
I click it and then it says it failed to initialize. The button for Prepare Carefully isn't functioning. Prepare carefuly seems to react like if it was required dependency. Strangely, the problem isn't present with the unofficial 1.3 versionĮdit : It seems linked to an other mod, Overpowed gaming. Must be non-negative and less than the size of the collection.Īt (System.ExceptionArgument argument, System.ExceptionResource resource) in :0Īt () in :0Īt (UnityEngine.Rect rect, Verse.Pawn pawn) in :0Īt ModMedicinePatch.MedicalCareSelectButton._Prefix (UnityEngine.Rect rect, Verse.Pawn pawn) in :0Īt (wrapper dynamic-method) .MedicalCareSelectButton_Patch1(UnityEngine.Rect,Verse.Pawn)Īt (UnityEngine.Rect rect, System.Single& lineEndWidth) in :0Īt (UnityEngine.Rect inRect, RimWorld.IInspectPane pane) in :0 Must be non-negative and less than the size of the collection.
Rimworld prepare carefully mod a13 mod#
Loading this mod crashes my rimhud with this report : Of course its possible that alien framework changed a reference and thats why but i don't know enough to determine if thats the case or not. I'm pretty sure this is a bug with EDB because if you select the moyo start and load in the pre saved moyo they render properly but the kurin does not and similarily it happens if you do a kurin start that the kurin loads in properly but the moyo is missing its face and racial stats.
Rimworld prepare carefully mod a13 update#
So before the 1.3 update you could mix and match alien colonists on EDB even if their race was not selected as the primary scenario so you could do crash landed with a human, moyo, and kurin and it would load those saved models perfectly, however in the 1.3 update you cannot load a race outside of the primary selected faction as this breaks not only their model but the specific things that make the species unique so now if you go crash landed and load a human, moyo, and kurin the moyo will be missing her face and the kurin will be a regular human. I made a post before i saw this thread so i will just post this here as well i guess. I'll post the log for that in another comment later today. The mod creator for that is aware of this bug with Prepare Carefully but since we now have an official release maybe it could be fixed? But if not, I'm totes ok with that. There's also a bug with the Kurin Race HAR Edition (happened with the early unofficial edition of Prepare Carefully as well) where their clothes don't appear upon adding them but it's only a slight setback for me as I just add some of their clothes to spawn for them to wear after landing. My findings came from doing mod removals one by one to see why I kept getting the failed error message (and it worked after I removed Anty) so I setup a very small mod load order with the bare essentials to run Anty with Prepare and managed to recreate the error.


Passion > skill level.This is more of an incompatibility issue but using "Anty the war ant race" causes initialization issues with Prepare Carefully so thought I'd just point it out in case other people are facing failed initialization. Once again, it's more fun to have an interesting backstory than an extra few points in a skill. Watch out for background stories too, I tend to prioritize ones that don't remove the ability to perform certain tasks. Giving a colonist the beautiful (or ugly) trait can cause some really funny tantrums that make the experience more enjoyable.

I like giving the traits a bit of flavor though, otherwise the game gets boring. Most importantly, industrious/jogger/neurotic traits tend to be some of the best. I tend to pair mining and construction together, then medicine and research, then shooting and growing. For the first three colonists, you generally want construction/mining/medicine/growing/shooting/research/cooking covered between them. Colonists without at least one flame might as well not be practicing the skill given what skill degradation becomes at high levels. I run with EPOE, so I have more uses for the body parts and can sell them for incredible amounts of silver if I luck out with a trader early on.įor more "normal" playthroughs, I suggest giving your colonists passionate skills rather than high level ones. Anyone else gets turned into meals and human leather after first getting as many organs removed as possible. More often than not I run with a variant of a cannibal/psychopath/neurotic combination and only recruit other psychopaths. I generally remove all of the silver and the starting animal for the extra points, and instead get an assault rifle or increase the skills of my colonists a bit.
