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Lower mood = easier conversion
Higher mood = easier recruitment
The higher a pawns mood the more passive certainty they passively gain daily in their current ideo. The lower a pawns mood the lower passive certainty they gain.
Resistance never lowers or raises on it's own but it will go down faster if they're happy but they'll be recruited eventually either way so I find it unrewarding to bother making them happy.
I didn't like that the gizmo button was diffrent than the other beds though, I changed it by replacing
[HarmonyPatch(typeof(Building_Bed), "GetGizmos")]
class PatchBuilding_BedGetGizmos
{
...
}
with
[HarmonyPatch(typeof(CompAssignableToPawn_Bed), "ShouldShowAssignmentGizmo")]
class PatchShouldShowAssignmentGizmo
{
static void Postfix(ref bool __result, CompAssignableToPawn __instance)
{
if (!__result) {
Building_Bed bed = __instance.parent as Building_Bed;
if (bed.Faction == Faction.OfPlayer && bed.ForPrisoners && !bed.Medical)
{
__result = true;
}
}
}
}
in PatchPrisonerBeds.cs
Consider getting wololoo
Prisoners with high moods will start to doubt their ideology making it easier to convert them without needing to move them around.
This is exactly what I need! Does it work for 1.5?
Once I'm done with the genetic research, prisoners will probably all be dumped into the same cell again, patched up and let go. Or immediately turned into mechanoid brains. Either way, separate cells and bed assignments won't be needed anymore, so I'm thinking to remove it then, if it really is responsible for the behavior I described in my previous comment.