RimWorld

RimWorld

Prison Labor
2,634 Comments
Nokinama Nov 3 @ 7:55pm 
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 Nov 2 @ 9:18am 
Failed to find RimWorld.PrisonerInteractionModeDef named PrisonLabor_workAndConvertOption. There are 16 defs of this type loaded.
Patriote Nov 2 @ 8:57am 
Yeah this is a crappy mod that doesnt work dont subscribe
Rzabat Oct 29 @ 6:02pm 
Can anyone explain the Interrogation mechanic?
DarkestVader Oct 18 @ 10:45am 
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 Oct 13 @ 5:20am 
не ставьте этот мод их ха него поселенцы нечего не строят
Nokinama Oct 7 @ 1:11pm 
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 Oct 3 @ 1:16pm 
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 Sep 29 @ 5:53pm 
anybody having issue where prisoner are not being fed anymore?
jkelley2 Sep 26 @ 10:44pm 
im having the same issue as @Dracon below my Jailors keep "Escorting Prisoner" despite the doors being unlocked to allow the prisoner into the area to work/eat
晓山alreShan Sep 26 @ 5:18pm 
@afogn
I think so. Then you need to go UI Not Included 's config, to put those mod's button to display
afogn Sep 26 @ 4:10pm 
@晓山alreShan
Yes i do was checking it out is that the culprit?
晓山alreShan Sep 26 @ 6:37am 
@afogn
quick check: Did you have UI Not Included mod enabled?
afogn Sep 26 @ 6:31am 
I loved using this in 1.5 but in 1.6 the menu button is gone ingame can you help
肘~击!牢猎人! Sep 24 @ 10:13am 
JobDriver threw exception in toil MakeNewToils's initAction for pawn 悬铃花 driver=JobDriver_FoodDeliver (toilIndex=4) driver.job=(DeliverFood (Job_3426968) A = Thing_MealSimple519080 B = Thing_Ratkin286812 C = (97, 0, 146) Giver = JobGiver_Work [workGiverDef: DeliverFoodToPrisoner])
System.ArgumentNullException: Value cannot be null.
肘~击!牢猎人! Sep 24 @ 10:10am 
JobDriver threw exception in toil MakeNewToils's initAction for pawn 奇迹 driver=JobDriver_FoodDeliver (toilIndex=4) driver.job=(DeliverFood (Job_869) A = Thing_MealSurvivalPack30545 B = Thing_Human1305 C = (124, 0, 115) Giver = JobGiver_Work [workGiverDef: DeliverFoodToPrisoner])
System.ArgumentNullException: Value cannot be null.
Parameter name: key
Dracon Sep 23 @ 9:36am 
My Jailors keep bringing prisononers to bed, despite them being in an allowed zone... It's pointless too, as the doors to the area I want them to be in are open. - It is a prison labor zone too... Their dining hall to be specific.
Convicted Ape Sep 22 @ 6:11am 
@歪 have you found a fix for your problem with the food and meals i have the same problem
Monkey Magic Sep 14 @ 9:53am 
How do Prisoner Drug Policies work in this mod? I found that they can be set, so I set up a drug policy called "infection" and set a couple injured prisoners with an infection to this policy. Naturally, medicine dis already taken care of, but as I am using VG Vegetable Garden I was hoping to have them fed Barley Tea as part of this policy to improve Blood Filtration

However, my pawns do not appear to ever administer this to the prisoners. Colonists with a drug policy set will use it themselves when needed, so do I need to set a stockpile in the prison barracks so prisoners can do the same?

EDIT - that prolly won't work for my needs though, since prisoners are incapacitated when they have an infection :/
zad Sep 12 @ 12:23am 
they've all started to work after a while of just ignoring it, all good
zad Sep 10 @ 11:56pm 
some prisoners won't work, they just walk around wandering. is there something i may be missing?
Egamerx Sep 4 @ 4:34am 
huzzah finally i can have slave without Idiology dlc
Agaros007 Sep 1 @ 8:06am 
hellu, i found a bug with the mod "no water no life" if you have no water no life installed and this mod, they dosnt drink and try to move the water because of the haul job, that dosnt work when there isnt a zone for the water. maybe you can give a look into that, for now i just disabled the Haul job :) thanks for the Debug log spam, that helped a lot! :)
Middle eastern Scoutmain Aug 30 @ 12:39pm 
this is the closest thing to slavery lol
Nicole Watterson Aug 29 @ 4:29pm 
When a prisoner gets injured, he won't get out of bed until he's fully healed, even though I have this option turned to X in the mod settings. Can't you make him move with minor injuries like regular settlers?
晓山alreShan Aug 28 @ 12:40am 
@吴承恩
Stack Gap确实是一个模组,存储逻辑的模组。你的情况大概率是模组冲突了。你应该先试试只加载Prison Labor,确定不是其问题后。然后再找是不是模组冲突。
顺带一提,现在原版关于囚犯食物也有个bug,当pawn处于mental state时,给囚犯送食物会无视食物限制。
///
Stack Gap, it is a mod, which is about stockpile logic. You're probably encountering mod incompatibility. You should try load Prison Labor only, to find out if it is the one causing the issue. Then figure out about mod incompatibility.
By the way, current vanilla has a bug of prisoner's food, which is delivering foods to pawn in mental state ignoring food restriction.
Aug 28 @ 12:28am 
@晓山alreShan
Is 'Stack Gap' a mod?I don't even have it installed
晓山alreShan Aug 27 @ 11:02pm 
@吴承恩
我猜你在用Stack Gap?
I guess you using Stack Gap?
Aug 27 @ 10:20pm 
When delivering meals to prisoners, if a prisoner doesn't immediately pick up and eat the food, the meals left on the floor get hauled away by robots or other colonists as if they were unclaimed items. After removing the mod, this behavior returned to normal: food placed in prison cells remains untouched indefinitely
Monbland Aug 26 @ 4:04pm 
Is Common Sense compatible now?
iki_balam Aug 24 @ 10:28am 
So, is there a hidden level of crafting that prisoners wont do? They'll cut stone blocks but wont make components.
Jay425 Aug 22 @ 4:07pm 
still doesnt work with Alpha Memes and Vanilla Ideology expanded: memes and structures
Jet Aug 20 @ 3:47pm 
are doors considered unlocked also apply to raiders? and if i leave doors open can prisoners pass through them? bc i have some locked doors held open, but all doors leading to my prisoner rooms are unlocked or held open inside my ship and yet they still sleep in the hall
Hazzer  [author] Aug 20 @ 3:04pm 
@Lemniscate_Mike Have you checked prison labor mod options? There is option to enable all type of work. It should work.
Lemniscate_Mike Aug 19 @ 4:26pm 
Think you could add support(or patch it or something) for FSF Complex Jobs?
The work menu doesn't have sub categories with it.

P.S. If you could do it for Mech work tab too, that'd be SWEET.
Death_G41 Aug 19 @ 4:06am 
ok thx
晓山alreShan Aug 19 @ 1:50am 
@Death_G41
或者如果你不想那么麻烦把小工作从工作大类中分离出来,制作清单里面可以选择让哪类工作者来制作,比如:殖民者、奴隶、机械族、囚犯,而囚犯应该是这个模组添加的一类工作者。
/ Or if you don't want to spend time on separate a specific job from a work type, then you can choose what kind pawns to make bill in bill's setting, such as colonist/slave/mechanoid/prisoner, and prisoner is added by this mod IIRC.
晓山alreShan Aug 19 @ 1:41am 
@Death_G41
你可以在模组的配置里面,修改允许哪些大类的工作。如果你想让囚犯只能制造弹药的话,按目前模组的功能,你只能把这个小工作从锻造里面分离出来,成为一个大类。
/ You can change what work type in mod's config. If you want to only allow prisoner to do a specific job e.g. [CE make ammo], you have to separate it from that work type e.g. forging, make it become a single work type.
Death_G41 Aug 19 @ 1:25am 
Hello author, may I ask if I can let the mod join the forging, I want the prisoner to make CE bullets
晓山alreShan Aug 18 @ 11:57am 
@Jet
ummm?em? oh. Sorry I didn't read carefully.
If you mean "building", and it called "cell wall" and "cell door", which can't be attacked by prisoner.
I suppose it's Vanilla Furniture Expanded - Architect
Jet Aug 18 @ 11:51am 
@晓山alreShan
Oh its from that mod? Thank you i will report it there
Hazzer  [author] Aug 18 @ 5:58am 
1.6.3 version should be live on steam. Bug fixes and little changes:
- Fix for hauling to shelves
- Prisoners should take care of their children
- Jailors will handle food delivery for prisoners
晓山alreShan Aug 18 @ 2:00am 
@Jet
I assume you are saying the mod Locks
Jet Aug 17 @ 3:34pm 
Hello i was wondering whether it was this mod that added prison doors via the prisoner containment research? I dont see it in my game anymore, so it might not be this mod but im trying to pin it down
Monkey Magic Aug 12 @ 10:38am 
@晓山alreShan - Ah yeah, I'm just an idiot and never though to check the mod options. XD

@[PR] 3XLThobe - FTR, there are zero red errors in this mod. You likely had a conflict with another one. There's a couple of yellow errors if Ideology is not installed, but that's it. Don't be defame a mod just coz you didn't fully understand it :(

As has been said below, one should always back up your save files before adding mods, and before removing them. I assure you, this mod did not brick your save - you did. If you wanna go ahead an upload it somewhere and drop a link I can take a poke at it and try recover it for you though.
晓山alreShan Aug 10 @ 8:44am 
@[PR] 3XLThobe
{To disable mod from existing saves use utility found in Prison Labor settings: "remove Prison Labor mod from save". } That's what have written in this page.

{Please. Please make this mod able to be removed from a game. I regret installing it. It is invasive. I cannot delete it and procede into a save game that had it installed. For the love of God. It is buggy, red errors are common but I guess they are irrelevant to me.}
And this is what you had said.

And you should backup you save file before trying adding mods.
晓山alreShan Aug 10 @ 8:41am 
@[PR] 3XLThobe
I don't see there's catastrophic bug though.
Have you use prisonLabor's "remove from save" function before remove from the modlist?
HavenOnline Aug 10 @ 5:43am 
Basically, I deleted it because it is so buggy that it also breaks things around it.
HavenOnline Aug 10 @ 5:42am 
Please, if you are reading this, DO NOT install this "mod". Broke my save when I tried to delete it because it's buggy and broken. Please.