists and equipment instances from your classes, like i do with EdBScenarios, but it does not work properly this time.
Here the example of code that happen in my replaced Genstep_Colonists:
Code: [Select]
foreach (Pawn p in EdB.PrepareCarefully.PrepareCarefully.Instance.Colonists) {
cpc.containedThings.Add(p);
}
foreach (EdB.PrepareCarefully.SelectedEquipment t in EdB.PrepareCarefully.PrepareCarefully.Instance.Equipment) {
                        ...
The colonists appear in the game, but not the equipment. Moreover, the secont "foreach" were empty.
The question: Is there are some lists of finished (prepared carefully) colonists and equipments, that are i can take and put to my crash parts? I mean the list of colonists and equipment that is formed after all prepare carefully steps, but just before the actual game starts and drop pods deployed.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: InfinityKage on February 22, 2015, 12:48:18 PM
Are you guys getting the "source cannot be null" error?

Tomahawk and PODs have been fixed, redownload if you havent. If you are seeing the above issue a mod has forgotten to add thingcategories, its a case of adding mods 1 by 1 to find the one that does it.

I'm not getting that error. Ugh... I'm so lazy. Ah well. I guess I'd better start the one by one.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: EdB on February 22, 2015, 12:51:51 PM
Are you guys getting the "source cannot be null" error?

Tomahawk and PODs have been fixed, redownload if you havent. If you are seeing the above issue a mod has forgotten to add thingcategories, its a case of adding mods 1 by 1 to find the one that does it.

I'm not getting that error. Ugh... I'm so lazy. Ah well. I guess I'd better start the one by one.

I did release an update last night that attempted to fix this problem, so if you've got that version, you may not see the issue.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: InfinityKage on February 22, 2015, 01:05:27 PM
Are you guys getting the "source cannot be null" error?

Tomahawk and PODs have been fixed, redownload if you havent. If you are seeing the above issue a mod has forgotten to add thingcategories, its a case of adding mods 1 by 1 to find the one that does it.

I'm not getting that error. Ugh... I'm so lazy. Ah well. I guess I'd better start the one by one.

I did release an update last night that attempted to fix this problem, so if you've got that version, you may not see the issue.

Ah. Well let me download it again.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: InfinityKage on February 22, 2015, 01:23:27 PM
I figured it out. Turns out it was a mod called Pawn Diverasty. Which turned out not to be a mod at all. It was just some random thing file I put in a folder... I didn't even spell diversity right...
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: Peaches on February 22, 2015, 01:39:35 PM
It used to be with the mod that when you clicked to add a resource, for example steel, it would add 10 at a time. Now it only adds one at a time. Is there any way to make it so that it adds 10 of the resource again?
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: Skissor on February 22, 2015, 01:41:36 PM
Yeah I'm sorry if I was misleading, I only know that around 20 pilas and bows wouldn't be picked up and only deactivating the mod helped it, no idea where the problem actually lies.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: EdB on February 22, 2015, 01:42:46 PM
It used to be with the mod that when you clicked to add a resource, for example steel, it would add 10 at a time. Now it only adds one at a time. Is there any way to make it so that it adds 10 of the resource again?

You can now click-and-drag the number to increase the amount more quickly.  You can also hold down the shift key when clicking the buttons to increase the amount by 10 (or hold down the shift key while dragging to increase the amount even more quickly).
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: Peaches on February 22, 2015, 01:44:55 PM
It used to be with the mod that when you clicked to add a resource, for example steel, it would add 10 at a time. Now it only adds one at a time. Is there any way to make it so that it adds 10 of the resource again?

You can now click-and-drag the number to increase the amount more quickly.  You can also hold down the shift key when clicking the buttons to increase the amount by 10 (or hold down the shift key while dragging to increase the amount even more quickly).

Thank you!
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: seadderkrupp on February 22, 2015, 03:44:13 PM
Has anyone come across an issue where making clothes on the tailoring bech just deletes the resources? On the bug report forum they just said to turn EdB PC off in the options.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: EdB on February 22, 2015, 03:53:25 PM
Has anyone come across an issue where making clothes on the tailoring bech just deletes the resources? On the bug report forum they just said to turn EdB PC off in the options.

I released a new version (https://ludeon.com/forums/index.php?topic=5258.0) a couple of hours ago that should fix this problem.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: MsMeiriona on February 22, 2015, 04:38:11 PM
Any chance of adding an info button/hover over stats on resources? I'd like to have a better idea precisely what weapons I'm giving them, and the wiki isn't up to date.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: Dragoon on February 22, 2015, 04:50:26 PM
Any chance of adding an info button/hover over stats on resources? I'd like to have a better idea precisely what weapons I'm giving them, and the wiki isn't up to date.

Rick click on them.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: MsMeiriona on February 22, 2015, 04:54:15 PM
Any chance of adding an info button/hover over stats on resources? I'd like to have a better idea precisely what weapons I'm giving them, and the wiki isn't up to date.

Rick click on them.
Thank you!
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: Dragoon on February 22, 2015, 05:14:12 PM
Is it possible to edit backstories so we can choose the body type for it? (yes i read first page I don't mean change it in prepare carefully)
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: EdB on February 22, 2015, 06:25:09 PM
Is it possible to edit backstories so we can choose the body type for it? (yes i read first page I don't mean change it in prepare carefully)

The problem is that you can change the backstories while you're setting up your character in Prepare Carefully, but then when you load the characters up from a save game, it will change back to the defaults.  Without including custom save game data about which body types you've chosen, you'll lose it.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: Dragoon on February 22, 2015, 06:48:39 PM
Is it possible to edit backstories so we can choose the body type for it? (yes i read first page I don't mean change it in prepare carefully)
The problem is that you can change the backstories while you're setting up your character in Prepare Carefully, but then when you load the characters up from a save game, it will change back to the defaults.  Without including custom save game data about which body types you've chosen, you'll lose it.

What about modifying the back stories themselves to have different body types like in defs ?
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: EdB on February 22, 2015, 06:58:16 PM
Is it possible to edit backstories so we can choose the body type for it? (yes i read first page I don't mean change it in prepare carefully)
The problem is that you can change the backstories while you're setting up your character in Prepare Carefully, but then when you load the characters up from a save game, it will change back to the defaults.  Without including custom save game data about which body types you've chosen, you'll lose it.

What about modifying the back stories themselves to have different body types like in defs ?

It's fairly straightforward to modify or even to add new backstories.  They aren't mod-able through XML, but from code it's easy to play around with them.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: Dragoon on February 22, 2015, 07:08:09 PM
I wish I knew how do any of that (I recently figured out how modify armor/weapons). I was hoping to change doomsday pariah to the body of brigand.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: Latta on February 23, 2015, 10:16:32 AM
Stumbled upon a bug related to my translation: Can't modify colonist's passion.
It overlaps with experience gauge so when I try to click fire icon, it only affects experience but not passion.
(http://i797.photobucket.com/albums/yy260/urty5656/screenshot1_1.png)

There is a workaround though. Turn game's language to English, and than to Korean, retry Prepare Carefully, everything fine. But when I restart the game, it reverts back to its bugged form.

Can't guess what is causing it; nor whether other languages cause this too. As there is a (partial)solution, and it's not a case for English, it shouldn't be a big bug. Just annoying.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: seadderkrupp on February 24, 2015, 12:28:09 PM
Deleted - nvmd:) found it was easier to remove Glittertech and that sorted all the problems.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: Rasip on February 24, 2015, 05:43:25 PM

Code: [Select]
- Changed the "clear skills" button to behave like a "reset skills" button.
   It now resets skill values and passions to their original values, instead
   of setting everything to zero.  Changed the button icon to reflect the
   change in behavior.

Any chance of this chance being undone?
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: EdB on February 24, 2015, 11:08:09 PM

Code: [Select]
- Changed the "clear skills" button to behave like a "reset skills" button.
   It now resets skill values and passions to their original values, instead
   of setting everything to zero.  Changed the button icon to reflect the
   change in behavior.

Any chance of this chance being undone?

Do you mean you want me to add the "set everything to zero" button back in?  I can probably fit both buttons in there.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: shhfiftyfive on February 25, 2015, 05:39:37 PM
Code: [Select]
- Changed the "clear skills" button to behave like a "reset skills" button.
   It now resets skill values and passions to their original values, instead
   of setting everything to zero.  Changed the button icon to reflect the
   change in behavior.

Any chance of this chance being undone?

Do you mean you want me to add the "set everything to zero" button back in?  I can probably fit both buttons in there.
both would be fine. i used the old button's function. at the moment i have to do it manually.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: Adeelos on February 26, 2015, 08:48:26 PM
The only complaint I have about this is the name limitations on backstories, as I'm not really sure I understand why they even exist. I'm sure it's something like the body types, but I really feel there should be some work-arounds on this. I think the thing that bothers me most is there is no way to tell 100% what the correct name should be for the character other than a first name, and often times that's meaningless without a last name.

Is there any way to at least make the name randomizer only select from names valid to the backstory? I feel like that could vastly alleviate the issue if possible.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: EdB on February 26, 2015, 10:59:59 PM
The only complaint I have about this is the name limitations on backstories, as I'm not really sure I understand why they even exist. I'm sure it's something like the body types, but I really feel there should be some work-arounds on this. I think the thing that bothers me most is there is no way to tell 100% what the correct name should be for the character other than a first name, and often times that's meaningless without a last name.

Is there any way to at least make the name randomizer only select from names valid to the backstory? I feel like that could vastly alleviate the issue if possible.

That's really just a warning to let you know that the name you choose might not match the name in the backstory.  You can choose whatever name you want.

Some of the backstories are written in a way that names and genders can be swapped in to change the text to match what you've chosen.  But some of them are hard-coded to a specific name and/or gender.  The ones that are like that are generally custom backstories that were a kickstarter reward.

It's possible for me to rewrite all of those backstories to make them flexible, but it's a lot of maintenance that would need to be redone with every alpha release, and it just doesn't seem worth it right now.  Again, it's just warning.  It doesn't prevent you from choosing whatever name that you want.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: Sorrow on February 27, 2015, 12:57:59 PM
I'm having issues getting this mod to work.  I have used it before in Alpha 8 and it worked fine.  It's located in the mods folder and when I open the game it is shown as active in the Mods option.  When I go to create a new colony it does not have the button to prepare carefully on the character creation screen.  I'm wondering if perhaps its incompatible with the latest build?  I just installed the newest version of Rimworld which is version 0.9.727
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: shhfiftyfive on February 27, 2015, 02:33:45 PM
I'm having issues getting this mod to work.  I have used it before in Alpha 8 and it worked fine.  It's located in the mods folder and when I open the game it is shown as active in the Mods option.  When I go to create a new colony it does not have the button to prepare carefully on the character creation screen.  I'm wondering if perhaps its incompatible with the latest build?  I just installed the newest version of Rimworld which is version 0.9.727
make sure the folder you pasted into the mods folder doesn't have a subfolder that is the one that actually belongs in the mods folder.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: Sorrow on February 27, 2015, 03:57:07 PM
Yep completely forgot about the folder within the folder.  The issue is resolved.  Thanx for posting! :)
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: MsMeiriona on February 28, 2015, 04:57:19 PM
Any chance of adding an info button/hover over stats on resources? I'd like to have a better idea precisely what weapons I'm giving them, and the wiki isn't up to date.

Rick click on them.
And now I realise that while this works on the resources page, there is no way to tell the stats on the body parts in colonist creation. *dies*
So close to my micromanaging dreams.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: Kellern on March 05, 2015, 06:51:20 PM
I just downloaded this Mod with the latest version 9.  When I added the Mod, the screen went to the opening planet screen but had no buttons or text available, just the picture.  When I cancelled out of the game and restarted it, the screen was just black.  All were the lastest versions and I double checked for the folder inside the folder.  Any thoughts?

Thanks.  Love the Mods.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: EdB on March 05, 2015, 10:06:03 PM
I just downloaded this Mod with the latest version 9.  When I added the Mod, the screen went to the opening planet screen but had no buttons or text available, just the picture.  When I cancelled out of the game and restarted it, the screen was just black.  All were the lastest versions and I double checked for the folder inside the folder.  Any thoughts?

Thanks.  Love the Mods.

Sorry that you're having trouble with it.  A similar issue was reported not long ago (https://ludeon.com/forums/index.php?topic=6261.msg105957#msg105957).  Read through those responses to see if there any hints on how to fix.  I don't really have a clear understanding of what might be causing this.  I've only ever seen this happen when you have a version mismatch between mod and game, i.e. alpha 8 mod with alpha 9 game.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: Tryndalis on March 06, 2015, 09:55:28 PM
In the folder for this mod where are the preset save files located if I wanted to share them with a friend?
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: EdB on March 07, 2015, 03:43:22 PM
In the folder for this mod where are the preset save files located if I wanted to share them with a friend?

The preset files are not saved in the mod folder but instead are saved in the same directory as world files and saved games, in a directory called "PrepareCarefully".  In Windows, this should be in the "Users\[Your User]\AppData\LocalLow\Ludeon Studios\RimWorld" folder.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: Sacarathe on March 08, 2015, 07:12:34 AM
Hi, I am new to mods, I like the simplicity of addition to the vanilla game of your mods, however I am very for maintaining balance. I have noticed that the points system (a good idea) is an amalgam of the characters,  and gear. I have searched this thread for 'points' and found surprisingly little. I wonder, at what point is it to be considered cheating by going over the set point level you have chosen? (I realise you have tailored the points system).

I find the random characters buttons can generate three characters with the points at -1400 without even altering anything, and as such I wonder why it was not tuned to a number 10% higher than you have actually done it.

I normally play on rough or below (for experience reasons, not difficulty - I didnt back this for an RTS :)).

Simply put, what is a hard OP number to consider the starting colony beyond intended for the vanilla game, 16500? For the purposes of this question I am only tweaking the colonists themselves, excluding their starting gear/health and the group starting gear.

And for custom game creation (where starting balance would be irrelevant) I simply love the add colonist button.

Cant wait to do a game with 10 identical (same backstory) characters with minimal identical skills. I've already noted your points system allows for several new characters within your limits as long as the existing doods are weakened.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: EdB on March 08, 2015, 08:46:36 PM
Hi, I am new to mods, I like the simplicity of addition to the vanilla game of your mods, however I am very for maintaining balance. I have noticed that the points system (a good idea) is an amalgam of the characters,  and gear. I have searched this thread for 'points' and found surprisingly little. I wonder, at what point is it to be considered cheating by going over the set point level you have chosen? (I realise you have tailored the points system).

I find the random characters buttons can generate three characters with the points at -1400 without even altering anything, and as such I wonder why it was not tuned to a number 10% higher than you have actually done it.

I normally play on rough or below (for experience reasons, not difficulty - I didnt back this for an RTS :)).

Simply put, what is a hard OP number to consider the starting colony beyond intended for the vanilla game, 16500? For the purposes of this question I am only tweaking the colonists themselves, excluding their starting gear/health and the group starting gear.

And for custom game creation (where starting balance would be irrelevant) I simply love the add colonist button.

Cant wait to do a game with 10 identical (same backstory) characters with minimal identical skills. I've already noted your points system allows for several new characters within your limits as long as the existing doods are weakened.

This is probably more information than you're looking for, but I might as well go into a little detail around the current state of the point system--mostly because I'm not entirely happy with it in the alpha 9 version of the mod.

Balancing is really difficult, and it takes a lot of time.  The point system is built off of the built-in "market value" system that attaches a cost to everything for trading in the game.  My hope was that using this would take advantage of all of the balancing that the vanilla game is doing when assigning this market value.

Unfortunately, not everything is factored into the market value of individual characters.  For example, passions are not factored in at all, so a character with every skill set to the maximum passion level has the same market value as a character with no passions at all.  This seems like an oversight to me because passion levels really are quite valuable.

Also, the market values for some items in the game seem unbalanced to me.  I've mentioned this example before, but the market value of the plasteel knife that you start off with is equivalent to the market value of twenty pistols.  Who wouldn't trade in their starting plasteel knife for 20 pistols?

In the vanilla game, it doesn't matter as much, but in the context of this mod, it causes problems, so I need to make my own custom adjustments to those market values.  I've tried balance out some of the inconsistencies (for example by reducing the value of melee weapons vs. ranged weapons), but it's difficult to get it to come out the way that I want it to.

Ideally, every time that you press the "Prepare Carefully" button, you'd get dropped into a situation where you roughly have the same number of remaining points, with somewhere between zero and a few hundred points to spend depending on the three random characters that were generated for you.  Unfortunately, this usually does not happen because the three random characters that are generated for you are wildly inconsistent.  Some of them have 12 passion levels to go with well-balanced skill levels while some of them have 2 passion levels to go with three or four "incapable of" skills.  Sometimes all three of your colonists are wearing synthread jackets and sometimes two of the three are naked (synthread has a fairly high market value).  This makes it really difficult to get a consistent point value to start with.

Hopefully that explains why you see those inconsistencies.  I'm trying to make it better, but I'm still not quite happy with where it is right now.

As far as the question of how many points starts to be OP--it's a difficult one to answer.  Focusing on the character generation, the random characters that get generated really fall into three buckets:
Characters in that 2800-3000 range feel the most fair to me.  Or having one average character, one above average and one below average.  Something like that, but that's just my opinion.  Remember that you can always hover your mouse over the "Remaining Points" value to see how the points break down between characters.
 
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: Sacarathe on March 09, 2015, 07:04:16 AM
This is most excellent information, and not more than I was after.

Quote
Remember that you can always hover your mouse over the "Remaining Points" value to see how the points break down between characters.

This was not clear to me. I was about to suggest it (then I checked in game before posting :D).

Perhaps you could put in the OP a note about that (or perhaps update a screenshot to include it visible.)

And perhaps include a list of ranges (in the op) of colonist point values relative to ability though it seems to me fairly clear with knowledge of that tool tip that and ideal character will be worth 3k, though I just took the 3 starting chars and got 2.8k, 2.1k, & 2.8k .

Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: Kaballah on March 11, 2015, 09:14:42 PM
This is a really well-done mod and it adds quite a lot of replay!  I hope you get around to pricing traits, if that's possible, because they aren't balanced against each other at all.  Great mod never the less!
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: Darkhymn on March 12, 2015, 12:47:12 AM
This is one of several mods, along with the interface mod, that I am starting to consider essential to this game. As a player looking to keep the "vanilla" feel of the game while still looking for ways to improve gameplay, I love how much time and effort EdB puts into balance and quality of life for the player.
The complexity of making the points system work without overly constraining the player or allowing hugely unbalanced starts is almost incomprehensible, and while I see a lot of room for improvement, I'm very impressed by how balanced it feels overall.

Thanks for this mod and all of the hard work that must go into it!
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: Sentenza on March 19, 2015, 04:29:59 PM
Hey, thanks a ton for this mod! :)

Edit: I had an idea yesterday, but I thought it over, and for future-proofness I'd like to propose a new feature instead:

A way to list and filter backgrounds, so that you could filter them by the skill they add, and see the skills they modify (and jobs they prevent) at a glance.

It wouldn't necessarily have to replace the current way of selecting backgrounds, the only issue is finding one you want, once you know its name it's easy to select it.

Thanks :)

Old post:
I have a request, I'd like all backstories and traits in an excel sheet, and luckily I'm willing to do work to get there, however I'm having trouble finding the backstories in the xml files, so I assume it's directly in the code?

I hope you have access to the backstory files, and I've prepared a google spreadsheet (https://docs.google.com/spreadsheets/d/1QdWNsNhMF_1BxIzoKkALwCMg7e8IXXuo8qACOkQ7jok/edit?usp=sharing) into which you could paste them for me, and I'd work it out into nicely human readable form for everyone.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: Lonery on March 21, 2015, 01:57:04 PM
(sry bad english :p)
I have the same problem as Kellern. No buttons whatsoever. Can you pls fix this? This is my favorite mod, I just can't play without it. :'C
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: EdB on March 21, 2015, 02:34:39 PM
(sry bad english :p)
I have the same problem as Kellern. No buttons whatsoever. Can you pls fix this? This is my favorite mod, I just can't play without it. :'C

I have not been able to duplicate this problem, so it's difficult for me to fix it.  Be sure that you have the latest version of the game, the latest version of the mod and be sure to try it with no other mods enabled.

If there's anyone out there for whom this is happening, if you want to help me figure out what's causing it, send me the contents of game's error log, RimWorld727Win\RimWorld727Win_Data\output_log.txt.  Usually, the error that's causing the issue will be repeated many times in this file--you don't need to send me everything; just copy-and-paste up to the first few occurrences.  Also, keep in mind that this file does include some information about your computer, i.e. details about your graphics card, the directory where the game is installed, etc.  If you don't want to share this with the whole forum, just send me the contents of the file in a private message.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: Lonery on March 21, 2015, 03:06:06 PM
Nevermind, I've figured it out. ^^ The game was in the directory with russian letters in it. (This phrase probably has thousands of mistakes ._.)
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: SSS on March 21, 2015, 06:59:00 PM
So... many... backstories... can't... choose... x-x

This is really cool though. After a small forever I managed to decide on one colonist setup. I like the point system too. It helps in keeping you from going too crazy with the editing and seems pretty fair.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: poisin224 on March 25, 2015, 11:22:27 PM
Maybe I'm just blind, but is there no way to access the information screen about colonists while Preparing Carefully? Or to change their health?
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: Dragoon on March 26, 2015, 01:00:04 AM
Maybe I'm just blind, but is there no way to access the information screen about colonists while Preparing Carefully? Or to change their health?

What do you mean? you don't change their health you can turn off scars if you want to.
(I'ts in the body parts tab) Unless that is what you ment.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.2 - Updated 22 Feb 2015)
Post by: cheetah2003 on March 28, 2015, 08:40:29 AM
Love this mod, just starting with that.  Best mod ever.  :D  Anyway, request if that's ok.  Could you make it possible to save a colonist while in a game to be brought into a new game?

Also related if you know, is there a way to add colonists to the potential 'spawns' with enemy factions/space refugees/slaves?
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.3 - Updated 1 Apr 2015)
Post by: EdB on April 01, 2015, 10:50:16 PM
Just did a quick release, 1.7.3, to fix a bug and to add back in one feature that I had taken out.

If you were having trouble with the passion buttons overlapping the skill names for the translation that you're using, this should now be fixed.  Thanks to Latta for pointing me in the right direction for the fix--sorry it was broken for so long even after you provided the translation!

I also added the "clear skills" button back in.  This lets you reset all of your passions and skills to zero (or to their minimum value based on backstory bonuses).  Thanks to Rasip for the feedback--sorry that I took out a feature that you were using!
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.3 - Updated 1 Apr 2015)
Post by: Ray_Anor on April 02, 2015, 08:19:24 AM
Hi there! This mod is great.

I have two suggestions:
1. Possibility to create more than 10 colonists with this mod.
2. Some way to save colonist from active game.

Why? It will give way to the game serials  :)  ::)  And do your mod even better!
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.3 - Updated 1 Apr 2015)
Post by: EdB on April 03, 2015, 12:03:02 PM
Hi there! This mod is great.

I have two suggestions:
1. Possibility to create more than 10 colonists with this mod.
2. Some way to save colonist from active game.

Why? It will give way to the game serials  :)  ::)  And do your mod even better!

Creating more than 10 colonists would require a change to tabs at the top of the window so that you could fit those extra colonist names.  I'm using the existing tab widget code in the game, which doesn't support anything like scrolling or paging.  This could happen if I get inspired, but for now, building out new code to handle the tab widget is not something that I'm planning.

Saving colonists from an active game really is a great idea, but finding a place for it in the game UI and implementing the UI increases the complexity of the mod significantly.  Maybe it could be done as a add-on to the interface mod, but I don't have plans to work on this any time soon.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.3 - Updated 1 Apr 2015)
Post by: Joshuasca on April 03, 2015, 01:31:18 PM
This mod is awesome.  Now i could never play without it, it really lets you get in there and design your own colonists which makes the whole game more interesting.  One suggestion would be to allow all hairstyles, cause the RNG does this anyways, never forget my male colonist with pink pigtails! Anyways, i like the Long hair on males it looks good with the big build and the skinny one - just a suggestion you saved me thousands of hours in notebook plus trying to give my pawns custom haircuts thank you!
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.3 - Updated 1 Apr 2015)
Post by: Kaballah on April 03, 2015, 02:09:02 PM
I still think you should try to price traits, because so many of them are blatantly all positive or all negative.  This mod and your interface mod (along with some others) are really awesome feature sets that I feel ought to be incorporated into the vanilla game at some point.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.3 - Updated 1 Apr 2015)
Post by: AntiMatter on April 04, 2015, 07:56:58 AM
found a bug and not sure if it's because of mods misbehaving with one another but when i try and input a name in prepare carefully it bugs out.

example: i try put in: Jake Viktor - Jakob - Greaves (every - is the next box so first box (his name) is Jake viktor then his nickname ingame is jakob then his last name is Greaves)

what i get is: Jake ktorVi - Jakob - Greaves

also the cursor appears to be in the box next to the one your entering a name for.

EDIT: i have 6 colonists but a restart seems to fix this :/
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.3 - Updated 1 Apr 2015)
Post by: A_Soft_Machine_Man on April 04, 2015, 04:21:02 PM
Hey, I just wanted to start off saying that I love your mod, and that it vastly improves the game for me. Unfortunately, ever since I've upgraded to Alpha 9, I've been having a hard time getting *any* mods to run, edb mods included.

I downloaded and unzipped the mods, as per usual, but every time they never seem to work correctly. I always get this: (http://i1123.photobucket.com/albums/l550/RaidouFrost/Screenshot%20112_zpsselpxrna.png)

And when I start up a world, neither mod works.

I've done the typical trouble shooting things such as clearing my data and uninstalling all my prior mods and restarting the game. Any idea what might be going on?
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.3 - Updated 1 Apr 2015)
Post by: Kaballah on April 04, 2015, 08:13:25 PM
You did something I just did with another mod, you unpacked the zip into a subdirectory, that's all.  Look in Mods\EdBPrepareCarefully-1.7.3 (according to your pic) and you should see a subdirectory within it called "EdBPrepareCarefully" (exactly that).  Copy that directory and all contentsup one level and delete "EdBPrepareCarefully-1.7.3", and re-activate the mod.  Do the same for 'EdBInterface-2.6.5".

The red flag is when you look at the mod info and you see "Author: Anonymous", because the mod loader does not see the About subdirectory and its contents 1 level down.

e: In general, mod creators package their mods to be unpacked with "Extract here" rather than into a specific subdirectory.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.3 - Updated 1 Apr 2015)
Post by: Dragoon on April 04, 2015, 08:19:19 PM
Also you can (regardless if you have rar or not) can drag a drop the subfolder into mods
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.3 - Updated 1 Apr 2015)
Post by: A_Soft_Machine_Man on April 04, 2015, 09:40:58 PM
You did something I just did with another mod, you unpacked the zip into a subdirectory, that's all.  Look in Mods\EdBPrepareCarefully-1.7.3 (according to your pic) and you should see a subdirectory within it called "EdBPrepareCarefully" (exactly that).  Copy that directory and all contentsup one level and delete "EdBPrepareCarefully-1.7.3", and re-activate the mod.  Do the same for 'EdBInterface-2.6.5".

The red flag is when you look at the mod info and you see "Author: Anonymous", because the mod loader does not see the About subdirectory and its contents 1 level down.

e: In general, mod creators package their mods to be unpacked with "Extract here" rather than into a specific subdirectory.

Also you can (regardless if you have rar or not) can drag a drop the subfolder into mods

Thanks for the help guys, that did it right there. I actually thought I had undone all the subfolders, but it seems I was mistaken.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.3 - Updated 1 Apr 2015)
Post by: eberkain on April 06, 2015, 07:25:41 PM
Is it possible to change the body type, it seems tied to the adult backstory choice?
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.3 - Updated 1 Apr 2015)
Post by: Dragoon on April 07, 2015, 12:15:37 AM
Is it possible to change the body type, it seems tied to the adult backstory choice?

no you are stuck with whatever body type the back story has (I feel your pain but there are certain things that can't be changed).
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.3 - Updated 1 Apr 2015)
Post by: Dragoon on April 07, 2015, 12:16:44 AM
Why i it certain back storys aren't blocked form each other?

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.3 - Updated 1 Apr 2015)
Post by: eberkain on April 08, 2015, 07:37:14 AM
The last couple games I played I used Prepare Carefully to setup a group of escaped slaves, 5 people less than 20 years old of various childhood backgrounds, all with deep space miner as an adult profession.  Had a lot of fun with it, and was wondering if you have done something similar, what was the theme?  Its hard as hell to get 5 people into the points, I ended up dropping with almost no supplies, just some nutrient paste meals and a couple survival rifles.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.3 - Updated 1 Apr 2015)
Post by: Dumatoin on April 15, 2015, 05:26:55 PM
Great mod! Can't wait to see it updated for A10!
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.3 - Updated 1 Apr 2015)
Post by: Grrin on April 16, 2015, 02:26:28 AM
The best mod! This is the one I always get again for a new release.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.3 - Updated 1 Apr 2015)
Post by: GazzaBolton on April 16, 2015, 09:28:41 AM
Hope it will be updated soon
Struggling to connect to the characters without the edit to personalise them.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.3 - Updated 1 Apr 2015)
Post by: cy-one on April 16, 2015, 09:44:01 AM
Same here :D Actually can't really play atm. A9 seems weirdly buggy (probably because they use the same folder for savegames and config like A10) now. And A10 is virtually unplayable for me without PrepareCarefully....

EdB! *begs*
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.3 - Updated 1 Apr 2015)
Post by: Dumatoin on April 16, 2015, 11:21:24 AM
(probably because they use the same folder for savegames and config like A10)


Where is the savegames and config folder for rimworld? This probably explains why, after trying A10, and then going back to A9, my whole screen turned into white rain, lol.

Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.3 - Updated 1 Apr 2015)
Post by: cy-one on April 16, 2015, 11:23:50 AM
~your-user-folder\AppData\LocalLow\Ludeon Studios\RimWorld

At least for windows, of course ;)
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.3 - Updated 1 Apr 2015)
Post by: Dumatoin on April 16, 2015, 11:38:24 AM
Awesome. Thank you!
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.3 - Updated 1 Apr 2015)
Post by: TunaKaan on April 16, 2015, 11:47:07 AM
Waiting For Alpha 10  ;D
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.3 - Updated 1 Apr 2015)
Post by: Ads78 on April 16, 2015, 02:41:41 PM
-sits and waits for alpha 10 version-
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.3 - Updated 1 Apr 2015)
Post by: Blutonyx on April 16, 2015, 02:59:46 PM
I translated the Mod in German,but I dont know if i can copy the file for the Alpha 10 version. Do anyone know if i can just copy and paste the file?

And Guys sorry for my english. I know it isent the best.  ;D
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.3 - Updated 1 Apr 2015)
Post by: robsypes on April 16, 2015, 03:36:24 PM
I literally can't play this game without this mod... it's just too painful.  Please hurry with the new version
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.3 - Updated 1 Apr 2015)
Post by: Dumatoin on April 16, 2015, 06:39:00 PM
Yeah, this mod has spoiled me.
Though i really think the game should have something like this to begin with.
Random rolling is so frustrating.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.3 - Updated 1 Apr 2015)
Post by: Geozo on April 16, 2015, 07:09:51 PM
You know. This is the mod I sit on. Every time an update comes out I think to myself...eh...I can wait a week for my preferred mods. After all I'm a guy who likes to be thorough. I prefer to PREPARE CAREFULLY.

Seriously though. This is a good mod. I'm eager for the alpha 10 update.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.3 - Updated 1 Apr 2015)
Post by: kremlinkev on April 16, 2015, 07:12:17 PM
All the first forum posters coming out of the woodwork for this mod, I figured I should chime in as well. Please for mod, spend more time rolling the perfect meat for landing.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.3 - Updated 1 Apr 2015)
Post by: Aklyon on April 16, 2015, 10:26:31 PM
All the first forum posters coming out of the woodwork for this mod, I figured I should chime in as well.
I might as well too.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.3 - Updated 1 Apr 2015)
Post by: Aelia on April 16, 2015, 11:47:25 PM
You know. This is the mod I sit on. Every time an update comes out I think to myself...eh...I can wait a week for my preferred mods. After all I'm a guy who likes to be thorough. I prefer to PREPARE CAREFULLY.

Seriously though. This is a good mod. I'm eager for the alpha 10 update.

Same. I tried playing without this mod, and I just... can't.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.3 - Updated 1 Apr 2015)
Post by: SageKalzi on April 17, 2015, 04:20:25 AM
I forgot about how much I used this mod, please update it soon.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.3 - Updated 1 Apr 2015)
Post by: Akyla on April 17, 2015, 05:15:29 AM
Anybody try version 9 with Alpha 10?

Just rolled a depressive, trigger-happy psychopath...
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.3 - Updated 1 Apr 2015)
Post by: Muffintrain on April 17, 2015, 05:17:54 AM
You've done it, EdB. Congratulations. You've made your mod an essential.
I'm now dependent on this mod and just can't play a10 without it. It just feels different.
--Which is why I'll stay with a9 until this and some other mods are updated.

Anybody try version 9 with Alpha 10?

Tried it. The button didn't show up.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.3 - Updated 1 Apr 2015)
Post by: Arsonik on April 17, 2015, 03:19:17 PM
I'm enjoying A10 at least in the mean time. At any rate, can't wait for this to update!!!!  8)
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.3 - Updated 1 Apr 2015)
Post by: kremlinkev on April 17, 2015, 07:25:13 PM
Sure alpha 10 is fun, but man it is frustrating spending so much time trying to get a decent landing party just to see the map sucks (I enjoy Tundra biome) and have to start over. This mod allows you to cut once, and just launch right into the game.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.3 - Updated 1 Apr 2015)
Post by: jefferyharrell on April 17, 2015, 07:55:32 PM
I'm really new around here. I don't know whether it's annoying to have all these people saying "I love this mod and can't wait for an alpha 10 version" or whether it's nice to hear that.

I hope it's nice, cause I love this mod and can't wait for an alpha 10 version.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.3 - Updated 1 Apr 2015)
Post by: EdB on April 17, 2015, 08:30:18 PM
Just a quick update.  I have started working on the Alpha 10 updates for my mods.  I expect to have a first release sometime this weekend for Prepare Carefully, after which I'll start looking at the Interface mod.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.3 - Updated 1 Apr 2015)
Post by: kremlinkev on April 17, 2015, 08:32:40 PM
Just a quick update.  I have started working on the Alpha 10 updates for my mods.  I expect to have a first release sometime this weekend for Prepare Carefully, after which I'll start looking at the Interface mod.

Thanks for the update! I haven't read the earlier pages, did you already know your work had reached should-have-been-core status?
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.3 - Updated 1 Apr 2015)
Post by: jefferyharrell on April 17, 2015, 08:50:20 PM
Just a quick update.  I have started working on the Alpha 10 updates for my mods.  I expect to have a first release sometime this weekend for Prepare Carefully, after which I'll start looking at the Interface mod.

That is absolutely magnificent news. Thank you so much for being willing to put in the time. I know you don't get paid for this or anything. I bet you don't get as much appreciation as you deserve for having written such great mods.
Title: Re: [MOD] (Alpha 9) EdB Prepare Carefully (v1.7.3 - Updated 1 Apr 2015)
Post by: DanRowan on April 18, 2015, 04:49:49 PM
Don't mind me just refreshing this page every 5 minutes, I literally cannot play without this awesome mod. Keep up the great work one day I hope this gets added to the core game.
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.1 - Updated 18 Apr 2015)
Post by: EdB on April 18, 2015, 07:59:32 PM
I've released a new version of Prepare Carefully, updated to work with Alpha 10.  Check the original post for download links.

No significant changes besides making it work with the new alpha.  I did tweak the way that points are calculated again, and I changed the starting resources to no longer be random.

EDIT: Please keep in mind that the first one or two releases for a new alpha are often buggy.  Please let me know if you run into any issues.
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.1 - Updated 18 Apr 2015)
Post by: jefferyharrell on April 18, 2015, 08:22:31 PM
Thank you so much!
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.1 - Updated 18 Apr 2015)
Post by: LuKaar on April 18, 2015, 08:30:05 PM
I downloaded the patch, when i select "prepare carefully" the interface disappears, and all I can see is the background image. I waited a few minutes, but nothing loaded.
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.1 - Updated 18 Apr 2015)
Post by: Looptrooper on April 18, 2015, 08:30:26 PM
Seems to be incompatible with Tools for haul (https://ludeon.com/forums/index.php?topic=12282.0)
When i hit the "prepare carefully" button, I get this error.



[attachment deleted due to age]
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.1 - Updated 18 Apr 2015)
Post by: jefferyharrell on April 18, 2015, 08:50:40 PM
I think I've found a bug. It's got to do with choosing a "head type" in the Prepare Carefully interface. Starting from a fresh install of alpha 10c with only Prepare Carefully added, I first created a new world with a random seed, then started a new colony choosing Cassandra with the first difficulty option, "Free play." (This happens regardless of which storyteller and difficulty I choose.) I then picked a site at random and brought up Prepare Carefully. By default, the toggle button on the left was set to "Hair." I changed it to "Head type," at which point the option choice below the portrait changed to "Average, pointy." I clicked one of the arrows to change to a different head type and got an argument out of range exception.

Here's my complete Unity player log showing the argument out of range exception and the stack trace: http://pastebin.com/6tas0bQu (http://pastebin.com/6tas0bQu)

At this point I'm able to back out of Prepare Carefully without any problems and bring it up again. As long as I don't try to change the head type it seems to work fine. So this is a work-aroundable problem as far as I'm concerned, but I thought you'd like to know about it.
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.1 - Updated 18 Apr 2015)
Post by: Kaballah on April 18, 2015, 08:55:26 PM
Hey, well done, thanks for the update!
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.1 - Updated 18 Apr 2015)
Post by: EdB on April 18, 2015, 09:00:14 PM
Seems to be incompatible with Tools for haul (https://ludeon.com/forums/index.php?topic=12282.0)
When i hit the "prepare carefully" button, I get this error.

I'm going to wait for some additional bug reports to come in before doing another release, but I do have a fix for this and will include it in the next release.
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.1 - Updated 18 Apr 2015)
Post by: EdB on April 18, 2015, 09:01:58 PM
I think I've found a bug. It's got to do with choosing a "head type" in the Prepare Carefully interface. Starting from a fresh install of alpha 10c with only Prepare Carefully added, I first created a new world with a random seed, then started a new colony choosing Cassandra with the first difficulty option, "Free play." (This happens regardless of which storyteller and difficulty I choose.) I then picked a site at random and brought up Prepare Carefully. By default, the toggle button on the left was set to "Hair." I changed it to "Head type," at which point the option choice below the portrait changed to "Average, pointy." I clicked one of the arrows to change to a different head type and got an argument out of range exception.

Here's my complete Unity player log showing the argument out of range exception and the stack trace: http://pastebin.com/6tas0bQu (http://pastebin.com/6tas0bQu)

At this point I'm able to back out of Prepare Carefully without any problems and bring it up again. As long as I don't try to change the head type it seems to work fine. So this is a work-aroundable problem as far as I'm concerned, but I thought you'd like to know about it.

I did not test that specifically before doing the release, and I am seeing the same issue that you're describing.  I will work on a fix.  Thanks for the bug report!
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.1 - Updated 18 Apr 2015)
Post by: jefferyharrell on April 18, 2015, 09:06:13 PM
I will work on a fix.  Thanks for the bug report!

Sure thing. Let me know if I can be of any more help.
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.1 - Updated 18 Apr 2015)
Post by: Kaballah on April 18, 2015, 09:50:44 PM
When trying to delete a colonist preset, it doesn't appear to work, but then when you hit 'close' or attempt to overwrite (anything that closes that dialog) all of the delete confirmation dialogs then pop up as if they were queued, and when you 'confirm' on all of them the deletes are completed.
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.1 - Updated 18 Apr 2015)
Post by: EdB on April 18, 2015, 09:54:36 PM
When trying to delete a colonist preset, it doesn't appear to work, but then when you hit 'close' or attempt to overwrite (anything that closes that dialog) all of the delete confirmation dialogs then pop up as if they were queued, and when you 'confirm' on all of them the deletes are completed.

Thanks for the bug report.  The confirmation dialogs are popping up behind the load/save colonist dialog instead of on top of it.  I will fix this.
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.1 - Updated 18 Apr 2015)
Post by: «Temple» on April 18, 2015, 10:13:18 PM
Hey, for me Tools for Haul v1.0 doesn't work with this, not sure if its a problem with my game but I reinstalled multiple times and still wont load the EdB Prepare Carefully interface with Tools for Haul v1.0 installed.
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.1 - Updated 18 Apr 2015)
Post by: Tatte on April 18, 2015, 10:20:18 PM
I love this mod so much! I can make me and mt friends and then watch as we all die! I never make them OP of course, just 5 in everything :) ;D
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.1 - Updated 18 Apr 2015)
Post by: Kaballah on April 18, 2015, 10:25:34 PM
Thanks for the bug report.  The confirmation dialogs are popping up behind the load/save colonist dialog instead of on top of it.  I will fix this.

Note that the same problem occurs for both colonist preset, and embark preset, fyi.
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.2 - Updated 18 Apr 2015)
Post by: EdB on April 18, 2015, 10:58:55 PM
I've released a new version, 1.8.2, that fixes the bugs that have been reported so far.  Thanks again for all of the feedback!
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.2 - Updated 18 Apr 2015)
Post by: Newpzzz on April 18, 2015, 11:21:46 PM
Thank you soooo much for the 10A release, the game just didn't feel the same without my custom team.
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.2 - Updated 18 Apr 2015)
Post by: GamerGuy on April 19, 2015, 02:49:09 AM
I can't play rimworld without this mod, thanks so much!
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.2 - Updated 18 Apr 2015)
Post by: skullywag on April 19, 2015, 03:33:19 AM
Edb any chance the BuildEquipmentLists() could have its ordering changed to find weapons first, i think im the only one doing this currently but ive made weapons stuff, this means they get discovered as resources first and are not put into the weapons tab. I can see this happening more in the future and I dont see a downside to switching the ordering around infact it makes more sense to find the main purpose of an item before classing it as a resource as the final fallback. This is only a quality of life request so not important by any means and you may know of a reason this isnt possible. Let me know if i didnt take something into account.
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.2 - Updated 18 Apr 2015)
Post by: NephilimNexus on April 19, 2015, 06:06:47 AM
Giving everyone the "cannibal" trait really helps surviving in those arctic biomes.

What?  Stop looking at me like that.
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.2 - Updated 18 Apr 2015)
Post by: Kaballah on April 19, 2015, 07:15:25 AM
Yeah it's absolutely possible to survive just off of invader meat and never farm, although you might have to ambush a group of friendlies at the very start.
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.2 - Updated 18 Apr 2015)
Post by: Ex0du5_2169 on April 19, 2015, 11:17:22 AM
Thanks EdB! Been waiting for this, yours is truly an essential mod! Thanks again!
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.2 - Updated 18 Apr 2015)
Post by: Snownova on April 19, 2015, 11:43:09 AM
Yay! All hail EdB!
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.2 - Updated 18 Apr 2015)
Post by: robsypes on April 19, 2015, 11:48:13 AM
thank god this us updated... I can play the game again...
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.2 - Updated 18 Apr 2015)
Post by: cy-one on April 19, 2015, 12:57:59 PM
thank god this us updated... I can play the game again...
Same here, now I can take a look at A10 XD
Thanks EdB!
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.2 - Updated 18 Apr 2015)
Post by: liqud on April 19, 2015, 01:16:53 PM
Hopefully you don't mind the appreciation spam in this thread, because your mods are great, thanks a lot!
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.2 - Updated 18 Apr 2015)
Post by: jefferyharrell on April 19, 2015, 02:33:39 PM
Just a quick note to say that 1.8.2 definitely fixed that bug I reported about changing the head type. Which I'm sure you already knew, but I just wanted to say since I brought it up.

Thanks a million.
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.2 - Updated 18 Apr 2015)
Post by: EdB on April 19, 2015, 02:35:25 PM
Edb any chance the BuildEquipmentLists() could have its ordering changed to find weapons first, i think im the only one doing this currently but ive made weapons stuff, this means they get discovered as resources first and are not put into the weapons tab. I can see this happening more in the future and I dont see a downside to switching the ordering around infact it makes more sense to find the main purpose of an item before classing it as a resource as the final fallback. This is only a quality of life request so not important by any means and you may know of a reason this isnt possible. Let me know if i didnt take something into account.

I probably will wait a day or two to see if any other bugs pop up, but I will include a fix for this with the next release. 
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.2 - Updated 18 Apr 2015)
Post by: skullywag on April 19, 2015, 02:49:46 PM
You sir are a gentleman and a scholar. My thanks to you. :)
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.2 - Updated 18 Apr 2015)
Post by: Aklyon on April 19, 2015, 02:55:29 PM
Huzzah to EdB for the update. :)
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.2 - Updated 18 Apr 2015)
Post by: LadyAth on April 19, 2015, 03:16:59 PM
THANK YOU SO VEEERRYYYY MUCH!!!  :)
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.2 - Updated 18 Apr 2015)
Post by: skullywag on April 19, 2015, 03:37:46 PM
Im having major issues with naming my colonists the name fields are royally messed up...anyone else having this?
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.2 - Updated 18 Apr 2015)
Post by: De1ta on April 19, 2015, 04:13:22 PM
Im having major issues with naming my colonists the name fields are royally messed up...anyone else having this?

Messed up in the sense that, sometimes, you can only type in a certain amount of letters before the cursor changes place on you?

If so, then yes.  I had that problem in A9, but I've yet to experience it in A10.
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.2 - Updated 18 Apr 2015)
Post by: EdB on April 19, 2015, 04:25:00 PM
Im having major issues with naming my colonists the name fields are royally messed up...anyone else having this?

I'm not seeing a cursor when I click in the text field, so yes, something is not right.  I've found that the text field widgets in the vanilla game have a tendency to behave strangely if you're not careful with how you include them in your code.  I'll work on a fix.
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.2 - Updated 18 Apr 2015)
Post by: skullywag on April 19, 2015, 05:09:00 PM
the middle field only allows you to type as many letters as is in the right field and the other behave similarly with each other...its very random..i managed to get what i wanted by making the right field long then doing the middle then the first and finally deleting the unwanted text from the right i used to make it long....only bug ive seen so far.
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.2 - Updated 18 Apr 2015)
Post by: Darcclan on April 20, 2015, 02:09:33 AM
I seem to have an issue where my colonists aren't taking the last 2 skin colors on the right side, (brownish and black), their bodies are correct when they land, but their heads are default white
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.2 - Updated 18 Apr 2015)
Post by: bills6693 on April 20, 2015, 10:23:42 AM
While you are working on it, is it possible to rework the UI by which you get resources. Currently if you want, say, 300 units of wood, you have to click the 'increase' button 300 times. Its fine for changing small stuff like weapons, clothes, medicine etc but for resources its ridiculous. I don't know if you could implement the UI similar to how trade works, i.e. the further you drag the faster it adds to your amount. Or make the button a toggle i.e. you hold down the mouse button and it keeps adding it.

Cheers though, this is my one and only essential mod (although the interface one is also great)
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.2 - Updated 18 Apr 2015)
Post by: EdB on April 20, 2015, 10:57:16 AM
While you are working on it, is it possible to rework the UI by which you get resources. Currently if you want, say, 300 units of wood, you have to click the 'increase' button 300 times. Its fine for changing small stuff like weapons, clothes, medicine etc but for resources its ridiculous. I don't know if you could implement the UI similar to how trade works, i.e. the further you drag the faster it adds to your amount. Or make the button a toggle i.e. you hold down the mouse button and it keeps adding it.

What you describe is actually how it should be working now.  Try clicking and dragging on the number to increase the amounts more quickly.  You can also hold down the shift key when clicking the arrows to increase the amount by 10 instead of 1.  If you hold down the shift key while dragging it will make the amounts increase even more rapidly. 
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.2 - Updated 18 Apr 2015)
Post by: jefferyharrell on April 20, 2015, 11:21:37 AM
I seem to have an issue where my colonists aren't taking the last 2 skin colors on the right side, (brownish and black), their bodies are correct when they land, but their heads are default white

Are you using 1.8.2? I had that problem but it went away when I installed 1.8.2.
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.3 - Updated 19 Apr 2015)
Post by: EdB on April 20, 2015, 11:20:03 PM
I've done another bug-fix release, 1.8.3.

Im having major issues with naming my colonists the name fields are royally messed up...anyone else having this?

I think this is fixed now.  I'm not seeing the issues that I was seeing before with the focus and cursor being messed up with the text fields, but I'm not sure that the problem I was seeing matched what was being described.  Let me know if this does not fix the issue.

Edb any chance the BuildEquipmentLists() could have its ordering changed to find weapons first, i think im the only one doing this currently but ive made weapons stuff, this means they get discovered as resources first and are not put into the weapons tab.

I've made this change so those weapons should be showing up in the right place now.

Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.3 - Updated 19 Apr 2015)
Post by: skullywag on April 21, 2015, 06:38:35 AM
Wooooo. Will test at lunchtime.
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.3 - Updated 19 Apr 2015)
Post by: SleepyFox on April 27, 2015, 09:40:41 PM
I don't know if it's possible or not, but you've done UI mods.. so maybe. But would you be able to make a main menu option that allows you to customize colonists? Like a 'Colonist Builder' button so you can make them and then save them to make it easier than starting new colony, picking your storyteller, waiting for the map to load, clicking a thing, clicking another thing and then going from there? It's a laziness modification, yes, but it could be good for convenience.
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.2 - Updated 18 Apr 2015)
Post by: Minus on April 27, 2015, 11:46:01 PM
Im having major issues with naming my colonists the name fields are royally messed up...anyone else having this?
Been having that since Alpha 6. Thought that was a core game bug.

Also like everyone else, I can't play a new Alpha until I get this mod.
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.3 - Updated 19 Apr 2015)
Post by: Ninefinger on May 17, 2015, 10:03:16 AM
Found a small bug, it seems that prepare carefully does not support "Accessory" Layer of apparel from the Apparello mod and on a very rare occasion will cause the character screen to to go blank being unable to continue until restart.
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.3 - Updated 19 Apr 2015)
Post by: Mido on May 27, 2015, 02:27:49 PM
This is one of those mods that bring over essential Dwarf Fortress features and should really be included in the base game. Excellent mod, good work OP.
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.3 - Updated 19 Apr 2015)
Post by: deadlydullahan on May 27, 2015, 09:49:38 PM
Asking in advance, and I know this is a very situational thing, but what would you estimate would be the amount of time for this mod to be updated for alpha 11 once it's here? A rough estimate works from past experience, few days or a week?
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.3 - Updated 19 Apr 2015)
Post by: Ienkoron on May 28, 2015, 12:55:15 AM
Asking in advance, and I know this is a very situational thing, but what would you estimate would be the amount of time for this mod to be updated for alpha 11 once it's here? A rough estimate works from past experience, few days or a week?
Alpha 11 already? *looks at mod list and all the things needing updates and runs away screaming*
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.3 - Updated 19 Apr 2015)
Post by: akiceabear on May 28, 2015, 01:17:02 AM
Adding once again how great this mod is!

Any possibility of incorporating a random starting location option in this? Or as a separate  mod? Was my favorite feature of the scenarios mod.
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.3 - Updated 19 Apr 2015)
Post by: EdB on May 28, 2015, 01:20:03 AM
Asking in advance, and I know this is a very situational thing, but what would you estimate would be the amount of time for this mod to be updated for alpha 11 once it's here? A rough estimate works from past experience, few days or a week?

It's usually available within a week of any given alpha release.  I upgrade Prepare Carefully before doing the Interface mod, so sometimes it only takes a few days.
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.3 - Updated 19 Apr 2015)
Post by: sajberhippien on May 28, 2015, 03:02:02 PM
Hi! I have a few questions related to injuries at character creation, using Prepare Carefully.

1. Is it possible to view beforehand what injuries a colonist would have? With the standard system we can see this, but I couldn't find anything when using PC.
2. If it is possible, is it possible to change it, other than to outright disable age injuries?
3. Does changing the age of the colonist prevent age-related injuries from spawning?

Thing is, right now, I play with not being allowed to reroll, and only being allowed to change a few specific things (changing one skill and either rerolling a single trait or lowering the age by 10 years) but people tend to be pretty heavy on the injuries anyway (just started a character lowered from 65 to 55, and he started frail with bad back and cataracts in both eyes).

It would be nice to see beforehand what injuries are to be expected, as it's pretty gamechanging (as the above example, having my only gunner and miner go to 40% speed, 56% manipulation and 30% sight is a preeeetty big deal).

Thanks a lot for any help!
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.3 - Updated 19 Apr 2015)
Post by: Katorone on May 28, 2015, 05:43:45 PM
On the character portrait there's a button to view the different kinds of clothing layers, and an option to view the health of each bodypart.  You can configure everything health related there.

The age of the colonists plays a role for cataracts, frail and bad back, AFAIK.  However, if you roll an old colonist, then lower its age, I doubt the generated health issues would be removed automatically.
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.3 - Updated 19 Apr 2015)
Post by: sajberhippien on May 28, 2015, 05:54:39 PM
Thanks for the feedback! This (http://i.imgur.com/nWqrL3Z.png) is how the window looks for me - I can see the individual body parts, but I don't know where to look for their health status; the arrows only seem to change between normal/artifical/bionic/whatever, not injury status.

It's good to know about age though. I'll make sure never to make my older people into stuff that requires sight/movement much then such as doctor or gunner. I'm fairly certain cataracts are also a consequence of age, as I've never seen a young character with them and in real life they mostly affect people in their older days.
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.3 - Updated 19 Apr 2015)
Post by: Katorone on May 28, 2015, 06:19:34 PM
Uncheck the box "generate old injuries" :D
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.3 - Updated 19 Apr 2015)
Post by: sajberhippien on May 28, 2015, 06:26:52 PM
Yes, I know I can uncheck the button for generating old age injuries. That much is very obvious. However, I'm interested in looking at individual injuries and knowing about them beforehand, not just skipping generating them completely. It also only deals with old-age injuries, while I'd be interested in looking at other injuries too (scars etc).
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.3 - Updated 19 Apr 2015)
Post by: EdB on June 01, 2015, 11:26:28 PM
1. Is it possible to view beforehand what injuries a colonist would have? With the standard system we can see this, but I couldn't find anything when using PC.
2. If it is possible, is it possible to change it, other than to outright disable age injuries?
3. Does changing the age of the colonist prevent age-related injuries from spawning?

The way it works now in the mod, injuries are not generated ahead of time.  They are generated when your colonists spawn on the map.  I think that I'm just using the standard injury generation, so changing the age of the colonists should prevent age-related injuries from spawning.  Unless I'm doing something wrong, that's how it should be working.

My original thought was that the UI for adding bionic parts would include full health options, including injuries.   When I actually started implementing it, it started to get too complex, so I decided to limit it to just what's there now.  At that time, there was no way to see injuries in the standard character generation UI, so it made more sense to make that choice.  It's possible that I could add injury options in the future, but I don't have any plans to do so right now.
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.3 - Updated 19 Apr 2015)
Post by: DorgoDorato on June 05, 2015, 01:57:27 PM
Would there be a way to add tooltips for equipment? That way when I'm perusing stuff from mods I know what stats everything has.
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.3 - Updated 19 Apr 2015)
Post by: EdB on June 05, 2015, 06:06:06 PM
Would there be a way to add tooltips for equipment? That way when I'm perusing stuff from mods I know what stats everything has.

Unfortunately, there are a lot of stats to show in a tooltip for some items--and not many stats at all for others.  Generating the text for the tooltip is a more complex task than I'd like to take on.  You can right-click the item and select the "Information..." option to bring up all of the stats.  Not as convenient as a tooltip, but the information is accessible.
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.3 - Updated 19 Apr 2015)
Post by: nmid on June 06, 2015, 01:09:05 AM
I sometimes feel the information tab doesn't show all the offsets.. or that it's too deep/ too many mouseclicks in to conveniently read.

I prefer to alt-tab into my open mod folder in sublime and just search for the item in question.

ps - I wish we could hotkey the information button!
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.3 - Updated 19 Apr 2015)
Post by: akiceabear on June 06, 2015, 01:26:54 AM
Quote
ps - I wish we could hotkey the information button!

I also wish this was possible in vanilla or a mod!
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.3 - Updated 19 Apr 2015)
Post by: nmid on June 06, 2015, 01:33:15 AM
Rimworld alpha is* currently* not* very keyboard friendly, but I'm sure the beta will be much more so.
Not worried atm :)

* Wth, I ate up words completely.
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.3 - Updated 19 Apr 2015)
Post by: Mido on June 08, 2015, 08:03:20 PM
Quick question, where are presets saved? I want to bring the presets I have created over to another PC.
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.3 - Updated 19 Apr 2015)
Post by: EdB on June 08, 2015, 08:56:58 PM
Quick question, where are presets saved? I want to bring the presets I have created over to another PC.

By default, on a Windows machine, they are saved in a "PrepareCarefully" directory under the same directory where other RimWorld settings and save game data are stored:

C:\Users\{your username}\AppData\LocalLow\Ludeon Studios\RimWorld\PrepareCarefully

The presets for individual colonists have the "pcc" file extension and the presets for a whole group have the "pcp" file extension.
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.3 - Updated 19 Apr 2015)
Post by: Mido on June 10, 2015, 12:03:36 PM
Thanks, and if I might add a suggestion - right now on the resources selection page, if I have 200 steel and I want to increase it to 500, I have to click the little arrow 300 times. That's a lot of clicking...it doesn't seem to respond to clicking and holding the arrow. That would be a nice quality of life improvement right there.
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.3 - Updated 19 Apr 2015)
Post by: nmid on June 10, 2015, 02:09:43 PM
Thanks, and if I might add a suggestion - right now on the resources selection page, if I have 200 steel and I want to increase it to 500, I have to click the little arrow 300 times. That's a lot of clicking...it doesn't seem to respond to clicking and holding the arrow. That would be a nice quality of life improvement right there.
resource selection page? For traders or the production table?
If trades, you can just drag the slider in the direction you want the trade to go in
If production, click on the three dots to come to a sub-options level that lets you increase the qty by 1,25,250.

Not very intuitive, took me time to get the trader method after about 10-15 traders, but I think this has been there since alpha4.
Title: Re: [MOD] (Alpha 10) EdB Prepare Carefully (v1.8.3 - Updated 19 Apr 2015)
Post by: EdB on June 10, 2015, 08:29:58 PM
Thanks, and if I might add a suggestion - right now on the resources selection page, if I have 200 steel and I want to increase it to 500, I have to click the little arrow 300 times. That's a lot of clicking...it doesn't seem to respond to clicking and holding the arrow. That would be a nice quality of life improvement right there.

Try clicking and dragging on the number to increase the count more quickly.  Hold shift while clicking and dragging to increase the count even more quickly.  Hold shift when clicking on the arrows to increase the quantity by 10 instead of by 1. 
Title: Re: [MOD] (Alpha 11) EdB Prepare Carefully (v1.9.1 - Updated 10 Jun 2015)
Post by: EdB on June 10, 2015, 10:57:18 PM
I've released a new version, 1.9.1, that is compatible with Alpha 11.  No new features in this release.

This was by far the easiest time I've had upgrading the mod to a new alpha--it only took a couple of hours.  Of course, that probably means that something is broken in there, so be sure to report any bugs that you find.
Title: Re: [MOD] (Alpha 11) EdB Prepare Carefully (v1.9.1 - Updated 10 Jun 2015)
Post by: jega on June 10, 2015, 11:04:10 PM
I've released a new version, 1.9.1, that is compatible with Alpha 11.  No new features in this release.

This was by far the easiest time I've had upgrading the mod to a new alpha--it only took a couple of hours.  Of course, that probably means that something is broken in there, so be sure to report any bugs that you find.
I'm glad it was easy since I can't wait for the interface mod to update!
Title: Re: [MOD] (Alpha 11) EdB Prepare Carefully (v1.9.1 - Updated 10 Jun 2015)
Post by: EdB on June 10, 2015, 11:09:00 PM
I've released a new version, 1.9.1, that is compatible with Alpha 11.  No new features in this release.

This was by far the easiest time I've had upgrading the mod to a new alpha--it only took a couple of hours.  Of course, that probably means that something is broken in there, so be sure to report any bugs that you find.
I'm glad it was easy since I can't wait for the interface mod to update!

I always do Prepare Carefully first just to get an idea of how many changes there are going to be.  Unfortunately, the interface mod always takes longer.  There's just a lot of tedious work that needs to be done in that mod.  It will still probably be a few days before I get a release out.
Title: Re: [MOD] (Alpha 11) EdB Prepare Carefully (v1.9.1 - Updated 10 Jun 2015)
Post by: Daman453 on June 10, 2015, 11:13:45 PM
Well that was quick
Title: Re: [MOD] (Alpha 11) EdB Prepare Carefully (v1.9.1 - Updated 10 Jun 2015)
Post by: wakko151 on June 10, 2015, 11:56:33 PM
In these amazing times let us not forget who helps us cause all this mischief and fun. Let us not forget who busts there ass every patch day to bring us the game we demand. And let us never under appreciate the men and woman, of the modding community.

*QUE MUSIC AND STRIPPERS*
Title: Re: [MOD] (Alpha 11) EdB Prepare Carefully (v1.9.1 - Updated 10 Jun 2015)
Post by: nmid on June 11, 2015, 12:17:16 AM
There was no chance I could have played A11 without my super doped starting colonists! :D
Thank you :)


edit - Do my colonists config saves carry forward from A10?
Title: Re: [MOD] (Alpha 11) EdB Prepare Carefully (v1.9.1 - Updated 10 Jun 2015)
Post by: EdB on June 11, 2015, 01:01:27 AM
edit - Do my colonists config saves carry forward from A10?

They should work.   The ones that I tested worked fine, but it's possible that there are new or incompatible items that I'm not aware of.
Title: Re: [MOD] (Alpha 11) EdB Prepare Carefully (v1.9.1 - Updated 10 Jun 2015)
Post by: Dave-In-Texas on June 11, 2015, 01:06:53 AM
first.  thanks for your prompt attention to the alpha change.

It let me create a team that i like but i'm getting the following when i try to save a preset.

i've attached the log but here is a summary
Exception filling window for EdB.PrepareCarefully.Dialog_SavePreset: System.InvalidOperationException: There is no more open element.

  at System.Xml.XmlTextWriter.WriteEndElementCore (Boolean full) [0x00000] in <filename unknown>:0

  at System.Xml.XmlTextWriter.WriteEndElement () [0x00000] in <filename unknown>:0

  at Verse.Scribe.ExitNode () [0x00000] in <filename unknown>:0

  at Verse.Scribe.FinalizeWriting () [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.PresetSaver.SaveToFile (EdB.PrepareCarefully.PrepareCarefully data, System.String presetName) [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.Dialog_SavePreset.DoSpecialSaveLoadGUI (Rect inRect) [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.Dialog_Preset.FillWindow (Rect inRect) [0x00000] in <filename unknown>:0

  at Verse.Layer_Window.DoWindowContents () [0x00000] in <filename unknown>:0


and then this error when i tested and tried to use the pcp file it created (also attached):


Exception filling window for EdB.PrepareCarefully.Dialog_LoadPreset: System.Xml.XmlException: unexpected end of file. Current depth is 4  Line 198, position 20.

  at Mono.Xml2.XmlTextReader.ReadContent () [0x00000] in <filename unknown>:0

  at Mono.Xml2.XmlTextReader.ReadContent () [0x00000] in <filename unknown>:0

  at Mono.Xml2.XmlTextReader.Read () [0x00000] in <filename unknown>:0

  at System.Xml.XmlTextReader.Read () [0x00000] in <filename unknown>:0

  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0

  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0

  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0

  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0

  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0

  at System.Xml.XmlDocument.ReadNode (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0

  at System.Xml.XmlDocument.Load (System.Xml.XmlReader xmlReader) [0x00000] in <filename unknown>:0

  at Verse.Scribe.InitLoading (System.String filePath) [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.PresetLoader.LoadFromFile (EdB.PrepareCarefully.PrepareCarefully loadout, System.String presetName) [0x00000] in <filename unknown>:0



[attachment deleted due to age]
Title: Re: [MOD] (Alpha 11) EdB Prepare Carefully (v1.9.1 - Updated 10 Jun 2015)
Post by: nmid on June 11, 2015, 01:14:44 AM
edit - Do my colonists config saves carry forward from A10?

They should work.   The ones that I tested worked fine, but it's possible that there are new or incompatible items that I'm not aware of.

awesome.
Btw, the 1st post needs to be updated, it's still showing as alpha10 :)
Title: Re: [MOD] (Alpha 11) EdB Prepare Carefully (v1.9.1 - Updated 10 Jun 2015)
Post by: EdB on June 11, 2015, 01:37:17 AM
first.  thanks for your prompt attention to the alpha change.

It let me create a team that i like but i'm getting the following when i try to save a preset.

Thanks for the bug report.  Sorry about that.  I released a new version, 1.9.2, that fixes this problem.
Title: Re: [MOD] (Alpha 11) EdB Prepare Carefully (v1.9.2 - Updated 10 Jun 2015)
Post by: Dave-In-Texas on June 11, 2015, 04:30:59 AM
thank you, kind sir
Title: Re: [MOD] (Alpha 11) EdB Prepare Carefully (v1.9.1 - Updated 10 Jun 2015)
Post by: Skissor on June 11, 2015, 05:58:21 AM
I've released a new version, 1.9.1, that is compatible with Alpha 11.

Holy shit, that was quick!

EdB <3
Title: Re: [MOD] (Alpha 11) EdB Prepare Carefully (v1.9.2 - Updated 10 Jun 2015)
Post by: Der Failer on June 13, 2015, 10:47:04 AM
Hi EdB,
i was just looking around in the output_log to trace a bug (not related to your mods) when i stumbled over this:
Code: [Select]
NullReferenceException: Object reference not set to an instance of an object
  at Verse.ThingIDMaker.GiveIDTo (Verse.Thing t) [0x00000] in <filename unknown>:0

  at Verse.Thing.PostMake () [0x00000] in <filename unknown>:0

  at Verse.ThingWithComps.PostMake () [0x00000] in <filename unknown>:0

  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.CostCalculator.GetBaseThingCost (Verse.ThingDef def, Verse.ThingDef stuffDef) [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.EquipmentDatabase.CreateEquipmentEntry (Verse.ThingDef def, Verse.ThingDef stuffDef, Int32 type) [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.EquipmentDatabase.AddThingDef (Verse.ThingDef def, Int32 type) [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.EquipmentDatabase.BuildEquipmentLists () [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.EquipmentDatabase..ctor () [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.PrepareCarefully..ctor () [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.PrepareCarefully.get_Instance () [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.ModController.OnLevelWasLoaded (Int32 level) [0x00000] in <filename unknown>:0

Steps to reproduce:
1. Create a new colony
2. Save it and close the game
3. Load the save
4. have a look in the output_log (it does not show up in the ingame debug log)
Output_logs can be found in the attachments.

Also:
Thanks for all your great mods :)

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 11) EdB Prepare Carefully (v1.9.2 - Updated 10 Jun 2015)
Post by: EdB on June 13, 2015, 05:17:38 PM
i was just looking around in the output_log to trace a bug (not related to your mods) when i stumbled over this:

Thanks for the bug report.  I've released a new version, 1.9.3, that fixes this problem.
Title: Re: [A11] EdB Prepare Carefully (v1.9.3 - Updated 13 Jun 2015)
Post by: Ytm on June 19, 2015, 06:35:00 AM
i translated "NEED TRANSLATION" section for russian version. maybe it help

[attachment deleted due to age]
Title: Re: [A11] EdB Prepare Carefully (v1.9.3 - Updated 13 Jun 2015)
Post by: Shackleberry on June 20, 2015, 07:47:54 AM
Is there anywhere where we can share presets or colonists? I always struggle to decide what colonists to use.

It would be nice to be able to get some pre-made "medic", "cook", "farmer" colonists that can just be tweaked.
Title: Re: [A11] EdB Prepare Carefully (v1.9.3 - Updated 13 Jun 2015)
Post by: nmid on June 20, 2015, 08:55:34 AM
yea.. I'm looking forward to someone more creative, making a firefly/serenity team.
Title: Re: [A11] EdB Prepare Carefully (v1.9.3 - Updated 13 Jun 2015)
Post by: DirtyDusty on June 20, 2015, 10:54:41 AM
Love this so damn much! thank you so much for all your work and effort! sorry to ask though, is there a way to add more than 10 colonists to start with? i know it may be asking for a bit much, but i'd really like to start the game with a bunch of people i know. i'd probably even start recording the whole play through. haha!
Title: Re: [A11] EdB Prepare Carefully (v1.9.3 - Updated 13 Jun 2015)
Post by: Avis on June 20, 2015, 04:20:19 PM
Love this so damn much! thank you so much for all your work and effort! sorry to ask though, is there a way to add more than 10 colonists to start with? i know it may be asking for a bit much, but i'd really like to start the game with a bunch of people i know. i'd probably even start recording the whole play through. haha!

10 people is a bit much for the balance of the game.   ;D
Though it would make the first few days quite interesting,
i'll watch a play through of that for sure!
Title: Re: [A11] EdB Prepare Carefully (v1.9.3 - Updated 13 Jun 2015)
Post by: EdB on June 20, 2015, 06:40:06 PM
is there a way to add more than 10 colonists to start with?

The issue with adding more than ten colonists is that I would need to rework the tab UI at the top.  As you add more colonists, there is less and less space for each colonist name.  I can look at it again, but I'm not sure that I'll be making any changes.
Title: Re: [A11] EdB Prepare Carefully (v1.9.3 - Updated 13 Jun 2015)
Post by: Demonlord091 on June 20, 2015, 10:37:27 PM
The Dropbox you have for the newest version of the mod doesn't seem to work.

The Download button is grayed out and we're unable to actually download anything without it.

Anyone else seeing that or is it just me?
Title: Re: [A11] EdB Prepare Carefully (v1.9.3 - Updated 13 Jun 2015)
Post by: DirtyDusty on June 21, 2015, 02:40:09 AM
Understood, although i think that i should bring to your attention that Ive cheekily found a way around it, ive saved a group of people, gone into your EdB Prepare Carefully file in App Data, opened up my saved group, copied and pasted the pawn data, overridden the save and opened it again in game. I mean, it works, the tabs are functional, if not a bit small, which i see as no problem. Its just that when i try to start the game, a message pops up at the top left of the screen stating that "You cannot have more than 10 colonists."
Title: Re: [A11] EdB Prepare Carefully (v1.9.3 - Updated 13 Jun 2015)
Post by: Avis on June 21, 2015, 12:44:17 PM
The Dropbox you have for the newest version of the mod doesn't seem to work.

The Download button is grayed out and we're unable to actually download anything without it.

Anyone else seeing that or is it just me?

I believe i got around it by mashing the button.
Try clicking it 2 or 3 times.
Worked when i just tried.
Title: Re: [A11] EdB Prepare Carefully (v1.9.3 - Updated 13 Jun 2015)
Post by: EdB on June 21, 2015, 05:37:30 PM
The Dropbox you have for the newest version of the mod doesn't seem to work.

The Download button is grayed out and we're unable to actually download anything without it.

Anyone else seeing that or is it just me?

I believe i got around it by mashing the button.
Try clicking it 2 or 3 times.
Worked when i just tried.

Even though the button appears grayed out, clicking on it should still trigger the download.  I know the Dropbox prompt to create an account is a little annoying, but I personally prefer it the ad-driven download sites.

As an alternative, I always add the mod to the original post as an attachment--you'll find the link at the bottom of the message.  You do need to be logged in to the forums to see that link.

For some reason, the attachment link for the mod was removed for a little while--I must have forgotten to update it with the latest version.  I have fixed it, and it should be available again.
Title: Re: [A11] EdB Prepare Carefully (v1.9.3 - Updated 13 Jun 2015)
Post by: Kelian on June 21, 2015, 07:42:31 PM
This is seriously my favorite mod for Rimworld. I hope Tynan adds it to the offical release at some point. Great work!
Title: Re: [A11] EdB Prepare Carefully (v1.9.3 - Updated 13 Jun 2015)
Post by: Anonemous2 on June 22, 2015, 10:47:37 AM
Please add a way to put in a number of an item your getting, other wise it can take hundreds of clicks to put in how many you want.
For Example I want to take with me lots of cloth, 300 or so I will need to click 300 times to put it in.
Title: Re: [A11] EdB Prepare Carefully (v1.9.3 - Updated 13 Jun 2015)
Post by: Beathrus on June 22, 2015, 10:57:37 AM
Please add a way to put in a number of an item your getting, other wise it can take hundreds of clicks to put in how many you want.
For Example I want to take with me lots of cloth, 300 or so I will need to click 300 times to put it in.

You can click the 'number' between the increase and decrease arrows and drag the mouse towards which ever you want to do and it will rapidly increase or decrease depending on which side you drag the cursor after words.
Title: Re: [A11] EdB Prepare Carefully (v1.9.3 - Updated 13 Jun 2015)
Post by: Anonemous2 on June 22, 2015, 11:25:45 AM
Please add a way to put in a number of an item your getting, other wise it can take hundreds of clicks to put in how many you want.
For Example I want to take with me lots of cloth, 300 or so I will need to click 300 times to put it in.

You can click the 'number' between the increase and decrease arrows and drag the mouse towards which ever you want to do and it will rapidly increase or decrease depending on which side you drag the cursor after words.

Thanks That makes life a lot easier.
Title: Re: [A11] EdB Prepare Carefully (v1.9.3 - Updated 13 Jun 2015)
Post by: Beathrus on June 22, 2015, 12:02:29 PM
Please add a way to put in a number of an item your getting, other wise it can take hundreds of clicks to put in how many you want.
For Example I want to take with me lots of cloth, 300 or so I will need to click 300 times to put it in.

You can click the 'number' between the increase and decrease arrows and drag the mouse towards which ever you want to do and it will rapidly increase or decrease depending on which side you drag the cursor after words.

Thanks That makes life a lot easier.

Welcome, it works on traders too! Or any thing that has an incriminate and the 'choose number' thing like that.
Title: Re: [A11] EdB Prepare Carefully (v1.9.3 - Updated 13 Jun 2015)
Post by: RulerBrendan on June 23, 2015, 12:48:30 AM
So.... My character has a melee level of 40..... is that supposed to happen?
Title: Re: [A11] EdB Prepare Carefully (v1.9.3 - Updated 13 Jun 2015)
Post by: blub01 on June 25, 2015, 04:30:25 PM
Is that intended to happen?

screenshot (https://www.dropbox.com/s/q8ijwgkkjzdrum4/screenshot2.png?dl=0)
Title: Re: [A11] EdB Prepare Carefully (v1.9.3 - Updated 13 Jun 2015)
Post by: Anonemous2 on June 25, 2015, 04:31:17 PM
So.... My character has a melee level of 40..... is that supposed to happen?

No it's not, but it's happen to me when a character I saved in a earlier alpha (who is already a level 20) was loaded in the newest alpha.
Title: Re: [A11] EdB Prepare Carefully (v1.9.3 - Updated 13 Jun 2015)
Post by: Demonlord091 on June 25, 2015, 09:33:51 PM
The Dropbox you have for the newest version of the mod doesn't seem to work.

The Download button is grayed out and we're unable to actually download anything without it.

Anyone else seeing that or is it just me?

I believe i got around it by mashing the button.
Try clicking it 2 or 3 times.
Worked when i just tried.

Even though the button appears grayed out, clicking on it should still trigger the download.  I know the Dropbox prompt to create an account is a little annoying, but I personally prefer it the ad-driven download sites.

As an alternative, I always add the mod to the original post as an attachment--you'll find the link at the bottom of the message.  You do need to be logged in to the forums to see that link.

For some reason, the attachment link for the mod was removed for a little while--I must have forgotten to update it with the latest version.  I have fixed it, and it should be available again.

Unfortunately "mashing the Download button" on Dropbox does not seem to work for me, though I don't intend to spend an hour sitting here trying to stab the thing until it works.

I can certainly understand your dislike of ad-driven sites after downloading so many mods from Mediafire, but maybe the Nexus would be a slightly lesser evil.  At least that site doesn't have pop-up ads or get randomly blocked by antivirus software.  It does require an account for some things, but these mods are usually simple to install so users likely won't need one.

In the end the choice is yours. As long as we can download your amazing mods from somewhere I'll be more or less content with it.
Keep up the good work.
Title: Re: [A11] EdB Prepare Carefully (v1.9.3 - Updated 13 Jun 2015)
Post by: EdB on June 26, 2015, 01:28:22 AM
So.... My character has a melee level of 40..... is that supposed to happen?

I've seen that happen once or twice.   Obviously, it's a bug, but it's a difficult to reproduce it--which means it's difficult to fix.
Title: Re: [A11] EdB Prepare Carefully (v1.9.3 - Updated 13 Jun 2015)
Post by: EdB on June 26, 2015, 01:30:06 AM
Is that intended to happen?

screenshot (https://www.dropbox.com/s/q8ijwgkkjzdrum4/screenshot2.png?dl=0)

I'm sorry, but it's not clear to me what you're pointing out.  What's wrong with that colonist?
Title: Re: [A11] EdB Prepare Carefully (v1.9.3 - Updated 13 Jun 2015)
Post by: EdB on June 26, 2015, 01:36:02 AM
I can certainly understand your dislike of ad-driven sites after downloading so many mods from Mediafire, but maybe the Nexus would be a slightly lesser evil.  At least that site doesn't have pop-up ads or get randomly blocked by antivirus software.  It does require an account for some things, but these mods are usually simple to install so users likely won't need one.

In the end the choice is yours. As long as we can download your amazing mods from somewhere I'll be more or less content with it.

As an alternative, I'll probably continue to just attach the mod to the original post.  I started doing this in response to a couple of people who had trouble downloading from Dropbox, and it seems like a good alternative.  The only downside is that you need a forums account.
Title: Re: [A11] EdB Prepare Carefully (v1.9.3 - Updated 13 Jun 2015)
Post by: foopex on June 26, 2015, 09:47:56 AM
What do you think about this mod coming with pre-generated parties for various challenge levels and/or scenerios to load for a quick start?
Title: Re: [A11] EdB Prepare Carefully (v1.9.3 - Updated 13 Jun 2015)
Post by: Gibson8088 on June 28, 2015, 01:19:18 PM
Hopefully this is the right spot for this.  I just loaded the Ultimate Overhaul Pack, following its instructions properly and all that.  Made a new world and then launched Prepare Carefully and now... when I edit a new colonist their hairstyle doesn't show up.

Oddly enough, if I load a colonist I made before the hair preview works just fine.  Perhaps you fine citizens can point me in the way of a solution to my woes?
Title: Re: [A11] EdB Prepare Carefully (v1.9.3 - Updated 13 Jun 2015)
Post by: nmid on June 28, 2015, 01:39:22 PM
What do you think about this mod coming with pre-generated parties for various challenge levels and/or scenerios to load for a quick start?

Yup.. some courageous ppl are thinking about doing it..:p

yea.. I'm looking forward to someone more creative, making a firefly/serenity team.

I'm also (slowly) working on a Firefly pack which was requested.



/drooool
 ;D

Psychic Drone + River = colony over, just so you know. ;P

haha, hopefully in A13, we'll have interpersonal relations enabled  ::)
Simon will then be able to calm her down :)

Send Devon_v (http://ludeon.com/forums/index.php?action=pm;sa=send;u=39340) a message bugg... requesting him to post a starting version :D
Title: Re: [A11] EdB Prepare Carefully (v1.9.3 - Updated 13 Jun 2015)
Post by: blub01 on June 28, 2015, 01:58:01 PM
Is that intended to happen?

screenshot (https://www.dropbox.com/s/q8ijwgkkjzdrum4/screenshot2.png?dl=0)

I didn't notice that the points were in one pool for all the colonists, so i was confused when i could get 4 stats to level 20 for one colonist. but i think there still are quite a lot of points, i managed to create 3 starter colonists which had each 1 or 2 stats at level 20, allowing me to go through the tech tree at insane speeds, not need any medicine at all, and be able to create huge builds in a matter of days.
I'm sorry, but it's not clear to me what you're pointing out.  What's wrong with that colonist?
Title: Re: [A11] EdB Prepare Carefully (v1.9.3 - Updated 13 Jun 2015)
Post by: nmid on June 28, 2015, 03:15:49 PM
Is that intended to happen?

screenshot (https://www.dropbox.com/s/q8ijwgkkjzdrum4/screenshot2.png?dl=0)

I'm sorry, but it's not clear to me what you're pointing out.  What's wrong with that colonist?

I didn't notice that the points were in one pool for all the colonists, so i was confused when i could get 4 stats to level 20 for one colonist. but i think there still are quite a lot of points, i managed to create 3 starter colonists which had each 1 or 2 stats at level 20, allowing me to go through the tech tree at insane speeds, not need any medicine at all, and be able to create huge builds in a matter of days.

The quote function doesn't sit right in the view window and leads to the actual reply going inside a quote, because of the gap looking as if empty space to start writing the reply...
Wish the forum would automatically place the reply at the end of the quote.
Title: Re: [A11] EdB Prepare Carefully (v1.9.3 - Updated 13 Jun 2015)
Post by: r4ky on June 29, 2015, 03:24:39 PM
Hi, can someone explain me why there is 2 age number in prepare carefully ?

like : Jude age 27-453

it is age of birth / death ? But i dont think so it look a bit strange to know the age of death
it is a random age between both?

Thanks for your answer
Title: Re: [A11] EdB Prepare Carefully (v1.9.3 - Updated 13 Jun 2015)
Post by: mokonasakura on June 29, 2015, 03:32:41 PM
Hi, can someone explain me why there is 2 age number in prepare carefully ?

like : Jude age 27-453

it is age of birth / death ? But i dont think so it look a bit strange to know the age of death
it is a random age between both?

Thanks for your answer
Actual age and chronological age. So i can have a character who's body only aged 29 years but has slept in a chrono casket for thousands. It's sci-fi stuff.
Title: Re: [A11] EdB Prepare Carefully (v1.9.3 - Updated 13 Jun 2015)
Post by: Materialjam on June 29, 2015, 08:39:17 PM
Great mod! Only thing missing, in my own personal opinion, would be the ability to change the quality of the weapons/apparel. A must-have mod for any of my colonies, though.

Edit: Looking back, another good idea would be to have the description appear when you hover over things in the resources and equipment! That or some sort of stats, as this would make preparation even easier.
Title: Re: [A11] EdB Prepare Carefully (v1.9.3 - Updated 13 Jun 2015)
Post by: dopestar667 on July 03, 2015, 10:02:33 PM
This locks my game when trying to load on Alpha 11b, build 857.
Title: Re: [A11] EdB Prepare Carefully (v1.9.3 - Updated 13 Jun 2015)
Post by: kaptain_kavern on July 03, 2015, 10:40:23 PM
Because it's obviously not up to date man. Be patient plz ;)

The A11B just pop in. Either you play Vanilla some time or you stay on A11 a bit if you absolutely need mods :p
Title: Re: [A11] EdB Prepare Carefully (v1.9.3 - Updated 13 Jun 2015)
Post by: dopestar667 on July 04, 2015, 02:16:10 AM
I know, I'm not complaining, just notifying. All the other mods I have loaded work fine in 11b that worked in 11, except the two EDB mods.
Title: Re: [A11] EdB Prepare Carefully (v1.9.3 - Updated 13 Jun 2015)
Post by: EdB on July 04, 2015, 04:06:38 AM
I know, I'm not complaining, just notifying. All the other mods I have loaded work fine in 11b that worked in 11, except the two EDB mods.

The EdB mods work a little differently than a lot of other mods--they modify or override specific code from the vanilla game.  When that vanilla game code changes with a new build, that causes the incompatibility.  You can expect an 11b release within the next day.
Title: Re: [A11] EdB Prepare Carefully (v1.9.3 - Updated 13 Jun 2015)
Post by: Vas on July 04, 2015, 05:09:10 AM
I once suggested this before, but I'll go ahead and do it again, using the same image I used before.  :P  However, I'd like to also suggest a preview that shows you what year your character was born in when you change the alternate date, the one that can go into the thousands.  I was trying to set it so that they appear to have gone into cryostasis in the year 2015.  Also, I'd like to be able to type in that slot rather than wait 5 minutes for it to get all the way to the number I want.  :P
Oh yea, lets not forget the ability to set the day of the month and the month your birthday is on.  :P

The other thing, is points per character, points in stock not counting against you, allowing you to go over the point amounts and start the game anyway "Are you sure you wish to start? You have used more points than you have.", color code it a bit too.
(https://dl.dropboxusercontent.com/u/30270697/tempimages/prepcarepoints2.png)
Title: Re: [A11] EdB Prepare Carefully (v1.9.3 - Updated 13 Jun 2015)
Post by: mokonasakura on July 04, 2015, 05:36:08 AM
you can set your birth day by right clicking on your age vas
Title: Re: [A11] EdB Prepare Carefully (v1.9.3 - Updated 13 Jun 2015)
Post by: dopestar667 on July 04, 2015, 06:15:24 AM
I know, I'm not complaining, just notifying. All the other mods I have loaded work fine in 11b that worked in 11, except the two EDB mods.

The EdB mods work a little differently than a lot of other mods--they modify or override specific code from the vanilla game.  When that vanilla game code changes with a new build, that causes the incompatibility.  You can expect an 11b release within the next day.

You're awesome, thank you!
Title: Re: [A11] EdB Prepare Carefully (v1.9.3 - Updated 13 Jun 2015)
Post by: Vas on July 04, 2015, 09:52:58 AM
you can set your birth day by right clicking on your age vas

Oh right, well my other points remain.
I also found that hovering over a specific spot shows the points per colonist, I just hoped I wouldn't have to hover over that each change I make.
Title: Re: [A11] EdB Prepare Carefully (v1.9.3 - Updated 13 Jun 2015)
Post by: EdB on July 04, 2015, 02:26:20 PM
You can expect an 11b release within the next day.

The Interface and Mod Order mods are now available for 11b, but there were some changes in Alpha 11b to the way that the market value for colonists is computed.  This impacts the way that the point values are computed in Prepare Carefully which means that I need to take a balancing pass on those calculations.  Balancing is difficult, and I hate doing it, so it's going to take me a little bit longer to finish.  It should still be released sometime today.
Title: Re: [A11] EdB Prepare Carefully (v1.9.3 - Updated 13 Jun 2015)
Post by: DDawgSierra on July 04, 2015, 05:59:54 PM
I hope it comes soon! Until then, I'm just glad I haven't deleted regular eleven yet!
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: cheetah2003 on July 04, 2015, 07:39:00 PM
Thanks so much for getting this updated so quickly!  BEST MOD EVER! <3
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: EdB on July 04, 2015, 07:39:50 PM
I've released a new version, 1.9.4, that is compatible with the Alpha 11b release of the game.  I've also added a French-language translation (thanks to kaptain_kavern!) and a Ukrainian-language translation (thanks to Rascher!)

The point system was adjusted a bit to match changes in the game.  You may notice that the point values of presets that you saved in earlier versions do not match the values in this version.  Unfortunately, this cannot be avoided.

Please let me know if you see any new bugs or issues.
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: tgchaplain on July 04, 2015, 08:18:17 PM
And now all the mods I love are up to date! Time to waste spend my weekend building my colony!
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: Havan_IronOak on July 05, 2015, 06:55:23 AM
I absolutely LOVE the Prepare Carefully mod. It allows me to start the story the way that I want. Now that its working in release 11B I'm overjoyed.

However, I do seem to have a problem with Naming My characters. The name boxes don't seem to work based on where the cursor is pointing. And for some bizarre reason typing in a last name of MacDonald seems to always results in a last name of MacDonadl. I was sure that it was my typing but I tried it three times with the same result.

Also, any way to allow typing in max and min ages? The clicking becomes a lot when I want to bring the max age down from 952 years to something less Methuselahan.
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: DDawgSierra on July 05, 2015, 11:58:30 AM
That's a vanilla problem, sorry! It happens all the time with me, particularly 2ith an x in the name.
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: EdB on July 05, 2015, 03:25:13 PM
I do seem to have a problem with Naming My characters. The name boxes don't seem to work based on where the cursor is pointing. And for some bizarre reason typing in a last name of MacDonald seems to always results in a last name of MacDonadl. I was sure that it was my typing but I tried it three times with the same result.

Also, any way to allow typing in max and min ages? The clicking becomes a lot when I want to bring the max age down from 952 years to something less Methuselahan.

I wish I could figure out what was going on with the text input widget.  I'm using the UI code from the vanilla game for text input, but it seems like it sometimes just will not work properly.  I never know if it's a random problem in the vanilla game or if it's something that I'm doing wrong.  I've tried a handful of times to fix it, but no success.  Sometimes it works right, sometimes it doesn't.

Keep in mind that you can click-and-drag on the age numbers to change them.  Hold down shift while dragging to make the numbers change more quickly.
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: TLHeart on July 05, 2015, 09:21:25 PM
There are many input boxes in the vanilla game with the same problem. The focus just does not go to the actual input box.
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: Kaballah on July 05, 2015, 10:43:26 PM
Hold down shift while dragging to make the numbers change more quickly.

This works?  I thought I had tried this a few times and it didn't look like it helped, thanks for confirming it at least.
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: EdB on July 05, 2015, 11:05:12 PM
Hold down shift while dragging to make the numbers change more quickly.

This works?  I thought I had tried this a few times and it didn't look like it helped, thanks for confirming it at least.

Yes.  You can also hold shift while clicking on the arrows to change the number by increments of 10 instead of increments of 1.
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: Kelian on July 06, 2015, 12:40:18 PM
So how much do we have to bribe Tynan to get this included in the vanilla game? ;)
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: Vas on July 08, 2015, 11:17:58 AM
So how much do we have to bribe Tynan to get this included in the vanilla game? ;)

1 million dollars! *pinky to mouth Dr. Evil face!* (Or whatever that bald guy's name is from Austin Powers movies.)
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: Vingolf on July 10, 2015, 03:01:23 AM
What items do you usually pick while setting your team ?
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: Dragoon on July 10, 2015, 09:58:13 AM
Can you ask that in the the general mods section? Id tell you but I don't want to clutter up the mod.
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: Vas on July 13, 2015, 10:00:15 PM
I'm having a bit of a problem here, I'm trying to diagnose your mod to figure out how much exactly each thing costs and it's not stable.  Sometimes a skill point costs 25, sometimes 30.  It's random.

For example.  This colonist who has all things disabled except construction.  At zero, he costs 750 points.  So no skills no clothing, nothing.  He costs 0.
+25, +30, +25, +30, +25, +25, +30, +25, +30, +25, +25, +30, +25, +30, +25, +25, +30, +25, +30, +25
That's level 1 to level 20 in order.
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: EdB on July 14, 2015, 12:22:27 AM
I'm having a bit of a problem here, I'm trying to diagnose your mod to figure out how much exactly each thing costs and it's not stable.  Sometimes a skill point costs 25, sometimes 30.  It's random.

For example.  This colonist who has all things disabled except construction.  At zero, he costs 750 points.  So no skills no clothing, nothing.  He costs 0.
+25, +30, +25, +30, +25, +25, +30, +25, +30, +25, +25, +30, +25, +30, +25, +25, +30, +25, +30, +25
That's level 1 to level 20 in order.

It's probably a fraction that's getting rounded and then multiplied.  I'll have to double-check the math.
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: Vas on July 14, 2015, 02:27:52 AM
Think you could add a tool to your mod that exports the prices of everything?  In a tabbed txt format or even a choosable format?  Would make it much easier for updating and making external character creation tools.  :P  Especially with mods.  Be able to export a list after adding a bunch of mods and such.
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: Ninefinger on July 16, 2015, 07:40:18 PM
Also would you be able to add support for Apparello's Accessory Category, please.
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: sovietspyder on July 17, 2015, 02:49:28 AM
I seem to be having a bit of difficulty this this. Installed fine, menu pops up as it should, etcetra etcetra. However, when I load a preset and try to launch a new colony the preset gets overridden by the one the regular game sets with its randomly generated characters that you would otherwise get.

For example, I start a colony and the game assigns me Steve, Bob, and Jane when I want Doe, Billy, and James to go through their paces. The game assigns me the first 3 even though I loaded the preset with the latter.

Oh, also, I'm using the Hardcore SK Global modpack, which this came with, version 1.9.4 so it's up to date.

Any support would be appreciated, thanks in advance.


Edit: Figured out what the problem was, Crash Landing was choosing the first three, disabled that and everything works fine.
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: Ninefinger on July 17, 2015, 02:55:47 PM
Edit: Figured out what the problem was, Crash Landing was choosing the first three, disabled that and everything works fine.

Crash landing has a prepare carefully compatible version to download.
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: EdB on July 19, 2015, 11:39:37 PM
Think you could add a tool to your mod that exports the prices of everything?  In a tabbed txt format or even a choosable format?  Would make it much easier for updating and making external character creation tools.  :P  Especially with mods.  Be able to export a list after adding a bunch of mods and such.

It's unlikely that I'll create a tool like this (I just don't have time to do it).  I will consider including the source code for the cost calculator with the next release so that it's more obvious how I'm computing the point costs.
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: FluffyChief108 on July 20, 2015, 08:47:54 PM
So, I downloaded the Mod for Alpha 11B. I Unzipped it. It's IN my actual Mod Menu, yet no matter what I do, when I start a new colony (on a new world, no less) that little thing for 'prepare carefully' never pops up. Help?
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: EdB on July 20, 2015, 10:33:23 PM
So, I downloaded the Mod for Alpha 11B. I Unzipped it. It's IN my actual Mod Menu, yet no matter what I do, when I start a new colony (on a new world, no less) that little thing for 'prepare carefully' never pops up. Help?

This is the most common cause of this problem:

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.
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: mokonasakura on July 23, 2015, 05:51:12 PM
The only real option that I cannot find is the option to chose what injuries i have when I start. I have to let he game randomly generate it instead of letting me chose what I want.
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: Endovior on July 23, 2015, 08:18:31 PM
I've encountered an issue with Prepare Carefully in the Ultimate Overhaul modpack; bringing it to your attention as per Ninefinger's advice:

I just updated from scratch, base game to 11d build 877, and latest modpack. started new world, new colony (sigh..) and just happened to notice something - maybe it was there all along but missed it?
My pawns seem to have an extra skill that is out of the window boundary, below "research". there is something there, you can just make out the progress bar if you mouse over it. but what is that skill? no clue  :o
is it present in vanilla game or is it something a mod added?

That is the Fishing skill, but it is not out of and window boundary and is perfectly visible...
Hi Nine
if I select "Never use alternate tab panels" in the interface options of the game, I can see all the skills properly, including the fishing skill.
if I do use the alternal tab panels (which is enabled by default) then the fishing skill is cut off.
I am using my native screen's resolution of 1920x1060 if that has anything to do with it?
thanks!
Ok i see what you are saying now, this will have to be fixed by EDB you will have to post it on the original mod page. Just say that adding new skills get cut off using alternate tab panels. maybe he can add a scroll effect or make the window slightly larger.

I think the issue is that Prepare Carefully isn't currently able to address new skills added by mods, so they may or may not be visible, depending on your resolution/interface settings.

Also, while I'm mentioning things; since randomized starting clothing costs build points, and some mods add really expensive apparel, it's kind of important to curate colonists' random clothing choices... but it's sort of a pain to do so using nothing more than next/previous buttons, especially as the apparel lists grow in length. It'd be really convenient if it were possible to get a submenu for clothing in the same way as you can currently get a submenu for traits. Alternatively (or perhaps in addition), it'd be useful to have a 'strip' button that simply sets all the clothing options to 'none'.
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: thefinn on July 25, 2015, 05:20:14 PM
Any possibility to bring back random crash sites ?
(You had this in scenario's once upon a time).

Just a button on the map screen that automatically takes you to the "next" screen and picks a random site once you finish your character loadouts - it would really make Prepare Carefully shine imo. And take a little bit off that OP feel too.

Love your mods dude, won't play without them.
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: EdB on August 11, 2015, 01:22:26 AM
Due to issues with Dropbox downloads, I've decided to move the mod download to Nexus Mods.  The file size is small, so you should be able to download it without logging in over there.
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: kahlzun on August 14, 2015, 10:28:54 AM
Does anyone have a download for 1.9.3? Still playing on 11, haven't updated yet.
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: EdB on August 14, 2015, 02:21:26 PM
Does anyone have a download for 1.9.3? Still playing on 11, haven't updated yet.

I've attached the download to this post.  You need to be logged into the forums to see the link.

[attachment deleted due to age]
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: kahlzun on August 14, 2015, 09:33:06 PM
Thanks a lot!
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: iFailatRimworld on August 16, 2015, 07:36:14 AM
i have a problem regarding this mod. when i start a colony with cyborg parts using this mod, all i get is a single drop pod with potato seeds (i am currently using Ultimate Overhaul modpack) nothing else. no colonists but resources/materials on the ground. debug menu appears, says errors about Accessory, apparel blah blah and [insert colonist name] has already have Industriousness trait. also a system argument exception blah blah verbose stuff bodypartindex.
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: EdB on August 21, 2015, 05:55:13 PM
I just downloaded Alpha 12 and will start working on updating the mod.  No estimate of when it might be done.  Lots of changes in Alpha 12.  I'm not really sure what I'm going to do with pets yet in Prepare Carefully.  Obviously that has the potential to be a big change to the mod.
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: FMJ Penguin on August 21, 2015, 07:30:43 PM
Your mods are as important for RW as SkyUI is for SR imo. Maybe even more so. So thanks! Especially the UI one itself I just can't live without anymore.

Lil request though for nutso peeps like myself. A hardcore version of prep-carefully would be much appreciated and I'm willing to bet pretty pop with the other crazies who dig this mod but have zero self control while setting up their game :P

Here's the skinny:
You're only allowed to use a total of the points that your first 3 colonist's stats add up to in order to "modify" your landing party in any way.  Soooooo, if you want to start with ANY more than what you have you're forced to give it up somewhere on one of those colonists first. Oh and one last thing, points being used universally on resources and colonist stats just feels cheep even for the normal version haha. Like I said I have no self control!!

Pretty please with coked up strippers and whipped-cream on top  :-*  ;D
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: akiceabear on August 21, 2015, 08:23:33 PM
Hi FMJ - is this already accomplished with the "use points" tick box in Prepare Carefully?

Also seconding the sentiment that EdB mods are a must for the game! Thanks for these amazing tools!
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: FMJ Penguin on August 22, 2015, 12:59:10 AM
Hi FMJ - is this already accomplished with the "use points" tick box in Prepare Carefully?

Also seconding the sentiment that EdB mods are a must for the game! Thanks for these amazing tools!

I wish, I really do cuzz I wouldn't feel like such a cheating fool while using it. Thing is even with that checkbox on, it still gives you "extra" points. Usually 2k plus extra points which works out to a pretty big advantage over what you would have started with especially if you dump it into resources instead of stats.  I'm horrible at explaining things in any comprehend-able form ahahaha. But yeah it's not a big deal or anything. I'm sure it doesn't even bother most folks but hey, couldn't hurt to ask. :)
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: kahlzun on August 22, 2015, 01:51:03 AM
You don't need to use all the points to launch..
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: EdB on August 22, 2015, 02:36:09 AM
Hi FMJ - is this already accomplished with the "use points" tick box in Prepare Carefully?

Also seconding the sentiment that EdB mods are a must for the game! Thanks for these amazing tools!

I wish, I really do cuzz I wouldn't feel like such a cheating fool while using it. Thing is even with that checkbox on, it still gives you "extra" points. Usually 2k plus extra points which works out to a pretty big advantage over what you would have started with especially if you dump it into resources instead of stats.  I'm horrible at explaining things in any comprehend-able form ahahaha. But yeah it's not a big deal or anything. I'm sure it doesn't even bother most folks but hey, couldn't hurt to ask. :)

I get what you're saying.  The problem is that the game is pretty unbalanced as far as your starting colonists' stats are concerned.  Sometimes you get great colonists worth a lot of points and sometimes you get not so great colonists worth less points.  This is not a bad thing as far as the vanilla game is concerned--the randomness makes for good stories--but it doesn't work so well for me picking a good starting point value.  I felt like I had to pick a number so that you always start in a consistent place.  That's why you sometimes get stuck with extra points--it was better to pick a high number so that you get extra points than to pick a low number and have you sometimes start with negative points.

I've tried to balance things out as best as I can so that your points are as close to zero as possible when you start, but I've never been able to get it right.  Every time a new alpha comes out, I do tweak the point numbers a bit.  Hopefully, it will feel a little more balanced this time around.
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: LadyAth on August 22, 2015, 05:15:33 AM
Just want to add my praise to the amazing mods you spoil us with, EdB.  Thank you for the effort you put into the continued support !! 
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: NAIOHUENNEYSHY on August 22, 2015, 06:39:00 AM
When 12 Alpha, esse?
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: Cdr.Keen on August 22, 2015, 09:13:43 AM
looking forward for this =)
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: Jukelius on August 22, 2015, 09:17:51 AM
This has to be the best mod ever! Waiting patiently. :)
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: Traj on August 22, 2015, 09:46:57 AM
Have you thought about adding a way to change the points available. Maybe "+" and "-" buttons to change the value by 100pt or so. If people still like the randomness perhaps there is a way to have a button that randomizes the points available (say up to +/- 30% of your starting value... might have to change starting value). I am not much of a modder so I dont know how hard it would be.

I apologize if this was already discussed in one of the other 45 pages of this thread... i didnt read them all... just wanted to see if this was updated for b12.

I love this mod and is always the first one i check to see if its updated. I think this mod alone has caused me to have more unique and challenging games. (i made one where all my starting characters were brawlers but excellent doctors... now that was fun).

Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: Bamko on August 22, 2015, 01:29:42 PM
I love this mod and is always the first one i check to see if its updated.


Me too.  Should be option in game IMO.  If I were going across the galaxy to colonize some world, I would be very picky about who I take with me, and heck, we get to pick where we land, as well as who lands with us, but feels like I am wading through spammed resumes in the given UI.
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: Snownova on August 22, 2015, 01:46:44 PM
I love this mod and is always the first one i check to see if its updated.


Me too.  Should be option in game IMO.  If I were going across the galaxy to colonize some world, I would be very picky about who I take with me, and heck, we get to pick where we land, as well as who lands with us, but feels like I am wading through spammed resumes in the given UI.

You're not colonizing, you're crash-landing. But I agree I'd like to see this implemented in the base game to.
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: onezerotwo on August 22, 2015, 02:27:54 PM
Dang! I wanted to play Rimworld today but no update to Prepare Carefully means I must carefully prepare to be patient, quiet, and steadfast.

Some credit to the importance of your mod that I'm not really interested in turning Rimworld on without it! Thanks for making this!
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: EdB on August 22, 2015, 03:43:36 PM
Dang! I wanted to play Rimworld today but no update to Prepare Carefully means I must carefully prepare to be patient, quiet, and steadfast.

You can expect a release probably tonight or tomorrow.  I just finished adding support for alpha 12 features (you can now customize the animals that you land with), and I'm going to start testing soon to make sure that I didn't break anything.

If you're also waiting for the interface mod, that's going to take much longer.  You probably won't see that one until next weekend.
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: Cdr.Keen on August 22, 2015, 04:06:43 PM
nice, i really like to play, but i wait for your mod =)
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: Ronin90 on August 22, 2015, 04:10:33 PM
All i need is this one mod, i can't play without the min-maxing.  ;D
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: EdB on August 22, 2015, 05:26:05 PM
You're only allowed to use a total of the points that your first 3 colonist's stats add up to in order to "modify" your landing party in any way.  Soooooo, if you want to start with ANY more than what you have you're forced to give it up somewhere on one of those colonists first. Oh and one last thing, points being used universally on resources and colonist stats just feels cheep even for the normal version haha. Like I said I have no self control!!

Have you thought about adding a way to change the points available. Maybe "+" and "-" buttons to change the value by 100pt or so. If people still like the randomness perhaps there is a way to have a button that randomizes the points available (say up to +/- 30% of your starting value... might have to change starting value).

You know...you've convinced me.  This has always bothered me as well.  I want the remaining points" number to start at zero, but I also need it to be balanced so that saved presets work without the remaining points changing every time you load them.  I'm going to add a new option (not enabled by default) that always sets the "remaining points" to zero--more like FMJ Penguin's suggestion.

I'm not going to be changing the way that you can spend the same points on stats and equipment.  Trading off between where you spend the points was always how I intended it.
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: FMJ Penguin on August 22, 2015, 05:57:23 PM
lolz.... aw man that was too easy  :p

Traj's has a good point. Let the user decide the total may be the easiest? Even in a config file would be cool... maybe better that way so it wasn't soo easy to just revert back while in game haha. Or different versions for download easy/normal/hard variants. Just throwing stuff out there....

Hell bro, whatever is easiest for you. I'm just happy you're working on A12 support honestly. Still waiting on another mod to get updated before I even bother with A12 anyways. Yes, thanks to you modders I can't even enjoy vanilla RW anymore. Jerks, always thinking of yourselves you know?

Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: TheGentlmen on August 22, 2015, 06:53:07 PM
God Job, your mod is just great. Can't wait to update...
Title: Re: [A11b] EdB Prepare Carefully (v1.9.4 - Updated 4 Jul 2015)
Post by: mckinnal on August 22, 2015, 10:36:43 PM
where is the link to download the mod?
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: EdB on August 22, 2015, 10:42:56 PM
I've posted a new release, version 1.10.1 for Alpha 12.

It includes a couple of new features (see the original post).  Let me know if you find any bugs.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: TheGentlmen on August 22, 2015, 11:16:00 PM
THANK YOU!!!
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Jukelius on August 23, 2015, 12:27:56 AM
Thank You, EdB!!  8)
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: LadyAth on August 23, 2015, 01:20:17 AM
*HUGS!!!!!!!!!!!!!!!!!!!*
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Perry on August 23, 2015, 03:44:54 AM
Hello,

first thank you for this awesome Mod.
But in the new Version i have a Small Problem (see Image Attached).

The Game Language is German.

Thx

[attachment deleted due to age]
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: FMJ Penguin on August 23, 2015, 04:29:33 AM
Nothin but luv. New point limitation really helps it feel less cheatzy too ;D Really diggin it!
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Mordakai95 on August 23, 2015, 07:07:23 AM
It would appear that I myself am having issues with NexusMods. It claimed that I had tried to download the mod over 50 times, even though I can actually prove that this is the first time that I visited that exact page. Thank goodness for the alternate download.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Haplo on August 23, 2015, 08:12:12 AM
Hello,

first thank you for this awesome Mod.
But in the new Version i have a Small Problem (see Image Attached).

The Game Language is German.

Thx

The text you're seeing is pseudo translation code. You'll get this when you have the debug mode on and the texts aren't available in your language. If you switch the debug mode off (options), those texts should be shown in plain english :)
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: onezerotwo on August 23, 2015, 12:59:19 PM
Thank you EdB!
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: EdB on August 23, 2015, 03:52:52 PM
It would appear that I myself am having issues with NexusMods. It claimed that I had tried to download the mod over 50 times, even though I can actually prove that this is the first time that I visited that exact page. Thank goodness for the alternate download.

Nexus Mods definitely has its odd moments.  I was having issues with Dropbox downloads being blocked by browsers, so I needed to find an alternative place to host.  It seems like those Dropbox issues have cleared up, so I may bring those download links back as another alternative.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: byerclops on August 23, 2015, 05:46:24 PM
Please do I love this Mod but the nexus is giving me the same error.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: FMJ Penguin on August 23, 2015, 06:02:38 PM
Between MediaFire and DropBox you should be set I'd think. There are other lesser known free-sites but can't think the names off hand. Had issues with Nexus at times to but I assumed it was just firefox which doesn't like some sites for whatever reason at times. You guys try a different browser to see if that helps? Opera is a nice "light" browser if you're not keen on using one of the mainstreams as a backup browser.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Karnej on August 23, 2015, 06:18:25 PM
I was having the same issue as a user above me with nexus mods. It claimed incorrectly that I had tried to download over 50 times and it had blocked my IP for like 3 hours. I know it isn't a big deal but it would be if everybody used nexus lol. Maybe you can just link it at the bottom of the OP like some other mods unless there is a size limit or something more to it that I don't know of. Hope w/e the problem it gets fixed soon, I feel like I can't play properly without this sweet mod.

Edit: In a last ditch effort to get nexus working I disabled adblock and it seemed to fix it. I'm not sure if it is an actual bug with nexus/adblock or just nexus mods sly way of fighting back but it might help those who need it.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: EdB on August 23, 2015, 07:16:58 PM
I was having the same issue as a user above me with nexus mods. It claimed incorrectly that I had tried to download over 50 times and it had blocked my IP for like 3 hours. I know it isn't a big deal but it would be if everybody used nexus lol. Maybe you can just link it at the bottom of the OP like some other mods unless there is a size limit or something more to it that I don't know of. Hope w/e the problem it gets fixed soon, I feel like I can't play properly without this sweet mod.

Edit: In a last ditch effort to get nexus working I disabled adblock and it seemed to fix it. I'm not sure if it is an actual bug with nexus/adblock or just nexus mods sly way of fighting back but it might help those who need it.

Sorry for the trouble.  I've added a Dropbox link back into the original post.
Title: Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.2 - Released Sep 21 2014)
Post by: CaptOdee on August 23, 2015, 11:31:00 PM
Apologies--I had bug in the first version that I should have caught.  I posted a new release, v1.0.2.

[/li]
[/list]

Do you have a link to 1.0.2?  TYVM for this and the other mods you put out.  They really make the game a bit more fun, and I thought that not possible at all.  8)
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: sandchester on August 23, 2015, 11:54:03 PM
For some reason when i use this my colonists dont spawn
I found out it had somthing to do with bodyparts
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: ThreeMartiniLaunch on August 24, 2015, 07:07:35 PM
I would like to express my appreciation for this mod and its timely update to the latest version.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: MailletC on August 25, 2015, 03:50:00 PM
SLIM's Mercenaries thanks you for your service.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Kalshion on August 26, 2015, 03:55:53 PM
Was the option to customize the equipment the characters start out with removed? I seem to recall having that ability with this mod, but it isn't there anymore =(
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: falcongrey on August 26, 2015, 09:27:50 PM
It was in there at the A12 release, but hasn't been updated for A12c yet.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: METATERREN on August 27, 2015, 11:42:24 PM
Cool for RP

Trouble when I used this in Alph12c. The character was always displaying as wide/fat body type. I skipped using the mod and never made it to a map to see if they colonists would spawn that way.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: EdB on August 28, 2015, 02:22:39 AM
I just looked at the mod for the first time in Alpha 12c.  I did not see any issues--are people seeing problems with it?  I'm trying to figure out if I need to put out 12c-specific release.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: EdB on August 28, 2015, 02:24:15 AM
Cool for RP

Trouble when I used this in Alph12c. The character was always displaying as wide/fat body type. I skipped using the mod and never made it to a map to see if they colonists would spawn that way.

You mean the body type never changed even though you were changing their backstories?  Only asking because the backstories are what determine the body type.  If you start going through all of the backstory option, you should see the body type start to change.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Riftmaster on August 29, 2015, 08:56:40 AM
I just looked at the mod for the first time in Alpha 12c.  I did not see any issues--are people seeing problems with it?  I'm trying to figure out if I need to put out 12c-specific release.
I just started a game in 12c using the current download of this mod, and have so far had no issues - I was able to change everything about the colonists that I could in previous versions of Prepare Carefully.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: LeBug2002 on August 29, 2015, 09:51:08 AM
Do the animals that you go with reproduce?For me they arent and I have them there for a long time.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Ograv on August 29, 2015, 02:15:24 PM
Do the animals that you go with reproduce?For me they arent and I have them there for a long time.

Yep, they did for me. Some animals reproduce more often than others. If you want them to breed faster it may work better if you make a room for them so they keep running into each other.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: EdB on August 29, 2015, 04:10:36 PM
Do the animals that you go with reproduce?For me they arent and I have them there for a long time.

I'm not doing anything special when creating the animals, so they should reproduce as normal.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: LeBug2002 on August 29, 2015, 06:53:50 PM
Do the animals that you go with reproduce?For me they arent and I have them there for a long time.

I'm not doing anything special when creating the animals, so they should reproduce as normal.
Thank you! I have two alpacas and they arent reproducing but I guess that it just takes a lot of time.  :)
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: PepsiStove on August 29, 2015, 07:52:33 PM
can anyone pleasae give me the alpha 10 version link?
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Prester on August 29, 2015, 10:59:35 PM
Do the animals that you go with reproduce?For me they arent and I have them there for a long time.

I'm not doing anything special when creating the animals, so they should reproduce as normal.
Thank you! I have two alpacas and they arent reproducing but I guess that it just takes a lot of time.  :)

exactly, 10 hours of playing on a map just equal 2 ingame years. so if they only breed every 2 -3 years you will have to wait 12 hours between every breeding. i would suggest chickens, like chicksplosion
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: LeBug2002 on August 30, 2015, 06:01:26 AM
can anyone pleasae give me the alpha 10 version link?
Its from a russian site but I think that it works http://rimworld.ru/mods/edb-prepare-carefully-1.8.2
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: LeBug2002 on August 30, 2015, 06:02:49 AM
Do the animals that you go with reproduce?For me they arent and I have them there for a long time.
Thanks I was really confused! :)
I'm not doing anything special when creating the animals, so they should reproduce as normal.
Thank you! I have two alpacas and they arent reproducing but I guess that it just takes a lot of time.  :)

exactly, 10 hours of playing on a map just equal 2 ingame years. so if they only breed every 2 -3 years you will have to wait 12 hours between every breeding. i would suggest chickens, like chicksplosion
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: MarvinKosh on September 01, 2015, 09:43:32 AM
A little bit of feedback here. I love the 'no extra points' feature. Thing is, when you load a preset it doesn't load the points for that preset, it uses the points for the three randoms that were there before you loaded the preset.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: EdB on September 01, 2015, 01:27:04 PM
A little bit of feedback here. I love the 'no extra points' feature. Thing is, when you load a preset it doesn't load the points for that preset, it uses the points for the three randoms that were there before you loaded the preset.

I kind of realized this as I was adding the feature, but I decided to hold off on changing the way that presets are saved--mostly because I was trying to get it out quickly after the alpha 12 release.  I'll probably revisit this and figure out a way to include the point value in the preset.  I was a little worried that it might be confusing if you switched from no points added to the normal mode and back when loading a preset, but the more I think about, it should be ok.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: zenfur on September 02, 2015, 07:20:09 PM
Bug report: you are able to make colonists wear apparel made out of materials they cannot be made of. For example hyperweave leather pants. It can be accomplished if there are next to each other 2 items with selectable materials. If you then select material in one item which another item can't be made with and change to that 2nd item, it will stay and cost you 0 points.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: EdB on September 03, 2015, 01:27:58 AM
Bug report: you are able to make colonists wear apparel made out of materials they cannot be made of. For example hyperweave leather pants. It can be accomplished if there are next to each other 2 items with selectable materials. If you then select material in one item which another item can't be made with and change to that 2nd item, it will stay and cost you 0 points.

Thanks for the bug report.  I will take a look.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Dragoon on September 03, 2015, 05:46:57 AM
That has been like that for a while since alpha 9 I thought you knew haha
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: NixxNikoli on September 06, 2015, 01:35:10 PM
Bug: Outfitting colonists with synthread parka causes drop pods to fail to spawn and throw some errors in the debug menu. Untested with other materials and sorry I don't have the debug menu text, gave them all jackets instead and had no further issues. Bug was repeatable after quit to desktop and game restart
Other mods used: RedistHeat, Expanded Prosthetics & Organ Engineering, Tilled Soil, Craftable Guns
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: WilliamKids on September 13, 2015, 09:43:39 PM
Absolutely love the mod, the only one thing is, isn't it a little OP that I can decide to start without much ressources (sacrificing silver, wood, steel even meals if I want to) to give all of my colonists burning passions in every skills without busting the no extra points limit? To maximise the number of burning passions your colonist have you can sacrifice initial ressources which are not really hard to get back and this does feel a bit unbalanced. I know it's a hard balancing issue because how can you rightfully decide of how many burning passions should be allowed per colonist but I just thought i would let you know if you weren't already aware of it.

Thanks again for the mod, it's great!
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: FMJ Penguin on September 13, 2015, 11:01:17 PM
Absolutely love the mod, the only one thing is, isn't it a little OP that I can decide to start without much ressources (sacrificing silver, wood, steel even meals if I want to) to give all of my colonists burning passions in every skills without busting the no extra points limit? To maximise the number of burning passions your colonist have you can sacrifice initial ressources which are not really hard to get back and this does feel a bit unbalanced. I know it's a hard balancing issue because how can you rightfully decide of how many burning passions should be allowed per colonist but I just thought i would let you know if you weren't already aware of it.

Thanks again for the mod, it's great!

Daydreaming....

What if....

Passion points where limited by age. Say, 1 pp per 10 years of age or 1.5(rounded up). Would give me a reason to take old pawns :).  Granted it doesn't make much sense but it may work well in practice?
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Dragoon on September 14, 2015, 06:02:38 AM
-snip-

Are you serious? Dude you decide everything that is the point of the mob. If you think it's op then just don't make it op, this mod is literally made so YOU can choose everything that YOU start off with! It doesn't need to be balanced because it already is balanced. Everything costs points and if you have points on then you can't have everyone have x2burning passion in everything. In fact if you ever start with 3 people who are decent you maybe get 2-300 points to spend maybe.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: akiceabear on September 14, 2015, 06:41:25 AM
One possible solution is to have two types of points - some that can only be allocated to items (based on the default item loadout) and others that can only allocated to pawns, based on the starting stats of your random pawns.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: FMJ Penguin on September 14, 2015, 07:30:15 AM
One possible solution is to have two types of points - some that can only be allocated to items (based on the default item loadout) and others that can only allocated to pawns, based on the starting stats of your random pawns.

Yeah, EdB aint keen on that idea though. Likes them being part of the same point pool I guess. Which is understandable considering the mod is alot about choice.

Honestly I just wish a simplified version was built right into the game which was a bit more limiting based around the original game's difficulty settings. It's nice to have the choice to at least change cosmetics and such but I just skip the item loadout entirely cuzz even one weapon change can imbalance the start of the game sometimes. :) Meh, don't mind me I'm just rambling. It's not like you use a mod like this for it's balance haha
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: NihilRex on September 14, 2015, 12:47:19 PM
Speaking of totally awesome imbalanced starts, is the 10 starting spawns limit hardcoded into this mod, or the game?
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: EdB on September 14, 2015, 09:03:18 PM
Speaking of totally awesome imbalanced starts, is the 10 starting spawns limit hardcoded into this mod, or the game?

This is a limit of the mod.   10 is an arbitrary number that I picked due to the limitations of the tabbed user interface along the top--at some point, the tabs get so small that you can't read the names.  I could probably increase that limit by one or two, but to remove the limit entirely, I'd need to rewrite the tab interface to handle it--and really, rewriting that UI widget is not something that I'm eager to do.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: NihilRex on September 14, 2015, 09:59:39 PM
Speaking of totally awesome imbalanced starts, is the 10 starting spawns limit hardcoded into this mod, or the game?

This is a limit of the mod.   10 is an arbitrary number that I picked due to the limitations of the tabbed user interface along the top--at some point, the tabs get so small that you can't read the names.  I could probably increase that limit by one or two, but to remove the limit entirely, I'd need to rewrite the tab interface to handle it--and really, rewriting that UI widget is not something that I'm eager to do.

Fully understandable, I just was plotting a NewGame+ type series, and wanted to check at the outset, since I tend to accumulate pawns...
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Traj on September 15, 2015, 08:39:33 AM
First let me say (like everyone else) awesome mod! Have you thought about making default settings. Where we as the end user didnt have to try to figure out if we were playing to easy or to hard for our skill level. Maybe some simple UI button (i say that because I am a non-modder and every mod is as easy as pie, right?) that preset the points for our skill level.

While I usually play around 15-18K points I dont know what a true "normal" start is (seems very random... is it based on map, terrain, etc?)

Something like:

Hard: 8,000 points
Normal: 16,000 points
Easy: 25,000 points
Third Grade Level: 33,000 Points
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: EdB on September 17, 2015, 09:18:19 PM
Absolutely love the mod, the only one thing is, isn't it a little OP that I can decide to start without much ressources (sacrificing silver, wood, steel even meals if I want to) to give all of my colonists burning passions in every skills without busting the no extra points limit? To maximise the number of burning passions your colonist have you can sacrifice initial ressources which are not really hard to get back and this does feel a bit unbalanced. I know it's a hard balancing issue because how can you rightfully decide of how many burning passions should be allowed per colonist but I just thought i would let you know if you weren't already aware of it.

I've actually spent a lot of time try to figure out what's a fair value for the passions, because I agree that it feels a little off the way that it is now.  It's really difficult to balance it correctly.  The vanilla game calculates a market value for each colonist, but it does not factor in passions (something to keep in mind when buying from pirate merchants).  I really wish it did--it would provide some guidance on what the fair value really is.

It's tough to balance because the number of passions for the random colonists that you start with varies wildly.  Sometimes, each of your colonists will have 1 or 2 minor passions.  Sometimes you'll get a colonist with 6 minor passions and 2 or 3 burning passions.  So in reality, that starting group can be pretty unbalanced from game to game.  This works fine for the emergent storytelling goals of the vanilla game, but it doesn't work as well if you're looking for a balanced start.

I've sort of given up on trying to solve the problem for now, but I might revisit it in the future.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: EdB on September 17, 2015, 09:26:44 PM
One possible solution is to have two types of points - some that can only be allocated to items (based on the default item loadout) and others that can only allocated to pawns, based on the starting stats of your random pawns.

Yeah, EdB aint keen on that idea though. Likes them being part of the same point pool I guess. Which is understandable considering the mod is alot about choice.

I don't necessarily think this is a bad idea, but for me, I always liked the idea that I'd start with fewer resources so that I could add an extra colonist or two--that you could make that type of trade-off when deciding on your starting group.  Using the split-points approach, I'm not sure you could afford extra colonists.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: FMJ Penguin on September 18, 2015, 06:47:25 AM
Whatever the vanilla game does to figure point/stat/pp allocations is totally borked imo. Even if your mod was literally nothing but up/down arrows for stats I'd still use it cuzz some of the rng from vanilla is just hilarious. Swear over half my dudes are professional animal trainers...... not to mention vanilla seems more cheaty than ever in 12 when randomizing. Dudes with like 12+ passion points and +10 in half dozen things.... no thanks.

Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Dragoon on September 18, 2015, 12:23:29 PM
Swear over half my dudes are professional animal trainers...... not to mention vanilla seems more cheaty than ever in 12 when randomizing. Dudes with like 12+ passion points and +10 in half dozen things.... no thanks.

The animal training is new. Which is why it's like that. As the for the dudes with +12/10 in half a dozen things what are you on about? I have never seen that happen maybe in 1 or 2 skills but half a dozen? Also when they have that many points in a skill level(s) there are skills certainly disabled. Also there are 3 levels of passion burning,minor,nonexistent. Those aren't passion points those are skill levels.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: FMJ Penguin on September 18, 2015, 12:50:23 PM
Swear over half my dudes are professional animal trainers...... not to mention vanilla seems more cheaty than ever in 12 when randomizing. Dudes with like 12+ passion points and +10 in half dozen things.... no thanks.

The animal training is new. Which is why it's like that. As the for the dudes with +12/10 in half a dozen things what are you on about? I have never seen that happen maybe in 1 or 2 skills but half a dozen? Also when they have that many points in a skill level(s) there are skills certainly disabled. Also there are 3 levels of passion burning,minor,nonexistent. Those aren't passion points those are skill levels.

Oye you're just on that like flies on shit aint yaz? I meant 10 sp's not 10+12 passion points but my guess is it doesn't really matter does it? You just feel like arguing.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Beathrus on September 18, 2015, 01:05:11 PM
Swear over half my dudes are professional animal trainers...... not to mention vanilla seems more cheaty than ever in 12 when randomizing. Dudes with like 12+ passion points and +10 in half dozen things.... no thanks.

The animal training is new. Which is why it's like that. As the for the dudes with +12/10 in half a dozen things what are you on about? I have never seen that happen maybe in 1 or 2 skills but half a dozen? Also when they have that many points in a skill level(s) there are skills certainly disabled. Also there are 3 levels of passion burning,minor,nonexistent. Those aren't passion points those are skill levels.

Oye you're just on that like flies on shit aint yaz? I meant 10 sp's not 10+12 passion points but my guess is it doesn't really matter does it? You just feel like arguing.

I think he meant something like this, I got this guy 'Gizmo' from some Pirates.

(http://i.imgur.com/MFh6zpZ.png)
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: FMJ Penguin on September 18, 2015, 01:10:34 PM
Did you name that dude or is there an actual gizmo?  I've never had a gizmo   :(
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Beathrus on September 18, 2015, 01:12:41 PM
Did you name that dude or is there an actual gizmo?  I've never had a gizmo   :(

No, I didn't name him. I got him that way.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: FMJ Penguin on September 18, 2015, 01:18:25 PM
Did you name that dude or is there an actual gizmo?  I've never had a gizmo   :(

No, I didn't name him. I got him that way.

Well in that case... best name EVA XD  a bit jealous honestly. My guys are always weird Korean sounding names that I can't pronounce  :P No offense Korea!
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Beathrus on September 18, 2015, 01:21:35 PM
Did you name that dude or is there an actual gizmo?  I've never had a gizmo   :(

No, I didn't name him. I got him that way.

Well in that case... best name EVA XD  a bit jealous honestly. My guys are always weird Korean sounding names that I can't pronounce  :P No offense Korea!

Well, I always use like Shinzys 'Pirates, Norbals' and Ish's 'Nobles' faction. And the map generation 'rekt4u'. Maybe you'll get non Korea names like that? xD
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: FMJ Penguin on September 18, 2015, 01:29:37 PM
oh wtf.... I removed those from my play-through.... those faction mods add names too the generator too?!?  :o
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Beathrus on September 18, 2015, 01:34:31 PM
oh wtf.... I removed those from my play-through.... those faction mods add names too the generator too?!?  :o

I'unno. o.o I just like the Gear! Especially the Nobles faction stuff! But I think they do. I've seen some good names, like 'Strongstorm' or something from the Norbals one.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: FMJ Penguin on September 18, 2015, 02:32:20 PM
Oh heck. Yeah I never seen names anything like that. Thanks! Def be putting them back in there. Had no clue....  :)
Title: Re: [A11] EdB Prepare Carefully (v1.9.3 - Updated 13 Jun 2015)
Post by: r4ky on September 21, 2015, 04:08:38 PM
Hi, can someone explain me why there is 2 age number in prepare carefully ?

like : Jude age 27-453

it is age of birth / death ? But i dont think so it look a bit strange to know the age of death
it is a random age between both?

Thanks for your answer
Actual age and chronological age. So i can have a character who's body only aged 29 years but has slept in a chrono casket for thousands. It's sci-fi stuff.

hmm i see ! thanks for the answer  ;D
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Goldenpotatoes on September 27, 2015, 04:52:07 PM
As a suggestion for the item menu, what if instead of listing every single item and the potential material it could be made of, why not put each base item in the list and have right-click give you the option of choosing what material the item is made of? It'd clear up a lot of space on the list and make it seem a lot less cluttered.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Rampart on September 30, 2015, 06:09:19 PM
Great mod!
Would it be possible to "lock in" one or more traits and have it so randomly generated characters will always contain those traits? I think it'd be a nice option when you want a start to be less than completely random but don't want to fully define your landing party, and without having to click "Randomize" 100 times to get 3 cannibals, for example :)
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: EdB on September 30, 2015, 08:05:12 PM
Great mod!
Would it be possible to "lock in" one or more traits and have it so randomly generated characters will always contain those traits? I think it'd be a nice option when you want a start to be less than completely random but don't want to fully define your landing party, and without having to click "Randomize" 100 times to get 3 cannibals, for example :)

Interesting suggestion.  No promises, but I will take a look at how feasible it would be to add this.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Rekkr on October 04, 2015, 11:49:14 AM
I'm so thankful for this mod. What had always troubled me in this game was how randomly characters were created, and my perfeccionist side couldn't cope with it. I would reroll until I got the ideal people, and, as you surely know, and was the reason for you to have created this, it can take a long, long time. Therefore, this HUGELY improves the game for me.

Once again, thank you so much.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Ulf on October 07, 2015, 08:56:43 PM
Hello, have also installed this Mod and can also call the advanced Options and I create three Colonists. But as soon as I click on Next to start the map, I only get a window where I am asked to Make a Donation. About this Mod I can alsi start a Game.

Can I use this Mod after a Donation? I use the current RimWorld 12.9xx Version.

Text translated with Google.

Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Drahkon on October 07, 2015, 11:26:01 PM
There should be no such screen, I'd say your game or mod copy is tampered with.
If it's pirated, buy the game properly, what you have is likely to have bugs/viruses/trojans.
If not, re-download both making sure to get the mod from the link at the front of this topic and the game from the download link sent when you purchased the game.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Ulf on October 08, 2015, 10:24:54 AM
RimWorld I bought about rimworldgame.com and the mod I have loaded on nexusmods.com down.

I also have the EdB Interface Mod, the works. Thanks for the answer.

Text translated with Google.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Drahkon on October 08, 2015, 11:24:52 PM
Likely one of the mods then, I'd suggest disabling them all, then turn them on one by one until the issue returns, then you know which it is.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Purble1234 on October 11, 2015, 05:43:59 AM
If I enable this mod for a12d with nothing but core enabled and try to go back to the main menu a box comes up saying incompatible or corrupted mods have been disabled, please help? (By the way I downloaded through Dropbox).
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Drahkon on October 11, 2015, 01:27:39 PM
My best guess: delete it, download and extract it over again.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Purble1234 on October 12, 2015, 05:38:10 AM
Tried but it didn't work :'(
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: cucumpear on October 12, 2015, 07:38:47 AM
Tried but it didn't work :'(

I haven't had this exact problem, but I've encountered incompatible mods causing blackscreen in RimWorld that just removing the mods didn't fix. If you're on Windows you could try this:
- disable and delete all mods except for core
- go to C:\Users\(your username)\AppData\LocalLow\Ludeon Studios (AppData is hidden, so you may have to change the folder settings to show hidden files) and change the folder inside from RimWorld to RimWorldOld or similar (or cut/paste it to a backup location)
- start RimWorld, check if it works and close it again
- go back to aforementioned folder, there should be a new RimWorld folder
- re-download and install your mods

I wouldn't recommend migrating your old saves from the original folder, but if you don't mind possibly doing the whole thing over again you can try. :-)
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Purble1234 on October 12, 2015, 10:17:55 AM
Thanks :D
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Dragoon on October 13, 2015, 09:28:24 AM
-snip-

Wrong mod bro. https://ludeon.com/forums/index.php?topic=5085.0 (https://ludeon.com/forums/index.php?topic=5085.0)
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: bullet on October 13, 2015, 07:29:54 PM
oops, sorry
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: daft73 on October 14, 2015, 04:59:34 PM
Thanks EdB, for continued updates!
(http://i.imgur.com/lbuXP1h.jpg)
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Allov on October 17, 2015, 11:21:13 AM
I think there's a bug with passions where enabling passion gives me points instead of removing them. Here's how I do it:

(http://i.imgur.com/2Lh7pYC.png)

(http://i.imgur.com/odMUHCo.png)

Edit: Seems to be when there are more than 4 passions
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Jaxter on November 19, 2015, 11:34:08 AM
We come a little closer to being Dwarf Fortress every update dont we...
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Daniel Artaxes on December 13, 2015, 10:16:24 PM
I am having a problem where I set the amounts of the different items I want to start with and they are spawning in drastically lower amounts. I have points turned off and I am trying to get large amounts of a few items (10,000) but the game generally only spawns between ~2000 and 5000. I am using this as part of the latest Hardcore SK 2.4b if that makes any difference. Thank you for any help you can give me.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Emmote on December 31, 2015, 10:35:07 AM
Is it not possible to start with more than 10 colonists?
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Florius on December 31, 2015, 10:46:10 AM
Hi Allov,

I am not sure what happened, because I just tried myself, with every skill and everything seems to be working fine to me...
No  matter if I right or left click on the passions.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: exodus1028 on January 01, 2016, 11:04:18 AM
Hello,

i love the haulers from the MIA-mod, i understand that they are purchased ingame...but lets say i want the option to start with them, how can i add them to the list of items the colonists can start with?

or phrased differently, how exactly knows you mod what items to list there and which not?
certain tags that have to be applied?

thanks for your help
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Cappy on January 02, 2016, 10:01:03 AM
Is there a way to add in more than 10 colonists? I like doing scenarios and usually they take more than ten people to start... Is there a way to remove the limitation? Thanks for the awesome mod!  ;D
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: jampy00 on January 02, 2016, 05:46:12 PM
#1 Love this mod, can see this in the final version of RW for sure  8)

But I do have a question, I looked through a few pages but no answer to be found. What is the 2nd age for ? I'm guessing lifespan or something?
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Emmote on January 02, 2016, 07:05:57 PM
#1 Love this mod, can see this in the final version of RW for sure  8)

But I do have a question, I looked through a few pages but no answer to be found. What is the 2nd age for ? I'm guessing lifespan or something?

The 2nd age is their actual age. The first age is the second age, minus how long they've spent in cryptosleep.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Killaim on January 09, 2016, 04:52:09 PM
hey been a while since i played - decided to get back into it.

am i completely wrong or diddent you have the ability to color individual pieces of clothing (regardless of their material type) i recall being able to do that via some piece of furniture.

but the only thing i can find thats even close to this ability is the one in this mod but then only in the setup phase ? can you not alter clothes color ingame ?
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: slpc04 on January 17, 2016, 04:36:41 AM
Hi, Thank you for this wonderful mod. I would like to ask where can I find the custom character that I've created, his/her health? Don't want no bad backs when I get in game. Thank you:)
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Dragoon on January 18, 2016, 04:14:33 AM
Hi, Thank you for this wonderful mod. I would like to ask where can I find the custom character that I've created, his/her health? Don't want no bad backs when I get in game. Thank you:)
Click hair and go down to body parts. It will let you add any body part you wish. lick the check and turn it into an x to turn off spawning with injuries. click load character to load your custom made one (assuming you saved it with the button next to it).

Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: waffleface on January 25, 2016, 09:11:23 AM
Where does this mod save its presets? For example, if I want to export/import presets I made on another PC, where can I find the files for my saved colonists?

E: Nevermind, its in the one Appdata folder I didnt check!
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Vagabond on February 11, 2016, 07:11:52 PM
Hello,

I'd like to put forward a feature request for the mod, though I'm unsure if it is possible. I think it would be cool to be able to create custom backgrounds through this mod, for use with this mod.

Is it possible?

-Michael
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: cucumpear on February 12, 2016, 04:09:46 AM
Hello,

I'd like to put forward a feature request for the mod, though I'm unsure if it is possible. I think it would be cool to be able to create custom backgrounds through this mod, for use with this mod.

Is it possible?

-Michael

There's a Backstories mod already, it makes creating your own backgrounds really easy.  ;D
Here's the link: https://ludeon.com/forums/index.php?topic=11730.0 (https://ludeon.com/forums/index.php?topic=11730.0).
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Vagabond on February 15, 2016, 12:48:36 AM
Hello,

I'd like to put forward a feature request for the mod, though I'm unsure if it is possible. I think it would be cool to be able to create custom backgrounds through this mod, for use with this mod.

Is it possible?

-Michael

There's a Backstories mod already, it makes creating your own backgrounds really easy.  ;D
Here's the link: https://ludeon.com/forums/index.php?topic=11730.0 (https://ludeon.com/forums/index.php?topic=11730.0).

Thats awesome. Thanks! Does it allow you to edit backstories in the game already?
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Ncates1234 on February 23, 2016, 07:33:28 AM
I don't know how about you guys but i have some problems with this mod...

First of all the point exploit, if you take sh*t load of items that gives -(numbers) save it, exit Prep's open it again, load that preset, remove those items added and for me atleast i had over 70000k points that i can spend.

Second: the preset loading, if i save it on 0 points and next time i load it, it gives me -(numbers)

Third: Item generating in game... If i order like 400 granite bricks from Prep, i get only 75
i believe that is one stack

Forth: Skills and equipment prices are broken, like clothes if i order cloth pants for one character and then same for another one, it costs difirently, skills sometimes add/take more than it should

PS:Tested WITH No points ON and OFF both setting are broken... Fix plis .-.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Bradley_ on March 02, 2016, 02:31:11 AM
Would be a nice feature if you could export colonists from the game, and then load them when starting a new colony.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: river080 on March 04, 2016, 06:14:28 PM
Installed this, checked it in the Mods tab, went back to the main menu and nothing happened. Tried to re-open the game and it doesn't work anymore... it just stays on a black screen. :c
I also tried deleting the mod out of the folder, but that didn't work either. I might have to re-install the whole game now and lose everything. ;A;

Any help regarding this?
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Beathrus on March 05, 2016, 04:12:31 PM
Installed this, checked it in the Mods tab, went back to the main menu and nothing happened. Tried to re-open the game and it doesn't work anymore... it just stays on a black screen. :c
I also tried deleting the mod out of the folder, but that didn't work either. I might have to re-install the whole game now and lose everything. ;A;

Any help regarding this?

Seems like you might have removed your 'core' folder...
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: EdB on March 05, 2016, 04:39:19 PM
Installed this, checked it in the Mods tab, went back to the main menu and nothing happened. Tried to re-open the game and it doesn't work anymore... it just stays on a black screen. :c
I also tried deleting the mod out of the folder, but that didn't work either. I might have to re-install the whole game now and lose everything. ;A;

Any help regarding this?

Seems like you might have removed your 'core' folder...

It does sound like you have some kind of severe mod conflict (or missing Core mod).  If I'm remembering correctly, you can fix this pretty easily.  If you locate the game's ModsConfig.xml file and delete it, this should deactivate all mods and get you back to the vanilla state.  From there, you can try to figure out which mods are conflicting.

The ModsConfig.xml file is typically found in this location (on Windows):

Code: [Select]
C:\Users\{your user name}\AppData\LocalLow\Ludeon Studios\RimWorld\Config
Keep in mind that if you're working with a mod pack that supplies its own ModConfigs.xml, you may need to copy that file over again.

It's been awhile since I've had to fix this kind of problem--if someone else can confirm that this is the correct way to fix it, it would be appreciated.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: forumaccount on March 06, 2016, 11:13:40 AM
This looks really cool! Downloadin!
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: forumaccount on March 06, 2016, 09:59:58 PM
This was everything I hoped for and more. Not only did I squeeze in a low-skill "youth hooligan" 4th team member, but I ditched the pistol and the mostly-useless knife in favor of a chicken horde and a pile of hay.

"Traits" are a bit abusable or unbalanced but I tried to exercise restraint by sandbagging all my people with an unnecessary "heat lover".

What is everyone who uses this mod's favorite starting animals?
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: forumaccount on March 23, 2016, 09:07:43 AM
Passions sometimes exhibit an odd behavior where increasing a pawn's passion for a skill gives you a point discount. Is this your doing, part of the game / backstory-based, or a bug? I find it confusing. To my recollection, I've only seen it on skills that the pawn is bad at.

Backstories seem to cost around the same amount of points as manually-set skills would have cost. This is fair, but it makes backstories feel like pointless fluff instead of a life-shaping experience. What if randomly rolled backstories had a wee 10 or 20% discount?
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Chadisko on April 06, 2016, 05:01:30 PM
is the developer still activ and a update for alpha13 is planed, or is the mod inactiv? No haste or pressure, it just wanted to know, because i love the mod :)
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Dude1925 on April 06, 2016, 05:42:24 PM
is the developer still activ and a update for alpha13 is planed, or is the mod inactiv? No haste or pressure, it just wanted to know, because i love the mod :)

Dude, Alpha 13 literally just came out, give the guy a few days before asking.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Chadisko on April 06, 2016, 05:47:50 PM

Dude, Alpha 13 literally just came out, give the guy a few days before asking.
i know, that is it why i say no haste or pressure. i don't want know a date , just is the dev still working on the mod or is abandoned
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Dude1925 on April 06, 2016, 08:02:51 PM

Dude, Alpha 13 literally just came out, give the guy a few days before asking.
i know, that is it why i say no haste or pressure. i don't want know a date , just is the dev still working on the mod or is abandoned

Well then I would assume he still is as there wasn't really a need to update the mod between now the last game patch and now, so we will probably here something from him in a week or so, given how he reacted to previous versions of the game.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: jay_rab on April 06, 2016, 08:11:04 PM
+1 Hopefully there isnt too much work required for updating to A13
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Emmote on April 06, 2016, 08:18:32 PM
I do hope that being able to start with more than 10 colonists will be considered with the update to A13.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: falcongrey on April 06, 2016, 09:06:49 PM
I do hope that being able to start with more than 10 colonists will be considered with the update to A13.

I'm just eager to have a 'default 3' or even have my personal 'pawn' to play with <3!
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Nebbeh on April 07, 2016, 04:37:47 AM

I'm just eager to have a 'default 3' or even have my personal 'pawn' to play with <3!

I totally agree with your statement, my personal 3 starter pawns wich I just love (just perfect, not to op not to bad starter pawns). Tho it must be said, all 3 EDB mods, (Mod order, Interface, PC) should already been implemented as a standard for vanilla Rimworld in my opinion.

(Pardon my english if something is misspronounced, I'm just a 31 year old norwegian hobbygamer :P)
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Playbahnosh on April 07, 2016, 06:25:44 AM
Tho it must be said, all 3 EDB mods, (Mod order, Interface, PC) should already been implemented as a standard for vanilla Rimworld in my opinion.

You, me and zillions of other people. I personally refuse to play Rimworld without the EdB mods. It's like trying to play with one hand tied behind my back without them.

It truly boggles my mind how these are not worked into vanilla yet.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: orilone on April 07, 2016, 11:22:04 AM
I can not play without mod, is only necessary for me
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: falcongrey on April 07, 2016, 12:42:23 PM

I'm just eager to have a 'default 3' or even have my personal 'pawn' to play with <3!

I totally agree with your statement, my personal 3 starter pawns wich I just love (just perfect, not to op not to bad starter pawns). Tho it must be said, all 3 EDB mods, (Mod order, Interface, PC) should already been implemented as a standard for vanilla Rimworld in my opinion.

(Pardon my english if something is misspronounced, I'm just a 31 year old norwegian hobbygamer :P)

Agreed and for the most part, it is difficult to play without these 3. I find it awkward and confusing as well.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Stephanuz on April 07, 2016, 01:16:07 PM
Just played A13 and came to the conclusion that it is impossible for me to fully enjoy the game with the EdB mods.
If a mod is this missed, it MUST be implenmented into the Vanilla game.

Overlord Sylvester, give this person a job-offer.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Negocromn on April 07, 2016, 01:44:36 PM
someone should make a poll in general discussion to see how everyone feels about EdBs mods being integrated in the game, they are obviously really popular but it would be cool to have some actual numbers on this

the interface one at least is essential for me
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Emmote on April 07, 2016, 02:00:35 PM
Yeah, I'm basically waiting on the the EdB mods and a couple of others before I'll even consider playing.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: BoogieMan on April 07, 2016, 02:09:07 PM
Yeah, I'm basically waiting on the the EdB mods and a couple of others before I'll even consider playing.

Same here. I really need this one. I just really like to customize my starting 3.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: DustBust on April 07, 2016, 02:34:01 PM
This is a highly used Mod, but as Tynan always captions in playable options in the vanilla game, he clearly always states, how "Rimworld was meant to be played" and this is such a heavy axe in that philosophy in my opinion but yes, I think this Mod gives me 3 "God" and favorable pawns to start with that I very much prefer to play Rimworld with and it sucks without lol.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: hoho on April 07, 2016, 02:40:56 PM
I'm almost certain prepare carefully won't be added to game (unless as a developer-mode) but interface should definitely belong in vanilla. I've been playing on a13 for a few hours and not having the portraits makes it rather tedious.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Dude1925 on April 07, 2016, 03:09:57 PM
I'm almost certain prepare carefully won't be added to game (unless as a developer-mode) but interface should definitely belong in vanilla. I've been playing on a13 for a few hours and not having the portraits makes it rather tedious.

I have to agree with you partly, I think we should be able to customize the appearance of the first colonists we get at the start of the game, but the other features are a bit to cheaty to be vanilla, even with the points system being on.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Montesat on April 07, 2016, 03:33:35 PM
How long did the A12 EdB P.C. mod take to update?
This could give us a rough estimation of how long we have to wait for an A13 EdB P.C. update.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: TheSilencedScream on April 07, 2016, 03:39:16 PM
How long did the A12 EdB P.C. mod take to update?
This could give us a rough estimation of how long we have to wait for an A13 EdB P.C. update.

I imagine it'll be a little longer than that, giving that I bet he'll add in the social aspects - sibling/parent/spouse/ex-lover/etc - so that we can establish the starter's relationships with one another.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Ultimate Shrek Fan on April 07, 2016, 04:44:59 PM
I'm almost certain prepare carefully won't be added to game (unless as a developer-mode) but interface should definitely belong in vanilla. I've been playing on a13 for a few hours and not having the portraits makes it rather tedious.

I have to agree with you partly, I think we should be able to customize the appearance of the first colonists we get at the start of the game, but the other features are a bit to cheaty to be vanilla, even with the points system being on.

I think that falls under the if you don't like it don't use it category.  Because its a really nice feature.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: HereticMIND on April 07, 2016, 06:36:58 PM
Quick question: Would EdB's A12 mods still work on A13?

Looking to download and reinstall this great game.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Chadisko on April 07, 2016, 07:04:48 PM
Quick question: Would EdB's A12 mods still work on A13?

Looking to download and reinstall this great game.

EdB Prepare Carefully for alpha12 don't work with alpha13 :(
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: EdB on April 07, 2016, 10:55:47 PM
Just a quick update:

Six months is a long time--I have not played RimWorld or looked at any of my mod code in about that long.  I've been reserving judgement on what I was going to do about Prepare Carefully and the Interface mod until I got a chance to look at Alpha 13.  I was hoping I could do a quick update to make it compatible with the new features, without doing any kind of major rethink.  So far, that does not look likely.  It looks like there's a change to the way that the game loads up the map that is no longer compatible with the core technique that I used to replace the UI in the Interface mod and to swap in all of your customizations from Prepare Carefully when you start a game.

I will spend some time to figure out if I can tweak it a bit to get it to work--there are a couple of alternatives that I'm considering--but parts of it may need some significant reworking, and I'm not sure how quickly that will happen.

So unfortunately, I have no estimate on when you might see Alpha 13 versions.  It could be quite a while.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: EnragedMax on April 07, 2016, 11:00:31 PM
Take your time! As someone who views your mods as essential mods, I will wait as long as is needed :)
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: TheSilencedScream on April 08, 2016, 02:51:30 AM
Just a quick update:

Six months is a long time--I have not played RimWorld or looked at any of my mod code in about that long.  I've been reserving judgement on what I was going to do about Prepare Carefully and the Interface mod until I got a chance to look at Alpha 13.  I was hoping I could do a quick update to make it compatible with the new features, without doing any kind of major rethink.  So far, that does not look likely.  It looks like there's a change to the way that the game loads up the map that is no longer compatible with the core technique that I used to replace the UI in the Interface mod and to swap in all of your customizations from Prepare Carefully when you start a game.

I will spend some time to figure out if I can tweak it a bit to get it to work--there are a couple of alternatives that I'm considering--but parts of it may need some significant reworking, and I'm not sure how quickly that will happen.

So unfortunately, I have no estimate on when you might see Alpha 13 versions.  It could be quite a while.

As always, EdB - take your time.
I'd much rather wait months for a mod from you than you to rush, get burned out, and stop. I said it months ago, but it's still true - the last version of the game that you mod for will almost certainly be my last as well. Tynan has an amazing game, but by opening it up to mods, it's to the point that I couldn't play without them.

Your interface is essential to me, and being able to set up my colonists (within reason) adds to my enjoyment (I love running with just one and seeing how he/she ends up!).
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Montesat on April 08, 2016, 03:06:47 AM
Just a quick update:

Six months is a long time--I have not played RimWorld or looked at any of my mod code in...
Like the top two, take your time. We'll wait.
Frankly, not until A13, have I ever played Rimworld without your mods. Now that I have, I can see why your mods are so damn popular.
With that said; slow and steady wins the race.  8)
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: bigfuzzy on April 08, 2016, 05:50:41 AM
No. No. No.
Get it done. And get it done now. Seriously. What, you like have a life or something?
ME. WANT. MOAR!

Or, yeah, what the others said.. I'll be here waiting!
;)
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Fluffy (l2032) on April 08, 2016, 06:23:50 AM
EdB, I assume you're aware of some of the 'new' techniques we've been discovering. The one of primary interest is probably method detouring, which should make your job quite a bit easier. CCL includes this, but the responsible method is easily isolated and copied if you don't want to include/wait for CCL to update.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Kolljak on April 08, 2016, 08:32:43 AM
The adorable fluffy to the rescue.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: jay_rab on April 08, 2016, 11:37:00 AM
So unfortunately, I have no estimate on when you might see Alpha 13 versions.  It could be quite a while.

Best of luck, and thanks for working on this and the interface.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: EdB on April 08, 2016, 12:21:52 PM
EdB, I assume you're aware of some of the 'new' techniques we've been discovering. The one of primary interest is probably method detouring, which should make your job quite a bit easier. CCL includes this, but the responsible method is easily isolated and copied if you don't want to include/wait for CCL to update.

Thanks, Fluffy.  I have not been around in awhile, so no, I had not seen this method injection technique. 

I found a straightforward way to deal with the problem in Prepare Carefully--map generation wasn't mod-able when I started with the mod; I'm just going to convert it over to use that--but this could be a good solution for what I'm trying to accomplish in the Interface mod.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Lady Wolf on April 08, 2016, 12:46:59 PM
[ I said it months ago, but it's still true - the last version of the game that you mod for will almost certainly be my last as well. Tynan has an amazing game, but by opening it up to mods, it's to the point that I couldn't play without them.

I'm of the same mindset, EDP's mods are "must haves" to enjoy Rimworld for me, and I'll be sticking with A12 until such as they are updated.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Cdr.Keen on April 08, 2016, 12:55:50 PM
@EdB

isn't it possible for you to convert Tynans "dev console" code for you stuff? With his dev tools, it is possible to change everything in the game - so it looks like most of the work is already done :)
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Manly on April 08, 2016, 12:58:47 PM
I will pile on here and say "Ditto".  I am not even going to start A13 until EdB's mods are up and running.  I stopped playing this great game several months ago and am excited to have the new release but holding off until EdB is done. 

Thanks EdB for your efforts!!!!!
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: skullywag on April 08, 2016, 01:51:24 PM
If you get stuck EdB or want to bang some ideas about the modders slack is always open.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: TimTumm on April 08, 2016, 01:51:41 PM
What they said.  Waiting on this mod for A13.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: mgspecter on April 08, 2016, 02:27:10 PM
I really think this mod should be part of the actual game. I know it's not Tynan's dream for the game but I think it adds to the long term playability of the game. They way I use it I'll take one group of survivors run a map, build up resources and a ship, and blast them off. I'll reload the saved characters, update their skills, add some years onto their lives depending on how many they were on the planet for and add a random amount of "sleep" time, add in any injuries they may have received, delete characters who died or captured, add in the resources I set aside for them to bring with them and start a new planet and colony. In essence planet hopping. It makes the game a bit more long term where you really have to think about upgrading your characters. Almost like RimRPG.

Without EDB and Prepare Carefully my interest in Rimworld only lasts so long. I hope to see this soon, but I'll eagerly wait as long as it takes.

Keep up the good work.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: arigon2001 on April 08, 2016, 06:35:36 PM
Just a quick update:

Six months is a long time--I have not played RimWorld or looked at any of my mod code in about that long.  I've been reserving judgement on what I was going to do about Prepare Carefully and the Interface mod until I got a chance to look at Alpha 13.  I was hoping I could do a quick update to make it compatible with the new features, without doing any kind of major rethink.  So far, that does not look likely.  It looks like there's a change to the way that the game loads up the map that is no longer compatible with the core technique that I used to replace the UI in the Interface mod and to swap in all of your customizations from Prepare Carefully when you start a game.

I will spend some time to figure out if I can tweak it a bit to get it to work--there are a couple of alternatives that I'm considering--but parts of it may need some significant reworking, and I'm not sure how quickly that will happen.

So unfortunately, I have no estimate on when you might see Alpha 13 versions.  It could be quite a while.

Have you tried reaching out to Tynan himself? I'm sure if you were to contact him with any advice help he might potentially point you in the right direction or even help you figure it out fairly quickly. You'll never know unless you ask right? In any case, keep up the great work on the mod!
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Herzer on April 08, 2016, 07:28:31 PM
I'm more than willing to wait for this mod. I can't play the game without this mod. I just can't. It's far to annoying trying to get colonists worth playing with by hitting random and far to annoying when you always get shorted on clothing. I won't play rimworld without this mod. So take your time EDB we'll all wait very happily for you.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: pktongrimworld on April 08, 2016, 08:54:26 PM
*throws in chip with the rest*

I can't without prepare carefully anymore.

is all or nothing now :D


PS: we love your work on this :D
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Nerf Irelia pls on April 09, 2016, 01:08:50 AM
Without this mod the "Create characters" part is pretty much Randomize characters, so yeah, a must have to be honest. Keep up the good work EdB  ;D
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: TheOcean on April 09, 2016, 02:14:23 AM
I play rimworld only with this mod. It's a core of the game for me. So i waiting for update :)
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Dizooleghost on April 09, 2016, 07:27:41 AM
This mod is absolutely vital. Waiting for this mod to be updated before I play Alpha 13.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: aalikane on April 09, 2016, 07:59:39 AM
Depending on what you use Prepare Carefully for, you can do a bit of a work around using the Development Mode options... inputting in the weapons and animals you usually do...   I know its not the exact same.. but it gives you a little of what you're looking for... also by 'randomizing' a character with only one or two traits that you actually wanted them to have you can give them the third in the debug actions menu...

It's not a replacement for Prepare Carefully by any means of the imagination... but until PC is working for A13... its the best we've got.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: MsMeiriona on April 09, 2016, 08:03:42 AM
I'm going to TRY to play without this mod and the UI mod, but I know it'll feel like I'm working with only half the game. Take your time to do it right and don't stress. We're all gonna be ready whenever you are.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: Jim2029 on April 09, 2016, 09:14:59 AM
If you look around in your save game files for the person's name and know what his/her skill levels are, you can find the data and edit it with notepad.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
Post by: HAMMERFALL314 on April 09, 2016, 10:19:57 AM
Ug want prepare carfll..   Ug wait...   
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015) - see A13 info
Post by: EdB on April 09, 2016, 07:55:58 PM
I have released a beta version of Prepare Carefully that works with Alpha 13.  Find the link and more info in the original post.

Keep in mind that there is more work to do.  It is not full-featured (which I guess technically makes it an alpha and not a beta), but it's a start.
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015) - see A13 info
Post by: bewby on April 09, 2016, 08:04:34 PM
I have released a beta version of Prepare Carefully that works with Alpha 13.  Find the link and more info in the original post.

Keep in mind that there is more work to do.  It is not full-featured (which I guess technically makes it an alpha and not a beta), but it's a start.

Thank you based EdB, <3
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: Prodigga on April 09, 2016, 08:33:30 PM
Just created an account to say thanks my man. This mod is such a time saver. No longer need to sit there hitting "random" over and over when picking colonists. :)
Title: Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015) - see A13 info
Post by: pktongrimworld on April 09, 2016, 08:36:41 PM
I have released a beta version of Prepare Carefully that works with Alpha 13.  Find the link and more info in the original post.

Keep in mind that there is more work to do.  It is not full-featured (which I guess technically makes it an alpha and not a beta), but it's a start.

<3 you man.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: Goldenpotatoes on April 09, 2016, 11:31:57 PM
I'm honestly surprised he got an alpha version as quick as he did, very nice indeed.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: NephilimNexus on April 10, 2016, 12:58:00 AM
You cannot customize colonist relationships in this version.  Relationships are chosen randomly.

Suits me just fine.  If anything, I'd just want an option to just turn all starting relationships off entirely.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: Cataphract on April 10, 2016, 01:20:35 AM
Good work as always, EdB!
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: homeworlder on April 10, 2016, 03:39:45 AM
Appreciate the fast "hotfix" update, but it seems the mod doesn't work for me.
It's like it's not enabled at all, but i checked the file paths and everything is as it should be.

EDIT: After restarting the game, the button appears! Again, thanks for the update!
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: NoImageAvailable on April 10, 2016, 06:00:29 AM
Something I've noticed during A12 is it doesn't play well with mod-added pawn skills. Playing with the colony manager mod, it adds a new "managing" skill which wouldn't show up in the Prepare Carefully menu. I'm also adding a new pawn skill to CR which would run into the same issue. Its probably low priority with all the other A13 changes but it would be nice if you could include some functionality to let people see mod-added skills by giving the skill menu a scroll bar or some such.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: notfood on April 10, 2016, 01:10:27 PM
Crashes under Linux with no log as the only mod loaded. I think it's the same error of defered assets loading in Colonist Bar.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: foist on April 10, 2016, 03:24:15 PM
Just wanted to say thanks for this mod in general and the quick a13 release in particular.  I'm a big fan of Rimworld but being able to craft my own characters at the beginning of their story is particularly satisfying for me.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: Poebe on April 10, 2016, 03:54:16 PM
Prepare carefully-made colonists do not display social tab
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: kullm82 on April 10, 2016, 04:20:56 PM
EdB You Are AWESOME!
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: EdB on April 10, 2016, 04:46:47 PM
Prepare carefully-made colonists do not display social tab

Thanks for the bug report.  Will look into it.

EDIT: Can someone else confirm that they are seeing this problem?  The Social tab appears without a problem for me.  Maybe specific customizations that you chose are triggering the problem?  Or a mod conflict?
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: Arigas on April 10, 2016, 05:00:19 PM
I don't even get the Prepare Carefully button. Only mod loaded is the beta for this one and Core.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: Dragoon on April 10, 2016, 05:11:18 PM
I don't even get the Prepare Carefully button. Only mod loaded is the beta for this one and Core.
you have to restart after you create a world for it to show up.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: Dragoon on April 10, 2016, 05:12:36 PM
Prepare carefully-made colonists do not display social tab

Thanks for the bug report.  Will look into it.

EDIT: Can someone else confirm that they are seeing this problem?  The Social tab appears without a problem for me.  Maybe specific customizations that you chose are triggering the problem?  Or a mod conflict?

I see the social bar just fine. None of the mods have (which are few since A13 is new) conflict.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: Arigas on April 10, 2016, 05:45:23 PM
I don't even get the Prepare Carefully button. Only mod loaded is the beta for this one and Core.
you have to restart after you create a world for it to show up.
Mod is activated, created a new world default settings, closed the game, reopened it, went in to new colony on new world, no button.

Edit: Looks like the mod load order mod isn't even working for me. Going to try a fresh copy of the game, see if thats my problem.
Edit 2: Works finally with a fresh copy of the game files.
Edit 3: Social tab works fine for me.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: lvlchg on April 11, 2016, 06:28:46 AM
(Linux  version)
Mine is crashing at map selection, before the prepare carefully button is even displayed. I restarted the client after creating a new map for A13.

Log shows:
Could not load reference to Verse.ThingDef named Gun_Junker

Exception loading world from AlaraphIX.rww:
System.InvalidOperationException: SaveableFromNode exception: System.InvalidOperationException: SaveableFromNode exception: System.InvalidOperationException: SaveableFromNode exception: System.InvalidOperationException: SaveableFromNode exception: System.NullReferenceException: Object reference not set to an instance of an object


[Edit]: Rebuilt the map once more and now I'm getting the prepare carfully button missing instead.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: Canute on April 11, 2016, 08:45:55 AM
(Linux  version)
Mine is crashing at map selection, before the prepare carefully button is even displayed. I restarted the client after creating a new map for A13.
Just a question, where did you got a A13 version of this mod ?
It is currently just for A12.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: lvlchg on April 11, 2016, 09:27:16 AM
Just a question, where did you got a A13 version of this mod ?
It is currently just for A12.
Check the original post, the author posted a beta of the A13 version.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: Vee on April 11, 2016, 09:55:41 AM
Linux here.
Testing environment with only core and EdBPrepareCarefully.
New World, new game, PC, and just when I expect the escape pods to send my pawns down onto a distant Rimworld game crashes. Looks like the texture/resource loading problem lots of mods have when converting to A13 (same was with the EdB Colonist Bar).
Logfile: https://bpaste.net/show/eef123e64c16


PS: While trying to run with my usual mods, I ran into the missing button problem once, but this crash seems unrelated and a quick reload of the mods (Mod menu open and close again) seems to fix that one...
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: Saintevil11 on April 11, 2016, 10:23:35 AM
EdB I've been using prepare carefully on every world since I found it. Keep up the amazing work. One bug on the beta though, my colonists wont wander, the only way they move after they land is when I draft them.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: chiefbalonga on April 11, 2016, 11:20:00 AM
my colonists wont wander, the only way they move after they land is when I draft them.

Had the same problem in a save, but I hadnt even gotten the button for the mod on this save either. It was just one colonist with the lazy trait who did not move unless drafted, thats the one thing id noticed that set him out.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: Starhero on April 11, 2016, 04:39:03 PM
Somehow, I had this working with my soup of mods, but I have resently updated and installed more mods that have updated. Now all of a sudden, after redoing the mods list, new world, and new settlement, my pawns are NOT being saved in prep carefully. I get a random 3 pawns..not what I pick.

I'd love to trace this to w/e is causing this, anyone have any tips in debugging rimworld? Seems the log, gives obfuscated or just simply compiled symbols? Can't even tell what mod is crashing....

EDIT: I have singled out what is causing this. Its the colonist bar (the simple one for A13)

Removing that mod made prep carefully work again, but this is no good! I need BOTH! This to play my custom senerio I always do (which will be lovely once relationships are moddable) and the other just to KNOW who the HELL is in my place!!

No rush, just letting everyone know.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: Dryparn on April 12, 2016, 02:32:10 AM
Somehow, I had this working with my soup of mods, but I have resently updated and installed more mods that have updated. Now all of a sudden, after redoing the mods list, new world, and new settlement, my pawns are NOT being saved in prep carefully. I get a random 3 pawns..not what I pick.

I'd love to trace this to w/e is causing this, anyone have any tips in debugging rimworld? Seems the log, gives obfuscated or just simply compiled symbols? Can't even tell what mod is crashing....

EDIT: I have singled out what is causing this. Its the colonist bar (the simple one for A13)

Removing that mod made prep carefully work again, but this is no good! I need BOTH! This to play my custom senerio I always do (which will be lovely once relationships are moddable) and the other just to KNOW who the HELL is in my place!!

No rush, just letting everyone know.

I had the same problem but it fixed itself when i reordered the mods.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: DarknessLilly on April 12, 2016, 05:46:16 AM
EdB I've been using prepare carefully on every world since I found it. Keep up the amazing work. One bug on the beta though, my colonists wont wander, the only way they move after they land is when I draft them.

i have had this problem. when i tried to use Hospitality. Worked fine after i uninstalled Hospitality maybe they conflict?
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: Vashkiri on April 12, 2016, 05:51:17 AM
Hello EdB,

I think there is a conflict with Hospitality Mod. When activated together, I have one or more immobile colon. They can neither move nor sleep. I don't know if the problem is just for me, but I prefer to report if others have the same problem.

EDIT: Oops sorry, same message like DarknessLilly, it wasn't posted when I started my message ^^
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: Kiquad on April 12, 2016, 07:51:53 AM
Hey! First i have to say, awesome mod, thank you for all the work!

I also want to report the same "bug" mentioned above. Would be awesome if your Mod and Hospitality are able to co-exist.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: something776 on April 12, 2016, 08:22:19 AM
I also had the same problem.  I haven't tested out the idea, but what might work is to use prepare carefully to get your colonists on the ground, and then save and exit, disable the mod, and then maybe it would work with Hospitality.  I haven't put this to the test yet, but it might work.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: Starhero on April 12, 2016, 11:38:35 AM
I also had the same problem.  I haven't tested out the idea, but what might work is to use prepare carefully to get your colonists on the ground, and then save and exit, disable the mod, and then maybe it would work with Hospitality.  I haven't put this to the test yet, but it might work.

I thought of this aswell but never tested it. You probably would need to edit the save file for that to work, which doesn't seem hard to do.

I actually have gone back to A12 as I was enjoying hardcore SK mod and until that is updated, the features for this update aren't as exciting as SK right now for me. esp since I haven't survived long enough to get anywhere decent.

Plus, I need the colonist bar, I litterally will LOSE the dudes if I don't have it. :P
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: Kolljak on April 12, 2016, 05:43:59 PM
Im having the same issue w/o it my colonist wont eat or anything. just throws red acceptions ill fiddle around a bit.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: Sparhafoc on April 13, 2016, 03:50:51 AM
Registered to say thanks to EdB for this mod and for taking the time to update it. Much appreciated.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: Lori1979 on April 13, 2016, 06:16:17 AM
Since this morning this mod does not work anymore (started a new game). I have no clue why, because last night I played with the mod without issues....
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: Truthowl on April 13, 2016, 06:18:45 AM
Thanks Edb. This to me is a must have mod. I tried A13 out briefly without this and just couldn't seem to care for my survivors.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: keylocke on April 13, 2016, 07:14:48 PM
waiting for a13 prep carefully *intensifies*.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: w00d on April 14, 2016, 12:23:10 AM
/bump, this is likely the most important mod ingame tbh unless you want to waste time click the random button until you get palatable colonists. Case to point last game my first 3 colonists had 2 no dumb labour and the 3rd got into a shooting argument with another within 1/3 of the day cut off his leg..

if you do not want to waste your time with unplayable colonists you just have to wait until Prepare carefully works.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: goonygoogoo on April 14, 2016, 08:37:04 AM
Sweet modpack love it, curious about the work speed factor on workbench, particularly iron versus steel workbench. The iron one seems to give a better work speed, is this intended or am i missing something? looking at the butchers bench, haven't checked others yet. Iron gives 110% and steel only 80%.
Cheers
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: Mufflamingo on April 14, 2016, 12:53:09 PM
Sweet modpack love it, curious about the work speed factor on workbench, particularly iron versus steel workbench. The iron one seems to give a better work speed, is this intended or am i missing something? looking at the butchers bench, haven't checked others yet. Iron gives 110% and steel only 80%.
Cheers

I dont understand. Am I lost?
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: Dragoon on April 14, 2016, 05:46:34 PM
Sweet modpack love it, curious about the work speed factor on workbench, particularly iron versus steel workbench. The iron one seems to give a better work speed, is this intended or am i missing something? looking at the butchers bench, haven't checked others yet. Iron gives 110% and steel only 80%.
Cheers

Wrong mod lol
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: gigan on April 14, 2016, 05:53:17 PM
Man thank you so much for Making this mod.

Have you a donation thingy?   I'd like to buy you a six pack o beer.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: HypnoToadTrance on April 14, 2016, 06:37:58 PM
Man thank you so much for Making this mod.

Have you a donation thingy?   I'd like to buy you a six pack o beer.

I second this motion.  :)
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: phoenixmastm on April 15, 2016, 02:59:41 PM
Note to those who mod alot:

The current A13 version does NOT work with the GlitterTech mod. Found this out the hard way. :)

It will start you with a random party and the original random equipment if you try.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: Wolfen Waffle on April 15, 2016, 03:56:59 PM
Since this morning this mod does not work anymore (started a new game). I have no clue why, because last night I played with the mod without issues....

Same problem, it worked, started a new game, now it doesn't work
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: kosh401 on April 15, 2016, 07:19:41 PM
FYI EnviroSeed (https://ludeon.com/forums/index.php?topic=16446.0) also breaks this and causes you to spawn with 3 randoms.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: Herzer on April 15, 2016, 07:21:35 PM
Since this morning this mod does not work anymore (started a new game). I have no clue why, because last night I played with the mod without issues....

Same problem, it worked, started a new game, now it doesn't work




Since this morning this mod does not work anymore (started a new game). I have no clue why, because last night I played with the mod without issues....



I've had this issue as well. What I noticed was after exiting a game and going to start a new one that the Prepare Carefully option wasn't there. I managed to get to work again by completely exiting out of Rimworld and then launching it again. That fixes the issue for me (until I want to make another world again). Hopefully this'll help you guys.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: dmjcn on April 16, 2016, 06:18:12 AM
Since this morning this mod does not work anymore (started a new game). I have no clue why, because last night I played with the mod without issues....

Same problem, it worked, started a new game, now it doesn't work




Since this morning this mod does not work anymore (started a new game). I have no clue why, because last night I played with the mod without issues....



I've had this issue as well. What I noticed was after exiting a game and going to start a new one that the Prepare Carefully option wasn't there. I managed to get to work again by completely exiting out of Rimworld and then launching it again. That fixes the issue for me (until I want to make another world again). Hopefully this'll help you guys.

Same, same, same. Except:

I opened up this morning, downloaded a bunch more mods and tried to start a new game, only to be getting random colonists and default gear.

I went back and removed mods one by one to see where the conflict was, but found no single mod changed it even after a reboot. Weird.

So i added all the mods back in a random order, and hey! I got my custom colonists to land, Sans custom gear (Notably, i added a pair of cows and chickens, which didnt show up.)

Played for a while until my entire settlement caught fire in the biggest BS flash-storm ive ever seen.

So i just now tried to restart somewhere else, and whadda ya know? Everything is random again.

So, in a fit on randomness, i - using modloader - shoved Prepare Carefully to the very bottom of the load list and, whadda ya know, its working! Custom gear and all!

TL;DR, try and Shove Prepare Carefully at the bottom of the mod load list and it might work again. I dunno. Im just randomly clicking things atm.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: bczink on April 16, 2016, 09:17:16 AM
I'm playing on Alpha 13 and the Prepare Carefully button isn't there. I have the mod enabled in Mods, I did put the extracted folder in the mods folder. I'm using the Alpha 13 beta release, not any other versions.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: Canute on April 16, 2016, 09:44:56 AM
You sure you use the Beta for Alpha 13, not the old regular for A12 ?
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: something776 on April 16, 2016, 09:46:27 AM
I'm playing on Alpha 13 and the Prepare Carefully button isn't there. I have the mod enabled in Mods, I did put the extracted folder in the mods folder. I'm using the Alpha 13 beta release, not any other versions.

I have had the same problem in the past, try deleting the folder in your mod's folder, and then putting it back in, that has worked for me in the past.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: hwoo on April 16, 2016, 10:49:53 AM
It keeps the characters stats and looks but not the equipment I choose.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: EdB on April 16, 2016, 11:00:42 AM
I've had this issue as well. What I noticed was after exiting a game and going to start a new one that the Prepare Carefully option wasn't there. I managed to get to work again by completely exiting out of Rimworld and then launching it again. That fixes the issue for me (until I want to make another world again). Hopefully this'll help you guys.

I am looking at these issues.  It sounds like there are a couple things happening that are causing the mod to not recognize that it should add the "Prepare Carefully" button to the vanilla character maker page.  The only definite scenario that I've found is this one: if you choose an invalid starting location on the world map, and it shows you a message like "You cannot land in this biome", it will not display the button as long as that message appears at the top of the screen.  You will likely need to restart the game to get the button to show up.

Again, I'm working on it.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: EdB on April 16, 2016, 11:27:28 AM
It keeps the characters stats and looks but not the equipment I choose.

TL;DR, try and Shove Prepare Carefully at the bottom of the mod load list and it might work again. I dunno. Im just randomly clicking things atm.

Just a note that this mod overrides the game's default map generation.  If another mod also modifies the map generation, it will conflict with this one.  The description of getting all of the characters stats, but none of their equipment--that sounds like something you'd see if the prepare carefully map generation is not happening.

Setting prepare carefully as the last mod in your mod loading order will guarantee that the prepare carefully map generation will take precedence, but it might cause problems for the mods that conflict.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: DirkDiggler on April 16, 2016, 01:16:13 PM
Small Bug -

While in Prepare Carefully, it showed a relationship between two of my colonists (Wife/Husband), but when the game started they no longer have any relationship.

Could be mod conflicts but, figure it's worth mentioning.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: EdB on April 16, 2016, 01:40:57 PM
Small Bug -

While in Prepare Carefully, it showed a relationship between two of my colonists (Wife/Husband), but when the game started they no longer have any relationship.

Could be mod conflicts but, figure it's worth mentioning.

Right now, it's just regenerating random relationships after the game starts, so any relationships that you might see before clicking the "Prepare Carefully" button are getting replaced.

I will be adding a way to customize relationships, so this issue will be fixed when that's complete.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: Mufflamingo on April 16, 2016, 02:10:15 PM
I'm playing on Alpha 13 and the Prepare Carefully button isn't there. I have the mod enabled in Mods, I did put the extracted folder in the mods folder. I'm using the Alpha 13 beta release, not any other versions.

Maybe you have double folders? Mods/EdbPrepareCarefullyxxx/EdbPrepareCarefully
It happened to me and I made sure that the arrangement of folders were in order Mods/EdbPrepareCarefully . This happened to me when I extracted the rar files. But you may already know that but it doesn't hurt to check. XD XD XD
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: DirkDiggler on April 16, 2016, 02:11:11 PM
Small Bug -

While in Prepare Carefully, it showed a relationship between two of my colonists (Wife/Husband), but when the game started they no longer have any relationship.

Could be mod conflicts but, figure it's worth mentioning.

Right now, it's just regenerating random relationships after the game starts, so any relationships that you might see before clicking the "Prepare Carefully" button are getting replaced.

I will be adding a way to customize relationships, so this issue will be fixed when that's complete.

Okay no worries! Thanks for this mod, can't play Rimworld without it!
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: suivezlemir on April 16, 2016, 02:39:54 PM
thanks EdB for your mods and your hard work for the community ! I won't touch the A13 w/o Prepare carefully and EdB interface. Can we have a quick update as when you roughly expect to be done with them?
And thanks again ! you changed my RW experience (for the better :) )
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: makkenhoff on April 16, 2016, 05:20:24 PM
thanks EdB for your mods and your hard work for the community ! I won't touch the A13 w/o Prepare carefully and EdB interface. Can we have a quick update as when you roughly expect to be done with them?
And thanks again ! you changed my RW experience (for the better :) )

This reminds me of a Dilbert strip. The (pointy-haired) manager called a meeting to find out why the project was (still) late, and expected daily status reports on why it was late (thus interrupt the daily workflow again) - the short of it is, everyone who's checking this corner of the forum wants to know the second this mod is working, but asking for status updates is potentially taking away from the time that could be spent working on this. I'm not speaking on behalf of EdB; just myself because I know how it feels when people do that.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: winowmak3r on April 16, 2016, 07:41:48 PM
thanks EdB for your mods and your hard work for the community ! I won't touch the A13 w/o Prepare carefully and EdB interface. Can we have a quick update as when you roughly expect to be done with them?
And thanks again ! you changed my RW experience (for the better :) )

This reminds me of a Dilbert strip. The (pointy-haired) manager called a meeting to find out why the project was (still) late, and expected daily status reports on why it was late (thus interrupt the daily workflow again) - the short of it is, everyone who's checking this corner of the forum wants to know the second this mod is working, but asking for status updates is potentially taking away from the time that could be spent working on this. I'm not speaking on behalf of EdB; just myself because I know how it feels when people do that.

Exactly. I'm fairly certain EdB realizes how much people like his mods and is working as fast as he can to get them out. The A13 versions will be here when they get here. In the meantime, there's fluffy's pawn bar to get your pawn bar fix and I'm enjoying the added difficulty of not being able to decide everything from my first colonists childhood down to what color their shoe laces are.

Take your time EdB! Your mods are awesome and I have no problem waiting a while until you can get them the way you'd like before release.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: Lumaan on April 16, 2016, 08:11:28 PM
thanks EdB for your mods and your hard work for the community ! I won't touch the A13 w/o Prepare carefully and EdB interface. Can we have a quick update as when you roughly expect to be done with them?
And thanks again ! you changed my RW experience (for the better :) )

This reminds me of a Dilbert strip. The (pointy-haired) manager called a meeting to find out why the project was (still) late, and expected daily status reports on why it was late (thus interrupt the daily workflow again) - the short of it is, everyone who's checking this corner of the forum wants to know the second this mod is working, but asking for status updates is potentially taking away from the time that could be spent working on this. I'm not speaking on behalf of EdB; just myself because I know how it feels when people do that.

Exactly. I'm fairly certain EdB realizes how much people like his mods and is working as fast as he can to get them out. The A13 versions will be here when they get here. In the meantime, there's fluffy's pawn bar to get your pawn bar fix and I'm enjoying the added difficulty of not being able to decide everything from my first colonists childhood down to what color their shoe laces are.

Take your time EdB! Your mods are awesome and I have no problem waiting a while until you can get them the way you'd like before release.
Last update to EdB's Colonist Bar got the memory leak fixed :)
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: winowmak3r on April 16, 2016, 09:41:32 PM
Oh really? Awesome, will give that a shot tonight then, glad I read this now as I was just about to start up another colony.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: LORDPrometheus on April 17, 2016, 12:54:26 AM
Hey EdB i just wanted to say thank you. I make a fairly large KSP mod and know exactly how it feels to have an update show up out of the blue and wreak house. Modding is often very thankless work and people rarely truly realize how much work has to go into the smallest of changes. So once again thank you for sticking with it and continuing to be a prime example of what a good modder should be. Take it easy!
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: Snownova on April 17, 2016, 04:16:20 AM
I have a question/feature request for Prepare Carefully: When selecting a colonists childhood and/or adult job, would it be possible to add a filter for skills and or forbidden tasks? Say I select the "Mining" skill filter, it will only show me childhoods that give +mining.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: Mufflamingo on April 17, 2016, 09:33:38 AM
I have a question/feature request for Prepare Carefully: When selecting a colonists childhood and/or adult job, would it be possible to add a filter for skills and or forbidden tasks? Say I select the "Mining" skill filter, it will only show me childhoods that give +mining.
I agree to this. Enabling and Disabling available tasks manually is what I want, I don't like my characters to be restricted. :<
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: geekest_cat on April 17, 2016, 10:55:18 AM
I have a question/feature request for Prepare Carefully: When selecting a colonists childhood and/or adult job, would it be possible to add a filter for skills and or forbidden tasks? Say I select the "Mining" skill filter, it will only show me childhoods that give +mining.
I agree to this. Enabling and Disabling available tasks manually is what I want, I don't like my characters to be restricted. :<

But this is dependent on each pawn's backstories, and probably not moddable as it currently is.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: Rasip on April 17, 2016, 06:01:36 PM
I have a question/feature request for Prepare Carefully: When selecting a colonists childhood and/or adult job, would it be possible to add a filter for skills and or forbidden tasks? Say I select the "Mining" skill filter, it will only show me childhoods that give +mining.
I agree to this. Enabling and Disabling available tasks manually is what I want, I don't like my characters to be restricted. :<

But this is dependent on each pawn's backstories, and probably not moddable as it currently is.

Why wouldn't it be? It would take a couple of hours and a bit of GUI tweaking to add a filter to the drop down list that the mod already adds to character creation.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: BMS on April 17, 2016, 09:04:12 PM
Hate to post a bug without the full report but I got wife kids yada hopefully I can nail it down tonight - I built my 3 guys went to the next screen - took off the gun and the knife gave them 2 more survival rifles - needed points went back to the guys and went to remove social flame from someone and noticed instead of giving me points it took points away so in order to have +11 points or whatever I had to give everyone a flame in something they had no flame in before it was weird.  Then my doctor died of the plague (gimmie the watch) so I'll be restarting tonight I'll try and recreate it.

edit:
So this time when I entered the gear screen I had points left over - same thing remove the gun and the knife add two rifles - then back to the main character setup.  had 393 points put 1 fire on medical took away some points put two fire on medical and got 503 points - so this is great! I'll put double fire on everything have a ton of points !  No luck its only on the first thing I click previously social and this time medical.  and whatever "gets the bug" keeps it, I couldn't give the bug to the other two guys.  Just happened to do it on the 3rd and last toon didn't try to give the funk to the second guy though I'm sure I'll die again tonight and try and recreate it tomorrow.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: carpediembr on April 17, 2016, 11:25:40 PM
I'm having issues where it doesnt give me the modified version of colonists/starter items.

I'm going above the regular " points ", with the option disabled, and ADDING some mods as starter items (Seeds)

Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: lance789 on April 18, 2016, 01:12:45 AM
2 things...

1. Thank you for the "No Extra Points" option, it really helps my role-play even though i still get stomped into the dirt.

2. Any chance of an additional feature to choose or designate relationships with other colonists? like choosing who's sibling or lovers or married (all regardless of gender)?
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: Facade on April 18, 2016, 02:20:29 AM
2. Any chance of an additional feature to choose or designate relationships with other colonists? like choosing who's sibling or lovers or married (all regardless of gender)?

Yes.

Right now, it's just regenerating random relationships after the game starts, so any relationships that you might see before clicking the "Prepare Carefully" button are getting replaced.

I will be adding a way to customize relationships, so this issue will be fixed when that's complete.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: lance789 on April 18, 2016, 05:18:55 AM
Great, thanks!
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: Snownova on April 18, 2016, 09:45:56 AM
I have a question/feature request for Prepare Carefully: When selecting a colonists childhood and/or adult job, would it be possible to add a filter for skills and or forbidden tasks? Say I select the "Mining" skill filter, it will only show me childhoods that give +mining.
I agree to this. Enabling and Disabling available tasks manually is what I want, I don't like my characters to be restricted. :<

No, you misunderstand my suggestion, I merely want filters in the list of childhoods and backstories, not to manually toggle each work type.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: Mj64 on April 18, 2016, 06:48:32 PM
Any ETA on the update proper?
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: calmatt on April 18, 2016, 08:37:04 PM
Anyone know how to get the a13 beta to work with the skill decay be gone mod? They seem to conflict each other.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: CasereHG on April 18, 2016, 09:58:42 PM
Anyone know how to get the a13 beta to work with the skill decay be gone mod? They seem to conflict each other.

I use Mad Skills (if that's the skill mod you were talking about). In order, my first three loading mods are: EdB Mod Order, EdB Prepare Carefully, and Mad Skills, and it works fine with all my decoration mods after it.

Also, I found that if one of my mods glitch, I build a new world and colony helps to fix some things. So, if it's a saved game, you may not be able to use all the mods.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: BMS on April 18, 2016, 09:59:27 PM
Anyone know how to get the a13 beta to work with the skill decay be gone mod? They seem to conflict each other.

mod order? or just start dev mode and give them the skills I know not as nice but.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: andregerada on April 19, 2016, 06:19:33 AM
is anyone having the same problem where you don't get the colonists you created and get randomised ones ? it keeps happening for me , and I don't know why ? might there be a mod conflicting with it ? or is it a known bug ?
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: Snownova on April 19, 2016, 06:53:20 AM
is anyone having the same problem where you don't get the colonists you created and get randomised ones ? it keeps happening for me , and I don't know why ? might there be a mod conflicting with it ? or is it a known bug ?

I've never had that happen. If you think it might be another mod, it would help if you post your mod list and the order in which they are loaded.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: andregerada on April 19, 2016, 07:04:34 AM
This is my modlist and the order in which they are loading



[attachment deleted by admin - too old]
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: Lumaan on April 19, 2016, 09:08:35 AM
@andregerada - I'm not sure about the mods you use, I'm not using many of them.  But, you can search in the "Mods" folder for "MapGenerators.xml", if you find other beside in side "EdBPrepareCarefully" they will override "EdBPrepareCarefully"'s "MapGenerators.xml". If you change the loadorder so you get "EdBPrepareCarefully"'s "MapGenerators.xml" to override the other mods you'll lose what they do in the"MapGenerators.xml" they have.  :-\
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: chaotix14 on April 19, 2016, 09:13:28 AM
@andregerada -  My guess would be that upcrafter could be causing the problem. Since it might change the map generation to spawn it's own resources.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: andregerada on April 19, 2016, 09:19:04 AM
moving EdBPrepareCarefully to the back seems to have fixed the issue .... now to see if there are any problems with upcrafter's setup . thanks for the quick replies guys :)
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: Lumaan on April 19, 2016, 09:34:34 AM
moving EdBPrepareCarefully to the back seems to have fixed the issue .... now to see if there are any problems with upcrafter's setup . thanks for the quick replies guys :)
What you can do is make a "Fix mod" where you combine(merge) the mods that use the "MapGenerators.xml" together. *Notepad++ with the plugin called "Combine" is a way to do that*
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: gillotte on April 19, 2016, 12:36:32 PM
Can't get the beta to work on my game and don't even get the button to appear. Had it appear once but it didn't open the menu.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: warden on April 19, 2016, 01:52:10 PM
The A13 beta crashes my game right after i have finished customizing my dudes. Tested with and without other mods, as soon as i remove the beta, the game works fine. No idea how some people get it working?
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: Malachi_Draven on April 19, 2016, 02:55:15 PM
This is my modlist and the order in which they are loading

Slightly off topic, but how did you get your mod list to show up in non-alphabetical order? My mod list just adds a number to designate their order, but actually moving them up/down in a list would be much easier to organize, as I have just as many mods as you do.

Edit: Nevermind, I just google'd it and found EdB's mod order mod. EdB has got the best mods! :)
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: BMS on April 19, 2016, 03:46:25 PM
The A13 beta crashes my game right after i have finished customizing my dudes. Tested with and without other mods, as soon as i remove the beta, the game works fine. No idea how some people get it working?

I have no problems using mod order - EdB colony bar - EdB recycle and rt storage and prepare carefully (loaded last) haven't tried it just with EdB-PC but then again I didn't play 13 until PC was beta so for all I know vanilla wont work.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: Vee on April 19, 2016, 04:15:15 PM
The A13 beta crashes my game right after i have finished customizing my dudes. Tested with and without other mods, as soon as i remove the beta, the game works fine. No idea how some people get it working?
Same here. But I believe my reason is that the beta just doesn't work with linux yet. Crashes even when the only mod. I've posted a crashlog before, where the problematic function is shown in a stacktrace.
V
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: Severik on April 19, 2016, 04:40:35 PM
hi, i´ve noticed something thats a bit too much of a cheat.

my wife was creating a new colony and we´re using this mod https://ludeon.com/forums/index.php?topic=3612.0 (https://ludeon.com/forums/index.php?topic=3612.0) with some others and ur´s. it adds the "Robot" Trait which is pretty imba with +100 mood and psycho influenz etc.

would be nice if u could do something to vorbid this trait from character creation.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: calmatt on April 19, 2016, 07:51:29 PM
I'll try in the order you posted but I've been having trouble getting them to work, and yea mad skills is the mod I use.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: lbee on April 19, 2016, 10:06:54 PM
Hi, I confirm that EdB Prepare Carefully not compatibility with Colony Manager V2, try to remove it first.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: MrUlysses on April 19, 2016, 10:13:35 PM
So I'm having a bit of an issue. My Prepare Carefully button has vanished from any new game I start, but worked previously. I checked my mod directory to make sure I hadn't done something to it in a drunken stupor, and it's all fine.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: warden on April 20, 2016, 12:06:06 AM
The A13 beta crashes my game right after i have finished customizing my dudes. Tested with and without other mods, as soon as i remove the beta, the game works fine. No idea how some people get it working?
Same here. But I believe my reason is that the beta just doesn't work with linux yet. Crashes even when the only mod. I've posted a crashlog before, where the problematic function is shown in a stacktrace.
V

This might be it, i'm running Linux too. I wouldn't have thought that to be an issue with a mod, but thanks for clearing it up. :) I'll wait until the next version.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: Facade on April 20, 2016, 02:24:56 AM
hi, i´ve noticed something thats a bit too much of a cheat.

my wife was creating a new colony and we´re using this mod https://ludeon.com/forums/index.php?topic=3612.0 (https://ludeon.com/forums/index.php?topic=3612.0) with some others and ur´s. it adds the "Robot" Trait which is pretty imba with +100 mood and psycho influenz etc.

would be nice if u could do something to vorbid this trait from character creation.
It's not EdB's job to police the other mods that you use. Prepare Carefully allows you to make your colonists however you like, not be perfectly balanced.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: Mufflamingo on April 20, 2016, 06:09:24 AM
hi, i´ve noticed something thats a bit too much of a cheat.

my wife was creating a new colony and we´re using this mod https://ludeon.com/forums/index.php?topic=3612.0 (https://ludeon.com/forums/index.php?topic=3612.0) with some others and ur´s. it adds the "Robot" Trait which is pretty imba with +100 mood and psycho influenz etc.

would be nice if u could do something to vorbid this trait from character creation.

You could you know, choose not to add that trait at character creation?
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: Vee on April 20, 2016, 08:05:52 AM
The A13 beta crashes my game right after i have finished customizing my dudes. Tested with and without other mods, as soon as i remove the beta, the game works fine. No idea how some people get it working?
Same here. But I believe my reason is that the beta just doesn't work with linux yet. Crashes even when the only mod. I've posted a crashlog before, where the problematic function is shown in a stacktrace.
V

This might be it, i'm running Linux too. I wouldn't have thought that to be an issue with a mod, but thanks for clearing it up. :) I'll wait until the next version.

Rimworld A13 itself brings a few caveats for linux (modded). For example loading textures the 'old' way doesn't throw any errors for windows, but linux crashes. I can't proove it, but I think they do things a little different depending if you run RW on linux or windows...
V
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: notfood on April 20, 2016, 03:56:24 PM
Is the fix hard for Linux?
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: bczink on April 20, 2016, 05:30:58 PM
The Alpha 13 beta won't work for me.I am running with other mods, but even when I try to turn those off and only use EdB Prepare Carefully, the texture for the language is missing and the button doesn't show up for Prepare Carefully. I tried to delete the mod config, it didn't work when I reinstalled it.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: EdB on April 20, 2016, 11:28:47 PM
Is the fix hard for Linux?

Just a quick update.  I will likely release a fix for this over the weekend.  I will need some help testing--I have Windows and Mac to test but not Linux.

I will prioritize that bug fix, but I am also working on other bugs and adding full support for relationships.  I did the design for the relationship UI this past weekend--it's a little challenging to fit more stuff in that screen, but I think it looks ok.  I just need to code it now.

Thanks for the continued patience.  Unfortunately, you don't always have as much time as you'd like to work on your hobbies.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: warden on April 21, 2016, 12:12:19 AM
Is the fix hard for Linux?

Just a quick update.  I will likely release a fix for this over the weekend.  I will need some help testing--I have Windows and Mac to test but not Linux.

I will prioritize that bug fix, but I am also working on other bugs and adding full support for relationships.  I did the design for the relationship UI this past weekend--it's a little challenging to fit more stuff in that screen, but I think it looks ok.  I just need to code it now.

Thanks for the continued patience.  Unfortunately, you don't always have as much time as you'd like to work on your hobbies.

I don't mind testing. Thanks for working on it!
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: notfood on April 21, 2016, 01:53:29 AM
I can test it under Linux.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: Vee on April 21, 2016, 02:29:08 AM
I can test it under Linux.
I'd be happy to test as well. Thanks for your efforts, don't neglect the RL for it and take your time.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: cubbie899 on April 21, 2016, 07:18:06 PM
God Damn Edb where do you get all the time for this mod? i know these mods are simple. but they are very vital to Rimworld, (Thanks by the way for the best mod)
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: MarineStardust on April 22, 2016, 12:49:40 AM
true that, it is a mod that i will never play rimworld without. i do hope this and the interface mod is updated soon
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: bczink on April 22, 2016, 03:06:00 PM

For some reason the Prepare Carefully button won't appear, and the language flag is replaced with a missing texture. I am playing on the Alpha 13 beta. I've tried to reinstall it, and I am using the beta version. It isn't in a compressed folder, so I'm not sure what is wrong with it.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: MisterVertigo on April 22, 2016, 03:59:56 PM
Read the first post in this thread. It has not been completely updated for Alpha 13 yet. It looks like there is a test "beta" version, but a full release is not ready yet. The Alpha 12 version will not work with Alpha 13.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: Zaraelys on April 22, 2016, 09:23:33 PM
I am so looking forward to this and interface being updated for A13. I love these mods
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: EdB on April 22, 2016, 09:37:21 PM
I can test it under Linux.
I'd be happy to test as well. Thanks for your efforts, don't neglect the RL for it and take your time.

For those of you running Linux, if you want to try out this version and see if it fixes the problem, that would be a big help.

Prepare Carefully 0.13.0.3

Let me know if you're still getting crashes.  This is mostly just an attempted fix for Linux.  There are a couple of fixes for an issue that prevented the "Prepare Carefully" button from showing up, and you might see a gap in the UI as I get ready to add a "relationships" tab--but no functionality available for that yet.

EDIT: Removed the download link.  A newer version can be found in the posts below.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: warden on April 23, 2016, 01:41:47 AM
For those of you running Linux, if you want to try out this version and see if it fixes the problem, that would be a big help.

Prepare Carefully 0.13.0.3 (https://www.dropbox.com/s/4wj0y4vr12dnf31/EdBPrepareCarefully-0.13.0.3.zip?dl=0)

Let me know if you're still getting crashes.  This is mostly just an attempted fix for Linux.  There are a couple of fixes for an issue that prevented the "Prepare Carefully" button from showing up, and you might see a gap in the UI as I get ready to add a "relationships" tab--but no functionality available for that yet.

The button shows up fine, but my game still crashes when i click Finish after selecting my colonists. It happened with and without customizing them, first i made just one guy and the next time went with whatever it gave by default. Also crashes with or without other mods.

The game launches fine if i never touch the "Prepare Carefully" button but still have the mod enabled.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: notfood on April 23, 2016, 02:46:27 AM
I can test it under Linux.
I'd be happy to test as well. Thanks for your efforts, don't neglect the RL for it and take your time.

For those of you running Linux, if you want to try out this version and see if it fixes the problem, that would be a big help.

Prepare Carefully 0.13.0.3 (https://www.dropbox.com/s/4wj0y4vr12dnf31/EdBPrepareCarefully-0.13.0.3.zip?dl=0)

Let me know if you're still getting crashes.  This is mostly just an attempted fix for Linux.  There are a couple of fixes for an issue that prevented the "Prepare Carefully" button from showing up, and you might see a gap in the UI as I get ready to add a "relationships" tab--but no functionality available for that yet.


Crashes with no log under Linux.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: Vee on April 23, 2016, 04:49:35 AM
I can test it under Linux.
I'd be happy to test as well. Thanks for your efforts, don't neglect the RL for it and take your time.

For those of you running Linux, if you want to try out this version and see if it fixes the problem, that would be a big help.

Prepare Carefully 0.13.0.3 (https://www.dropbox.com/s/4wj0y4vr12dnf31/EdBPrepareCarefully-0.13.0.3.zip?dl=0)

Let me know if you're still getting crashes.  This is mostly just an attempted fix for Linux.  There are a couple of fixes for an issue that prevented the "Prepare Carefully" button from showing up, and you might see a gap in the UI as I get ready to add a "relationships" tab--but no functionality available for that yet.

Sorry to report a crash as well, but I got a log for you:
https://bpaste.net/show/dfc739cb6316

This is with only EdBPrepareCarefully (and Core) activated, after cleanining up ModsConfig.xml; new World, new Colony, no changes to the randomly generated Pawns made.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: Vee on April 23, 2016, 04:54:57 AM
Linux users: How to generate a logfile.
This is undocumented, I am not affiliated with Ludeon, so take everything with a grain of salt.

1st - don't use the startup script supplied by Ludeon, it loads without logging turned on.
2nd - run the respective executable (RimWorld1135Linux.x86 or RimWorld1135Linux.x86_64) with environment and options as follows - substitute your executable if needed and the path and filename for the logfile:

RimWorld1135Linux $ LC_ALL=C ./RimWorld1135Linux.x86_64 -logfile /path/to/logfile
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: EdB on April 23, 2016, 09:39:20 AM
I can test it under Linux.
I'd be happy to test as well. Thanks for your efforts, don't neglect the RL for it and take your time.

For those of you running Linux, if you want to try out this version and see if it fixes the problem, that would be a big help.

Prepare Carefully 0.13.0.3 (https://www.dropbox.com/s/4wj0y4vr12dnf31/EdBPrepareCarefully-0.13.0.3.zip?dl=0)

Let me know if you're still getting crashes.  This is mostly just an attempted fix for Linux.  There are a couple of fixes for an issue that prevented the "Prepare Carefully" button from showing up, and you might see a gap in the UI as I get ready to add a "relationships" tab--but no functionality available for that yet.

Sorry to report a crash as well, but I got a log for you:
https://bpaste.net/show/dfc739cb6316

This is with only EdBPrepareCarefully (and Core) activated, after cleanining up ModsConfig.xml; new World, new Colony, no changes to the randomly generated Pawns made.

Thanks.  Got it.  That makes sense.  I forgot about the textures that I'm loading to draw the colonists.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: BMS on April 23, 2016, 10:06:35 AM
I can test it under Linux.
I'd be happy to test as well. Thanks for your efforts, don't neglect the RL for it and take your time.

For those of you running Linux, if you want to try out this version and see if it fixes the problem, that would be a big help.

Prepare Carefully 0.13.0.3 (https://www.dropbox.com/s/4wj0y4vr12dnf31/EdBPrepareCarefully-0.13.0.3.zip?dl=0)

Let me know if you're still getting crashes.  This is mostly just an attempted fix for Linux.  There are a couple of fixes for an issue that prevented the "Prepare Carefully" button from showing up, and you might see a gap in the UI as I get ready to add a "relationships" tab--but no functionality available for that yet.

Sorry to report a crash as well, but I got a log for you:
https://bpaste.net/show/dfc739cb6316

This is with only EdBPrepareCarefully (and Core) activated, after cleanining up ModsConfig.xml; new World, new Colony, no changes to the randomly generated Pawns made.

Thanks.  Got it.  That makes sense.  I forgot about the textures that I'm loading to draw the colonists.

tried usb boot of Ubuntu 15.10 put rimworld on it - 10 mods like RT mod and more joy and all EdB and my "standard" play everything worked good for me.  no issues yet but I only got as far as building bedrooms but my template colonists showed up on the planet and my 3 rifles I always pick so it looks fine to me.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: bczink on April 23, 2016, 10:30:10 AM
The Prepare Carefully button won't show up in Alpha 13. I didn't double compress it, and I am using the Prepare Carefully 13 version. I did turn it on, and I turned off all other mods.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: madpluck on April 23, 2016, 10:35:58 AM
The Prepare Carefully button won't show up in Alpha 13. I didn't double compress it, and I am using the Prepare Carefully 13 version. I did turn it on, and I turned off all other mods.

Super weird! I just launched a colony with prepare carefully working and created a new preset. Quit to main menu and tried to start a new colony (literally two minutes later!) and I am having the same problem! No change in my mod configuration or anything!
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: EdB on April 23, 2016, 10:47:25 AM
The Prepare Carefully button won't show up in Alpha 13. I didn't double compress it, and I am using the Prepare Carefully 13 version. I did turn it on, and I turned off all other mods.

Super weird! I just launched a colony with prepare carefully working and created a new preset. Quit to main menu and tried to start a new colony (literally two minutes later!) and I am having the same problem! No change in my mod configuration or anything!

It is very weird.  I've got a couple of possible causes that I'm investigating.  If you're not using the version that I posted yesterday (0.13.0.3; see the download link 4 or 5 posts up), give that a try.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: Noedul on April 23, 2016, 11:23:19 AM
The button for body parts in the Hair/Head/Pants/etc. list also seems to be missing for me - is that new?
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: EdB on April 23, 2016, 11:40:07 AM
This is with only EdBPrepareCarefully (and Core) activated, after cleanining up ModsConfig.xml; new World, new Colony, no changes to the randomly generated Pawns made.

Linux users, please try this one:

Prepare Carefully 0.13.0.4 (https://www.dropbox.com/s/zg7juwyiqhini60/EdBPrepareCarefully-0.13.0.4.zip?dl=0)

As has been described by Fluffy elsewhere, there was a change in alpha 13 in the way that the game loads mods, graphics, etc.  If graphics are being loaded in a separate execution thread, this is crashing Linux.  So the fix here is just to find all of the places where I'm loading graphics in a separate thread.  For the most part, it's obvious where I'm doing that.  With the version I released yesterday, I missed one place that was not as obvious, but hopefully I've got everything now.  Let me know.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: EdB on April 23, 2016, 11:45:16 AM
The button for body parts in the Hair/Head/Pants/etc. list also seems to be missing for me - is that new?

That was a mistake on my part.  Try the newer version (0.13.0.4) in the previous post.  I'm in the process of moving some things around, while at the same time trying to provide a working version for Linux users, and I lost track of my changes and forgot that I removed that.  You'll see that there is now a "Health" tab to replace the "Body Parts" option.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: warden on April 23, 2016, 12:11:23 PM
This is with only EdBPrepareCarefully (and Core) activated, after cleanining up ModsConfig.xml; new World, new Colony, no changes to the randomly generated Pawns made.

Linux users, please try this one:

Prepare Carefully 0.13.0.4 (https://www.dropbox.com/s/zg7juwyiqhini60/EdBPrepareCarefully-0.13.0.4.zip?dl=0)

As has been described by Fluffy elsewhere, there was a change in alpha 13 in the way that the game loads mods, graphics, etc.  If graphics are being loaded in a separate execution thread, this is crashing Linux.  So the fix here is just to find all of the places where I'm loading graphics in a separate thread.  For the most part, it's obvious where I'm doing that.  With the version I released yesterday, I missed one place that was not as obvious, but hopefully I've got everything now.  Let me know.

The game launches without crashes now, thank you! I'll test it further when i have time later, but no problems in the first 10 minutes. This is great. :)
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
Post by: notfood on April 23, 2016, 01:54:17 PM
Linux users, please try this one:
Prepare Carefully 0.13.0.4 (https://www.dropbox.com/s/zg7juwyiqhini60/EdBPrepareCarefully-0.13.0.4.zip?dl=0)

Works! I tested many scenarios and they worked all fine! Thank you!
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: Bazkur on April 23, 2016, 07:40:18 PM
On Win10 running A13 and it is not working.  I can do all the preparing without an issue but when I tell it to start the colony it completely ignores all the prepare carefully I sat up and I just get the standard 3 random colonists and standard gear.  Only other active mods are colonist bar and mod order
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: cassiusworthington on April 23, 2016, 09:24:36 PM
On Win10 running A13 and it is not working.  I can do all the preparing without an issue but when I tell it to start the colony it completely ignores all the prepare carefully I sat up and I just get the standard 3 random colonists and standard gear.  Only other active mods are colonist bar and mod order
Same but for me i get no colonists at all
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: EdB on April 23, 2016, 09:41:13 PM
On Win10 running A13 and it is not working.  I can do all the preparing without an issue but when I tell it to start the colony it completely ignores all the prepare carefully I sat up and I just get the standard 3 random colonists and standard gear.  Only other active mods are colonist bar and mod order

I'm sure you've checked this but I've got to ask.  You're using the latest versions of all of the mods?  I just put up a new version of the Mod Order mod that fixes some intermittent issues, and released two versions of Prepare Carefully today.  The latest are:

Since you're not using other mods, this doesn't apply, but everyone please keep in mind that any mod that does custom map generation will conflict with Prepare Carefully.  I don't know off the top of my head what those mods are, but there are definitely a few of them out there.

Which order are you loading the mods?

It's strange--I'm also Windows 10 Alpha 13 and it works for me every time.  I can't get it to not work.   I'm not the only one that it's working for, right?

Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: cassiusworthington on April 23, 2016, 09:46:20 PM
(trying to find out why) file name unknown?
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: Bazkur on April 23, 2016, 10:11:18 PM
On Win10 running A13 and it is not working.  I can do all the preparing without an issue but when I tell it to start the colony it completely ignores all the prepare carefully I sat up and I just get the standard 3 random colonists and standard gear.  Only other active mods are colonist bar and mod order

I'm sure you've checked this but I've got to ask.  You're using the latest versions of all of the mods?  I just put up a new version of the Mod Order mod that fixes some intermittent issues, and released two versions of Prepare Carefully today.  The latest are:
  • Mod Order: 0.13.1.2
  • Prepare Carefully: 0.13.0.4
  • Colonist Bar: 0.13.0.3

Since you're not using other mods, this doesn't apply, but everyone please keep in mind that any mod that does custom map generation will conflict with Prepare Carefully.  I don't know off the top of my head what those mods are, but there are definitely a few of them out there.

Which order are you loading the mods?

It's strange--I'm also Windows 10 Alpha 13 and it works for me every time.  I can't get it to not work.   I'm not the only one that it's working for, right?

So I got it working but I'm not sure what did it as I can't replicate it now.  I do have the latest versions of your mods for A13 except the Mod order says it is 1.7.1?  But I just downloaded it today.  Mods were ordered as Core, Mod Order, Prepare Carefully, Colonist Bar.

Here are the things I did:


I'll play around with it some more and see if I can break it again but for now it looks to be working.  Thanks!
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: EdB on April 23, 2016, 10:24:29 PM
So I got it working but I'm not sure what did it as I can't replicate it now.  I do have the latest versions of your mods for A13 except the Mod order says it is 1.7.1?  But I just downloaded it today.  Mods were ordered as Core, Mod Order, Prepare Carefully, Colonist Bar.

Here are the things I did:

  • Disabled the mods, deleted my world, and started again.  Didn't seem to help.
  • Created another new world using the default random seed it gave me whereas I was using a custom seed but still just random characters.  Didn't help
  • Closed Game again, booted up and used the same world I had just created and loaded the preset, and now it works!  No idea what if any of those things fixed it.

I'll play around with it some more and see if I can break it again but for now it looks to be working.  Thanks!

Definitely grab the latest Mod Order mod, which I released today.  I'm changing the versioning scheme on all of my mods--the one you want is 0.13.1.2.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: cassiusworthington on April 23, 2016, 11:04:28 PM
i have been trying to fix it for like 3 hours but i cant *sigh* after i updated the alpha 13 version it stopped working
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: pktongrimworld on April 23, 2016, 11:18:35 PM
works on both my windows 7 and windows 10 computers. so...
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: Lumaan on April 23, 2016, 11:19:08 PM
On Win10 running A13 and it is not working.  I can do all the preparing without an issue but when I tell it to start the colony it completely ignores all the prepare carefully I sat up and I just get the standard 3 random colonists and standard gear.  Only other active mods are colonist bar and mod order

I'm sure you've checked this but I've got to ask.  You're using the latest versions of all of the mods?  I just put up a new version of the Mod Order mod that fixes some intermittent issues, and released two versions of Prepare Carefully today.  The latest are:
  • Mod Order: 0.13.1.2
  • Prepare Carefully: 0.13.0.4
  • Colonist Bar: 0.13.0.3

Since you're not using other mods, this doesn't apply, but everyone please keep in mind that any mod that does custom map generation will conflict with Prepare Carefully.  I don't know off the top of my head what those mods are, but there are definitely a few of them out there.

Which order are you loading the mods?

It's strange--I'm also Windows 10 Alpha 13 and it works for me every time.  I can't get it to not work.   I'm not the only one that it's working for, right?

So I got it working but I'm not sure what did it as I can't replicate it now.  I do have the latest versions of your mods for A13 except the Mod order says it is 1.7.1?  But I just downloaded it today.  Mods were ordered as Core, Mod Order, Prepare Carefully, Colonist Bar.

Here are the things I did:

  • Disabled the mods, deleted my world, and started again.  Didn't seem to help.
  • Created another new world using the default random seed it gave me whereas I was using a custom seed but still just random characters.  Didn't help
  • Closed Game again, booted up and used the same world I had just created and loaded the preset, and now it works!  No idea what if any of those things fixed it.

I'll play around with it some more and see if I can break it again but for now it looks to be working.  Thanks!
One thing I've seen a few modders say is with A13 best to always restart the game when enabling mods, some change in how the mods are loaded with A13. So enable mod(s) -> restart game -> less error  8)
And another thing, always delete the mod when updating, there can be file name changes and so on. *Talking about any mods for any games. :) *
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: cassiusworthington on April 24, 2016, 03:35:08 AM
On Win10 running A13 and it is not working.  I can do all the preparing without an issue but when I tell it to start the colony it completely ignores all the prepare carefully I sat up and I just get the standard 3 random colonists and standard gear.  Only other active mods are colonist bar and mod order

I'm sure you've checked this but I've got to ask.  You're using the latest versions of all of the mods?  I just put up a new version of the Mod Order mod that fixes some intermittent issues, and released two versions of Prepare Carefully today.  The latest are:
  • Mod Order: 0.13.1.2
  • Prepare Carefully: 0.13.0.4
  • Colonist Bar: 0.13.0.3

Since you're not using other mods, this doesn't apply, but everyone please keep in mind that any mod that does custom map generation will conflict with Prepare Carefully.  I don't know off the top of my head what those mods are, but there are definitely a few of them out there.

Which order are you loading the mods?

It's strange--I'm also Windows 10 Alpha 13 and it works for me every time.  I can't get it to not work.   I'm not the only one that it's working for, right?

So I got it working but I'm not sure what did it as I can't replicate it now.  I do have the latest versions of your mods for A13 except the Mod order says it is 1.7.1?  But I just downloaded it today.  Mods were ordered as Core, Mod Order, Prepare Carefully, Colonist Bar.

Here are the things I did:

  • Disabled the mods, deleted my world, and started again.  Didn't seem to help.
  • Created another new world using the default random seed it gave me whereas I was using a custom seed but still just random characters.  Didn't help
  • Closed Game again, booted up and used the same world I had just created and loaded the preset, and now it works!  No idea what if any of those things fixed it.

I'll play around with it some more and see if I can break it again but for now it looks to be working.  Thanks!
One thing I've seen a few modders say is with A13 best to always restart the game when enabling mods, some change in how the mods are loaded with A13. So enable mod(s) -> restart game -> less error  8)
And another thing, always delete the mod when updating, there can be file name changes and so on. *Talking about any mods for any games. :) *
nope nothing works the only mod i truly wanted broke after the update :(
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: notfood on April 24, 2016, 02:22:49 PM
Can you check if you extracted the folder right? Perhaps the folder mod is nested inside another folder.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: cassiusworthington on April 24, 2016, 10:31:20 PM
Can you check if you extracted the folder right? Perhaps the folder mod is nested inside another folder.
im pretty sure i did it right
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: cassiusworthington on April 24, 2016, 10:43:19 PM
here's a photo of part of the error
https://goo.gl/photos/1k53mx4PnzbJYTaX6
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: EdB on April 24, 2016, 11:05:24 PM
here's a photo of part of the error
https://goo.gl/photos/1k53mx4PnzbJYTaX6

It's trying to spawn an item on the map, and it's failing.  There's something about one of those items that Prepare Carefully is not handling well.  When you customized your equipment and apparel, did you select items from one or more of the other mods that you have enabled?  A screen grab of the equipment screen would be useful or a list of the items from other mods that you're adding.

Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: cassiusworthington on April 25, 2016, 07:26:04 PM
https://goo.gl/photos/1k53mx4PnzbJYTaX6 (new photo) removes Gauss rifle and heat cannon . . . it works thank you but would you know why it would not work before?
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: skullywag on April 25, 2016, 07:35:26 PM
Anything i can help with just nudge me, i see my weapons are involved here somehow.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: EdB on April 25, 2016, 08:45:28 PM
https://goo.gl/photos/1k53mx4PnzbJYTaX6 (new photo) removes Gauss rifle and heat cannon . . . it works thank you but would you know why it would not work before?

I tried it with Skullywag's gauss weapons--those worked ok for me.  "Heat cannon"--which mod is that from?
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: Nanao-kun on April 25, 2016, 08:59:54 PM
Heat Cannon is from Rimsenal I believe.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: Mj64 on April 25, 2016, 09:57:52 PM
Try reinstalling both Rimsenal and Skullywag's weapons, then try it.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: EdB on April 25, 2016, 10:39:46 PM
https://goo.gl/photos/1k53mx4PnzbJYTaX6 (new photo) removes Gauss rifle and heat cannon . . . it works thank you but would you know why it would not work before?

Thanks everyone for letting me know which mods have those weapons.

It seems like there's some kind of complicated mod conflict at play here.  This makes it really difficult to tell what's going on.  I've got the following mods enabled, in this order:


I loaded up my equipment to roughly match what's in your screenshot (the three weapons and the snowhare clothing), and it works without a problem for me.  I see that you have a lot of different mods enabled.  The best advice I can give is to start with a combination of mods that you know works.  Keep adding mods to that list until you run into a problem.  That's a good way to identify a mod conflict.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: Anonymou$ on April 26, 2016, 11:22:12 AM
     | HELP |     Hey Ive been playing this game for a long time and now ive found the perfect mod for a personal start.
But I REALY want to start with 42 colonist (2 for each job) and in the colonist tab when creating a world, i can only add 10 colonist. I tryed to code them in a preset file (copy paste) and it worked until i pressed start (after ressource tabs (food animals resources u know )) and a message pop up saying me that the maximum number of colonist is 10.
If someone can tell me how & where i can change the maximum value it would be great.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: EdB on April 26, 2016, 11:48:10 AM
     | HELP |     Hey Ive been playing this game for a long time and now ive found the perfect mod for a personal start.
But I REALY want to start with 42 colonist (2 for each job) and in the colonist tab when creating a world, i can only add 10 colonist. I tryed to code them in a preset file (copy paste) and it worked until i pressed start (after ressource tabs (food animals resources u know )) and a message pop up saying me that the maximum number of colonist is 10.
If someone can tell me how & where i can change the maximum value it would be great.

Currently, there is no way to start with more than 10.  The reason for this has to do with the user interface.  Once you get more than 10 colonists, the tabs across the top become a problem, with the names becoming unreadable and overlapping the edges of the tabs.  If you approached the number of colonists that you're talking about, the tabs would be so jammed together that you could barely click on them.  To support more than 10, I need to code my own tab interface (instead of using the one that is used in the core game), which is a huge hassle.  It's a popular feature request, and I will consider doing this in the future, but it has not been a high priority.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: Anonymou$ on April 26, 2016, 01:09:13 PM
well i was able to add up to 20 colonist even with the name jamed in each tab (see rimworld.png) but are you sure that i cant change the maximum number of colonist because i still cant start the game with more than 10 colonist (see rimworld2.png)

[attachment deleted by admin - too old]
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: Kajin on April 26, 2016, 04:13:36 PM
I'm having a problem getting this mod to work. I have it unzipped into the appropriate folder and it's showing up in the mods section of the main menu, but when it's activated, even after quitting and restarting Rimworld, the Prepare Carefully button never shows up when selecting my pawns. Is this a known issue?
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: EdB on April 26, 2016, 09:27:08 PM
well i was able to add up to 20 colonist even with the name jamed in each tab (see rimworld.png) but are you sure that i cant change the maximum number of colonist because i still cant start the game with more than 10 colonist (see rimworld2.png)

I can look at changing that hard max.  The user interface may still prevent you from adding, but if you want to go through and do a manual preset edit, I don't see any reason I should be blocking that.  I'll plan on looking at that with the next release.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: EdB on April 26, 2016, 09:31:01 PM
I'm having a problem getting this mod to work. I have it unzipped into the appropriate folder and it's showing up in the mods section of the main menu, but when it's activated, even after quitting and restarting Rimworld, the Prepare Carefully button never shows up when selecting my pawns. Is this a known issue?

People do report this issue from time to time.  The most common cause is from accidentally double-extracting the zip file.  You want to make sure that your mod folder is /Mods/EdBPrepareCarefully with the files inside there and not /Mods/EdBPrepareCarefully/EdBPrepareCarefully.  Having the extra folder will definitely cause this problem.  If that's not it, let me know.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: Kajin on April 26, 2016, 10:11:31 PM
...
Well, then.
No wonder I couldn't get any of my mods to work. They were ALL getting unzipped into the mods folder that way. The Prepare Carefully button is there and the feature appears to be working now, though I haven't started a colony yet.

Thanks for the help, I was pulling my hair out over here!
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: Anonymou$ on April 27, 2016, 04:59:06 AM
well i was able to add up to 20 colonist even with the name jamed in each tab (see rimworld.png) but are you sure that i cant change the maximum number of colonist because i still cant start the game with more than 10 colonist (see rimworld2.png)
I can look at changing that hard max.  The user interface may still prevent you from adding, but if you want to go through and do a manual preset edit, I don't see any reason I should be blocking that.  I'll plan on looking at that with the next release.
ok thanks

I realy bad at coding but i think that i could change it in the .dll file of the mod but i have no idea how to open it can someone help me plz
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: Noedul on April 28, 2016, 07:18:18 AM
Currently, there is no way to start with more than 10.  The reason for this has to do with the user interface.  Once you get more than 10 colonists, the tabs across the top become a problem, with the names becoming unreadable and overlapping the edges of the tabs.  If you approached the number of colonists that you're talking about, the tabs would be so jammed together that you could barely click on them.  To support more than 10, I need to code my own tab interface (instead of using the one that is used in the core game), which is a huge hassle.  It's a popular feature request, and I will consider doing this in the future, but it has not been a high priority.
You can't display more than 10, but can you keep data for more than 10 in memory? If so, would it be possible with Rimworld's core interface to have navigation buttons that change which 10 colonists are displayed? (e.g. colonist 0-9 are displayed, press Next or add a new colonist, destroy tab for colonist 0, add tab for colonist 10)
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: Anonymou$ on April 28, 2016, 07:58:11 AM
Currently, there is no way to start with more than 10.  The reason for this has to do with the user interface.  Once you get more than 10 colonists, the tabs across the top become a problem, with the names becoming unreadable and overlapping the edges of the tabs.  If you approached the number of colonists that you're talking about, the tabs would be so jammed together that you could barely click on them.  To support more than 10, I need to code my own tab interface (instead of using the one that is used in the core game), which is a huge hassle.  It's a popular feature request, and I will consider doing this in the future, but it has not been a high priority.
You can't display more than 10, but can you keep data for more than 10 in memory? If so, would it be possible with Rimworld's core interface to have navigation buttons that change which 10 colonists are displayed? (e.g. colonist 0-9 are displayed, press Next or add a new colonist, destroy tab for colonist 0, add tab for colonist 10)
That's not really a problem even if the button next and previous for the navigation of the tab is a good idea.
The problem is that either the game or the mod doesn't allow you to start with more than 10 colonist (I think its from the mod because in the language folder of the game there is a line of text (You are not allowed to have more than {0} colonists) and his definition in the coding (EdB.PrepareCarefully.TooManyColonists)
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: siebharrin on April 28, 2016, 12:01:04 PM
Is there a way to buffer up premade colonists as "Colonists joins" or when they fall from the sky later... so you get the rest as a colonist a day or something like that?
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: Anonymou$ on April 28, 2016, 02:12:49 PM
Is there a way to buffer up premade colonists as "Colonists joins" or when they fall from the sky later... so you get the rest as a colonist a day or something like that?
good idea
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: ReiperX on April 30, 2016, 07:11:43 PM
I love the mod, and have been using it bug free for a week, however the game started getting extremely laggy at times (last time everyone was asleep, and it was raining, I don't think the lag is related to the mod though).

So I ended up starting a new game and I no longer have the prepare carefully buttons when making a new colony.  I have uninstalled and reinstalled the mods, gone from the one posted to Nexus to the Alpha one (alpha one is the one I had working before).

I'm using game version 0.13.1135 rev816

And the only other mod I've used is ProjectArmory300 (which I also have uninstalled to see if it was somehow causing a conflict).
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: ReiperX on April 30, 2016, 07:34:56 PM
Redownloaded the alpha for A13 again and now its working.

Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: Too-DAMN-Much on May 01, 2016, 08:12:10 AM
what typically causes the loadout to be completely ignored when the map loads? i'm probably missing something obvious but my game had a few silent CTDs so i deleted everything and updating mods now and suddenly it just ignores everything i do, the interface is there and all though.

start of the mod order list:
(http://i.imgur.com/jzvtd65.png)

and full mod list here:
(http://i.imgur.com/T5uZf3v.png)
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: Dagothra on May 01, 2016, 10:36:36 AM
what typically causes the loadout to be completely ignored when the map loads? i'm probably missing something obvious but my game had a few silent CTDs so i deleted everything and updating mods now and suddenly it just ignores everything i do, the interface is there and all though.

start of the mod order list:
(http://i.imgur.com/jzvtd65.png)

and full mod list here:
(http://i.imgur.com/T5uZf3v.png)

I don't know about the rest of it, but Community Core Library definitely needs to come before the Vanilla Tweaks in the load order.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: Kinsume on May 01, 2016, 02:52:17 PM
So I have the latest version of rimworld installed, Alpha 13.1135, and tried using the file on the front page, but once its activated and I restart the game there is no longer a button there to try selecting. I'm on windows 7 64-bit and have used it for past versions of the game. According to the initial post, it is still in beta for alpha 13 but should still work right?
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: EdB on May 01, 2016, 10:20:26 PM
So I have the latest version of rimworld installed, Alpha 13.1135, and tried using the file on the front page, but once its activated and I restart the game there is no longer a button there to try selecting. I'm on windows 7 64-bit and have used it for past versions of the game. According to the initial post, it is still in beta for alpha 13 but should still work right?

Take a look at this post (https://ludeon.com/forums/index.php?topic=6261.msg213360#msg213360).  That's the most common cause of this problem.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: Too-DAMN-Much on May 01, 2016, 11:45:47 PM
I don't know about the rest of it, but Community Core Library definitely needs to come before the Vanilla Tweaks in the load order.

no change.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: Lumaan on May 02, 2016, 01:19:24 AM
I don't know about the rest of it, but Community Core Library definitely needs to come before the Vanilla Tweaks in the load order.

no change.
You need a few compatible patches to get all the map generator to work together.
https://ludeon.com/forums/index.php?topic=3612.0
Just under the downloads you'll find "Patch for Misc. MapGenerator + EdB's Prepare Carefully" and you need the "Veg Garden Seeds Add-on for Prepare Carefully Download!" from https://ludeon.com/forums/index.php?topic=12934.0
They needs to be activated after the main ones.
Quote
EdBPrepareCarefully
.
.
Miscellaneous_MapGenerator
.
.
Vegetable Garden 3.6a
.
"Patch for Misc. MapGenerator + EdB's Prepare Carefully"
"Veg Garden Seeds Add-on for Prepare Carefully Download!"
That will fix your problem 8)
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: Too-DAMN-Much on May 02, 2016, 01:48:50 AM
I don't know about the rest of it, but Community Core Library definitely needs to come before the Vanilla Tweaks in the load order.

no change.
You need a few compatible patches to get all the map generator to work together.
https://ludeon.com/forums/index.php?topic=3612.0
Just under the downloads you'll find "Patch for Misc. MapGenerator + EdB's Prepare Carefully" and you need the "Veg Garden Seeds Add-on for Prepare Carefully Download!" from https://ludeon.com/forums/index.php?topic=12934.0
They needs to be activated after the main ones.
Quote
EdBPrepareCarefully
.
.
Miscellaneous_MapGenerator
.
.
Vegetable Garden 3.6a
.
"Patch for Misc. MapGenerator + EdB's Prepare Carefully"
"Veg Garden Seeds Add-on for Prepare Carefully Download!"
That will fix your problem 8)

thanks!
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: Ghizmo on May 02, 2016, 02:24:10 AM
Just for information purposes:
My preparecarefully button sometimes disappears. I am using the 1.11.beta1 version.
It happened a lot when i was testing mods and in which order I wanted to start them. Removing all mods and starting from fresh after I knew the right order fixed it 100% of the times.
The new download file (0.13..) only mentions a fix for linux, so i thought this was worth mentioning.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: Too-DAMN-Much on May 02, 2016, 02:26:35 AM
I don't know about the rest of it, but Community Core Library definitely needs to come before the Vanilla Tweaks in the load order.

no change.
You need a few compatible patches to get all the map generator to work together.
https://ludeon.com/forums/index.php?topic=3612.0
Just under the downloads you'll find "Patch for Misc. MapGenerator + EdB's Prepare Carefully" and you need the "Veg Garden Seeds Add-on for Prepare Carefully Download!" from https://ludeon.com/forums/index.php?topic=12934.0
They needs to be activated after the main ones.
Quote
EdBPrepareCarefully
.
.
Miscellaneous_MapGenerator
.
.
Vegetable Garden 3.6a
.
"Patch for Misc. MapGenerator + EdB's Prepare Carefully"
"Veg Garden Seeds Add-on for Prepare Carefully Download!"
That will fix your problem 8)

thanks!

disregard, still no change after trying it.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: Lumaan on May 02, 2016, 02:46:01 AM
I don't know about the rest of it, but Community Core Library definitely needs to come before the Vanilla Tweaks in the load order.

no change.
You need a few compatible patches to get all the map generator to work together.
https://ludeon.com/forums/index.php?topic=3612.0
Just under the downloads you'll find "Patch for Misc. MapGenerator + EdB's Prepare Carefully" and you need the "Veg Garden Seeds Add-on for Prepare Carefully Download!" from https://ludeon.com/forums/index.php?topic=12934.0
They needs to be activated after the main ones.
Quote
EdBPrepareCarefully
.
.
Miscellaneous_MapGenerator
.
.
Vegetable Garden 3.6a
.
"Patch for Misc. MapGenerator + EdB's Prepare Carefully"
"Veg Garden Seeds Add-on for Prepare Carefully Download!"
That will fix your problem 8)

thanks!

disregard, still no change after trying it.
Do the "Debug menu" give any errors? and what about in the "output_log.txt" under "\RimWorld1135Win_Data"?
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: Too-DAMN-Much on May 02, 2016, 03:01:24 AM
i haven't started it in developer mode so i'm not sure about the debug menu, but there are no errors in the console like i recall seeing before that you can open, the output log: http://paste.ubuntu.com/16186076/
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: Lumaan on May 02, 2016, 03:18:23 AM
i haven't started it in developer mode so i'm not sure about the debug menu, but there are no errors in the console like i recall seeing before that you can open, the output log: http://paste.ubuntu.com/16186076/
Can see an error from "Miscellaneous_MapGenerator", any change see a copy of the loadorder from your "ModsConfig.xml"?

Edit: Can see in the last line in the log the loadorder, and you got the wrong order. "Misc_Patch_-_EdBPrepareCarefully" need to be loaded after "EdBPrepareCarefully" and "Miscellaneous_MapGenerator"
And make a new world/save to be sure nothing is in the wrong order in the world/save.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: Too-DAMN-Much on May 02, 2016, 03:24:41 AM
sure thing:
http://pastebin.com/Rc2CH4JW
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: Too-DAMN-Much on May 02, 2016, 03:32:34 AM
that's got it after i saw your edit, thanks a lot, game modding in general always reaches the point of wondering why i bothered at mod order, if only there was a way to test all mods at once and work out the mod order without failures instead.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: Lumaan on May 02, 2016, 03:34:22 AM
that's got it after i saw your edit, thanks a lot, game modding in general always reaches the point of wondering why i bothered at mod order, if only there was a way to test all mods at once and work out the mod order without failures instead.
Happy to help 8)
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: Supershark88 on May 05, 2016, 03:40:22 PM
Hey there, I've just decided to start up a new file with the Prepare Carefully mod and it doesn't seem to let me press the "Prepare Carefully" button. Any idea on why this is?
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: siebharrin on May 06, 2016, 01:50:18 PM
Hey there, I've just decided to start up a new file with the Prepare Carefully mod and it doesn't seem to let me press the "Prepare Carefully" button. Any idea on why this is?

I had that in the beginning too.. then I found out that I had downloaded the A12 version instead  :-[ .. worth doublechecking
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: slaveofpeon on May 06, 2016, 06:34:45 PM
Anyone else having issues with edb-p.c. a13 beta causing embrasures, Ive tried Enhanced defence and Combat realism defence, to stop working properly and become glorified walls? Its the only mod that fixes the issue when removed from my load order, and idk if thats a known bug or i am an idiot. Whether User error (possible) or Beta bug i cant seem to find any other instances of this happening.

my basic order that triggers it is:Core, CCL, Com. Real. Core, Comb. Real. Defence, EdB-Mod order and EdB-PC,
all of which are up to date on my end as of this post. I checked that first.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: buder5 on May 12, 2016, 10:18:24 AM
just to tell fiona farming  dosent work with the edb prepare carefully  the beta test thing for a13 the pawn get ramdomised after  if i choose fiona
(i say that to both author)
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: Anonymou$ on May 15, 2016, 04:05:03 PM
Edb please i need more help. I saw the last version of the mod and i was pleased to see that you deleted the limit for the colonist. It still is limited to 12 though.I realy want to start with more than that can you tell me how can i do it please,
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: Chibiabos on May 17, 2016, 03:18:18 PM
Hey there, I've just decided to start up a new file with the Prepare Carefully mod and it doesn't seem to let me press the "Prepare Carefully" button. Any idea on why this is?

I've had this same issue.  Are you also running the Miscellaneous (MAI) mod?  I am and wonder if there is a conflict.

I'm a bit frustrated with bug reporting on mods going through nearly 70 pages of posts here, but I noticed that the forum admins have setup a subforum under bugs to report and discuss bugs with mods.  I made a post on this (Prepare Carefully button not showing up with A13 beta version of this mod) here:  https://ludeon.com/forums/index.php?topic=20252.0

I hope more mod users use the Mod Bugs subforum to mention/discuss mod bugs separately.  It just feels unwieldy to me to discuss them all on one thread that's so long there's no real practicality to reading through the entire thread to see if the particular problem someone is having with a mod has already been discussed and resolved 5, 10, 50 pages back in the thread.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: Chibiabos on May 17, 2016, 04:21:03 PM
I've long noticed (since I found and tried this mod) there's a quirk in which a colonist auto-generated with passion for something will cost points to remove that passion when that should probably give points (because there's no downside to having passion).  I started a thread on this topic at the new Mod Bugs board here:  https://ludeon.com/forums/index.php?topic=20256.0
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: SSS on May 27, 2016, 05:30:20 PM
I'm not sure if it's a A13-specifc bug or not since I never tried it in previous alphas, but when starting with a large number of colonists (~10) and a massive amount of items, the drop pods don't spawn all of the colonists (spawning only 4-6). I'm guessing the drop pods can't find a valid/open spot to spawn the colonists in, so they don't appear at all. Animals don't all spawn either, if they do at all.

If there's any way to fix this, it would be appreciated. Doing a themed playthrough will be much more tedious if I have to manually spawn in the colonists and/or items I want to start with through dev mode.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: Fregrant on May 28, 2016, 02:34:33 AM
I am using Prepare Carefully + Crash landing, more men arriving in cryosleep capsules)
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: Dragoon on May 29, 2016, 01:54:57 AM
I am using Prepare Carefully + Crash landing, more men arriving in cryosleep capsules)

I'm sorry you have to give some detail. Is the problem that more are spawning? If so that is part of the crash landing mod and thus no bug or anything it is supposed to do that.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: Fregrant on May 29, 2016, 03:07:41 AM
Did not noticed the problem with trying to spawn much colonists with this mod. I made only 5-men team and small resources cache in Prepare Carefully. Also I am using Crash Landing, so there crashing more modules. Cryosleep modules with colonists. Prisoner modules with cutthroats. Weapon decks with guns. Animal cages. Resource pods. Radiation-leaking reactor. And more.
Using compatibility version, no problems so far.
https://ludeon.com/forums/index.php?topic=8967.0
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: kivey on May 29, 2016, 05:13:10 PM
I have a small issue where the mod wont activate, the button is there, i dont have it double extracted, but when i hit the button it wont activate. the red code says: Exception filling window for EdB.PrepareCarefully.Page_CharMaker: System.ArgumentNullException: Argument cannot be null. im not sure whats wrong.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: ratlord13 on May 31, 2016, 01:04:01 PM
When will the next update for this mod be out?
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: Charchu on June 01, 2016, 04:48:55 AM
Just wondering, but does the v13 beta work with crashlanding's compatibility mod? If so, what order should they be in? Cause when i tried to do this it didnt work, i must've done something wrong.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: Lost56 on June 01, 2016, 05:27:34 AM
Just wondering, but does the v13 beta work with crashlanding's compatibility mod? If so, what order should they be in? Cause when i tried to do this it didnt work, i must've done something wrong.

i got the crashlanding mod installed as well as and it works for me. my order is EdB Prepare Carefully then crashlanding.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: Em on June 03, 2016, 07:49:51 AM
Is there a sourcecode for the Alpha 13 version? I wanted to add some relationship functionality. I just need to edit something in Genstep_Colonists.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: InfiniteRemnant on June 06, 2016, 03:10:18 PM
So, is it supposed to be pronounced "E. D. B." "Ed B." or "E. Decibel"? or something else entirely?
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: calouro1 on June 07, 2016, 07:36:40 PM
So im having a issue here,i have only edb prepare carefully 1.10.1 installed,but it seems that when i create a game with it,the game is unnable to load an unknown file and than no colonists land i really cant play the game when this mod is on,because it keeps getting glitched and sayng bodypart cant load because of <unknwon file> and i really donw know how to fix it ;-;
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: passi965 on June 07, 2016, 11:31:09 PM
So im having a issue here,i have only edb prepare carefully 1.10.1 installed,but it seems that when i create a game with it,the game is unnable to load an unknown file and than no colonists land i really cant play the game when this mod is on,because it keeps getting glitched and sayng bodypart cant load because of <unknwon file> and i really donw know how to fix it ;-;
It's because your are using the alpha 12 version and not the alpha 13 Beta (Version 0.13.0.4), you might wanna try that version.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: brucethemoose on June 07, 2016, 11:55:50 PM
Is there a sourcecode for the Alpha 13 version? I wanted to add some relationship functionality. I just need to edit something in Genstep_Colonists.

Not that I know of.

EDB hasn't been logged in since May 15, so we'll probably have to wait until this is (sorta) implemented in vanilla with A14.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: EdB on June 08, 2016, 01:14:57 AM
When will the next update for this mod be out?

I am still working on it.  It's been going very slowly just because I have not had as much time as I'd like.  I've got custom relationships working and also added more flexibility around the starting injuries and ailments.  That's all working ok, but with some quirks that I need to figure out.  After that, I'll need to decide how much time to put into fixing existing bugs and adding other features that have been requested.

And then of course, if alpha 14 does in fact land in July, that's going to turn everything upside-down with the scenario system.  It's likely that it will take a lot of effort to line things up to work properly.  That said, I am very excited that a scenarios feature is being added to the vanilla game.  It's a fantastic way to add replayability.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: EdB on June 08, 2016, 01:16:48 AM
So, is it supposed to be pronounced "E. D. B." "Ed B." or "E. Decibel"? or something else entirely?

"Ed B" (but I'm starting to like "E D B"--which seems like the way that most tend to say it)
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: BlackSmokeDMax on June 08, 2016, 07:19:50 AM
So, is it supposed to be pronounced "E. D. B." "Ed B." or "E. Decibel"? or something else entirely?

"Ed B" (but I'm starting to like "E D B"--which seems like the way that most tend to say it)

Lol, I always kind of thought was Ed B. But also really like E D B, it flows well, so have slowly switched to that in my mind as reading it.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: drakulux on June 08, 2016, 03:56:36 PM
Also always pronounced it E D B
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: Archemide on June 12, 2016, 03:09:22 PM
I can still go through the options to prep a colony, but *nothing* lands. No colonists, no food, no items. Game is not paused.
This was on a new colony on a new world, created after disabling old mods.

Apparently "And Prepare Carefully is throwing GenStep exceptions (which means it's not properly generating something)."
Someone on another thread directed me here.

Output_log attached.

[attachment deleted by admin - too old]
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: Exende on June 12, 2016, 07:23:28 PM
I can still go through the options to prep a colony, but *nothing* lands. No colonists, no food, no items. Game is not paused.
This was on a new colony on a new world, created after disabling old mods.

Apparently "And Prepare Carefully is throwing GenStep exceptions (which means it's not properly generating something)."
Someone on another thread directed me here.

Output_log attached.
That happened to me at first, but then I found out that it was a completely unrelated mod error that caused it, once I switched the order of that mod, it worked
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: Archemide on June 12, 2016, 07:26:19 PM
All other mods were disabled at the time.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
Post by: EdB on June 13, 2016, 12:04:46 AM
All other mods were disabled at the time.

Be sure to restart after disabling the mods.  From looking at the log file, the map generator step that seems to be causing the error is this one:

Code: [Select]
MapGenerator.Genstep_CreateBlueprintVillage
There's no reference to that in the Prepare Carefully mod, so it must be coming from another mod.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 12 Jun 2016)
Post by: EdB on June 13, 2016, 12:40:55 AM
I've got a new Alpha 13 release.  Take a look at the original post for more information.  Adding functionality for relationships and injuries was more complicated than I expected, and I'm guessing there's going to be some weirdness and some bugs in there.  Please post any bug reports to this topic.

I expect there to be a few bug fix releases, but I'm not planning any additional functionality for alpha 13.  There are some new bits that I'm still working on, but there's no way I will finish that before alpha 14 lands.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 12 Jun 2016)
Post by: Yademee on June 13, 2016, 01:58:54 AM
EdB i love your mods, they are awesome :D.
And by the way :D, i can´t download it from the dropbox, maybe the download is broken? Everytime i try to download it, nothing happens.
Greetings Yade
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 12 Jun 2016)
Post by: Exende on June 13, 2016, 03:25:52 AM
using the newest version from a few hours ago:  (outputlog)


Code: [Select]
System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.

  at System.Collections.Generic.Dictionary`2[Verse.BodyPartDef,System.Collections.Generic.List`1[Verse.BodyPartRecord]].get_Item (Verse.BodyPartDef key) [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.ImplantManager..ctor () [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.HealthManager..ctor () [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.PrepareCarefully..ctor () [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.PrepareCarefully.get_Instance () [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.Page_CharMaker..ctor (Boolean generateColonists) [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.ModController.MenusUpdate () [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.ModController.Update () [0x00000] in <filename unknown>:0

any idea what went wrong?
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 12 Jun 2016)
Post by: EdB on June 13, 2016, 11:11:32 AM
using the newest version from a few hours ago:  (outputlog)

any idea what went wrong?

Are you using other mods?

EDIT: I found it.  Looks like Prepare Carefully is not handling the implant/bionics recipes for animals in the "A Dog Said" mod (part of the Medical Complication pack).  I have a fix for it and will release it a little later today.  Thanks for bug report!
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 12 Jun 2016)
Post by: EdB on June 13, 2016, 11:16:09 AM
EdB i love your mods, they are awesome :D.
And by the way :D, i can´t download it from the dropbox, maybe the download is broken? Everytime i try to download it, nothing happens.
Greetings Yade

Is the link not working for you here in the original post, or over on the Dropbox site?  I noticed that Dropbox changed their user interface at some point during the last several months.  Look for a download button in the upper-right corner.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 12 Jun 2016)
Post by: notfood on June 13, 2016, 02:31:15 PM
Is it compatible with Crash Landing?

I tried it (under HardcoreSK) and if you click "Prepare Carefully" you get sent to the main menu. Then if you try again, the button isn't there.

Code: [Select]
System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
  at System.Collections.Generic.Dictionary`2[Verse.BodyPartDef,System.Collections.Generic.List`1[Verse.BodyPartRecord]].get_Item (Verse.BodyPartDef key) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.ImplantManager..ctor () [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.HealthManager..ctor () [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.PrepareCarefully..ctor () [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.PrepareCarefully.get_Instance () [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.Page_CharMaker..ctor (Boolean generateColonists) [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.ModController.MenusUpdate () [0x00000] in <filename unknown>:0
  at EdB.PrepareCarefully.ModController.Update () [0x00000] in <filename unknown>:0
^ from the log, seems to be the same error.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 12 Jun 2016)
Post by: EdB on June 13, 2016, 04:50:56 PM
Is it compatible with Crash Landing?

I tried it (under HardcoreSK) and if you click "Prepare Carefully" you get sent to the main menu. Then if you try again, the button isn't there.


I believe this is the same issue described a few posts up.  I have a fix that I will release sometime this evening.
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 12 Jun 2016)
Post by: Yademee on June 13, 2016, 05:33:51 PM
Hm i din´t do anything else but now its working :D
Thx for your response :D
Title: Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 12 Jun 2016)
Post by: EdB on June 13, 2016, 08:49:37 PM
using the newest version from a few hours ago:  (outputlog)

any idea what went wrong?

Are you using other mods?


I've released a new version (0.13.0.6) with a fix for this problem and a couple of other little issues.  Please let me know if you run into any other bugs.
Title: Re: [A13] EdB Prepare Carefully v0.13.1.1 (13 Jun 2016)
Post by: EdB on June 13, 2016, 11:34:47 PM
After spending a little more time testing with some other mods, I've gone ahead and re-labelled the release as the first full Alpha 13 release.  There are still probably some bugs in there, but please try it out and let me know how well it works.
Title: Re: [A13] EdB Prepare Carefully v0.13.1.1 (13 Jun 2016)
Post by: Justas love on June 14, 2016, 10:00:38 AM
After spending a little more time testing with some other mods, I've gone ahead and re-labelled the release as the first full Alpha 13 release.  There are still probably some bugs in there, but please try it out and let me know how well it works.
Can i now modify the relationships?
Title: Re: [A13] EdB Prepare Carefully v0.13.1.1 (13 Jun 2016)
Post by: wsensor on June 14, 2016, 10:59:05 AM
Haha I have a strange thing going on...

I made my colonists the way I wanted them.
Saved a preset (just cause I decided to restart the pc cause a windows update finished...)

Loaded Rimworld back up went to start a colony again.
Loaded Preset.

Went with a random location.
Colonists were not the ones I wanted (from the preset)

Tried again and again kept happening.

Mods Loaded:
CCL+vanillatweak
EDB Mod Order, Colonist bar, prepare carefully.
ARBRealisticResearch/NoATVRaiderspatch
ED-Plants24h

It always starts the new colony with the same people and base items from before I loaded the presets.
Title: Re: [A13] EdB Prepare Carefully v0.13.1.1 (13 Jun 2016)
Post by: EdB on June 14, 2016, 11:51:10 AM
Can i now modify the relationships?

You can now modify the relationships--with a few limitations.  See the FAQ section that I added to the original post for more details.
Title: Re: [A13] EdB Prepare Carefully v0.13.1.1 (13 Jun 2016)
Post by: EdB on June 14, 2016, 12:08:10 PM
I made my colonists the way I wanted them.
Saved a preset (just cause I decided to restart the pc cause a windows update finished...)

Loaded Rimworld back up went to start a colony again.
Loaded Preset.

Went with a random location.
Colonists were not the ones I wanted (from the preset)

Tried again and again kept happening.

Mods Loaded:
CCL+vanillatweak
EDB Mod Order, Colonist bar, prepare carefully.
ARBRealisticResearch/NoATVRaiderspatch
ED-Plants24h

It always starts the new colony with the same people and base items from before I loaded the presets.

Normally, this problem would happen if you've got another mod that also modifies the game's map generation.  If that other mod is loaded after Prepare Carefully, its map generation changes will take precedence and your customizations will be ignored.  You can find out if this is the problem by loading Prepare Carefully last in your mod order, but keep in mind that this might break the other mod.

That said, from a quick look, I don't think that any of those mods change the map generation, so there could be something else going on.
Title: Re: [A13] EdB Prepare Carefully v0.13.1.1 (13 Jun 2016)
Post by: notfood on June 14, 2016, 12:30:52 PM
Things I tested several times under HardcoreSK + CrashLanding on Linux:

☑ Random apparel, weapons, items, pets.
☑ Relationships
☑ Injuries
☑ Implants
☑ CrashLanding

Also applied HardcoreSK changes to the MapGenerators.xml and everything went smoothly.

Everything works!
Title: Re: [A13] EdB Prepare Carefully v0.13.1.1 (13 Jun 2016)
Post by: wsensor on June 14, 2016, 01:11:51 PM
SNIP
Hmm. I forgot a mod before (misc map generator) that might cause it since it messes with map generation?
Oh well I guess I will not use it and try again later on.

EDIT: That was the cause but luckily for me there was a patch for this in the misc mai thread XD.
Title: Re: [A13] EdB Prepare Carefully v0.13.1.1 (13 Jun 2016)
Post by: Exende on June 14, 2016, 02:12:16 PM
the problems with ADogSaid I had a few posts back was fixed!  Thank you for the quick fix!  I'm not sure how you can narrow it down that quickly to a specific mod from a relatively vague log entry, lol!
Title: Re: [A13] EdB Prepare Carefully v0.13.1.1 (13 Jun 2016)
Post by: ☢FLAY☢ on June 14, 2016, 04:07:38 PM
Any plans or ways to enable adding custom colonists in the game without creating a new game?
Title: Re: [A13] EdB Prepare Carefully v0.13.1.1 (13 Jun 2016)
Post by: Archemide on June 14, 2016, 10:46:31 PM
-snip-

Normally, this problem would happen if you've got another mod that also modifies the game's map generation.  If that other mod is loaded after Prepare Carefully, its map generation changes will take precedence and your customizations will be ignored.  You can find out if this is the problem by loading Prepare Carefully last in your mod order, but keep in mind that this might break the other mod.

That said, from a quick look, I don't think that any of those mods change the map generation, so there could be something else going on.

Oh my god, thank you. I've been trying to figure out why this has been happening with Hardcore SK pack. Thank you so much!
Title: Re: [A13] EdB Prepare Carefully v0.13.1.1 (13 Jun 2016)
Post by: InfiniteRemnant on June 17, 2016, 05:16:21 AM
Some of the buttons don't respond unless i click in a very specific part of the button. Usually the name tags and the three buttons that change the menu on the far left of the character edit screen.

Turning the other mods in my collection off didn't do shit.

Might want to look into that.

On the up-side everything else works just fine far as i can tell.
Title: Re: [A13] EdB Prepare Carefully v0.13.1.1 (13 Jun 2016)
Post by: skullywag on June 17, 2016, 07:15:15 AM
Would be nice if we could go a little deeper into the relationships for things like compatibility, no point adding a relationship if they arent compatible and are gonna split up days after landing.
Title: Re: [A13] EdB Prepare Carefully v0.13.1.1 (13 Jun 2016)
Post by: Em on June 17, 2016, 10:56:47 AM
Oh thank you so much Edb! I've been waiting for the relationship customization, and it's great! I'd kiss you if I could!
Title: Re: [A13] EdB Prepare Carefully v0.13.1.1 (13 Jun 2016)
Post by: JimmyProvince on June 18, 2016, 05:04:14 AM
Code: [Select]
System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.

  at System.Collections.Generic.Dictionary`2[Verse.BodyPartDef,System.Collections.Generic.List`1[Verse.BodyPartRecord]].get_Item (Verse.BodyPartDef key) [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.ImplantManager..ctor () [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.HealthManager..ctor () [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.PrepareCarefully..ctor () [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.PrepareCarefully.get_Instance () [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.Page_CharMaker..ctor (Boolean generateColonists) [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.ModController.MenusUpdate () [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.ModController.Update () [0x00000] in <filename unknown>:0

Got this error. Anyone know why?
Title: Re: [A13] EdB Prepare Carefully v0.13.1.1 (13 Jun 2016)
Post by: EdB on June 18, 2016, 12:13:51 PM
Got this error. Anyone know why?

Are you definitely using the most recent version?  A similar issue was reported earlier and fixed in the most recent.  If you are up-to-date, it would be useful to know which other mods you are using.
Title: Re: [A13] EdB Prepare Carefully v0.13.1.1 (13 Jun 2016)
Post by: JimmyProvince on June 19, 2016, 08:08:37 AM
Got this error. Anyone know why?

Are you definitely using the most recent version?  A similar issue was reported earlier and fixed in the most recent.  If you are up-to-date, it would be useful to know which other mods you are using.

(https://65.media.tumblr.com/9921fca9d6d42885d9cdf4361793c14d/tumblr_o90pnaw6fm1ulwzivo1_540.png)

Definitely using the latest version.
Title: Re: [A13] EdB Prepare Carefully v0.13.1.1 (13 Jun 2016)
Post by: notfood on June 19, 2016, 01:03:41 PM
Try redownloading it. The screenshot doesn't say anything about which version you are using.
Title: Re: [A13] EdB Prepare Carefully v0.13.1.1 (13 Jun 2016)
Post by: GrumpyGrobby on June 20, 2016, 04:52:41 PM
Thank you for the awesome update Ed!  Your mods and Hospitality are the only mods I just can't live without.  Thank you for all your hard work and effort keeping them updated and working.   ;D ;D ;D ;D
Title: Re: [A13] EdB Prepare Carefully v0.13.1.1 (13 Jun 2016)
Post by: Frost_Coyote on June 20, 2016, 05:07:02 PM
Mod conflicts with Crash Landing mod
Title: Re: [A13] EdB Prepare Carefully v0.13.1.1 (13 Jun 2016)
Post by: notfood on June 20, 2016, 05:25:20 PM
I'm using it with Crash Landing without issues and I didn't need an extra version.
Title: Re: [A13] EdB Prepare Carefully v0.13.1.1 (13 Jun 2016)
Post by: Raf's on June 20, 2016, 11:06:11 PM
Doe's anyone still have the version prior to this one? i would like to take a screenshot of my colonist (i have 12 of them) so i can recreate them but since the presents don't work i can't do that.
Title: Re: [A13] EdB Prepare Carefully v0.13.1.1 (13 Jun 2016)
Post by: Drahkon on June 21, 2016, 03:48:48 AM
Be handy to be able to import directly from a save file in cases like this.
Title: Re: [A13] EdB Prepare Carefully v0.13.1.1 (13 Jun 2016)
Post by: TearDrop on June 23, 2016, 05:30:43 AM
You need a medal, i see hard work right here.
Title: Re: [A13] EdB Prepare Carefully v0.13.1.1 (13 Jun 2016)
Post by: Alu69 on June 26, 2016, 04:46:24 PM
Hi ppl and my personal hat off to autor of this great mod.
Can someone explain what is the stat next to age? Ty.
Title: Re: [A13] EdB Prepare Carefully v0.13.1.1 (13 Jun 2016)
Post by: Luroshard on June 27, 2016, 04:11:19 AM
Normally, this problem would happen if you've got another mod that also modifies the game's map generation.  If that other mod is loaded after Prepare Carefully, its map generation changes will take precedence and your customizations will be ignored.  You can find out if this is the problem by loading Prepare Carefully last in your mod order, but keep in mind that this might break the other mod.
I had the same problem and following your instructions, it was fixed! You're actually the best EdB around. (http://i.imgur.com/nfL5RLQ.gif)
Title: Re: [A13] EdB Prepare Carefully v0.13.1.1 (13 Jun 2016)
Post by: Brille65 on June 28, 2016, 10:39:11 AM
I've waited all the time till this mod became compatible to alpha 13 but it still don't correctly :( having the same problem like some dude before. I create everything etc. etc. and then when the game loads it gives me some random dudes and none of the stuff i choose :(
I've tried everything, even complete reinstall with just this one mod installed, still the same :(

Edit:/ Nevermind! I'm an Idiot! I've deleted everything... besides the folder in %AppData%... Stupid me. Well. Now everything works again >.>
Title: Re: [A13] EdB Prepare Carefully v0.13.1.1 (13 Jun 2016)
Post by: That_small_girl on July 08, 2016, 08:07:31 AM
 the "prepare carefully" button doesn't work help?
Title: Re: [A13] EdB Prepare Carefully v0.13.1.1 (13 Jun 2016)
Post by: Elixiar on July 08, 2016, 06:12:28 PM
I've waited all the time till this mod became compatible to alpha 13 but it still don't correctly :( having the same problem like some dude before. I create everything etc. etc. and then when the game loads it gives me some random dudes and none of the stuff i choose :(
I've tried everything, even complete reinstall with just this one mod installed, still the same :(

Edit:/ Nevermind! I'm an Idiot! I've deleted everything... besides the folder in %AppData%... Stupid me. Well. Now everything works again >.>

Can you elaborate? What was causing the issue?
I've tried loading the mods in different order but either crash landing doesn't activate or prepare carefully is ignored and I am also given random colonists.
Title: Re: [A13] EdB Prepare Carefully v0.13.1.1 (13 Jun 2016)
Post by: MrBlazzar on July 08, 2016, 10:28:25 PM
I've waited all the time till this mod became compatible to alpha 13 but it still don't correctly :( having the same problem like some dude before. I create everything etc. etc. and then when the game loads it gives me some random dudes and none of the stuff i choose :(
I've tried everything, even complete reinstall with just this one mod installed, still the same :(

Edit:/ Nevermind! I'm an Idiot! I've deleted everything... besides the folder in %AppData%... Stupid me. Well. Now everything works again >.>

Can you elaborate? What was causing the issue?
I've tried loading the mods in different order but either crash landing doesn't activate or prepare carefully is ignored and I am also given random colonists.

The way to get Prepare carefully to load is just putting it at the bottom of the mod list so it overwrites any mods that might change the mapgeneration.

If you have a mod that does overwrite the same files as this one you might want to check its mod page to see if the maker of that mod has a patch so it can work with this one.
Title: Re: [A13] EdB Prepare Carefully v0.13.1.1 (13 Jun 2016)
Post by: alexo on July 09, 2016, 08:46:37 AM
ty masta
Title: Re: [A13] EdB Prepare Carefully v0.13.1.1 (13 Jun 2016)
Post by: Melayneie on July 09, 2016, 07:02:15 PM
I have an issue, I was wondering if anyone else was having.

I downloaded the new version and tried to click the button to customize my colonists. I click it and nothing happens! Is this user error? I wouldn't be shocked..lol

NM.. no idea what I did.. but it works now. ><;;
Title: Re: [A13] EdB Prepare Carefully v0.13.1.1 (13 Jun 2016)
Post by: dynesteelcoat on July 14, 2016, 03:22:33 PM
Having a small issue, not sure if it's load order or not, but i go through everything with prep carefully, making out all the stuff, and when the map loads it gives me a random standard setup.

using latest version with mega mod pack and A13
Title: Re: [A13] EdB Prepare Carefully v0.13.1.1 (13 Jun 2016)
Post by: Canute on July 14, 2016, 04:16:12 PM
Move Prepare carefully at the end of the mod order, some other mod overwrite it.
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: EdB on July 15, 2016, 01:33:31 PM
A quick announcement:

After much deliberation, I've decided that I will not be updating Prepare Carefully for Alpha 14.

It's been immensely satisfying working on these mods and seeing aspects of them make it into the vanilla game, but it's difficult as a modder to not eventually lose interest and move onto other things.

I appreciate all of the kind words and feedback from what really is a great community and look forward to seeing what's next for this great game.
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: turnus on July 15, 2016, 01:51:06 PM
A quick announcement:

After much deliberation, I've decided that I will not be updating Prepare Carefully for Alpha 14.

It's been immensely satisfying working on these mods and seeing aspects of them make it into the vanilla game, but it's difficult as a modder to not eventually lose interest and move onto other things.

I appreciate all of the kind words and feedback from what really is a great community and look forward to seeing what's next for this great game.

 :'( There goes half the fun must have content. Thank you for the hard work sad to see this die. Kinda hope someone will work on something similar.
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: 1000101 on July 15, 2016, 02:15:21 PM
It's a pity that PC won't move forward.  I can see the other two mods (the colonist bar and mod order) and A14 has that functionality built into it.  The scenarios are sort of like PC but it would have been nice to tweak of the pawns instead of spending 20+ minutes rerolling pawns until you get ones that aren't total crap.

Anyway, good luck in your future endeavours and thank-you for your mods.  PC and Colonist Bar have been some of the best QoL mods and I'll miss PC.
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: ProBro on July 15, 2016, 02:16:53 PM
I've been playing Rimworld since A6, but I'm probably done now.  Without this mod, its just no fun to play.

Thanks for the all the work on your mods!   Much enjoyed!
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: CrownBee on July 15, 2016, 02:31:59 PM
It's a pity that PC won't move forward.  I can see the other two mods (the colonist bar and mod order) and A14 has that functionality built into it.  The scenarios are sort of like PC but it would have been nice to tweak of the pawns instead of spending 20+ minutes rerolling pawns until you get ones that aren't total crap.

Anyway, good luck in your future endeavours and thank-you for your mods.  PC and Colonist Bar have been some of the best QoL mods and I'll miss PC.

This, 100 times, this!

I'm going to miss my 4 starting colonists, they've been in every single colony I've made since A11.

Seriously though, thanks for all of your hard work, PC has been a must-have mod for me, and has provided a huge amount of replay value to the game with different start scenarios.
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: daft73 on July 15, 2016, 02:48:29 PM
As with all things, they must end. Thanks for all the work over the past few years! I have used your mods for some time, will be weird w/o them..On to new adventures for you, maybe I'll come across more of your works in the future GLHF  ;D
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: kriana on July 15, 2016, 02:53:50 PM
A bit heartbroken by this announcement. I had tons of fun creating characters :(
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: GhostPower on July 15, 2016, 02:55:47 PM
I wonder if this mod would work with Alpha 14 anyways? Man if it dosen't it'll still suck... I loved having my one OP character that was much better then everyone else ;~;
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: skullywag on July 15, 2016, 02:57:55 PM
...damn

Sad to see this go, EdB you did magic with this mod, hopefully havent seen the last of you either. Good luck buddy.

*looks at code*

hmm....
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: kriana on July 15, 2016, 02:59:55 PM
I wonder if this mod would work with Alpha 14 anyways? Man if it dosen't it'll still suck... I loved having my one OP character that was much better then everyone else ;~;

It doesn't... just tried
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: Kashipoi on July 15, 2016, 03:22:56 PM
...damn

Sad to see this go, EdB you did magic with this mod, hopefully havent seen the last of you either. Good luck buddy.

*looks at code*

hmm....

Planning on picking this up? That would be amazing. This plus scenario mode would unlock a lot of potential play styles.
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: 1000101 on July 15, 2016, 03:27:49 PM
I wonder if this mod would work with Alpha 14 anyways? Man if it dosen't it'll still suck... I loved having my one OP character that was much better then everyone else ;~;

It doesn't... just tried

No DLL mod is compatible between alpha versions.  The core API changes and makes the code obsolete.  Not sure why people keep trying - this is kindergarden stuff.
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: fetusthebard on July 15, 2016, 03:31:06 PM
Goodbye Prepare Carefully. We shall never see your likeness  again.

Thank you for all the work over the years, I know the last update was rough. It was a pleasure playing with your content. 
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: CrazyChris on July 15, 2016, 03:35:25 PM
That's too bad, PC was a must have in my book.
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: notfood on July 15, 2016, 03:37:02 PM
EdB, farewell. Thanks for the awesome mods.

Can we have the source? Someone else could take the torch.
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: SynsPlayground on July 15, 2016, 03:45:30 PM
I want to thank you for all your hard work up to this point. With out EdB PC I probably would not enjoy playing rimworld as much as I currently do seeing as I am cursed when it comes to RNG and getting anything close to the characters I need with decent traits that dont make them wish to kill all my starting colonists within the first 5 minutes.
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: neobim on July 15, 2016, 04:19:47 PM
Oh no! I was so excited for Alpha 14 on Steam but I just can't play without this mod and my colonists. This was literally the must-have mod, and it's a real shame to see it go. Any plans to release the source or something so someone else can pick it up?
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: Blitz on July 15, 2016, 04:50:51 PM
Thanks for the hard work in the previous Alphas!
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: abo1984 on July 15, 2016, 05:02:57 PM
First off, thank you so much for the work and time you've put in. Your mod is seriously well done and makes the game so much better.

Second, I've got some time on my hands and would love to help continue this on. If you could post the source that'd be a tremendous help. If not, would you mind if I disassembled it to salvage what's possible? I sorta already took a peek and it's pretty understandable (experienced programmer but no experience with games/Unity...eager to learn though).
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: Kashipoi on July 15, 2016, 05:16:05 PM
The licence in his latest version says that sort of thing is allowed.

Quote from: Licence.txt
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.

Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:

1. The origin of this software must not be misrepresented; you must not
   claim that you wrote the original software. If you use this software
   in a product, an acknowledgment in the product documentation would be
   appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
   misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.

Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: Lemml on July 15, 2016, 05:43:13 PM
This was the best mod ever.  :-\
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: Elixiar on July 15, 2016, 05:43:51 PM
Noo :(. Not even... one... last... update for the steam masses? I need this MOD!

Totally understand though. You have been around doing this for a long time. Just, lol one more update! Please!
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: Devstorm on July 15, 2016, 05:52:01 PM
Sad. You made some really great mods. Up to you what you want to do, of course, but your work will be highly missed.
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: skyarkhangel on July 15, 2016, 05:52:08 PM
A12, A13, A14 constantly changing part of code which was hit hard Edb work. Edb did a great job, for all Rimworld.
I think this A14 will be marked as Edb's alpha. Because, Prepare Carefully its a part of biginning in Rimworld scenario system.
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: Cryogeni on July 15, 2016, 06:06:47 PM
When i saw EDB was leaving. https://www.youtube.com/watch?v=Tim5nU3DwIE (https://www.youtube.com/watch?v=Tim5nU3DwIE)
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: Thandamanium on July 15, 2016, 06:18:31 PM
This was my favorite mod.  I had tons of fun, and I will miss the UI
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: wonutt on July 15, 2016, 06:43:41 PM
Announcement (15 July 2016)
After much deliberation, I've decided that I will not be updating Prepare Carefully for Alpha 14.

It's been immensely satisfying working on these mods and seeing aspects of them make it into the vanilla game, but it's difficult as a modder to not eventually lose interest and move onto other things.
Will you be handing off prepare carefully to someone interested in continuing this mod? This is what i consider a must have mod.
I appreciate all of the kind words and feedback from what really is a great community and look forward to seeing what's next for this great game.

EdB Prepare Carefully

Customize your RimWorld colonists, choose your gear and prepare carefully for your crash landing.  The mod's point-based system tries to balance things out so that you don't overdo it, but spend your available points on additional colonists, skill points, passions, resources, weapons and apparel.  Or disable the point system and gear up your starting colonists however you like.  Save your setup as a preset so that you can start your game the same way later.

About the latest version
Version 0.13.1.1 is the first release for Alpha 13.  Usually, the first release for a new alpha includes a handful of bugs.  Please report any issues that you have to this forum topic (but first please take a look at the list of frequently asked questions below).

New features in this version:
  • You can now customize the relationships between your colonists.
  • You can now customize the injuries that your colonists start out with.
  • The default point system has changed.  You now start out with a number of points that matches the value of your three starting colonists.  Choose the "Fixed Points" option to use the previous system, which gave you a fixed number of 12,000 points.

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
  Download for Alpha 13
  Prepare Carefully 0.13.1.1 for Alpha 13 (https://www.dropbox.com/s/snvgtzplfbwb2v8/EdBPrepareCarefully-0.13.1.1.zip?dl=0) (Dropbox)
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How to Use
Extract the contents of the zip file into your mods folder.  The mod contents should be in the "Mods/EdBPrepareCarefully" directory, NOT in a "Mods/EdBPrepareCarefully/EdBPrepareCarefully" directory.  Enable the mod from the mods menu.

Once you enable the mod, start a game normally, but click the "Prepare Carefully" button to get started:

(http://i1295.photobucket.com/albums/b636/edbmods/prepare-carefully-a13-1_zpsh0cee1rf.jpg)

Customize your colonists:

(http://i1295.photobucket.com/albums/b636/edbmods/prepare-carefully-a13-2_zpsgwivj8wc.jpg)

Choose your starting resources and gear:

(http://i1295.photobucket.com/albums/b636/edbmods/prepare-carefully-a13-3_zpsx0uo7zv9.jpg)

Frequently Asked Questions

I installed the mod, but I don't see the "Prepare Carefully" button.  How do I fix it?
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.

If you have other trouble installing the mod, please look for advice in this thread:
https://ludeon.com/forums/index.php?topic=6223.0

Why can't I make make Colonist A the grandparent of Colonist B?
RimWorld uses something called a "relationship worker" to create relationships between colonists.  The game does not have a worker for every relationship.  It recognizes the relationships when they are created indirectly, but you can't create them directly.  It is possible to mod in new workers to enable the creation of a relationship, but I have not done that.

Something unexpected happened when I added a bunch of relationships.  Why?
See the previous answer about relationship workers.  The workers were not written to handle customizing colonist relationships, so they sometimes do weird things when you try out certain combinations.  I needed to add a custom worker for creating siblings, because the one in the vanilla game just didn't do what I expected in the context of the mod.  I may add customized workers in the future if there are obvious issues with the vanilla ones.

Why can't I add more than 10 colonists?
It's a hard limit in the mod.  I need to re-do the tab UI along the top to support more than 10 colonists.  As it is now, the colonist names start overlapping, getting cut off and just generally becoming difficult to use when you have more than 10.  I will be adding support for more colonists, but you probably won't see it until Alpha 14.

Why don't my saved alpha 12 presets work?
It was difficult to maintain backwards compatibility for this release.  You'll have to recreate them.


||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
  Download for Alpha 13
  Prepare Carefully 0.13.1.1 for Alpha 13 (https://www.dropbox.com/s/snvgtzplfbwb2v8/EdBPrepareCarefully-0.13.1.1.zip?dl=0) (Dropbox)
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||


Other thoughts
  • Thanks to everyone who has contributed a translation to the mod: Latta, malejpl, Kvarfax, Rascher and kaptain_kavern.
  • I need to give lots of credit to Argain for his CCM mod (http://ludeon.com/forums/index.php?topic=4554.0), 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.
  • You can disable the point system.  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.  Change your colonist's backstory to change their body type.

Here's a log of the changes that you can find in recent releases if you want more detail:

Code: [Select]
_____________________________________________________________________________
 
   Version 0.13.1.1 (2016-06-13)
 _____________________________________________________________________________
     
 - Switched versioning scheme.
 - Added support for Alpha 13.
 - Added "Relations" tab to the colonist portrait section.
 - Redesigned the "Health" tab.  You can now add injuries to your colonists.
 - Added "Implants" and "Furniture" sections to the "Equipment/Resources" page.
 - Re-labeled the alternate points option to "Fixed Points".  Fixed points
   is no longer the default.
 - Starting points value is now saved with presets to avoid inconsistent
   point values when loading a preset.

 _____________________________________________________________________________
 
   Version 1.10.1 (2015-08-22)
 _____________________________________________________________________________
   
 - Added support for Alpha 12.
 - Added an Animals tab on the Equipment page.
 - Added "No Extra Points" option.
 - Rebalanced point costs.

Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: Stryker on July 15, 2016, 08:02:48 PM
A12, A13, A14 constantly changing part of code which was hit hard Edb work. Edb did a great job, for all Rimworld.
I think this A14 will be marked as Edb's alpha. Because, Prepare Carefully its a part of biginning in Rimworld scenario system.
No offense to Ludeon, but EdB PC was superior.
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: alaestor on July 15, 2016, 08:41:02 PM
First off, thank you so much for the work and time you've put in. Your mod is seriously well done and makes the game so much better.

Second, I've got some time on my hands and would love to help continue this on. If you could post the source that'd be a tremendous help. If not, would you mind if I disassembled it to salvage what's possible? I sorta already took a peek and it's pretty understandable (experienced programmer but no experience with games/Unity...eager to learn though).

I'm interested in helping you if we can get our hands on the source (or most of it atleast)
This mod is pretty much the only reason id bother to play this game at all, and the senario system is shit compared to it. I feel like I just wasted my money. So I'm willing to dedicate some time and resources to get it back up and working.
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: Nattiejim on July 15, 2016, 09:37:08 PM
...damn

Sad to see this go, EdB you did magic with this mod, hopefully havent seen the last of you either. Good luck buddy.

*looks at code*

hmm....
Thinking of picking this up? It'd be great to see this mod survive for another update!
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: Grynnreaper on July 15, 2016, 09:41:24 PM
Without this mod it will take me forever hitting random to get a husky bald guy with prostophile, mining passion, 30-40 years, etc. I will sorely miss this. Thank you EdB for all the hard work over the years, your mod is what kept me in the game and made it so much better. Imma still play, you understand, but i'll feel the loss of this often. Much luck and love for all your future endeavors!
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: ShadowGX on July 15, 2016, 11:08:22 PM
First off, thank you so much for the work and time you've put in. Your mod is seriously well done and makes the game so much better.

Second, I've got some time on my hands and would love to help continue this on. If you could post the source that'd be a tremendous help. If not, would you mind if I disassembled it to salvage what's possible? I sorta already took a peek and it's pretty understandable (experienced programmer but no experience with games/Unity...eager to learn though).

As someone else said, I'd also be interested in helping if I could. I haven't taken a peek at it yet, but I have a little modding exp from other games. I'm not good at outright writing my own code, but I can tweak current code if I'm pointed in a general direction. I'm hoping this is just as simple as adding a few lines/tweaking what is already there to get it to work. 3:
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: dismar on July 15, 2016, 11:12:26 PM
Thanks for All the wonderful mods!!
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: sinogard on July 16, 2016, 12:24:28 AM
I have no modding or programming experience except that i have edited mods to change values for things. I love this mod so much that I am now looking for a decomplier to edit the DLL.
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: pktongrimworld on July 16, 2016, 12:30:21 AM
T.T

now I can't play rimworld anymore. I can't put me and people I know in it in it.


edit: I have very specific characteristics that just renaming won't do.
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: mussi on July 16, 2016, 12:40:45 AM
Thank you for all your great work here. Please, consider posting the source code so other programmers can continue developing this wonderful mod. And good luck with your future projects.
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: Nattiejim on July 16, 2016, 01:00:14 AM
I have no modding or programming experience except that i have edited mods to change values for things. I love this mod so much that I am now looking for a decomplier to edit the DLL.
Try JustDecompile (http://www.telerik.com/products/decompiler.aspx) to edit the DLL. Best of luck!
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: Lady Wolf on July 16, 2016, 01:29:59 AM
R.I.P Rimworld a14+

I remember like many others, i said the last version that of RW PC is compatible with will be the last version I ever play.

Thanks for making such a fantastic mod, and I hope someday you return to RW and decide to update it.
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: Playbahnosh on July 16, 2016, 02:21:12 AM
Awwww man, this is so sad :(

As many have said before me, I myself cannot play without EdB mods either. Especially Prepare Carefully, which for me was THE selling point when I bought the game. I cannot imagine a game start without customizing my starting crew and items. I'm an RP oriented person, so while having scenarios is nice, I always treated Rimworld as a sort of "Sims in space" where all my survivors had their own stories in my mind. I streamed a ton of Rimworld on Twitch and I roleplayed for them, conversations, stories, all that. I NEED EdB PC for that! I need to be able to customize their appearance, their skills, their traits, etc. That lone "randomize" button just feels like an insult after having Prepare Carefully for so long.

I'm with the others here completely. Unless PC style customization makes it into vanilla (or some other modder picks up development on this) the last version compatible with EdB PC is the last version of Rimworld I'll ever play.
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: abo1984 on July 16, 2016, 02:54:13 AM
I've pulled out all the code and started modifying it. Don't hold your breath though, lots of code to go through and haven't even gotten it to compile yet. Since I'm new to Rimworld Modding/Unity programming giving any ETA would be pulled out me arse. Someone who knew what they were doing could probably do this 10x faster than me but I'll work on it until unless someone beats me to it.
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: alaestor on July 16, 2016, 05:18:00 AM
I've pulled out all the code and started modifying it. Don't hold your breath though, lots of code to go through and haven't even gotten it to compile yet. Since I'm new to Rimworld Modding/Unity programming giving any ETA would be pulled out me arse. Someone who knew what they were doing could probably do this 10x faster than me but I'll work on it until unless someone beats me to it.

If you have discord I'd love to help. If it actually tells you what is causing the mod not to load properly (in a log file or something) then fixing it will go a lot faster. throw me a pm if your interested.
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: evlad on July 16, 2016, 05:21:36 AM
Omg, it's ruined my plans to play a14
Please some nasty programmers adapt this mod for new version.
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: notfood on July 16, 2016, 09:39:33 AM
Is the source out somewhere? I can't find it.
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: Huntakilla on July 16, 2016, 11:06:18 AM
Will not be updated to A14.. this is the end of an era. What a shame.
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: tanmerican on July 16, 2016, 11:53:27 AM
@EdB

Call it a bribe, or whatever you want. I understand losing focus or interest in something. I think it's an end of an era. I would personally send you money on paypal to update the mod and I think many others would too. If you started an indiegogo to fund the Alpha 14 update and to package your source files for someone else to take over (if you are truly DONE), I'm sure you could earn a fraction of the time, effort and love you've dumped into the most critical mod to my and many others ongoing interest in rimworld. I created an account after over a year of lurking, and months of live streaming on Twitch. Anyone with me on this? Speak with your dollars not your words here people...

-Rich
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: TheSilencedScream on July 16, 2016, 04:11:27 PM
I won't lie - I'm very sad to hear that this is the case, EdB.

Your mods, in my honest opinion, brought the game to a whole new level. I'm glad to see that some of your UI has been modeled into the game, but Prepare Carefully was what made the game special to me - I could figuratively create myself and my friends in the game, and that made the experience feel that much more unique. I hurt when they hurt, I was sad when they were starving, and I fondly remembered my friend as we butchered him so that the rest of us could survive another brutal winter.

I hope you'll reconsider in the future, but regardless - thank you for contributions. Your work has brought this game to entirely new level of enjoyment for me.
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: MarineStardust on July 16, 2016, 04:56:53 PM
:( this mod is the sole reason of why i play rimworld, i will never play rimworld without this mod. EdB at least let someone else take over the mod if you not going to work on the mod any more, this mod is a must have for anyone playing rimworld
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: randName on July 16, 2016, 05:05:05 PM
Prepare Carefully have been the corner stone of my RimWorld experience for some time now and its going to be really hard to keep playing without it.

Thank you for your contributions EdB - they will be missed.
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: MarineStardust on July 16, 2016, 05:09:09 PM
i just hope EdB at least give the chance for someone else to update this mod, i am not going back to picking random colonists.
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: Goldenpotatoes on July 16, 2016, 05:10:36 PM
Really sad to see Prepare Carefully have ceased development fully. Being able to fully customize pawns to my liking and do gimmick runs with specialized characters was really fun. The A14 changes with scenario help fill out the issue with special equipment but we're still forced with the RNG that is the pawn customization.

Random colonists aren't bad, it's just that with games like XCOM where you could fully customize units, you grew attached to the special ones and rooted for them to come out alive from the situations they were put in. That could be said the same for randomized pawns but honestly I never cared too much about the random ones compared to the pre-made starters. Always saw them as the story's main protagonists with the extras being just that, extras.
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: EdB on July 16, 2016, 05:17:20 PM
Is the source out somewhere? I can't find it.

Here's the state of the source code and some things to keep in mind if you're seriously considering forking your own version of the mod.

I've been debating what to do with the source code.  I don't like the idea that when I release the source code, probably two or three people are going to start working on it independently--unintentionally racing each other to see who gets a working version first.  It doesn't seem quite fair.  Sadly, since it hasn't been open-source all along, I'm not sure this can be avoided.  I'm curious what people think.
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: CrazyChris on July 16, 2016, 05:24:44 PM
I think you're free to do whatever the hell you want, you have no obligation whatsoever. A lot of people probably won't be playing until a replacement is found though.
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: brucethemoose on July 16, 2016, 05:30:09 PM

I've been debating what to do with the source code.  I don't like the idea that when I release the source code, probably two or three people are going to start working on it independently--unintentionally racing each other to see who gets a working version first.  It doesn't seem quite fair.  Sadly, since it hasn't been open-source all along, I'm not sure this can be avoided.  I'm curious what people think.

I'm not sure if you're familiar with Github or other modding communities (I'm thinking of Minecraft specifically), but generally, when someone posts the source of a very popular discontinued mod on Github, several prominant mod devs will come together and collaborate, not fight each other over it.

There's usually 1 coder in charge (for mods on this scale, anyway), and if he/she goes MIA, someone else can just fork the existing codebase.

And someone forks the mod, it'll show up on the original Github page too. I suppose someone could rip the code off GitHub, close source it, and finish it themselves before the community does, but with the hundreds of mods I've seen (most MUCH larger than prepare carefully), I've NEVER seen that happen.

Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: brucethemoose on July 16, 2016, 05:35:33 PM

I've been debating what to do with the source code.  I don't like the idea that when I release the source code, probably two or three people are going to start working on it independently--unintentionally racing each other to see who gets a working version first.  It doesn't seem quite fair.  Sadly, since it hasn't been open-source all along, I'm not sure this can be avoided.  I'm curious what people think.

I should also mention that you really should attach an appropriate license to your source code (MIT or GPL maybe) when you upload it. It's rarely an issue, but it ensures that future derivatives of your codebase won't create any drama or legal messes.
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: abo1984 on July 16, 2016, 06:17:48 PM
Is the source out somewhere? I can't find it.

Here's the state of the source code and some things to keep in mind if you're seriously considering forking your own version of the mod.
  • The code base is a bit of mess.  I've spent the minimum amount of time trying to get it working as each alpha has been released--without going back and rewriting major sections that probably should be rewritten.  There's a hodge-podge of coding patterns; there's not a lot of comments, etc.
  • The point system doesn't make sense in the context of scenarios.  It needs to be reworked or removed.
  • The scenario system significantly changed the way that map generation works.  The full impact of those changes are not clear to me.  I understand the basics of how Prepare Carefully fits into that flow, but I'm sure that there are subtleties that will need to be dealt with.
  • The expanded Steam audience has factored into my decision to no longer continue with the mod.  More people means more bug reports.  More bug reports means more bug fixing, which means more time.  I personally cannot take on the added responsibility.
  • I didn't want to deal with multiple distribution channels--i.e. posting it for download in the forums and in the Steam Workshop.  Maybe I'm overstating the difficulty of this, but I feel like if you don't upload to Steam Workshop, it's going to be a huge hassle to stop someone else from uploading it there.

I've been debating what to do with the source code.  I don't like the idea that when I release the source code, probably two or three people are going to start working on it independently--unintentionally racing each other to see who gets a working version first.  It doesn't seem quite fair.  Sadly, since it hasn't been open-source all along, I'm not sure this can be avoided.  I'm curious what people think.

Appreciate this sentiment as I have been looking over the decompiled code for 4 or 5 hours now. I don't mind taking this over for the time being, but as someone else said, maybe github is the best place for it.

Here's where I've gotten so far

As others have said, I consider this a must-have mod. That's the only reason I'm doing this. If someone else is more experienced and can figure this stuff out faster please keep us posted, otherwise I'll keep plugging away.
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: alaestor on July 16, 2016, 06:28:39 PM
I've been debating what to do with the source code.  I don't like the idea that when I release the source code, probably two or three people are going to start working on it independently--unintentionally racing each other to see who gets a working version first.  It doesn't seem quite fair.  Sadly, since it hasn't been open-source all along, I'm not sure this can be avoided.  I'm curious what people think.


Release an open-source git project, appoint a project manager who is familiar with git and can police commits (or do it yourself). This will multiple individuals to work at solving bugs and update the mods, with focused effort and minimal friction. There may be some who will fork it but I think the majority of people will contribute to the main project.

OR appoint a single individual or team to be the maintainers and give them sole access to the closed source.

Either way negates the problem and solves the communities desires.
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: Nareese on July 16, 2016, 07:08:06 PM
As a long time heavy user and sideline observer of the Minecraft open source modding community that brucethemoose mentioned above, I can say with high confidence that the vast majority of the most popular Minecraft mods are fully open source and available on github, and that everything he mentioned about the way the open source development community for that game works co-operatively is completely correct.  Additionally, I have seen many cases where developers from completely outside a given mod will fork a repo, fix bugs, and submit a pull request back to the main repo.  I've even seen this happen with "amateurs" who would never undertake creating or maintaining a whole mod by themselves, but understand the code well enough to find and fix or develop new functionality for a single issue that is important to them.

Everything about the open source github based development model is a win for games of this type, and I would certainly encourage you and all the other modders in this community to embrace it fully.

Oh, and of course, as everyone else has said, thank you so much for your contributions to this point.  I didn't use PC, but I certainly did use the colonist bar and mod order, and ending up in core speaks highly to how important they were.
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: «Temple» on July 16, 2016, 07:21:14 PM
hey EdB is it alright if I try to update it then give it to you for you to upload?
Do you have any planned mods and will you continue your other mods?
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: EdB on July 16, 2016, 08:22:02 PM
I'm curious what people think.

Thanks for all of the feedback.

To be honest, as I read through all of the posts today, I started second-guessing my decision yesterday.  I realize that the timing of it wasn't great, and it sort leaves people missing the mod just when they want to see it the most.

I still need to set the mod aside.  My interest is waning, and it feels more like a chore than anything else to do these updates.  That said, I actually was very far along in the Alpha 14 update when I had the epiphany that I didn't want to work on it anymore, so here's what I've done:

I've open-sourced it.  It can be found on github here:
https://github.com/edbmods/EdBPrepareCarefully
(Note that I've changed the license vs. previous distributions.  It's now the MIT license)

I also went ahead and finished a first-pass on an Alpha 14 version, which can be downloaded from github here:
https://github.com/edbmods/EdBPrepareCarefully/releases/tag/v0.14.0.1

EDIT: Get the latest release:
https://github.com/edbmods/EdBPrepareCarefully/releases

It's got bugs, but it mostly works.  As far as what happens next, I'm not sure.  If you want to try to contribute, I can try that for awhile, but I'm not sure that I'll want to do that long-term--certainly not past alpha 14.  If you want to fork the project and do your own thing, the source code is there for you--feel free.



Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: CrazyChris on July 16, 2016, 08:30:32 PM
Fucking A, thank you for this little extra! I'm pretty sure you just made a ton of people happy.
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
Post by: 123nick on July 16, 2016, 08:33:47 PM
I'm curious what people think.

Thanks for all of the feedback.

To be honest, as I read through all of the posts today, I started second-guessing my decision yesterday.  I realize that the timing of it wasn't great, and it sort leaves people missing the mod just when they want to see it the most.

I still need to set the mod aside.  My interest is waning, and it feels more like a chore than anything else to do these updates.  That said, I actually was very far along in the Alpha 14 update when I had the epiphany that I didn't want to work on it anymore, so here's what I've done:

I've open-sourced it.  It can be found on github here:
https://github.com/edbmods/EdBPrepareCarefully
(Note that I've changed the license vs. previous distributions.  It's now the MIT license)

I also went ahead and finished a first-pass on an Alpha 14 version, which can be downloaded from github here:
https://github.com/edbmods/EdBPrepareCarefully/releases/tag/v0.14.0.1

It's got bugs, but it mostly works.  As far as what happens next, I'm not sure.  If you want to try to contribute, I can try that for awhile, but I'm not sure that I'll want to do that long-term--certainly not past alpha 14.  If you want to fork the project and do your own thing, the source code is there for you--feel free.

a BILLION thanks! i was wondering if there was a way too get back too alpha 13, i didnt have a copy of it on my pc. but now, with a sorta-working version of EDB-prepare carefully available, i might just get back too playing rimworld yet again. also, you might wanna update the OP with links too the github and etc.
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT #2 (16 July 2016)
Post by: Grynnreaper on July 16, 2016, 09:05:15 PM
 ;D explodes with joy  ;D Thank you for this final gift, i shall put it to hoorible abusive use i promise. I solemnly swear i am up to no good.
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT #2 (16 July 2016)
Post by: CrazyChris on July 16, 2016, 09:19:43 PM
It works well too, even with other mods. Also works well with scenarios.

(http://i.imgur.com/kgUhdmS.jpg)
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT #2 (16 July 2016)
Post by: neobim on July 16, 2016, 09:30:49 PM
Thanks so much, EdB. You really didn't have to do that but you did it anyway, and I really respect that. Thanks for the awesome mods. Still sad to see you go, but I don't blame you as maintaining mods through every update can be a very frustrating task. I think you've just made a lot of people very happy. By open sourcing it, the mod lives on, and you can always come back if you want to. Although I don't know much about RimWorld modding in particular, I'll try to contribute when I can as this mod is simply the greatest.
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT #2 (16 July 2016)
Post by: abo1984 on July 16, 2016, 09:33:34 PM
BIG THANKS!!!!!
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT #2 (16 July 2016)
Post by: brucethemoose on July 16, 2016, 10:10:45 PM
I more loose end EDB, before you go.


Would you be OK with the future Prepare Carefully developer starting a new thread, and using the same name? We'd probably want a thread where the maintainer can update the first post.
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT #2 (16 July 2016)
Post by: EdB on July 16, 2016, 10:22:46 PM
I more loose end EDB, before you go.


Would you be OK with the future Prepare Carefully developer starting a new thread, and using the same name? We'd probably want a thread where the maintainer can update the first post.

Yes, of course.  No problem.  I do think I'd prefer if the "EdB" prefix gets dropped from any future version with which I'm not involved, but do whatever makes the most sense and is the easiest.
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT #2 (16 July 2016)
Post by: Iwillbenicetou on July 16, 2016, 10:55:57 PM
Thank you Edb, this is one of my Must Have mods for a long time. I know that most of the mod has been made into the game, and I hope Tynan gives you credit for those ideas. It's been a good time
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT #2 (16 July 2016)
Post by: fabl3d on July 16, 2016, 11:41:13 PM
Thank you very much for updating this.
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT #2 (16 July 2016)
Post by: notfood on July 17, 2016, 12:23:17 AM
Thank you EdB. Your efforts are legendary.
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT #2 (16 July 2016)
Post by: brucethemoose on July 17, 2016, 12:28:30 AM
I more loose end EDB, before you go.


Would you be OK with the future Prepare Carefully developer starting a new thread, and using the same name? We'd probably want a thread where the maintainer can update the first post.

Yes, of course.  No problem.  I do think I'd prefer if the "EdB" prefix gets dropped from any future version with which I'm not involved, but do whatever makes the most sense and is the easiest.

Cool. Drama free transitions like this are so nice :D


Even if you're burnt out from modding (which absolutely means you should take a long break, at the very least, no question about it), you should stop by the forums and the workshop every once in awhile. You never know what might spark your interest again... I've seen that happen alot in the Minecraft Forge modding scene, actually.
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT #2 (16 July 2016)
Post by: MarineStardust on July 17, 2016, 12:30:53 AM
what about the steam modding side, will that be worked on. to ever who take over on the mod
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT #2 (16 July 2016)
Post by: LadyAth on July 17, 2016, 12:38:23 AM
CCL is not on Steam either and is used in a lot of mods now.  Just drop it in ...\Steam\steamapps\common\RimWorld\Mods

EdB:  Your mods have always been essential to me and even with the changes in alpha 14, it is still the case.  THANK YOU for not giving up and making it possible for others to pick up from you.  Modding should never have to be a chore, but your work has simply been amazing in making a great game even better! *hugs*
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT #2 (16 July 2016)
Post by: thefinn on July 17, 2016, 12:40:15 AM
CCL is not on Steam either and is used in a lot of mods now.  Just drop it in ...\Steam\steamapps\common\RimWorld\Mods

EdB:  Your mods have always been essential to me and even with the changes in alpha 14, it is still the case.  THANK YOU for not giving up and making it possible for others to pick up from you.  Modding should never have to be a chore, but your work has simply been amazing in making a great game even better! *hugs*

I cannot agree enough. I haven't played a single game of rimworld without your mods since ... not even sure when, since you started putting them out maybe ?

I can't imagine playing without the interface improvements *shudder*
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT #2 (16 July 2016)
Post by: Lemml on July 17, 2016, 01:07:15 AM
Thank you for compiling it for Alpha 14 and making the source public!
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT #2 (16 July 2016)
Post by: DariusWolfe on July 17, 2016, 01:13:50 AM
IF the future developers on this want to move forward with a Workshop release, it should still be doable, you'll just want to link to the official channels to get CCL off-Workshop in the mod description.

On the flip side, given that many people will simply not read the description then start bitching about it not working and why should they have to download something somewhere else, it'd be totally understandable why you might not want to do a Workshop release of this mod.
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT #2 (16 July 2016)
Post by: Bartlett on July 17, 2016, 02:47:58 AM
Thanks heaps EdB! (for opening the source and going above and beyond for A14).
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT #2 (16 July 2016)
Post by: skullywag on July 17, 2016, 06:09:05 AM
Just so people are aware this isnt a straight update the code and itll work type deal, thisl need a huge refactor to get it compatible with the new scenario system. A LOT of work.

edit - missed edbs post lol, well that makes things slightly easier.
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT #2 (16 July 2016)
Post by: Zapp Brannigan on July 17, 2016, 08:48:39 AM
Thanks for all your work EdB, I've been using your mods since I first time I loaded up rimworld. Thank you for uploading an alpha14 update.

Now I know the update is buggy, but I am hoping someone will know a fix to my problem. I am trying to create a game with 5 maxed out survivors, however once I get in it seems to randomly disable some skills. Its different every game and different pawns, it happens even with just 1 pawn sometimes. Its almost like it is randomly selecting other backgrounds after the fact.

Note that the pawn should have 19 stats for everything (I thought maybe I had the stats set to high and was bugging out) and it should have nothing disabled, but the combat stats and research are blanked.

[attachment deleted by admin - too old]
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT #2 (16 July 2016)
Post by: LadyAth on July 17, 2016, 10:35:15 AM
@Zap Brannigan:  I got that as well, but just save your game, quit RimWorld and load it again.  All pawns appear fine afterwards.
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT #2 (16 July 2016)
Post by: Zapp Brannigan on July 17, 2016, 02:15:01 PM
@Zap Brannigan:  I got that as well, but just save your game, quit RimWorld and load it again.  All pawns appear fine afterwards.

Worked 100% thanks very much LadyAth!
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT #2 (16 July 2016)
Post by: theaetetus on July 17, 2016, 02:56:42 PM
Decided to drop in and pile on the support.

Prepare Carefully fixed the biggest shortcoming of the game. It fixed my largest pet peeve and then went the extra mile with the points system.

If you don't continue it, I understand. We all have things we want to do with our lives. I hope you do, but thank you anyway for all the hours and frustration you saved me. :>
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT #2 (16 July 2016)
Post by: Mozleron on July 17, 2016, 03:29:05 PM
As a Dev myself, I totally understand burn out.  I seriously hope this mod gets included into Core sometime soon, but until then, I greatly appreciate all the work you've done on this (and all of your other) essential mod(s).
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT #2 (16 July 2016)
Post by: EdB on July 17, 2016, 06:57:08 PM
@Zap Brannigan:  I got that as well, but just save your game, quit RimWorld and load it again.  All pawns appear fine afterwards.

I've made a fix that I believe resolves this issue:
https://github.com/edbmods/EdBPrepareCarefully/releases
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT #2 (16 July 2016)
Post by: ShadowGX on July 17, 2016, 07:40:11 PM
Thank you so much for making an A14 version. I played using it for hours last night and had no issues. <3

Good luck to those of you who pick up the project going forward, this mod is super important to the community so hopefully someone is able to make it work!
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT #2 (16 July 2016)
Post by: Zakhad on July 17, 2016, 07:59:09 PM
Prepare carefully has to be the singularly most important mod out there for me, I would agree with the suggestion to take a break from modding/maintaining this as it can get tedious sometimes. You just need a fresh outlook on modding! There are so many games out there that need people like you who can add so much to a community. Try out some other games for a while, and maybe it'll re spark your interest. I honestly can't give you anymore admiration or respect in the way you've chosen to deal with your situation. Not many people are willing to give up on such a feat of modding after all the effort they've put into it.

There's one example I can think of; a modder who'd lost interest but regained it after modding other games.

I don't know if anyone knows this guy, but he goes by the name of FlowerChild. He was one of the earliest minecraft modders, who did a mod called "better than wolves". Now regardless of what has happened with the mod that's not my point, he had gone to various other games such as: 7 days to die "better than giant bee's" Kerbal space program "better than starting manned" and was able to rekindle his interest in the original mod through modding other games. There's a good chance that it might happen to you, best wishes regardless and thank you again for all you've done.
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 info (17 July 2016)
Post by: Grynnreaper on July 17, 2016, 09:43:58 PM
EdB maybe you and the other big modders can sort of team up so that some of you can take a break while the active team members keep the mods working even if they are not adding anything but compatibility?
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 info (17 July 2016)
Post by: Voqar on July 17, 2016, 10:27:47 PM
Totally crushing.

IMO this functionality should be part of the game (ala DF) since screwing around randomly rerolling forever to get a good starting 3 is just brutal - least enjoyable part of the game.
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 info (17 July 2016)
Post by: Asero on July 18, 2016, 01:34:40 AM
Before EDB Prep came out the only way was to edit the actual save files yourself. It was a huge headache and easy to mess things up if your not especially careful ;)

Guess it's going to be tough going back to the old ways again.
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 info (17 July 2016)
Post by: TheNewTeddy on July 18, 2016, 06:56:37 AM
Would the OP allow me (or someone else) to take over the mod and upload it to the workshop? The game is hell without this mod, and I'd rather dump hours of my own life just to be able to make this game fun again, than see this mod die.
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 info (17 July 2016)
Post by: silverskin on July 18, 2016, 07:07:56 AM
Thanks for all the mods EdB. You did great work.
I can't play Rimworld without Prepare Carefully. It's just become too essential. I also get more attached to the pawns when I've personally created them and then it becomes all the more tragic when they suffer. You really try your best to keep them alive because they're your colonists, rather than a trio of randoms who you don't mind replacing when more skilled guys wander in. I would argue it's the real Rimworld experience.
Hopefully Ty will find some way to include it in his new scenario system, some day.
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 info (17 July 2016)
Post by: Cefwyn on July 18, 2016, 12:34:39 PM
Any idea why I keep on starting with random guys, even after setting up my own toons? Using 14 beta 2 on Steam Version.
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 info (17 July 2016)
Post by: Jdalt40 on July 18, 2016, 12:51:31 PM
This is alpha 13... Not 14
That is probably why it is starting randomly
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 info (17 July 2016)
Post by: Cefwyn on July 18, 2016, 01:09:05 PM
Like I said, I am using the 14 beta 2 version, not the old 13 one. But it's solved, I tried loading toons I had saved from V13 - those dont work anymore. After creating the same toon completely new, everything was fine.
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 info (17 July 2016)
Post by: kriana on July 18, 2016, 01:29:40 PM
I'd like to add to the chorus of giant THANK YOU's :)
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 info (17 July 2016)
Post by: dragonheck on July 18, 2016, 03:56:23 PM
i really do hope someone picks up the Prepare Carefully mantle because random just blows get good stats but wait your colonist is a lazy pessimist, get good traits wait your colonist has zero skills plus the hair mods lose out without this mod because i cant give my first colonist awesome hairdos don't care about relationships its nice but i couldn't give 2 pigs and a cow about it everything else the mod does is better like resources and the animals scenario editor is just a pain to mess with when i opened a tab to customize that wall of text just gave me a headache i like the pictures it breaks up the text wall crap  so ya i really hope someone will pick this mod up and continue your great work EdB because unless it gets better i will not play rimworld ps thanks for at least going to alpha 14
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 info (17 July 2016)
Post by: «Temple» on July 18, 2016, 04:43:09 PM
Its on a beta test with no errors from what I see on github.
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 info (17 July 2016)
Post by: Dave-In-Texas on July 18, 2016, 05:17:33 PM
sounds like we need to explore this new scenario system as it neary if not directly replaces prepare carefully.

thanks so much for all your hard work EDB.  i hope this doesn't mean you've moved on to other games but have instead found something else to mod :)
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 info (17 July 2016)
Post by: Bradleymee on July 18, 2016, 06:09:46 PM
no no no no NO! I just got this game and without this customization mod working it has broken the game for me. Teach me how you modded this and guide me through updating it and i will do it. I am so sick of getting games only to find out that its essential mods don't work anymore and the developer says "Meh, i'm bored and want to bring misery to everyone by not updating it anymore. so i'll just quit." UGH
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 info (17 July 2016)
Post by: fragglep0p on July 18, 2016, 08:34:41 PM
no no no no NO! I just got this game and without this customization mod working it has broken the game for me. Teach me how you modded this and guide me through updating it and i will do it. I am so sick of getting games only to find out that its essential mods don't work anymore and the developer says "Meh, i'm bored and want to bring misery to everyone by not updating it anymore. so i'll just quit." UGH

I want this, I deserve that, You cant be busy with life or get bored when i need something You make. pretty much what i got from that post

go back alittle and you would see its already been updated to A14
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 info (17 July 2016)
Post by: Riftmaster on July 18, 2016, 08:41:49 PM
The scenario system added in alpha 14 adds part of the functionality Prepare Carefully did, along with some things it didn't.

It allows customization of:
Number of colonists at start
What is on the ground before they drop (or if they drop at all, come to think of it)
What technologies are researched.
What gear the colonists drop with.
Probably some other stuff I forgot..


It does NOT allow customization of colonist skills, traits, health (and body parts), or equipped gear.
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 info (17 July 2016)
Post by: Imca on July 18, 2016, 08:44:58 PM
I cant seem to make the alpha 14 version work, I just get the default scenario editor.  :(
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 info (17 July 2016)
Post by: bewby on July 18, 2016, 09:55:03 PM
I cant seem to make the alpha 14 version work, I just get the default scenario editor.  :(

the Prepare Carefully button is in the same place it always was once you've activated the mod, which is at the "colonists" screen, at the bottom center.
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 info (17 July 2016)
Post by: ithikari on July 18, 2016, 09:59:23 PM
You're a legend, thanks for updating it to 14! No more clicking random 100 times for this guy.
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 info (17 July 2016)
Post by: bewby on July 18, 2016, 10:05:40 PM
Would the OP allow me (or someone else) to take over the mod and upload it to the workshop? The game is hell without this mod, and I'd rather dump hours of my own life just to be able to make this game fun again, than see this mod die.

I hope someone or some group decides to take up the Prepare Carefully mantle after this. I appreciate all the work that EdB put into the mod. The devs obviously saw that value in them as most of them were implemented in the game in this update. However, as many have already said, there is no way to customize the individual colonists, which is what I always found to be the most important aspect of this mod. I enjoy randomness, but having absolutely no way of modifying the stats of the initial colonists (even in a limited way, such as selecting a type or "class" that informs the type of stats that get randomized) makes for a tedious experience getting started. On average I would spend 11 minutes rolling on random characters to get a decent first three. All of that can be wasted in an instant with a bad map. So the save/load preset options are amazing as well.

Even if whoever takes this mod over limits the scope of it to just that, I'd be incredibly grateful.
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 info (17 July 2016)
Post by: redb2112 on July 19, 2016, 03:29:45 AM
I need some help.  This is A 14 version installed for Steam manually.  I installed the mod to \steamapps\common\RimWorld\Mods\.  I create a new mission, do everything up until I click Prepare Carefully, create all the guys, I even saved each one just in case, picked my gear, and when I start the game, it just reverts back to the default 6 guys randomly picked at the start.

I try deleting them all one by one, reloading my guys, loading a new loadout on the next screen, nothing seems to work.

Every single variation I think of to start a new match with the guys I created just reverts back to default guys.  Any suggestions? 

Its in the Mods folder.  The mod is checked green in Mods section.  It gives me all the correct options and acts like its going to work right until I click Start and get stuck back with default guys again.  I even created a custom scenario with all the correct loadout and correct number of custom guys.

Even manual changes in Prepare Carefully to the existing random guys like changing their outfit color do not stick.

I'm stumped.
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 info (17 July 2016)
Post by: Dead_Terror on July 19, 2016, 07:57:40 AM
Hello,

I just discovered this mod yesterday and can't get it to work on my game...
Sad to hear that you will stop continuing this awesome mod. It's a shame  :'(
I hope someone other will take care of this mod soon and update it.
I wish you all the best!

Regards,

Dead_Terror
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 info (17 July 2016)
Post by: JesusKreist on July 19, 2016, 08:01:49 AM
Prepare Carefully is not fully ported, compiled, tested and approved for Alpha 14 so you do not have a guarantee. BUT the compiled version works without major flaws on its own, even the items from the scenario are taken into account.

I could not force that behaviour so I have to assume one of two things are happening.
1.) You are using a conflicting mod.
2.) You are using a mod which does not play nice and have that mod loaded after Prepare Carefully.
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 info (17 July 2016)
Post by: Yonan on July 19, 2016, 09:18:38 AM
I need some help.
I had this problem with only one mod, Misc MapGenerator, which I had to disable.  Has worked fine with all the others I've been using.

edit: awesome, the update fixed the random disabled skill problem. <3
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 info (17 July 2016)
Post by: Dead_Terror on July 19, 2016, 10:24:33 AM
Prepare Carefully is not fully ported, compiled, tested and approved for Alpha 14 so you do not have a guarantee. BUT the compiled version works without major flaws on its own, even the items from the scenario are taken into account.

I could not force that behaviour so I have to assume one of two things are happening.
1.) You are using a conflicting mod.
2.) You are using a mod which does not play nice and have that mod loaded after Prepare Carefully.

I have only this mod. I downloaded it via the link that was given here. Ingame it says: "...incorrectly formatted target version 'Unknown'..." and it's marked red in "Mods"
I installed the game with steam. The mod version is different from the game version...
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 info (17 July 2016)
Post by: JesusKreist on July 19, 2016, 10:29:01 AM
You did notice the hotfix that resides in the Beta Tab under "unstable" did you?
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 info (17 July 2016)
Post by: Cefwyn on July 19, 2016, 10:37:53 AM
If you load your own toons in Prepare Carefully, then start the game and have it revert to default toons:
- Do not load previously made toons! Old ones don't work anymore, make completely new ones.
Title: Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT #2 (16 July 2016)
Post by: Grynnreaper on July 19, 2016, 11:24:54 AM
Here's the latest from a few pages ago. seriously some of you should do a lil more looking.

@Zap Brannigan:  I got that as well, but just save your game, quit RimWorld and load it again.  All pawns appear fine afterwards.

I've made a fix that I believe resolves this issue:
https://github.com/edbmods/EdBPrepareCarefully/releases/tag/v0.14.0.2
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 info (17 July 2016)
Post by: nuschler22 on July 19, 2016, 02:41:35 PM
Having a strange issue....

I started a colony yesterday using this and it worked well, but added some mods today.  No errors.

I tried to start a new colony today, and when I get to the screen where you're able to use Prepare Carefully, the button is there but doesn't do anything.

I assume it's a mod conflict. 

Does this work will CCL?  That's the only thing I can think that I'd add that would cause so much of a conflict.
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 info (17 July 2016)
Post by: Potatopantz on July 19, 2016, 05:57:25 PM
I was trying to launch a game using this mod and a few others and I would set my people up and when it would launch they would be the default 3 people that were loaded up before I prepared. I thought maybe one of the other mods was interfering with it some how so I turned all mods off and then turned just prepare carefully on and god an error. I have a screenshot of the errors I got which should be attached to this post does anyone know how to fix this?

[attachment deleted by admin - too old]
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 info (17 July 2016)
Post by: rchaves007 on July 19, 2016, 06:14:57 PM
Having a strange issue....

I started a colony yesterday using this and it worked well, but added some mods today.  No errors.

I tried to start a new colony today, and when I get to the screen where you're able to use Prepare Carefully, the button is there but doesn't do anything.

I assume it's a mod conflict. 

Does this work will CCL?  That's the only thing I can think that I'd add that would cause so much of a conflict.

i was having the same problem and after a while i decided to change the targeted version to  the current one... if i recall it ends in a 8 and the targeted version ends in a 4 so that did the trick also fixes the problem on having the toons going back to the default ones... dont know it that helps anyone
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 info (17 July 2016)
Post by: redb2112 on July 19, 2016, 10:57:02 PM
Yonan, it was exactly that one mod you mentioned, I removed it completely, started a new game, and there they were.  Bless you!
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 info (17 July 2016)
Post by: EdB on July 20, 2016, 12:07:32 AM
i was having the same problem and after a while i decided to change the targeted version to  the current one... if i recall it ends in a 8 and the targeted version ends in a 4 so that did the trick also fixes the problem on having the toons going back to the default ones... dont know it that helps anyone

Thanks for tracking down this issue.  It didn't seem to affect the non-Steam version (as far as I could tell), but I did a quick update to get the target version number to match the Alpha 14c version:
https://github.com/edbmods/EdBPrepareCarefully/releases
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 info (17 July 2016)
Post by: Grynnreaper on July 20, 2016, 02:49:41 AM
i have no problems running misc and edbpc, i just load edb after misc map gen and its all good, + there is a misc +edb patch for you to load after both.
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 info (17 July 2016)
Post by: Riddle78 on July 20, 2016, 03:20:17 PM
I just can't seem to get the A14c version of Prepare Carefully to work on the Steam version; The button appears,but it does absolutely nothing. What information do I have to provide so I can help you guys help me?
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 info (17 July 2016)
Post by: Raf's on July 20, 2016, 04:28:22 PM
I just can't seem to get the A14c version of Prepare Carefully to work on the Steam version; The button appears,but it does absolutely nothing. What information do I have to provide so I can help you guys help me?
Having the same problem
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 info (17 July 2016)
Post by: eskoONE on July 20, 2016, 04:32:53 PM
I just can't seem to get the A14c version of Prepare Carefully to work on the Steam version; The button appears,but it does absolutely nothing. What information do I have to provide so I can help you guys help me?
Having the same problem

if u have epoe and gilttertech installed, try disabling both. that was the issue for me.
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 info (17 July 2016)
Post by: Raf's on July 20, 2016, 04:42:41 PM
I just can't seem to get the A14c version of Prepare Carefully to work on the Steam version; The button appears,but it does absolutely nothing. What information do I have to provide so I can help you guys help me?
Having the same problem
if u have epoe and gilttertech installed, try disabling both. that was the issue for me.
Well that is a shame, very usefull mod i hope someone fixes the compatibility issue.
Edit: Still not working, well looks like i il need to whait until it's fixed or untill it's added in the vanilla game.
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 info (17 July 2016)
Post by: fragglep0p on July 20, 2016, 04:49:13 PM
I just can't seem to get the A14c version of Prepare Carefully to work on the Steam version; The button appears,but it does absolutely nothing. What information do I have to provide so I can help you guys help me?
Having the same problem
if u have epoe and gilttertech installed, try disabling both. that was the issue for me.
Well that is a shame, very usefull mod i hope someone fixes the compatibility issue.
Edit: Still not working, well looks like i il need to whait until it's fixed or untill it's added in the vanilla game.

maybe its just glittertech then, i have epoe and it works fine :/
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 info (17 July 2016)
Post by: denu on July 20, 2016, 05:09:23 PM
first edb your Mod is just awsom i used it since i think 11 could be sooner or later y dont know. and barely playd 13 because you dident officaly release it.

so now i have a request at all of you guys if i just use edbPC i have no problems eccept that the letters are going crazy.
But if i activate another Mod it brakes and say it couldnt find attribute cryosleep illness ,i testet it and also Burst wounded faild, so i think all of the injuries are effectet by that bug. mods i tryed Cheaper componentes and misc core also ED more vanilla turrents. all are from the steam Workshop.

i forgot to say it shows the window for edbPC but its empty

ok problem solved just restart rimworld the bug still appears but i can use edbPC
i hope this will help others whit the same issue
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 info (17 July 2016)
Post by: EdB on July 20, 2016, 09:32:44 PM
I just can't seem to get the A14c version of Prepare Carefully to work on the Steam version; The button appears,but it does absolutely nothing. What information do I have to provide so I can help you guys help me?

I think I know what was causing the issue of a blank window after clicking the "Prepare Carefully" button.

After you make changes on the mod screen (enabling/disabling or re-ordering mods), the textures that Prepare Carefully uses to draw it's user interface were not properly getting reloaded.  This would cause the mod to fail when it tried to display the Prepare Carefully UI.  If you quit out of the game and restarted, everything worked fine, but things could be broken if you made any mod configuration changes without restarting.  This seems to explain why it works for some people and not others.

I've released an update that I think fixes the problem:
https://github.com/edbmods/EdBPrepareCarefully/releases

There may still be mod compatibility issues, but at least a couple of the mods that were mentioned as being problematic actually work just fine for me--so please don't assume incompatibility before trying it out with this new release.
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 v0.14.0.4 (20 July 2016)
Post by: falcongrey on July 21, 2016, 12:03:52 AM
Thanks EdB for still patching up a few things! <3 I'm sure someone else will take the mantel from here so you don't have to anymore. You've done amazing work. Hopefully something like this will make it into Rimworld during Beta or Polishing stage like the colonist bar has already!
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 v0.14.0.4 (20 July 2016)
Post by: Riddle78 on July 21, 2016, 02:34:49 AM
I hope someone else takes up the mantle,too; EdB deserves their break. Though,I hope someone takes up the mantle sooner,rather than later; I'm still having the problem I had before; The Prepare Carefully button doing literally nothing. It doesn't even draw a window. The button literally does nothing. What information do I need to provide the people here for proper troubleshooting?
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 v0.14.0.4 (20 July 2016)
Post by: Sarelth on July 21, 2016, 02:40:49 AM
I hope someone else takes up the mantle,too; EdB deserves their break. Though,I hope someone takes up the mantle sooner,rather than later; I'm still having the problem I had before; The Prepare Carefully button doing literally nothing. It doesn't even draw a window. The button literally does nothing. What information do I need to provide the people here for proper troubleshooting?

I would start with mod list and order. That may help to narrow down the cause of your problems.
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 v0.14.0.4 (20 July 2016)
Post by: Riddle78 on July 21, 2016, 03:24:48 AM
Here's my load order; Also,for what it matters,I'm running Windows 7 Home Premium 64 bit.

-Core
-Community Core Library
-Community Core Library - Vanilla Tweaks
-CorePanda Pre 14.00
-Additional Joy Objects pre 14.00
-Cupro's Drinks pre 14.00
-Dwarven Crafts 14.00
-Expanded Power pre 14.00
-Quarry 14.00
-Toxic Fallout Protection Suit
-Armor Crafting
-Bionic Replacement Crafting
-ED-Laser Drill
-ED-ReinforcedStuff
-Efficient Light
-Embrasures
-ESM - Mine Vein
-ESM - Mountain Temp
-Glitter Tech
-Hospitality
-Numbers
-Less Incident Trolling
-LT-DoorMat
-Mannable Turrets
-Medicine Kit Crafting
-Multiple Independently Re-Entry Vehicle
-Neutrainer and AI Persona Core Crafting
-NonDecaying Storage
-RedistHeat
-Replacement Organ Crafting
-Tilled Soil
-Training Rack
-Weapon Crafting
-EdBPrepareCarefully

I want to imagine that there's no incompatibilities with Prepare Carefully,though I can't be certain. As EdB said previously,some of the recently mentioned mods are not truly incompatible.
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 v0.14.0.4 (20 July 2016)
Post by: Sarelth on July 21, 2016, 05:25:53 AM
I have the same mods as you, but a couple more, so I am not sure why it would not be working for you at all?

I have my CorePanda stuff loaded after Prepare Carefully, I doubt that is much help, though.

Do you get an error in Development mode at all?

Title: Re: [A13] EdB Prepare Carefully - Alpha 14 v0.14.0.4 (20 July 2016)
Post by: henk on July 21, 2016, 05:53:58 AM
With https://ludeon.com/forums/index.php?topic=3612.0 (https://ludeon.com/forums/index.php?topic=3612.0) not work. When turn off the Miscellaneous w MAI+Robots, EdB works.
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 v0.14.0.4 (20 July 2016)
Post by: EdB on July 21, 2016, 09:22:21 AM
I hope someone else takes up the mantle,too; EdB deserves their break. Though,I hope someone takes up the mantle sooner,rather than later; I'm still having the problem I had before; The Prepare Carefully button doing literally nothing. It doesn't even draw a window. The button literally does nothing. What information do I need to provide the people here for proper troubleshooting?

In your RimWorld game directory, find a file called RimWorld_Data/output_log.txt.  This is a text file where errors are logged.  If the button is appearing as expected but doing nothing when you click on it, there's probably an error happening.  You might see some relevant information in the log file.
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 v0.14.0.4 (20 July 2016)
Post by: kinebudking on July 21, 2016, 10:35:20 AM
With https://ludeon.com/forums/index.php?topic=3612.0 (https://ludeon.com/forums/index.php?topic=3612.0) not work. When turn off the Miscellaneous w MAI+Robots, EdB works.
Mine works just fine with its enabled
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 v0.14.0.4 (20 July 2016)
Post by: 123nick on July 21, 2016, 02:30:02 PM
hey how does this work with scenarios? i assume this take precedence over scenario settings?
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 v0.14.0.4 (20 July 2016)
Post by: Riddle78 on July 21, 2016, 04:17:42 PM
Alright,I got the log. Looking at the debug window I had open,it looks like an Argument Null Exception Error,if that's the right lingo. So,to anyone who can make sense of it,here ya go. Also,I added LT-No Cleaning Please! and RT Fuse to the load order,immediately above EdBPrepareCarefully at the end of my load order.

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Title: Re: [A13] EdB Prepare Carefully - Alpha 14 v0.14.0.4 (20 July 2016)
Post by: dragonheck on July 21, 2016, 04:37:26 PM
i am jut wondering but when making your colonists during actual play i randomly seem to get disabled work even though prepare carefully said they could do everything just wondering how to fix that?
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 v0.14.0.4 (20 July 2016)
Post by: EdB on July 21, 2016, 09:45:55 PM
Alright,I got the log. Looking at the debug window I had open,it looks like an Argument Null Exception Error,if that's the right lingo. So,to anyone who can make sense of it,here ya go. Also,I added LT-No Cleaning Please! and RT Fuse to the load order,immediately above EdBPrepareCarefully at the end of my load order.

Definitely due to one of those mods.  There's a modded item somewhere in there that Prepare Carefully is not handling properly and that's breaking it.
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 v0.14.0.4 (20 July 2016)
Post by: Darkanrath on July 21, 2016, 11:00:44 PM
Don't want to bring up the same problems over and over, but my pawns reset to their original stats and so do the items that drop down with me after starting the game. I read earlier pages saying it was fixed but I am using the latest version and am still getting the problem.
Title: Re: [A13] EdB Prepare Carefully - Alpha 14 v0.14.0.4 (20 July 2016)
Post by: EdB on July 22, 2016, 12:13:32 AM