![]() ![]() The mod contents should be in the "Mods/EdBPrepareCarefully" directory, NOT in a "Mods/EdBPrepareCarefully/EdBPrepareCarefully" directory. 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 most common problem that people run into is that they double-extract the mod folder from the zip file. Once you enable the mod, start a game normally, but click the "Prepare Carefully" button to get started: If you are a mod-maker and need more information, let me know.Įxtract the contents of the zip file into your mods folder. Therefore, it may not work with mods that change the default map generation sequence. Prepare Carefully modifies the map generation sequence so that it can deploy your colonists with the gear that you selected.If the preset is missing resources or doesn't look right after loading it, you can check the warnings in the console to get an idea of what went wrong. Presets and Colonists saved in Alpha 11may not fully load in Alpha 11.This is an obvious missing feature that I'll try to figure out how to fit in at a later date. I'm not entirely convinced that I like it-but try it out and give me some feedback. ![]() This provides a little less flexibility for those of you who feel that extra points that you get are too "cheat-y". I added a "No Extra Points" option that sets the number of available points to match the value of your initial three randomly generated colonists.You can now choose which animals are included in your starting colony.Please report any bugs that you may run into on the mod's forum topic in the Ludeon Mod Releases Forum. Version 1.10.1 is the first release for Alpha 12. Save your setup as a preset so that you can start your game the same way later. Or disable the point system and gear up your starting colonists however you like. 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. I added a third slot to the mod just for fun.Customize your RimWorld colonists, choose your gear and prepare carefully for your crash landing. When characters are randomly generated in vanilla, they are given one or two traits. Traits are defined in XML files in the Core mod now (/Mods/Core/Defs/TraitDefs) and should therefore be mod-able. Are they deleted from the game or are they just not found by your mod? Or what?ĭo 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.Īs 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. These used to be the traits I could find before, but some appear not to show up in your mod. 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. Quote from: Vas on November 10, 2014, 01:47:08 PMĭoes your DLL scan the game for traits? Or does it have traits listed in the DLL it's self? ![]()
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