![]() I wouldn't take the first one since i don't value research or animal handling early on. Cooking: Making meals out of raw food and butchering creatures.Thankfully, you start off with the powerful glitterworld medicine, so you can afford to have someone with weaker medicine skill while still having decent treatment quality.Medicine: Treating oneself when injured or sick.Construction: Building shelter to live in.Though hauling can be done with animals, cleaning and plant cutting have to be done by colonists.Dumb labor: Hauling, cleaning and cutting plants.But those second 2 look really solid for any colony.You must choose a colonist that is capable of survival skills. You can substitute it with Construction (building turrets) or Animals (training attack animals) in a pinch, but it's not recommended to do so unless the colonist is great at everything else.Violence: Defending oneself from mad animals or raiders, as well as hunt for food.While you can substitute raw berries for meals early on, it's not a reliable source of food. If the colonist doesn't have these skills then it's best that you reroll until you have one that does. Animals: Training animals isn't quite a necessity early-game, but will greatly complement you in combat, provided you have sufficient food to train animals.Some skills will make survival easier, but are not essential: You don't need them to be interested in all of them, but if you do then it's a plus. If you don't want to exclusively rely on hunting or gathering. Social: Recruiting new colonists and trading.This does not guarantee that a colonist is capable of plant cutting.Your early food stocks last for quite some time, and for 1-2 colonists hunting and gathering can allow you to survive. If you are lucky enough to capture a raider then you can use your Social skills to turn them to your side. ![]() Crafting: Making equipment and misc crafting.Some other skills are better left for future colonists: Useful for replenishing your supply of components or steel in early-mid game before traders show up who sell components. Prepare Carefully 1.0.13 for RimWorld 1.Intellectual: Unless you started off in an extreme environment and need essential research (such as Hydroponics) then it's better that you focus on building up a working shelter for survival first, as research merely assists survival.In early game there is not a need for crafting yet, so this can wait. Alpha 16 presets and saved characters should work, but if they do not, you'll need to recreate them. I try to maintain backwards compatibility with previous releases, but it's not always possible. ![]() Why don't my saved presets from earlier versions work? Unfortunately, some mods just don't work well together, and you may have to experiment to find a combination that works. Why doesn't the "Prepare Carefully" button appear for me?įirst 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 installed it. If you have other trouble installing the mod, please look for advice in this thread: Double-check that you clicked on the correct download link. If you downloaded from github and got this "target version" error, you may have downloaded the mod's source code instead of the mod itself. The mod contents should be in the "Mods/EdBPrepareCarefully" directory, NOT in a "Mods/EdBPrepareCarefully/EdBPrepareCarefully" directory. If you get that error, make sure that you have not ended up with an extra directory inside your mod folder. The 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: 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. Customize your RimWorld colonists, choose your gear and prepare carefully for your crash landing.
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