RimWorld

RimWorld

EdB Prepare Carefully
edbmods  [developer] 22 Aug, 2020 @ 2:37pm
Bugs and issues with version 1.2
I'll be working on fixing mod compatibility issues for the new 1.2 release. Please post any issues that you might find.
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Showing 1-15 of 121 comments
ShayBlade104 23 Aug, 2020 @ 8:45am 
seems like A rimworld of magic is stopping it from working somehow
edbmods  [developer] 23 Aug, 2020 @ 9:34am 
@ShadowBlade104 Can you describe for me how it's failing? I'm testing it with a minimal number of mods, and it seems to be working ok for me. I can get into Prepare Carefully, modify colonists and start a game without a problem.. Maybe some other mod in combination with RimWorld of Magic is causing an issue? I'm not very familiar with the mod itself, so I'm not sure if there's something broken during gameplay, but it looks like I'm able to cast spells once I'm in the game.

Here's my mod load order:
  • Harmony
  • Core
  • Royalty
  • HugsLib
  • JecsTools
  • Humanoid Alien Races
  • Prepare Carefully
  • A RimWorld of Magic
ShayBlade104 23 Aug, 2020 @ 9:55am 
when i get to the point where i can select the mod it does the whole "prepare carefully failed to initilize" prompt and thats one of the few mods i havent changed that could easily conflict and after seeing some similar thing written on the mod page i thought id bring it up here
blackdove105 23 Aug, 2020 @ 8:49pm 
Based on some testing I did A RimWorld of Magic breaks Prepare Carefully if JecsTools isn't loaded, and because the workshop version of JecsTools isn't flagged for 1.2 the base Rimworld mod manager doesn't yell about missing dependencies.
You can't actually start a game without Jecstools, but you can get to the colonist select screen and run across the bug window ShadowBlade found
edbmods  [developer] 23 Aug, 2020 @ 9:39pm 
@blackdove105 That makes sense. Thanks for the explanation!
Forgan_Meeman 27 Aug, 2020 @ 4:28pm 
When changing clothes of colonists in the menu they dont disapear abd when I spawn in, my pawns are wearing multiple items of the same thing
Immense 31 Aug, 2020 @ 6:40pm 
When i boot up game the mod just appears as (Workshop mod 735106432) and just doesnt work, it says on the mod that it was not made for any version what should i do
JJ 31 Aug, 2020 @ 10:50pm 
Hi, thank's for the mod, it's great. I found some incompatibilities in the pawn editing menu. when editing health -> manage implants and bionics, some parts cause unity gives up. i can highlight some buttons, and see the program responding, but can't click anything, or open errors in devs mode. for example adding archotech arms and bionic arms to one pawn does that.
Proto 3 Sep, 2020 @ 10:12am 
I found a bug with the relationships in that if you use a base character and duplicate it with minor edits the characters in the relationship tab that were used from the base character gets replaced by the base character when loaded from a preset.

For example Character A is copied and edited making character B and C. All characters have a relationship and is saved to the preset. Preset is loaded. Characters B and C are replaced by A in the family section. Characters in relationship section (A and B) is replaced by C.
Last edited by Proto; 3 Sep, 2020 @ 3:59pm
Zairya 3 Sep, 2020 @ 10:47am 
Hi there,

it seems the filter for "faction backstories only" seems to not work. Eg I tried with Xen's Argonian and it lists many more backstories than that race has. Both happens for child and adult backstory.
Altroam 4 Sep, 2020 @ 10:33pm 
Another mod conflict i Noticed was Save our Ship 2, if both mods are activated It will not allow you into prepare carefully. this is odd to me as back in 1.1 they worked great together
LexieLaochra 7 Sep, 2020 @ 11:59am 
Psychology button for psychology mod no longer shows up in prepare carefully- both versions work for 1.2 but the only problem is the button does not show up in the editor when editing pawns in prepare carefully.
Psychology author says its a compatibility thing- was only wondering if it's something you could give insight on or a possible fix on your end.
Sorry for bothering you on this, thanks in advance!
leviathan 8 Sep, 2020 @ 3:04am 
I'm not really sure if this is a bug or even if it's this mod that causes it, but I noticed that the random name generator button for pawns (when editing them) has a fairly small pool of names. That wouldn't be really an issue on its own, but I noticed then when the names start to cycle, the random names used by vanilla were never used (if you add a new random pawn, it usually has a name never used by the mod random generator). I wonder if the mod and vanilla use two different name pools for the name generator.
SCP-426 9 Sep, 2020 @ 7:25am 
im having an issue where if you "random" the pawns. they change once and thats it. you can keep clicking random but nothing happens other than the sound.

Update: its RimThreaded that is breaking this mod for me.
Last edited by SCP-426; 9 Sep, 2020 @ 9:08am
Crash Override 19 Sep, 2020 @ 3:07am 
I noticed that every pawn that I save defaults to being born on the 2nd of Aprimay when loaded into the game. Is there a way to edit or randomise this? Hardly a huge issue, but still.
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