diff --git a/Properties/AssemblyInfo.cs b/Properties/AssemblyInfo.cs index 2ca84cb..4e0f06c 100644 --- a/Properties/AssemblyInfo.cs +++ b/Properties/AssemblyInfo.cs @@ -14,4 +14,4 @@ [assembly: AssemblyVersion("1.1.1")] // Increment for each new release -[assembly: AssemblyFileVersion("1.5.8")] +[assembly: AssemblyFileVersion("1.5.9")] diff --git a/Resources/About/About.xml b/Resources/About/About.xml index 9c8a160..48477e4 100644 --- a/Resources/About/About.xml +++ b/Resources/About/About.xml @@ -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]
  • net.pardeike.rimworld.mod.harmony
  • diff --git a/Resources/About/Manifest.xml b/Resources/About/Manifest.xml index 849484c..eafb3b6 100644 --- a/Resources/About/Manifest.xml +++ b/Resources/About/Manifest.xml @@ -1,7 +1,7 @@ EdB.PrepareCarefully - 1.5.8 + 1.5.9 false https://github.com/edbmods/EdBPrepareCarefully/raw/master/Resources/About/Manifest.xml https://github.com/edbmods/EdBPrepareCarefully/releases/latest diff --git a/Resources/CHANGELOG.txt b/Resources/CHANGELOG.txt index f0c01d9..a04b4e5 100644 --- a/Resources/CHANGELOG.txt +++ b/Resources/CHANGELOG.txt @@ -1,3 +1,10 @@ + _____________________________________________________________________________ + + Version 1.5.9 + _____________________________________________________________________________ + + - Fixed problem loading older preset save files + _____________________________________________________________________________ Version 1.5.8 diff --git a/Source/PawnLoaderV3.cs b/Source/PawnLoaderV3.cs index ea6c584..7d0af94 100644 --- a/Source/PawnLoaderV3.cs +++ b/Source/PawnLoaderV3.cs @@ -110,7 +110,7 @@ public PawnLoaderResult Load(string file) { Scribe_Values.Look(ref modString, "mods", "", false); result.Mods = ConvertModStringToModList(modString); try { - Scribe_Deep.Look(ref pawnRecord, "pawn", null); + Scribe_Deep.Look(ref pawnRecord, "colonist", null); } catch (Exception e) { Messages.Message(modString, MessageTypeDefOf.SilentInput);