RimWorld

RimWorld

3,121 ratings
Prison Labor
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
3.305 MB
Oct 26, 2019 @ 1:16pm
Feb 12 @ 9:20am
52 Change Notes ( view )

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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 (131)
10
Aug 1, 2025 @ 10:46am
Work Assignments Resetting
Ericzilk
2
Feb 10 @ 2:25am
Issue with prisoner assign tab
Monarch
4
Dec 4, 2025 @ 2:24am
Is this mod still worth it?
Mark Bobaba
2,743 Comments
Sep 4 @ 10:58pm 
@medic that would probably be warden job. ;/
Sep 4 @ 1:30pm 
My colonists refuse to bring food to them because "Not assigned to watching" Which there doesnt even exist theres no such thing as assigning someone to watch. great job.
Sep 1 @ 8:31pm 
The labor area doesn't seem to work. My colonists always take over the prisoners' jobs, even though the prisoners can work too. Is anyone else having this problem?
Sep 1 @ 12:26am 
FYI in the tutorial area of the mod settings clicking treatment system show button does nothing.
Aug 31 @ 3:42pm 
Is there a compatibility mod for Zetrith's Multiplayer mod? I see a thing saying all players need to do some weird workaround or install a compatibility mod.
Aug 31 @ 6:08am 
Would it be possible to make combat mechs also motivate prisoners? I’d like to do a solo mechanitor run with prisoners providing the labor and combat mechs acting as guards, but currently prisoners only stay motivated when my mechanitor is in the prison room.
Aug 27 @ 12:23am 
would this work with prison commons (continued) https://steamcommunity.com/sharedfiles/filedetails/?id=2898000489 [/url] to make it where they can leave their cells without needing the locked doors mod if their work is within the common area? thanks!
Aug 23 @ 9:27pm 
Prisoner wont pick up food and eat
Hazzer  [author]
Aug 17 @ 1:28pm 
@Nova - So you should check if other mod doesn't hide jailor work type.
Aug 17 @ 1:25pm 
There was no "Jailor" job in the work list. Only Warden, which the description says they should be in charge of feeding prisoners.