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PrisonLabor Warning: InspirationTracker.GetInsipirationValue() didn't find map or pawn. Maybe it was called before calculating values.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Message (string)
PrisonLabor.Core.Trackers.InspirationTracker:GetInsiprationValue (Verse.Pawn,bool)
PrisonLabor.Core.Needs.Need_Motivation:GetChangePoints ()
PrisonLabor.Core.Needs.Need_Motivation:NeedInterval ()
RimWorld.Pawn_NeedsTracker:NeedsTrackerTick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Pawn.Tick_Patch1 (Verse.Pawn)
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch3 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch5 (Verse.Game)
Verse.Root_Play:Update ()
in theory it should have been included in the biotech DLC no one asked for as that DLC has capture for biotech monstrocities
where what we wanted was capture for actual monsters.. other pawns
but I get the impression Ludeon focuses on content that forces you off your tile.
have fast pawns with fast reflexes to run them down (jogger, bionic legs, psycasts to jump or blink etc) as there is no job under wardening for catching escapees/fugitives and return them to assigned or available beds (which should be default but this game is a misery simulator and that would be a convenient feature for ludeon to add)
i vaguely remember bolos being in some mod or other too
Consider that with such a job under wardening, how much easier growing your colony would be when you have several wardens and at least 1 pawn + arrest here mod. Arrest any and all good enough pawns on the field and then your wardens do the primary job they don't currently have.. such easy.
https://pastebin.com/gCxaNwrw
Another small issue regards prisoner jobs.
Mod added jobs are always disabled by this mod. For example, I have Nurse Job, [WYD] Separate Deconstruction , and Separate Tee Chopping enabled. All are disabled by this mod, which is fine for the first two, but the last (a job split off from Plant Cut ) which is enabled) is not. I'd like to have my prisoners clear trees, but not cut down every plant they see.
Also, why is Patient and Bed Rest disabled for prisoners?.
@Maux - joy object? Oo What kind of prison are you running? D:
My slav-ah, prisoners are just forced to work, dammit! The get a little free time, but that's it. :D
To fix it, all you need to do is change that check to: if ((NeedLevelFull(pawn.needs.joy)) && !curJob.doUntilGatheringEnded).
I posted about this issue on GitHub seven months ago, but it seems like no one’s really looked at it, so I’m bringing it up here.
This error popped up just after depositing a captured pirate raider into a prison cell. I figured you might want to take a look:
https://pastebin.com/NXmg5uW9
EDIT - I narrowed this down to just occur when these mods are active - Harmony, Core, Prison Labour . Below is the full error report
https://pastebin.com/cMX3YTHH
EDIT II - I meant to add that this error happens the first time (possibly each seassion?), but does not reoccur. Likely only shows up in Dev mode
This issue appears to present itself when your mod (or Mlines mod) is enabled, but the mod Research Reinvented is not enabled. Enabling that mod stops the issue.
EDIT - I figured out why. That mod changes info in the config file, so when it's disabled it throws up this error. Deleting the config file fixed it
@Monkey Magic are you sure that you do not have more mods? Def mentioned in logs don't start with PL_ prefix which I use for my defs
Pastebin of issue: https://pastebin.com/4hvfzm53
Even with just Core, Harmony, Hugs Lib and Prison Labour the error persisted to some degree.
It would be fun to use these two mods together, which is a bit of a pity
I made sure to check for motivation, the "force to work" option is selected. its not working...
@StockSounds - should work without issue.