RimWorld

RimWorld

2,962 betyg
Prison Labor
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19
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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Uppdaterades
3.302 MB
26 okt, 2019 @ 13:16
18 aug @ 0:33
51 ändringsnotiser ( visa )

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Prison Labor

Beskrivning
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]
Populära diskussioner Visa alla (126)
10
1 aug @ 10:46
Work Assignments Resetting
RileyQuinn
3
13 dec, 2024 @ 23:26
Is this mod still worth it?
Mark Bobaba
4
16 apr, 2024 @ 8:16
Most work types are disabled for prisoners
Baby Muncher
2 634 kommentarer
Nokinama 3 nov @ 19:55 
Still having issues with prisoners just wandering, even at 100% motivation and with tasks to be done- some set to 'prisoners only'- not to mention wardens/jailors tend to get stuck in a 'feed prisoner' loop where they constantly throw food on the floor near a prisoner who doesnt touch the stuff, so my prison areas end up covered in meals which Cant be hauled becuase theyre all 'researved for prisoners'.. forbidding them, selecting 'pick up' then dropping them somewhere else.. Nothing seems to remove that restriction. Really could use a fix on that
Mr. X WeregλrurumonX 2 nov @ 9:18 
Failed to find RimWorld.PrisonerInteractionModeDef named PrisonLabor_workAndConvertOption. There are 16 defs of this type loaded.
Patriote 2 nov @ 8:57 
Yeah this is a crappy mod that doesnt work dont subscribe
Rzabat 29 okt @ 18:02 
Can anyone explain the Interrogation mechanic?
DarkestVader 18 okt @ 10:45 
Anyone else having the issue of colonist not building anything when this mod is enabled? Even when its the only mod loaded it still gives the same issue.
@БЫЧЬИ ЯЙЦА
Поставь его выше в очереди
БЫЧЬИ ЯЙЦА 13 okt @ 5:20 
не ставьте этот мод их ха него поселенцы нечего не строят
Nokinama 7 okt @ 13:11 
Good mod, but my prisoners only seem to work occasionally- watched or not, no matter their needs or motivation- Iv seen them work as low as 19% without any supervision, but as high as 100% and still just wander in the cell- (doors unlocked using Locks mod). Would be extremely useful if getting them to work was something you could actively do- still worth it- moreso than just butchering them, but a more active approach would really boost it
pnastjam 3 okt @ 13:16 
JobDriver threw exception in toil MakeNewToils's initAction for pawn
Киоас driver=JobDriver_FoodDeliver (toilIndex=4) driver.job=(DeliverFood (Job_2596776) A = Thing_VCE_CookedSoupGourmet423318 B = Thing_Human9816 C = (76, 0, 139) Giver = JobGiver_Work [workGiverDef: DeliverFoodToPrisoner])
System.ArgumentNullException: Value cannot be null.
Parameter name: key
[Ref B1D592D9]
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.JobUtility.TryStartErrorRecoverJob_Patch1 (Verse.Pawn,string,System.Exception,Verse.AI.JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil ()
LoneStarMick 29 sep @ 17:53 
anybody having issue where prisoner are not being fed anymore?