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https://steamcommunity.com/sharedfiles/filedetails/?id=2898000489
Hope it helps anyone!
Besides that modded doors dont work, only vanilla. Tested it with Doors Expanded ( steamcommunity.com/workshop/filedetails/?id=1316188771 )
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).
Great, simple, and to the point demonstrative picture you've provided for mod functionality. Very awesome of you!
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.
- 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.
- 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.
The locks mod doesn't seem to help at all.
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)
Trying to get valid region at (78, 0, 354) but RegionAndRoomUpdater is disabled. The result may be incorrect.
The coordinates are the commons rooms.
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
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.
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