12/18/2022 0 Comments Rimworld prepare carefully beta 18The most common problem that people run into is that they double-extract the mod folder from the zip file. I installed the mod, but I get a message that says that the mod "has incorrectly formatted target version 'Unknown'". Once you enable the mod, start a game normally, but click the "Prepare Carefully" button to get started: The mod contents should be in the "Mods/EdBPrepareCarefully" directory, NOT in a "Mods/EdBPrepareCarefully/EdBPrepareCarefully" directory. Prepare Carefully 1.0.13 for RimWorld 1.0 (Github)Įxtract the contents of the zip file into your mods folder. It consists of mostly bug-fixes and mod compatibility fixes. Version 1.0.13 is the latest release of the mod for RimWorld 1.0. Save your setup as a preset so that you can start your game the same way later. I also like to make the backgrounds fairly fluffy so for this particular pawn he was a farm hand in his youth and a stalwart farmer in adulthood.Customize your RimWorld colonists, choose your gear and prepare carefully for your crash landing. Specialization is more interesting than generalization because it actually makes it difficult for you when one of your few specialists is down with injuries or an illness. these and other personal rules help me make varied, interesting presets and ensure every colony provides a unique experience.įor example, in one of my latest colonies I have a pawn that's a claustrophobic teetotaler with a green thumb(custom trait that increases plant related stuff) with the following passions:Īll the minor skills are no higher than 7 with the burning at a solid 10. Some traits are largely inconsequential and I toss them in for fluff: things like kind, gay, etc. I have 1 negative trait for 2 positive traits unless the positive is really good then I make it 1:1. Unless I have some obscene negative on a colonist like incapable of dumb labor I only allow 6 total flames for passions so I usually max out at 6 minor, 3 burning, and everything in between. I set rules for myself when using it because making every one of your starting colonists a swiss army knife invalidates recruitment aside from the militaristic aspect of it. If you enjoy what you've started then its all good Not really cheating but then I gave all of them wings, and 500 survival meals, along with a ton of supplies. I kept the two soldiers, got rid of the child, and made 6 other pawns which I initially randomized to get a good mix of traits, but guided on which worktype I needed filled. So I just eventually made it a squad of 8. I kept adding on mods and resetting, and just got tired of the early-game grind, waiting for visitors and prisoners to recruit. In fact, in recent playthroughs I had two genetically-engineered soldiers crash with a child which they're protecting, and since neither of the soldiers were good in social, the child was the one becoming royalty.īut I added Dub's Bad Hygiene since I wanted a little more immersion. I'm both.Īt first I didn't make them good. When you bork one too many saves that progressed for a couple of years because you want that new shiny mod that puts a lung implant in your colonists' brain on load, you begin wishing things could start off faster.
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