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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.
If I let any escape, my colonists get the mood debuff for not being able to control my own people or so, and I also just got the two prisoners becoming lovers and wanting a shared bed.
(I suppose different mod could be responsible, but this one came to mind first)
I didn't fix whatever causes them to be considered as "escaping", but it removing this mod *did* end the infinite loop because the wardens no longer try to escort them back to their cell, so the result is good enough, ie I want prisoner out of my jail peacefully and they are out of my jail peacefully.
Note that I'm ONLY having this issue with Wild Men, normal prisoners work normally with or without this mod.
Also, can you consider to put the Gizmo at the same place than for Colonist/Slave bed please? (and hide it when the bed is medical)
When a prisoner is downed you can tell a drafted pawn to carry them. Once they are picked up, you can tell the drafted pawn to put the captive in a bed of your choice which will become that prisoner's bed.
So annoying not having it in base game, especially when two prisoners become lovers (and get engaged lol) and I can't even have them in the same bed.
How the hell can you move a prisoner, like the one's you want to recruit, to their own nice private room, without this mod?
Seriously, as much as I like Rimworld(it is a good game), the cult-like worship Tynan gets is unbelievable. With the game as old as it is, this is one of those glaring issues that should've been resolved in the base game. They've had more than enough time to do this.
Blows my mind.
Anyways, thanks for the mod. Works just fine for me.
CompAssignableToPawn_Bed.AssigningCandidates
CompAssignableToPawn_Bed.ShouldShowAssignmentGizmo()
to have the same result. Patching WorkGiver is not needed in this case i believe. At least it works for me with my modded game.
Not touching Building_Bed and WorkGiver_Warden_TakeToBed should help with compatibility problems some people have i hope.