RimWorld

RimWorld

2,945 ratings
Prison Labor
16
45
3
19
8
2
3
5
2
3
3
2
2
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
3.302 MB
Oct 26, 2019 @ 1:16pm
Aug 18 @ 12:33am
51 Change Notes ( view )

Subscribe to download
Prison Labor

Description
Description
This mod force prisoners to work. To enable this feature prisoners must have "Force to work" option checked ("Prisoner" tab). Prison labor needs management that consist of:
  • Motivation - prisoners need to be motivated by presence of colonists. Wardens have new job - supervising prisoners. Low motivation can lead to revolts.
  • Work assignment - prisoners that have option "Force to work" are added to "Work" tab.
  • Time restrictions - prisoners that have option "Force to work" are added to "Restrict" tab.
  • Prison area - prisoners in order to work need to reach target. You can check "Hold open" option on doors. Be aware, they will try to run if they see opportunity.
  • "Prisoners only" tools - You can mark orders and bills by tools that exclude colonist from work.

IMPORTANT
Upgrading from 0.9.11
This version is not compatible with older Prison Labor (0.9.11 and older).
In order to upgrade savegame, firstly you need to remove PrisonLabor data from save.
1. Go to mod settings (Options > Mod Settings > Prison Labor)
2. Flick "Disable mod" option.
3. Re-save your savegame with "Disable" option enabled.
After above steps you can safely run savegame without or with new Prison Labor.

Older versions
Rimworld b19 version (0.19)[github.com]
Rimworld b18 version (0.18)[github.com]
Rimworld a17 version (0.17)[github.com]
Most of you prefer one workshop item, so for those who don't want to update mod to the latest version automatically, please use GitHub repository[github.com], or links above

Locks mod
I highly recommend using my other mod Locks. This will allow you to enable prisoners to leave their cells.

Compatibility
  • Works with mods that add custom Jobs, to enable some of them you need to go to the mod settings. However, items created by custom jobs can be forbidden (depends on their implementation).
  • Works with old saves.
  • To disable mod from existing saves use utility found in Prison Labor settings: "remove Prison Labor mod from save".
  • UI mods may cause disapperance of prison labor area or option to release prisoners. PL adds some additional options to prisoners interaction and unless ui mod allows to scrolldown options you will not see the old options.

Message from author
Orginal creator actually took time off and maintanace of his mods is currently on me. Still, I'm working on this mod in my free time so please be patient. If you want to improve something feel free to contact me on discord or github.
Hazzer


Translations
Please do not contact me via comments section! Use discord or link provided in contact section.
Please contact me if you want to help me writing translations. It will take you a few minutes to translate few sentences, and you will help making the mod even better. Thank you in advance!
Also I would gladly hear about misspellings or grammar mistakes in English version.


Support
[ko-fi.com]


Links
Github repository[github.com]


Discord server[discord.gg]
Popular Discussions View All (126)
10
Aug 1 @ 10:46am
Work Assignments Resetting
RileyQuinn
3
Dec 13, 2024 @ 11:26pm
Is this mod still worth it?
Mark Bobaba
4
Apr 16, 2024 @ 8:16am
Most work types are disabled for prisoners
Baby Muncher
2,624 Comments
jkelley2 Sep 26 @ 10:44pm 
im having the same issue as @Dracon below my Jailors keep "Escorting Prisoner" despite the doors being unlocked to allow the prisoner into the area to work/eat
晓山alreShan Sep 26 @ 5:18pm 
@afogn
I think so. Then you need to go UI Not Included 's config, to put those mod's button to display
afogn Sep 26 @ 4:10pm 
@晓山alreShan
Yes i do was checking it out is that the culprit?
晓山alreShan Sep 26 @ 6:37am 
@afogn
quick check: Did you have UI Not Included mod enabled?
afogn Sep 26 @ 6:31am 
I loved using this in 1.5 but in 1.6 the menu button is gone ingame can you help
肘~击!牢猎人! Sep 24 @ 10:13am 
JobDriver threw exception in toil MakeNewToils's initAction for pawn 悬铃花 driver=JobDriver_FoodDeliver (toilIndex=4) driver.job=(DeliverFood (Job_3426968) A = Thing_MealSimple519080 B = Thing_Ratkin286812 C = (97, 0, 146) Giver = JobGiver_Work [workGiverDef: DeliverFoodToPrisoner])
System.ArgumentNullException: Value cannot be null.
肘~击!牢猎人! Sep 24 @ 10:10am 
JobDriver threw exception in toil MakeNewToils's initAction for pawn 奇迹 driver=JobDriver_FoodDeliver (toilIndex=4) driver.job=(DeliverFood (Job_869) A = Thing_MealSurvivalPack30545 B = Thing_Human1305 C = (124, 0, 115) Giver = JobGiver_Work [workGiverDef: DeliverFoodToPrisoner])
System.ArgumentNullException: Value cannot be null.
Parameter name: key
Dracon Sep 23 @ 9:36am 
My Jailors keep bringing prisononers to bed, despite them being in an allowed zone... It's pointless too, as the doors to the area I want them to be in are open. - It is a prison labor zone too... Their dining hall to be specific.
Convicted Ape Sep 22 @ 6:11am 
@歪 have you found a fix for your problem with the food and meals i have the same problem
Monkey Magic Sep 14 @ 9:53am 
How do Prisoner Drug Policies work in this mod? I found that they can be set, so I set up a drug policy called "infection" and set a couple injured prisoners with an infection to this policy. Naturally, medicine dis already taken care of, but as I am using VG Vegetable Garden I was hoping to have them fed Barley Tea as part of this policy to improve Blood Filtration

However, my pawns do not appear to ever administer this to the prisoners. Colonists with a drug policy set will use it themselves when needed, so do I need to set a stockpile in the prison barracks so prisoners can do the same?

EDIT - that prolly won't work for my needs though, since prisoners are incapacitated when they have an infection :/