RimWorld

RimWorld

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Custom Prisoner Interactions
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
226.714 KB
Jul 27, 2022 @ 12:01pm
Jun 22 @ 1:15pm
23 Change Notes ( view )

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Custom Prisoner Interactions

In 2 collections by Mlie
My Current ModList
263 items
Developed by me
110 items
Description


Adds various extra options to the prisoner Interactions for Converting and Releasing prisoners.

So I've previously made some different prisoner interraction-mods and since the total number of different options started getting out of hand I combined them into this mod. The original mods will stay around as long as anyone still wants to use them but this mod has the same features as the others combined plus some improvements.

The original mods added extra prisoner interraction choices and since only the option for selecting ideology to convert to was visible when choosing the vanilla Convert-choice the process for selecting ideology for the custom convert-options was a bit difficult if you had colonies with multiple ideologies.
This mod instead adds an option-button for the Convert and the Release-choice so all vanilla options regarding Ideology will also be visible.

The other difference is that this mod enables you to select options per prisoner. So you can for example select to release a hurt prisoner without waiting for them to be healthy without changing any global options.
There is also options in the mod-settings if you want to change what option is set by default.

The mod adds these options for Releasing prisoners:
[litst]
  • When healthy - wait until they are considered healthy
  • When able to walk- wait until they can walk again
  • When no longer guilty- wait until they are no longer considered guilty for a crime

It also adds the following options for the Convert option
  • Recruit after
  • Lower resistance first
  • Lower resistance first, Recruit after
  • Enslave after
  • Lower will first
  • Lower will first, Enslave after
  • Release after
  • Lower resistance first, Release after
  • Execute after
  • Lower resistance first, Execute after

You can use this mod without owning Ideology, as it will still show for the release-option.

If Biotech is active, there is an option to automatically enable hemogen farm on new prisoners.

If you have suggestions for more options, please leave a comment and Ill see if I can add them to the mod.

- Chinese translation by Chiwei
- Supports the work and convert action added by Prison Labor

This mod replaces the following mods

NOTICE: If any of your current prisoners have any of the custom interactions added by the above mods, please change these to the ”No action” setting before switching to this mod as the game will have trouble showing the prisoner tab if the selected saved action is missing.

[discord.gg]
[github.com]


Since modding is just a hobby for me I expect no donations to keep modding. If you still want to show your support you can gift me anything from my Wishlist or buy me a cup of tea.

[ko-fi.com]


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using the Log Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: prison management, new options, customization
Popular Discussions View All (4)
1
Jul 22 @ 12:03am
Suggestions
Muad'Dib
0
Dec 9, 2024 @ 12:22pm
Correction for Russian language
st.rusik
0
Apr 1, 2024 @ 5:05pm
1.5 Bloodfeed Interaction bug?
Selvaxri
275 Comments
Mlie  [author] Aug 29 @ 2:24pm 
@Mr. Clavicus You need Ideology for the convert action, this just adds extra options to it.
Mr. Clavicus Aug 29 @ 2:16pm 
does anyone know what would be causing convert to be missing my from my prisoner tabs. i thought adding this would fix it but i still can't convert prisoners
Jiur Aug 21 @ 1:43pm 
Would it be possible to add an option to have a different default option for unwaveringly loyal prisoners? I'd like to be able convert and recruit regular ones and automatically release unwaveringly loyal ones.
Gеяо Aug 10 @ 11:48am 
@Twitch.tv/KAEN_SG a bandaid fix is reducing Convert > Reduce resistance before, then recruit.

The thing is, is doing the resistance reduction first and then after the resistance is gone, it's start conversion. I think that Convert > Recruit seems to skip the resistance reduction and tries to recruit a full-resistance prisoner.

At least I think that's what is trying to do. I hope OP can fix this.
Twitch.tv/KAEN_SG Jul 26 @ 4:50am 
Some bugs with 1.6 - Often after you select Convert then Recruit, even after converting it doesnt switch to recruit.
truncate Jul 20 @ 3:30pm 
is there a setting to reduce resistance and then release? i don't want to convert at all but it seems like to automate that i'd have to go through the convert option, which i don't want to do. is there another way i'm missing?
SnoopiProGamer Jul 20 @ 8:15am 
Travelling to different map with a prisoner on the grav ship, causes error when opening that prisoner's tab on the new map.

Exception filling tab RimWorld.ITab_Pawn_Prisoner: System.Collections.Generic.KeyNotFoundException: The given key 'Teddy' was not present in the dictionary.
[...]
at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e]
at CustomPrisonerInteractions.ExtraInteractionsTracker.get_Item (Verse.Pawn prisoner) [0x00000]
at CustomPrisonerInteractions.ITab_Pawn_Visitor_FillTab.Postfix (UnityEngine.Vector2& ___size, System.Tuple`2[T1,T2] __state) [0x0008b]
at RimWorld.ITab_Pawn_Visitor.FillTab () [0x0010a]
- PREFIX Mlie.CustomPrisonerInteractions: Void CustomPrisonerInteractions.ITab_Pawn_Visitor_FillTab:Prefix(Tuple`2& __state)
- POSTFIX Mlie.CustomPrisonerInteractions: Void CustomPrisonerInteractions.ITab_Pawn_Visitor_FillTab:Postfix(Vector2& ___size, Tuple`2 __state)
[...]
ChthonicKnight Jul 20 @ 7:26am 
Forgot to mention that I'm still on 1.5
ChthonicKnight Jul 20 @ 7:26am 
I came to report the same issue as Suff did below. Removing this mod from my save fixes the issue and pawns stop just standing around.
https://gist.github.com/HugsLibRecordKeeper/964ebd127a7aca2bed5fc4ab044d8f2a
Mlie  [author] Jul 15 @ 2:55am 
@DesertOfAngmar Probably will need some fixing for the dlc