RimWorld

RimWorld

Prison Commons
148 Comments
Mlie Dec 5, 2022 @ 11:29am 
As requested by Owlchemist Ive made an update of this:
https://steamcommunity.com/sharedfiles/filedetails/?id=2898000489
Hope it helps anyone!
Jixxor Nov 29, 2022 @ 1:03pm 
Owlchemist to the resue.
HIVEMIND Nov 20, 2022 @ 7:25am 
wake up samurai
SunGod Nov 11, 2022 @ 5:35am 
Unsubbed from this one and subbed to Owlchemist's temporary continuation until this one gets updated for 1.4.
Owlchemist Oct 31, 2022 @ 3:03pm 
For those of you who can't wait, I put up a temp unofficial update in the meantime: https://steamcommunity.com/sharedfiles/filedetails/?id=2882734405
Alex_c1992 Oct 28, 2022 @ 6:33am 
is this going to get an update?
FranCSGO Gameplays y Tutoriales Oct 27, 2022 @ 9:56pm 
bro will you update it to 1.4??
FranCSGO Gameplays y Tutoriales Oct 26, 2022 @ 8:09pm 
1.4?
Dwarven_Ranger Oct 23, 2022 @ 5:24pm 
Update?
Summord Oct 20, 2022 @ 5:16am 
Missing this mod in 1.4, could use again
far out Oct 15, 2022 @ 8:04pm 
I know 1.4 hasnt released yet, but will there (in eventuality) be an update to 1.4?
C Y B I E C K Aug 22, 2022 @ 10:57am 
Hey i don't understand why this isnt a prison common can you help me ?https://imgur.com/YSDwkJC
Dynamic Jul 20, 2022 @ 4:40am 
Nevermind, it was an ID10T error
Dynamic Jul 20, 2022 @ 4:33am 
The option to turn a gather spot into a commons area isn't showing up?
Cloud Jun 5, 2022 @ 1:34pm 
It seems to overwrite some functions of Dubs Bad Hygiene, even though it gets loaded before this mod. It isn't possible anymore to assign toilet, shower, fountain and so on to a bed, in the same closed room, once the bed has been changed from one for colonists to one for prisoners.The two assignement buttons just don't show up anymore. Not even after minifying bed and dubs hygiene items and reeinstalling them.
SineSwiper Jun 5, 2022 @ 7:58am 
Also, I think the CompPrisonCommons code isn't calling SetPrisonCommons often enough (especially when it's inactive), which might be causing some of the problems below. If you expose your code on GitHub, I could submit a PR.
SineSwiper Jun 5, 2022 @ 7:48am 
It doesn't seem to work with auto-doors. Take out the doors, replace them with normal doors, and they wander out of their cells as expected.
檜月彩花 May 14, 2022 @ 2:56am 
Does it work with lock or lock2 mod ?
Archenemis May 12, 2022 @ 11:24pm 
I really like the idea for this mod. Hopefully you can get it fully working soon?
Teax May 1, 2022 @ 10:21am 
Greetings, nice mod idea, sadly as other mentions here too, unselecting a commons room doesnt do anything.
Besides that modded doors dont work, only vanilla. Tested it with Doors Expanded ( steamcommunity.com/workshop/filedetails/?id=1316188771 )
WarKittyKat Apr 25, 2022 @ 10:02am 
I'm having issues now as well. I rearranged my prison and now my prisoners can walk freely in and out of my main base, despite there being no prison commons items there.
Random Tank Mar 28, 2022 @ 3:30am 
I'm getting a bug where prison wardens will continually carry a prisoner's food between their cell and the commons area; I couldn't find a solution looking through the comments here, is there one?
JackieFox~ Mar 23, 2022 @ 5:39pm 
Accidentally made my main dining room into a prison commons. Pressed the button to unselect it as such, but it doesnt do anything. All meals stored there are still unable to be grabbed by colonists. It seems like this is becoming a common issue going from the other comments, so some kind of info on it would be helpful. Currently needing to re-do my entire base or drop the mod- because no ammount of messing with the room is fixing it.
Latex Santa Mar 23, 2022 @ 1:35am 
@WJSabey I have a possible semi-cheaty solution to this conundrum. You will need a separate stockpile on the ground for your prisoner outfit clothing items, the dev console, and the mod Character Editor.

Make the outfits, then delete them with dev console. Select the prisoner, open their character sheet with Character Editor, click on Inventory. Go into the Apparel tab, and type in their various clothing items. Select material, select level of quality, click OK.

And hey presto! Your prisoners are now wearing their appropriate prisoner uniform. For my future playthrough, that will be a Prisoner Outfit (mod by Chicken Plucker) made out of Minion skin (from the mod by WalkingProblem).
ELLIOTTCABLE on Discord Mar 4, 2022 @ 8:18am 
:+1: on the clothing; would really love to have a shared rack of prison-jumpsuits!
WJSabey Feb 26, 2022 @ 8:10am 
One thing I'm not sure is up to you or just how vanilla makes it work, it's a chore making prisoners wear clothing. If the clothing is in a common area they just don't wear it, if it is in their cell they will wear it but only if they are in the cell, if they are in a common area they will just wander around naked. It would be ideal if they would wear clothing in a common area, so we could just have a single clothes store they dress themselves from rather than having to micro clothing into the individual cells.
SVarg Feb 17, 2022 @ 6:57am 
Can't door count multiplier just be desabled somehow? I like how my prison looks with barred windows and stuff.
Lemzu Feb 13, 2022 @ 11:38pm 
dont use this mod its bugged when you allow a room for prisonners ou cannot remove that its litterally mind foc
fUNK. Feb 8, 2022 @ 8:23pm 
@Lurmey

Great, simple, and to the point demonstrative picture you've provided for mod functionality. Very awesome of you!
WJSabey Feb 4, 2022 @ 2:37am 
@Lurmey:
That guide is incredibly useful, I'd seen this mod before but reading about the massive escape chance modifier put me off of it. Now I can build a better prison complex.
Sisil Feb 1, 2022 @ 9:59pm 
The mod doesn't work for me. Very sad
Baka Baka! Jan 29, 2022 @ 9:20pm 
Ok so I am having a problem where I clicked a table to have it set up as a prison commons, found out my pawns weren't eating the meals from there anymore. "Reserved for prisoner" something or another." it says, undo the commons area, still says it. I placed a bed in there made it a prison, then changed the bed back into a colonist bed, still says it. If I take the meals out of the room they don't get flagged for the prisoner anymore. My only option would to disable, restart game, then reenable. I made sure nothing was marked as a commons in the room either, room is just stuck like that even though it says it is just a rec room now.
Ben Lubar  [author] Jan 23, 2022 @ 3:13pm 
@Lurmey thanks!
Lurmey Jan 23, 2022 @ 3:10pm 
@Ben Lubar, as the issue I've resolved below seems to be a common issue people experience, it may be worth putting a brief explanation of how to solve it in the mod description. My comments will eventually be buried so people won't be able to find them easily. I've made an image showing what to do and not to do when making prison commons areas if you'd like to link it: https://imgur.com/a/Is44BA5
Lurmey Jan 23, 2022 @ 2:22pm 
So if you're encountering this issue of 3200% break risk due to the number of doors, follow this guide: (looking at you, @Dragoneer and @Stallion)

- Remove all windows from your prison complex and replace with solid walls. Consider using skylights instead.

- Separate prison area and non-prison area by just one door, and don't use double-size doors added by mods like Doors Expanded.

- If you have rooms that need to be connected to the prison by their own route, ensure it only uses a single door in/out of the prison and no windows.

- Monitor the prison break interval of your prisoners while you make changes, it updates instantaneously even while paused.

- Enjoy having prisoners roam around their own little colony. You're welcome.
Lurmey Jan 23, 2022 @ 2:21pm 
Okay I did a bunch of testing and worked it out:

- Windows from JPT's Open The Windows or Owlchemist's Windows count as doors for the purposes of prison break interval calculations. I'll collectively call them "weak points".

- Weak points between two rooms that are designated for prisoners, so cells, medbay, or prison commons, don't contribute to the total, so collectively these rooms can be called the "prison area".

- The total is calculated using all weak points between the prison area and any other non-prison room, including outdoors.

- Two or more weak points directly next to each other contribute substantially more to the total than if they were separate. Two adjacent doors is 300%, a 3-tile window is 700%, etc. Separated in the same wall section however, each 1-tile weak point adds 100% to the total.
Lurmey Jan 23, 2022 @ 3:26am 
Is there a mod/can you disable the "Multiplier for door count" factor in prison break interval calculations? I'm having a 3500% multiplier on prison breaks because they can technically access a lot of doors which doesn't make any sense.

The locks mod doesn't seem to help at all.
Lurmey Jan 20, 2022 @ 7:20am 
How can I make an outdoor area that counts as prison commons? I have tried an enclosed area of impassable fences with tables set to prison commons but it doesn't work.
Magoshy Jan 16, 2022 @ 11:11am 
I searched so hard for this s2
(FIN) Da geht ein Kämpfer Jan 16, 2022 @ 2:10am 
great idea! thanks for doing this! just needs little polishing :)
FlatronWS Dec 29, 2021 @ 9:30pm 
broken
Owlchemist Dec 29, 2021 @ 4:49pm 
Just noticed that the hugslib log isn't showing the stack trace. Here it is:

Trying to get valid region at (78, 0, 354) but RegionAndRoomUpdater is disabled. The result may be incorrect.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
Verse.RegionGrid:GetValidRegionAt (Verse.IntVec3)
Verse.RegionAndRoomQuery:RegionAt (Verse.IntVec3,Verse.Map,Verse.RegionType)
Verse.RegionAndRoomQuery:DistrictAt (Verse.IntVec3,Verse.Map,Verse.RegionType)
Verse.RegionAndRoomQuery:GetDistrict (Verse.Thing,Verse.RegionType)
Verse.RegionAndRoomQuery:GetRoom (Verse.Thing,Verse.RegionType)
PrisonCommons.PrisonCommons:SetPrisonCommons (RimWorld.CompPrisonCommons,bool)
RimWorld.CompPrisonCommons:PostSpawnSetup (bool)
Owlchemist Dec 29, 2021 @ 4:49pm 
I've been getting these warnings on game load. It's been happening for awhile now but figured I oughta report it: https://gist.github.com/2f0296379e9bacd7da07596975e4ef61

Trying to get valid region at (78, 0, 354) but RegionAndRoomUpdater is disabled. The result may be incorrect.

The coordinates are the commons rooms.
Arnovitz Dec 28, 2021 @ 7:52pm 
Prisoners won't take clothing to wear out of deep storage buildings (lockers, shelves) in prison commons area. Would be nice if they could.
Stallion Dec 28, 2021 @ 2:58am 
There's something funky going on with common areas and doors 'out' of the prison complex. Despite having only one door leading outside I'm getting 400% escape chance. I loved the idea of this mod but I'm going to have to ditch it due to the problems it's causing. A shame.
hamed91211173 Dec 23, 2021 @ 1:47am 
@Dragoneer that's not this mod fault that happen with vanilla too or any mod that make your prisoner interact with each other
Dragoneer Dec 22, 2021 @ 4:55pm 
this mod is a great idea, but for some reason the game decided: the more doors a prisoner can reach, the higher the escape attempt multiplier
i have a large prison complex (because reasons) but because of the amount of cells the prison commons are attached to, my prisoners get a 2300% higher escape attempt multiplier, so they try to escape 1-3 times a day

this mod is truly a great idea, but for how i intend to use it, it's a nightmare, and i had to install a mod that disables breakout attempts
love the mod, but because of dumb vanilla mechanics, ill never use it again XD
Cosmic Downpour Dec 22, 2021 @ 5:48am 
@Ben Lubar I guess that makes sense. So you're proposing something like door, statue, door with the statue marked prison commons for example? I'm not too worried about the freezer being prison commons, It's a separate freezer for just the prisoners, with only a few shelves, and set as most critical in storage order. That way it always has food, but my colonists should be fine since I produce plenty and the prison freezer only has so much space.
It's a shame simple double doors don't work. I considered something like what you're describing, but it takes up a lot more space and just generally doesn't look as streamlined.
Ben Lubar  [author] Dec 22, 2021 @ 5:26am 
@Cosmic Downpour they need both sides of the door to be a prison commons, but you can make a 3 tile door-commons-door and still gain the benefits of the double wall for insulation (although keep in mind that colonists won't eat the meals in the freezer if you mark the whole thing as a prison commons)
Cosmic Downpour Dec 22, 2021 @ 2:38am 
Is it just me or are prisoners unable to cross double doors to access a prison commons area?
I use double walls a lot for thermal efficiency, and they can't seem to cross two doors in a row, right next to each other, when both rooms are prison commons. It sucks because I have a double wall freezer with prisoner meals, but they can't seem to get in their on their own, unless I set one door to stay open and have a colonist go open it; and that kinda defeats the purpose and function of double doors :c