RimWorld

RimWorld

EdB Prepare Carefully
edbmods  [developer] 10 Aug, 2021 @ 8:51am
Bugs and issues with version 1.3
Post any issues that you may be having with the 1.3 version of the mod, and we'll try to fix them. These are the issues that we've confirmed and are working on fixing:

  • None right now

These are issues that we've read about but haven't figured out what's going on yet.

  • "Remove Industrial Stuff" doesn't work with PrepareCarefully

These are feature requests that we really would like to add. No promises that it's going to happen, but we'll try. We need to figure out where they are going to fit in the user interface. There's no room to add anything else and making space requires a different approach and a lot of work.

  • Allow you to customize abilities
  • Support custom pawn layers added by other mods
  • Have a better user interface for selecting apparel that better reflects that a pawn can wear multiple items on the same apparel layer
Last edited by edbmods; 18 Sep, 2021 @ 5:46pm
< >
Showing 1-15 of 124 comments
Autismus Maximus 10 Aug, 2021 @ 9:40am 
A question: The "Eye Apparel" type of apparel is something mod-related, or did they change the apparel structure so you can use eye apparel along with headgear in vanilla?
I see you can select to wear blinfolds and other headgear from vanilla apparel expanded like glasses along with other headwear
( asking because i installed Combine Face and Hat Items and i dont know how it would affect Prepare Carefully )
Reicter 10 Aug, 2021 @ 11:47am 
For some reason when I select crash landed and add more Items to the list, and my colonists get out of their pods, those Items won't spawn, tried it with the default loadout as well - added nothing to it, and still the same, items missing.

Anyone got some clues?
Lemon 10 Aug, 2021 @ 3:22pm 
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.

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.

Log: https://gist.github.com/a85a75d0a5f694dd5e08ce20465984b5

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. 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.

I'll post the log for that in another comment later today.
Last edited by Lemon; 10 Aug, 2021 @ 3:52pm
Ended up having an issue where despite having multiple colonists created and items selected to drop/start with, as well as the scenario having those items and colonist numbers; the scenario started with me only having one colonist and zero of the items chosen to start with.
mjdecker123 10 Aug, 2021 @ 6:00pm 
Not sure what is the issue, but some of the "Dice" for randomness doesn't work. Like I can randomize my skills but the name, what race they are, stuff like that it wont work
Akarin 10 Aug, 2021 @ 6:38pm 
I made a post before i saw this thread so i will just post this here as well i guess.


Bug with loading alien races 1.3


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'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.


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.
TroubledWaters 10 Aug, 2021 @ 7:50pm 
Clothing styles don't seem to save/load properly when saving and loading colonists.

For example, if you are making a spikecore styled colony and save/load all of your colonists through prepare carefully, their spiked jacket will be regenerated with the basic generic jacket after loading.

EDIT- I've added a before/after image at https://imgur.com/a/hFcnyYH

The left picture is what my colonist looks like in Prepare Carefully when generating a spikecore style colony, using the "New Squad" start instead of "New Colony". He has a spiky jacket. After saving and loading that colonist using Prepare Carefully, the jacket is now the standard style in the picture on the right without the spikes and I can't seem to be able to get the spikes back.
Last edited by TroubledWaters; 11 Aug, 2021 @ 10:13am
edbmods  [developer] 10 Aug, 2021 @ 9:31pm 
Originally posted by Autismus Maximus:
A question: The "Eye Apparel" type of apparel is something mod-related, or did they change the apparel structure so you can use eye apparel along with headgear in vanilla?
I see you can select to wear blinfolds and other headgear from vanilla apparel expanded like glasses along with other headwear
( asking because i installed Combine Face and Hat Items and i dont know how it would affect Prepare Carefully )

It is not mod-related. There is a new "EyeCover" apparel layer in 1.3. I have not looked at "Combine Face and Hat Items", so I'm not sure how it might affect Prepare Carefully--it sounds like the kind of thing that might not work well with it.
Lemon 11 Aug, 2021 @ 3:14am 
Log for the race mod, "Kurin HAR Edition" where their clothes don't appear when adding them in the Prepare Carefully UI.

https://gist.github.com/6822656a88e0c65a4c41d314a88763a3
Bob Ross 11 Aug, 2021 @ 5:18am 
I'm not sure which of my mods is causing the issue, but there appears to be no options of any kind under the 'pants' tab.
Bitbyte 11 Aug, 2021 @ 5:29am 
I can't use the randomize button when editing specific characters
Lessïlera 11 Aug, 2021 @ 5:46am 
Loading this mod crashes my rimhud with this report :

[[RimHUD Auto-deactivation report]]
Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index

Stacktrace:
[mscorlib: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index]
at System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) [0x00029] in <eae584ce26bc40229c1b1aa476bfa589>:0
at System.ThrowHelper.ThrowArgumentOutOfRangeException () [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0
at ModMedicinePatch.ModMedicinePatch.DynamicMedicalCareSelectButton (UnityEngine.Rect rect, Verse.Pawn pawn) [0x0003a] in <4acce292837547af986c326d354d60df>:0
at ModMedicinePatch.MedicalCareSelectButton._Prefix (UnityEngine.Rect rect, Verse.Pawn pawn) [0x00000] in <4acce292837547af986c326d354d60df>:0
at (wrapper dynamic-method) RimWorld.MedicalCareUtility.RimWorld.MedicalCareUtility.MedicalCareSelectButton_Patch1(UnityEngine.Rect,Verse.Pawn)
at RimHUD.Interface.InspectPanePlus.DrawButtons (UnityEngine.Rect rect, System.Single& lineEndWidth) [0x000dd] in <2ee05542d04f49309461d847c852d26c>:0
at RimHUD.Interface.InspectPanePlus.OnGUI (UnityEngine.Rect inRect, RimWorld.IInspectPane pane) [0x000df] in <2ee05542d04f49309461d847c852d26c>:0

Strangely, the problem isn't present with the unofficial 1.3 version

Edit : It seems linked to an other mod, Overpowed gaming. Prepare carefuly seems to react like if it was required dependency.
Last edited by Lessïlera; 11 Aug, 2021 @ 6:59am
[BWCC] Martin 11 Aug, 2021 @ 12:23pm 
Prepare Carefully button isn't showing at game setup for me.
Svela 11 Aug, 2021 @ 2:02pm 
The button for Prepare Carefully isn't functioning. I click it and then it says it failed to initialize. I've narrowed it down to being one of the alien race mods, but I'm not sure which yet and I'm currently testing. I have an error log to share in case anyone can help me figure out what's going on faster:

Exception filling window for RimWorld.Page_ConfigureStartingPawns: EdB.PrepareCarefully.InitializationException: Prepare Carefully failed to initialize ---> System.ArgumentNullException: Value cannot be null.
Parameter name: key
at System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) [0x00008] in <eae584ce26bc40229c1b1aa476bfa589>:0
at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0
at EdB.PrepareCarefully.CustomPawn.ApparelAcceptanceTest () [0x00172] in <364b5b206e764d37bb5e5537bcb72697>:0
at EdB.PrepareCarefully.CustomPawn.SetSelectedApparelInternal (EdB.PrepareCarefully.PawnLayer layer, Verse.ThingDef def) [0x000c4] in <364b5b206e764d37bb5e5537bcb72697>:0
at EdB.PrepareCarefully.CustomPawn.InitializeWithPawn (Verse.Pawn pawn) [0x001b2] in <364b5b206e764d37bb5e5537bcb72697>:0
at EdB.PrepareCarefully.CustomPawn..ctor (Verse.Pawn pawn) [0x000b8] in <364b5b206e764d37bb5e5537bcb72697>:0
at EdB.PrepareCarefully.PrepareCarefully.InitializePawns () [0x00105] in <364b5b206e764d37bb5e5537bcb72697>:0
at EdB.PrepareCarefully.PrepareCarefully.Initialize () [0x00016] in <364b5b206e764d37bb5e5537bcb72697>:0
at EdB.PrepareCarefully.HarmonyPatches.PrepareCarefullyButtonPatch.Postfix (RimWorld.Page_ConfigureStartingPawns __instance, UnityEngine.Rect& rect) [0x0008b] in <364b5b206e764d37bb5e5537bcb72697>:0
--- End of inner exception stack trace ---
at EdB.PrepareCarefully.HarmonyPatches.PrepareCarefullyButtonPatch.Postfix (RimWorld.Page_ConfigureStartingPawns __instance, UnityEngine.Rect& rect) [0x000fa] in <364b5b206e764d37bb5e5537bcb72697>:0
at (wrapper dynamic-method) RimWorld.Page_ConfigureStartingPawns.RimWorld.Page_ConfigureStartingPawns.DoWindowContents_Patch1(RimWorld.Page_ConfigureStartingPawns,UnityEngine.Rect)
at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x001ce] in <00638943358e4807bd44cd7bc8f572da>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch2 (string)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
Svela 11 Aug, 2021 @ 2:04pm 
There seems to be a variety of yellow errors revolving around Prepare Carefully not being able to find a matching layer for apparel for a given race, but there are so many of them that they'd be too much to post here. I could post a single yellow error if that helps, but I'm hoping the one I posted above is enough. If this isn't the place for this issue let me know and I'll post it elsewhere.
< >
Showing 1-15 of 124 comments
Per page: 1530 50