If an item has no market value defined, you cannot add it to your starting equipment. The point cost of items and colonists mostly comes from their defined market values with some adjustments for balance. 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. It’s a different implementation and provides some different features, but it’s the same idea. 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. I need to give lots of credit to Argain for his CCM mod, of course. Thanks to everyone who has contributed a translation to the mod. 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 starte If you are a mod-maker and need more information, let me know.Įxtract the contents of the zip file into your mods folder. 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. 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. Customize your RimWorld colonists, choose your gear and prepare carefully for your crash landing.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |