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Author Topic: [A16] EdB Prepare Carefully - v0.16.1.4 (26 December 2016)  (Read 656550 times)

EdB

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[A16] EdB Prepare Carefully - v0.16.1.4 (26 December 2016)
« 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.

News
I have open-sourced the codebase to make it easier for people to contribute to the mod or to build off of it to create something new.  If you're interested in the source code, you can find the repository on github.

As previously announced, I plan on transitioning away from development of the mod, but I still have not figured out how I want to handle that transition.  In the meantime, the mod will continue to be updated.  If you're interested in contributing, take a look at the repo and feel free to post pull requests.

About the latest version
Version 0.16.1.4 is the latest release of the mod for Alpha 16.  It includes compatibility fixes that make it work better with the latest versions of other mods.  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).

Changes in Alpha 16:
  • Added the ability to customize the pawn body type (now that it's supported in vanilla).
  • Updated the UI for adolescent pawns to remove adult backstory selection.

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
  Download for Alpha 16
  Prepare Carefully 0.16.1.4 for Alpha 16 (Github)
  Prepare Carefully 0.16.1.4 for Alpha 16 (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:



Customize your colonists:



Choose your starting resources and gear:



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

I'm using lots of mods, and it doesn't work.  How do I fix it?
After changing your mod order or enabling/disabling new mods, try restarting RimWorld instead of immediately trying to create a new game.  Sometimes the game doesn't handle these types of complex changes well.  Try using the Community Core Library mod to make this easier.

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.

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.  You'll have to recreate your presets.

Why can't I make make Colonist A the grandparent of Colonist B?
RimWorld uses something called a "relation 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.

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
  Download for Alpha 16
  Prepare Carefully 0.16.1.4 for Alpha 16 (Github)
  Prepare Carefully 0.16.1.4 for Alpha 16 (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 0.16.1.4
 _____________________________________________________________________________
     
 - 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.

 _____________________________________________________________________________
 
   Version 0.15.1.2
 _____________________________________________________________________________
     
 - Added support for Alpha 15c.

 _____________________________________________________________________________
 
   Version 0.15.1.1
 _____________________________________________________________________________
     
 - Added support for Alpha 15.
 - Re-labeled the "Implants" tab to "Medical" on the Equipment page.

« Last Edit: January 01, 2017, 08:04:26 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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