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Author Topic: [A17] EdB Prepare Carefully - v0.17.1.6 (18 Jun 2017)  (Read 841860 times)

EdB

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[A17] EdB Prepare Carefully - v0.17.1.6 (18 Jun 2017)
« 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 0.17.1.6 is the latest release of the mod for Alpha 17.  It includes fixes for a handful of issues that were in the previous version, along with a new user interface for managing bionics and implants.  Please let me know if you run into any problems.

Be sure that you're running the latest version of Alpha 17.  Prepare Carefully will not work with  earlier versions (anything before 17.1542).

Changes in Alpha 17:
  • Your characters are now displayed on the left side of the screen instead of as tabs along the top.
  • The top tabs now let you switch between the mod's various screens.
  • There is a new relationships screen that lets you more easily create predictable relationships between your characters.
  • Randomly generate characters from other factions to add to your list of colonists.
  • You can now have more than 10 characters.
  • Click on the numeric age and equipment count fields to directly type in values using the keyboard.
Known Issues:
  • It's not 100% compatible with the Alien Races Framework mod. I'll continue to work on making the two mods work better together.
  • There are some issues when adding characters from other factions that are resulting in errors.

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
  Download for Alpha 17
  Prepare Carefully 0.17.1.6 for Alpha 17 (Github)
  Prepare Carefully 0.17.1.6 for Alpha 17 (Dropbox)
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

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:



Customize your colonists:



Choose your starting resources and gear:



Customize your colonists' relationships:



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 Alpha 17
  Prepare Carefully 0.17.1.6 for Alpha 17 (Github)
  Prepare Carefully 0.17.1.6 for Alpha 17 (Dropbox)
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Other thoughts
  • Thanks to everyone who has in the past contributed a translation to the mod: Latta, malejpl, Kvarfax, Rascher and kaptain_kavern.
  • I need to give credit to Argain for his CCM mod, of course. When I saw that CCM was no longer going to be updated, trying something similar felt like a good fit for me.

Here's a log of the changes that you can find in recent releases if you want more detail:

Code: [Select]
_____________________________________________________________________________
 
   Version 0.17.1.6
 _____________________________________________________________________________

 - New UI for managing implants and bionics.
 - Trait tooltips now display conflicting traits.
 - Changed how the Prepare Carefully button is added to the character
   customization page.  Now using Harmony patches to display the button
   instead of replacing the page with a scenario part.
 - Bug fix: Previous/next buttons for traits now skip over conflicting traits.
 - Bug fix: No longer treating all implants as replaced parts, which was
   causing implant locations to be disabled in some cases when they should not
   have been.
 - Bug fix: Characters are no longer saved with implants that don't match
   their race when using one of the alien races mods.

 _____________________________________________________________________________
 
   Version 0.17.1.5
 _____________________________________________________________________________

 - Can now choose from both player and non-player factions when creating a
   new faction pawn.
 - Bug fix: Hidden pawns are not killed if they have already been added into
   the world.
 - Bug fix: Apparel generated for faction pawns is now also set to normal
   quality with no damage.
 - Bug fix: Fixed skill name labels so that they are localized properly.

 _____________________________________________________________________________
 
   Version 0.17.1.4
 _____________________________________________________________________________

 - Added much better compatibility with alien races mods.
 - Bug fix: Better filtering of invalid factions and pawn kinds to avoid
   errors when adding a character from a different faction.
 - Bug fix: The randomize options now take into account a character's faction.
 - Bug fix: Updated preset file format so that sibling-only parent/child
   groups are no longer lost when saving a preset.
 - Bug fix: Removed the save-game dependency created by customized scenario
   parts.
   Bug fix: Fixed the "Review Scenario" button in the gameplay menu.
   Bug fix: Sibling and some other relationships are no longer lost when
   saving a game.

 _____________________________________________________________________________
 
   Version 0.17.1.3
 _____________________________________________________________________________

 - Bug fix: Presets that include Alpha 16-saved characters that have had
   relationships added will now save and load properly.
 - Mod compatibility fixes.

 _____________________________________________________________________________
 
   Version 0.17.1.2
 _____________________________________________________________________________

 - Bug fix: No longer adding random health conditions when loading a
   character.
 - Bug fix: Now correctly clearing out health conditions when randomizing a
   character.

 _____________________________________________________________________________
 
   Version 0.17.1.1
 _____________________________________________________________________________

 - Added support for Alpha 17
 - New tabbed interface.  The character list moves from being a list of tabs
   across the top to being a scrolling list on the left.  The tabs across
   the top are now used to navigate between the mod pages.
 - Re-arranged interface for the character customization page.
 - New relationships page with a new interface for creating parent/child and
   other relationships in a more predictable way.
 - Added support for a fourth trait.
 - Added support for more than 10 colonists.
 - You can now directly type values into numeric fields for age and equipment
   counts.
 - Reworked how the mod integrates with scenarios and map generation (it no
   longer overwrites the vanilla Genstep_ScenParts class).
 - Added warnings for when no colonists are capable of work types that are
   considered required.
 - Added the ability to add pawns from other factions to your list of
   starting colonists.

 _____________________________________________________________________________
 
   Version 0.16.1.4
 _____________________________________________________________________________
     
 - Fix for modded items that cannot be assigned custom colors.

 _____________________________________________________________________________
 
   Version 0.16.1.3
 _____________________________________________________________________________
     
- Fixed the way that the option list for bionics/implants is built.

 _____________________________________________________________________________
 
   Version 0.16.1.2
 _____________________________________________________________________________
     
 - Compatibility fixes to avoid some errors when running with other mods.

 _____________________________________________________________________________
 
   Version 0.16.1.1
 _____________________________________________________________________________
     
 - Added support for Alpha 16.
 - Added the ability to customize the pawn body type (now that it's supported
   in vanilla).
 - Tweaked the UI for adolescent pawns to remove adult backstory selection.
 - Removed the backstory warning for backstories that do not have replaceable
   names and gender pronouns.

« Last Edit: June 18, 2017, 02:32:02 PM by EdB »
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mrofa

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Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.1 - Released Sep 21 2014)
« Reply #1 on: September 21, 2014, 12:33:59 PM »

Well that looks awsome nice work mate :)
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Cr0ss0vr

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Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.1 - Released Sep 21 2014)
« Reply #2 on: September 21, 2014, 12:38:34 PM »

Looks like it's getting added to my list of mods for my playthrough
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EdB

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Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.2 - Released Sep 21 2014)
« Reply #3 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:
  • BUGFIX: Passions and traits are now set correctly on colonists.
  • Changed the mod controller so that it does not replace the RootMap if the mod is disabled.
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Iwillbenicetou

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Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.2 - Released Sep 21 2014)
« Reply #4 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?
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RCX

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Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.2 - Released Sep 21 2014)
« Reply #5 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.
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EdB

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Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.2 - Released Sep 21 2014)
« Reply #6 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.
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Visitor000

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Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.2 - Released Sep 21 2014)
« Reply #7 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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minami26

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Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.2 - Released Sep 21 2014)
« Reply #8 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
« Last Edit: September 21, 2014, 08:55:43 PM by minami26 »
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MarvinKosh

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Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.2 - Released Sep 21 2014)
« Reply #9 on: September 21, 2014, 08:55:41 PM »

Awesome!  I will give it a try.

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Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.2 - Released Sep 21 2014)
« Reply #10 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?
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bigmap

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Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.2 - Released Sep 21 2014)
« Reply #11 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

EdB

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Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.2 - Released Sep 21 2014)
« Reply #12 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:
  • BUGFIX: You can now delete colonists beyond the third one.
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MarvinKosh

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Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.3 - Released Sep 21 2014)
« Reply #13 on: September 22, 2014, 12:52:51 AM »

I was just about to report.  Thanks for the quick bugfix!

MarvinKosh

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Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.3 - Released Sep 21 2014)
« Reply #14 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.
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