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EdB Prepare Carefully
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0.462 MB
Jul 31, 2016 @ 10:26am
Dec 26, 2016 @ 10:54am
9 Change Notes ( view )

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EdB Prepare Carefully

Customize your RimWorld colonists, choose your gear and prepare carefully for your crash landing! Use the optional point limits to try to create a balanced start or keep points disabled to build the starting group that you always wanted to try. Save your setup as a preset so that you can start your game the same way later.

Please see the original forum thread[ludeon.com] for more information. It may be a better place to look for help if you're running into trouble.

. F R E Q U E N T L Y . A S K E D . Q U E S T I O N S .

Why haven't you updated it to Alpha 16?
It's been updated! Sometimes, the early versions of the mod for each new alpha have some bugs. Please report any issues that you might find.

Can you make it work with the Orassans mod and with the Facial Stuff A16 mod?
I've released an update that will fix a few issues with these mods, however neither of them is really compatible. They will not work as expected.

For Orassans, you won't get errors anymore, and it will allow you to customize your characters, even though they will not be drawn properly in the mod or when they first spawn on the map. If you can deal with the weirdness, it does kind of work.

For Facial Stuff A16, the problem where the screen goes black is fixed, but I can't really recommend using this mod with Prepare Carefully for now. You will get errors if you try to load from a preset, the new customization layers added by the mod cannot be customized and it will swap in random choices. There are probably other issues as well.

Note that these mods do a lot of advanced customization to get around vanilla limitations. They may never be fully compatible with Prepare Carefully.

I'm still running Alpha 15, but the mod got updated to Alpha 16 automatically! How can I get the Alpha 15 version?
I will not be making older versions of the mod available on the Steam Workshop. If you've chosen to prevent Steam from updating to Alpha 16 (so that you can keep an Alpha 15 game going), you can download and manually install an older version from github: https://github.com/edbmods/EdBPrepareCarefully/releases/tag/v0.15.1.3

Note that Prepare Carefully does not have any effect on your game once your colonists have landed and the scenario has started, so an upgrade to the Alpha 16 version of the mod alone cannot break your saved Alpha 15 games.

Why doesn't the "Prepare Carefully" button appear for me?
First and foremost, make sure that you've enabled the mod! This will be obvious to experienced mod users, but if you're new to RimWorld mods, you need to go into the Mods menu when you start the game and explicitly enable a mod after you've subscribed to it.

Sometimes the game doesn't handle it well when you enable or disable a lot of mods, so be sure to restart the game after making changes. Unfortunately, some mods just don't work well together, and you may have to experiment to find a combination that works.

Are you using the "Verify Start A16" mod? If so, it is not currently compatible with Prepare Carefully. Both mods replace the vanilla Create Characters page to add their own UI, and the mod that you load later in the mod order will be the only one that works.

When I click the Prepare Carefully button, I get an empty "Create Characters" page...or when I click on the colonist name tabs, it doesn't do anything, or...when the game starts, my colonists never show up or they just stand around and right-clicking to try to give them orders doesn't do anything. Why doesn't it work?
The majority of these types of issues happen because another mod is doing something that Prepare Carefully does not expect, and it causes an error. It's impossible for me to test with every mod out there, so issues like this are inevitable. However, I do try to continue to improve the error handling in the mod to try to avoid them.

You may need to experiment to figure out which mod is causing the problem. If you have the debug console enabled, you'll likely see some clues about where the error is happening. If you figure out which mod it is, you can let me know, and I'll try to take a look. If you're not sure how to track down errors like this, and you're interested in learning more, take a look at this guide for some pointers:

I'm using lots of mods, and it doesn't work. How do I fix it?
After changing your mod order or enabling/disabling new mods, try quitting out of RimWorld and restarting instead of immediately trying to create a new colony. Sometimes the game doesn't handle these types of complex changes well and a full restart can help. Unfortunately, some mods just don't work well together, and you may have to experiment to find a combination that works.

Is there any way to increase resource counts more quickly? Clicking 100 times to increase the number by 100 is too much.
Shift-click to add or remove 10 at a time. Click on the number and drag to the right or left while holding the mouse button down to quickly increase or decrease the number.

Why are there two "age" numbers?
The first number represents the character's biological age, which corresponds to age as we think about it. The second number represents the character's chronological age, which includes the amount of time spent in "cryptosleep" during space travel in the game universe.[/h1]

Why can't I add more than 10 colonists?
It's a hard limit in the mod. The tab UI along the top would need to be re-worked to support more than 10 colonists. As it is now, the colonist names start getting cut off and just generally become difficult to use when you have more than 10. It's possible that the tab UI will be re-worked in the future to support more, but for now, the limit will remain.

I'm using point limits. Why does {insert thing here} cost the number of points that it does? It should cost more/less.
The point system relies on the vanilla game's built-in "market values." These market values are balanced for vanilla gameplay and not for setting up a starting group of colonists. I've made some tweaks to try to balance this, but it really is an impossible task, and you will see things that seem wrong. For example, the vanilla values for colonists do not take passions or traits into account (for the most part). I've added costs for passions, but I've left traits alone.

Why can't I make make Colonist A the grandparent/cousin/uncle/aunt of Colonist B?
RimWorld uses something called a "relation worker" to create relationships between colonists. The game does not have a worker for every relationship. It will recognize indirect relationships (cousin, grandparent/grandchild, uncle/aunt, etc), but you can't create them directly.

Something unexpected happened when I added a bunch of relationships. Why?
See the previous answer about relationship workers. The workers were not written to handle customizing colonist relationships, so they sometimes do weird things when you try out certain combinations.
Popular Discussions View All (13)
Mar 8 @ 10:07am
Bugs and issues with Alpha 16
Mar 19 @ 6:47am
Compatability with Orassans
Sep 4, 2016 @ 10:58am
Is there a way to Hook my Mod into YOUR Mod somehow?
PH4T3 <*.*>
< >
Az-Laar The Demolisher 19 hours ago 
@Silverbird Great analysis. If you have a such a problem with it, then why not just do use the vanilla version of choosing your own colonists?
Silverbird Mar 24 @ 6:32pm 
It's almost impossible to balance something like this when you give every single profession (there are like 200) a 'stat point' value.
I would be fine with this mod if it were far more simplified and more fallout-esque. If it were only the stat points you change, this mod would be easy to balance and implement, but as is I can't be assed to tinker through 200 professions to find which one cheeses the points value the most, because there's no way you balanced 200 professions evenly, not even the dev would be able to.

I took one look at this mod and reduced my 72 year old liable pawn to a healthy 20 year old with no points loss for changing age. Broken. Moving on.
WolfWhiteFire Mar 23 @ 3:40pm 
What exactly is the problem you are having? Maybe I can help.
Mufflin Mar 23 @ 3:34pm 
It's not working for me with no other mods running
DanSe Macabre Mar 22 @ 5:18am 
░░░▌░▄▄▄▐▌▀▀▀░░ THIS IS BOB
▄░▐░░░▄▄░█░▀▀ ░░
▀█▌░░░▄░▀█▀░▀ ░░ COPY AND PASTE HIM,
░░░░░░░▄▄▐▌▄▄░░░ SO, HE CAN TAKE
░░░░░░░▀███▀█░▄░░ OVER THE WORKSHOP
WolfWhiteFire Mar 21 @ 1:53pm 
If you make them bad, then you have fewer points, and the only way you can change your point value given to you by them is randomizing them to be better before pressing the button to turn on the options provided by this mod. In otherwords by doing what many people would do without this mod enabled to try to get better colonists, randomizing them until you like them enough. Don't forget the point limit is optional though. Glad I could help. One way you could cheese points is by designing a custom scenario that gives you a ridiculous amount of stuff or colonists before going into the prepare carefully menu.
Ashardalon Mar 21 @ 1:48pm 
ah, thank you for the explanation
so i could cheeze some extra points by removing the vanilla colonists or make them bad before i prep carefull? :P
WolfWhiteFire Mar 21 @ 1:44pm 
In other words the point value is based on what you would get in vanilla or without edb prepare carefully.
WolfWhiteFire Mar 21 @ 1:41pm 
They aren't, but before you load a preset you have to see the colonists the game would normally give you, then you click the button to activate edb prepare carefully, the point value is based on them not your preset colonists.
Ashardalon Mar 21 @ 1:39pm 
so if i load a prepare carefully preset
the colonists i prepared carefully with the same skills, interests, health, social ties, look, age ... everything
they are still different with different point values? what changes?