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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 )
Anyone got some clues?
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.
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.
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.
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.
https://gist.github.com/6822656a88e0c65a4c41d314a88763a3
[[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.
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)