- #Rimworld prepare carefully locks up when editing mod#
- #Rimworld prepare carefully locks up when editing mods#
Once finished I saved this configuration locally, in a file named “TF2_crew.pcp”. With each pawn having their own unique appearance, backstory, traits, health conditions, and skills.
#Rimworld prepare carefully locks up when editing mod#
Using this mod I created a custom nine pawn preset. A process that honestly gets old rather quickly. Before this mod, I remember having to keep clicking the randomise button repeatedly until I eventually got something halfway decent. Which only really allows rolling a completely new character with randomised stats. This mod allows the player to edit their pawns to a far deeper level than the standard RimWorld tool does. In order to create my custom pawns I needed the mod “EdB Prepare carefully”. If you choose not to use it, you’ll just be saddled with an abundance of surplus weaponry sitting in your stockpiles. Although the mod itself isn’t strictly necessary. For example the Sniper was given either a sniper rifle or recurve bow to equip as a primary weapon, with the gladius (a functional surrogate for his kukri or bush knife) to be used as a secondary weapon (sidearm). In other worlds each character pawn was designed with the intention that they have the ability to carry more than one weapon. I should also mention that I designed this equipment list with the mod “Simple Sidearms” in mind. Namely the ground scanner and a drill since they are technically (narratively speaking) on this rim world in order to survey it for Australium. However, the group got little else in terms of general equipment and technology, outside a handful of exceptions for narrative reasons. I tried to give each pawn similar weapons and tools to the characters that I modelled them after. It seems like a rather fun thing to play with, however I only required an equipment list that vaguely resembled something that the real TF2 cast might have.
toxic fallout), a game time limit, as well as more wacky things such as every world pawn exploding upon death. meteorite crash), permanent weather conditions (e.g.
Then choosing their starting load-out of equipment and resources: weapons, tools, food, animals, building materials, etcetera.Īdditionally one could also add various world conditions such as periodic events (e.g. However for the most part editing a game scenario consists of choosing how many pawns the player is able to choose from, and then start with. There are several game options available from the scenario editor. All you need to do is navigate the menus within the RimWorld game, and follow their very simple instructions. Creating a custom scenario is a rather straight forward affair. Which I will discuss in more detail later. To specify pawn variables, one has to use an additional mod called “EdB Prepare Carefully”. In other words it does not allow for the modification of each individual pawn’s variables such as traits and skills. Straight off the bat I should mention that the built-in scenario creator tool does not facilitate editing the individual starting pawns itself, just the world conditions and the equipment that they start with. And to me at least: the idea of playing with the TF2 roster within the RimWorld settings sounds pretty fun. As a rule of thumb (and for obvious motivational purposes) I only really create things that I myself would like to play with. For nostalgia’s sake: I decided to give this scenario a Team Fortress 2 theme. With that in mind: I decided on a simple custom scenario, coupled with a preset roster of pawns. Which is primarily caused by ongoing feature creep due to poor project management (scope discipline). Which can likely result in an eventual state of demotivation and ultimately project abandonment. That way the mod doesn’t risk spiralling out of it’s initial small scope. Something that could be done in one or two sittings and with minimal research and planning. I decided to start modding RimWorld with something very small. And like DF, once you have built a base that is halfway decent, you can then move on to secondary objectives such as: exploring the world, or actively trading and warring with other factions. RimWorld is a game that is in a similar vein to the venerable classic that is Dwarf Fortress. Additionally, it also includes arming up and engaging in combat. Examples of orders include: building the structures you designed, hunting animals, farming crops, fixing broken items, creating tradable goods, and cooking food to name a few. Incase you are unfamiliar with the game: RimWorld is a base builder where the core objective is to try to create a functioning base or colony.īuilding and maintaining this colony is achieved by issuing orders to various pawns.
#Rimworld prepare carefully locks up when editing mods#
I recently decided that I’d like to try dipping my toes into creating mods for RimWorld.