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Just a heads up there's currently a compat issue with MultiFloors and Set Owner for Prisoner Beds right now that prevents prisoners from having their beds set when on any floor but the normal floor.
But is there a workaround for the behavior where for injured prisoners, they first take them to my prison hospital, drop them to the bed, then pick them up again to put them in their non-hospital bed.
This loop really wastes a lot of time as my prison hospital is in the outer layer for easy access for new prisoners but my actual prison is near the center.
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.