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Fixed problem loading older pawn save files (pawn save version 3)
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edbmods committed May 9, 2024
1 parent 931e6a0 commit 9732a21
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Showing 5 changed files with 11 additions and 4 deletions.
2 changes: 1 addition & 1 deletion Properties/AssemblyInfo.cs
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Expand Up @@ -14,4 +14,4 @@
[assembly: AssemblyVersion("1.1.1")]

// Increment for each new release
[assembly: AssemblyFileVersion("1.5.8")]
[assembly: AssemblyFileVersion("1.5.9")]
2 changes: 1 addition & 1 deletion Resources/About/About.xml
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Expand Up @@ -25,7 +25,7 @@

If you get a set of starting colonists that you like, save them as a preset so that you can start your game the same way next time.

[Version 1.5.8]
[Version 1.5.9]
</description>
<loadAfter>
<li>net.pardeike.rimworld.mod.harmony</li>
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2 changes: 1 addition & 1 deletion Resources/About/Manifest.xml
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@@ -1,7 +1,7 @@
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<Manifest>
<identifier>EdB.PrepareCarefully</identifier>
<version>1.5.8</version>
<version>1.5.9</version>
<showCrossPromotions>false</showCrossPromotions>
<manifestUri>https://github.com/edbmods/EdBPrepareCarefully/raw/master/Resources/About/Manifest.xml</manifestUri>
<downloadUri>https://github.com/edbmods/EdBPrepareCarefully/releases/latest</downloadUri>
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7 changes: 7 additions & 0 deletions Resources/CHANGELOG.txt
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@@ -1,3 +1,10 @@
_____________________________________________________________________________

Version 1.5.9
_____________________________________________________________________________

- Fixed problem loading older preset save files

_____________________________________________________________________________

Version 1.5.8
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2 changes: 1 addition & 1 deletion Source/PawnLoaderV3.cs
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Expand Up @@ -110,7 +110,7 @@ public PawnLoaderResult Load(string file) {
Scribe_Values.Look<string>(ref modString, "mods", "", false);
result.Mods = ConvertModStringToModList(modString);
try {
Scribe_Deep.Look<SaveRecordPawnV3>(ref pawnRecord, "pawn", null);
Scribe_Deep.Look<SaveRecordPawnV3>(ref pawnRecord, "colonist", null);
}
catch (Exception e) {
Messages.Message(modString, MessageTypeDefOf.SilentInput);
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