RimWorld

RimWorld

27,629 ratings
EdB Prepare Carefully
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
3.773 MB
Jul 31, 2016 @ 10:26am
May 21, 2024 @ 9:31pm
60 Change Notes ( view )

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EdB Prepare Carefully

Description
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.


1.5.12 Released (21 May 2024)
A version of the mod compatible with RimWorld 1.5 and the Anomaly expansion is now available. This release of the mod also includes some new features and fixes to longstanding issues.

IMPORTANT: The latest version of the mod now requires that you have the Harmony mod installed. Previous versions did not have this dependency, so if you're not using it already, you will need to subscribe to it.

There are always lots of bugs in the first few releases for a new version of the game. After the first several releases, it's starting to look more stable, but there are likely still issues that need to be fixed. Please post bug reports in the Discussions.

Change notes:
https://github.com/edbmods/EdBPrepareCarefully/blob/v1.5.12/Resources/CHANGELOG.txt


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

If you've got dozens of other mods installed, it can be difficult to know what's causing this. Sometimes, an error while loading another mod that is before Prepare Carefully in the mod order causes Prepare Carefully not to load properly. In other cases, I have heard that some people have success with uninstalling and then reinstalling the game, but it's difficult for me to recommend that approach. Posting the game's log file somewhere (if you know how to do that) can help, but only do so if this if you've pared down the number of mods you're using to a minimum.

When I click the Prepare Carefully button, it doesn't do anything or I get an error message. Why doesn't it work?
This usually happens because another mod is doing something that Prepare Carefully does not expect, and it causes an error. It's impossible to test with every mod out there, so issues like this are inevitable. However, we do try to continue to improve the error handling in the mod to try to avoid them.

Where should I put Prepare Carefully in my mod load order?
When you have dozens of mods enabled, they can interact in unexpected ways, so I can't say that it definitely doesn't matter where you put Prepare Carefully in the load order, but in principle it shouldn't matter too much. When we're testing the mod, we usually put it at the bottom of the mod list.

How do I help you figure out which mod is causing the problem?
You'll need to experiment to figure out which mod is causing the problem. If you have development mode 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. Unfortunately, a lot of times when I try to reproduce a problem, it works just fine for me--it's frustrating.

Which other mods don't work with Prepare Carefully?
We're always trying to make Prepare Carefully compatible with as many other mods as possible, but with so many mods out there it can be difficult. Help us by trying to figure out which mods are causing problems and reporting it in the "bugs and issues" discussion.

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.
Popular Discussions View All (192)
131
8 hours ago
PINNED: Bugs and issues with version 1.5
edbmods
93
26
Apr 24, 2024 @ 7:17am
VERSION 1.5 Released
PanBananekxd
163
Jan 21 @ 1:49pm
Bugs and issues with version 1.4
edbmods
7,625 Comments
ПΛПО Dragoon Apr 21 @ 2:13pm 
@Firsty What are you talking about man?

@Riscie42 ^Magik Spud^ what mods are you two running? If everyone else is getting things but you aren't it sounds like a conflict.
^Magik Spud^ Apr 20 @ 10:22pm 
I'm getting the same problem with Riscle42 (below)... I don't receive my supply as well.
Firsty Apr 19 @ 9:26pm 
what a shit fucking mod breaks my save games
Riscie42 Apr 19 @ 2:00pm 
I am not receiving all the supplies I requested in this mod. I am missing robots, storage containers, batteries, etc. Can anyone help me or tell me what the issue is?
yat1z Apr 19 @ 12:57am 
best mod 😋👍 (love from chain❤)
PapaBear Apr 18 @ 9:44am 
Having a problem with the start near stuff not appearing, is there a fix or something I'm doing wrong when loading in?
Ausden Apr 18 @ 7:04am 
Saving doesn't work. I just spend a lot of time customising like 8 characters just for it to not save them at all.
thecrazy13 Apr 10 @ 1:21pm 
It would be really nice if EdB could be compatible with Humanoid Alien Races, I liked this mod, but if I can't use an entire half of my modlist because of it then it has to go.
Lord_Eol Apr 10 @ 12:38pm 
Not sure if anyone else noticed them and not even sure if it's a bug with the mod or a underlying limit on the system, but there seems to be a cap on how many resources you can start with based on the number of pawns you spawn, i.e. if you state "start with 30,000 steel", you don't get it. Anybody happen to know the limit and how it figured out what to drop? I thin it's based on stacks, not actually numbers in the stack, and each "pod" has a item radius so it can't spawn outside that; IDK.

(i.e. if you start with 1000 each of 30 different items, you will get maybe 75% of them and I can't figure out how it determines how many and which ones, seems random).
macintosh1257 Apr 10 @ 11:47am 
What happen if I remove this mod mid game?