
- #Rimworld prepare carefully 17.1.5 mod#
- #Rimworld prepare carefully 17.1.5 mods#
- #Rimworld prepare carefully 17.1.5 zip#
Once again, it's more fun to have an interesting backstory than an extra few points in a skill. Watch out for background stories too, I tend to prioritize ones that don't remove the ability to perform certain tasks. Giving a colonist the beautiful (or ugly) trait can cause some really funny tantrums that make the experience more enjoyable. Rimworld is one of the best RPGs that you can enjoy, and even more so now with some mods.
#Rimworld prepare carefully 17.1.5 mod#
So if Mod 3 overwrites something in XML, but Mod 2 overwrites it in xpath and Mod 1 overwrites it in C, it's Mod 1. Have seen people post who missed it because they were only looking for RimWorld. The C for RimWorld is already loaded by that point, roughly speaking. Basically, I manually entered data from the Prepare Carefully interface into a spreadsheet, created every possible 70,956 child/adult combination, then selected for the most synergistic combination based on the data and subjective experience. Great for having a starting group of people. Finally, I am satisfied with the optimization. You can decide on you colonists’ names, appearances, starting items and also attributes. It allows greater freedom when starting a new game. The mod is used to create a custom start for your Rimworld playthrough.
#Rimworld prepare carefully 17.1.5 mods#
I tried that and it worked after removing around 50 quality of life mods but normally it didn't work. As I use almost 170 mods, I have it placed somewhere at the end of my mod list after mods like Psychology, if you use that. I like giving the traits a bit of flavor though, otherwise the game gets boring. Its also easy to miss because its under Ludeon Studios. EdB Prepare Carefully mod is an absolute must-have for your next Rimworld playthrough. Instead of removing some mods, try placing Prepare Carefully somewhere else in the mod order. Most importantly, industrious/jogger/neurotic traits tend to be some of the best.

I tend to pair mining and construction together, then medicine and research, then shooting and growing. For the first three colonists, you generally want construction/mining/medicine/growing/shooting/research/cooking covered between them. Colonists without at least one flame might as well not be practicing the skill given what skill degradation becomes at high levels. I run with EPOE, so I have more uses for the body parts and can sell them for incredible amounts of silver if I luck out with a trader early on.įor more "normal" playthroughs, I suggest giving your colonists passionate skills rather than high level ones. You should have a Mods/EdBPrepareCarefullydirectory, nota Mods/EdBPrepareCarefully/EdBPrepareCarefullydirectory. Make sure that you don't accidentally 'double-extract' the contents.
#Rimworld prepare carefully 17.1.5 zip#
Anyone else gets turned into meals and human leather after first getting as many organs removed as possible. Extract the contents of the downloaded zip into the Modsdirectory.

More often than not I run with a variant of a cannibal/psychopath/neurotic combination and only recruit other psychopaths. I generally remove all of the silver and the starting animal for the extra points, and instead get an assault rifle or increase the skills of my colonists a bit.
