RimWorld

RimWorld

Custom Prisoner Interactions
262 Comments
Evono May 29 @ 8:53am 
Ye found the mod , VE tribals got a bug , they mention it that it sometimes doesnt form ideologiies while they work and everything so one step was missing and they have a dev tool for this added thanks anyway for the help.
Mlie  [author] May 29 @ 8:23am 
@Evono Again, this mod just adds extra settings when Convert is selected. You will have to figure out why you cannot convert your prisoner.
Evono May 29 @ 8:01am 
so maybe its VE tribals with the wildman start ? is there a way to force the settings visible?
Mlie  [author] May 29 @ 7:34am 
@Evono This mod does not affect what options you have, it just adds extra options for existing. Your problem lies with another mod
Evono May 29 @ 7:32am 
The only thing i could think of is , that its incompatible with VE tribals "Wild men" start because the Ideology gets unlocked after a few Researches ( 5 i think ) which could confuse this mod ?
Evono May 29 @ 6:44am 
Can i somehow force the mod to show all buttons ?
Evono May 29 @ 6:30am 
i do have one , having rituals , a preacher ( which can manually convert people and more ) symbols and more
Mlie  [author] May 29 @ 6:23am 
@Evono Well, you cant convert someone if you do not have an Ideology
Evono May 29 @ 6:18am 
i run a Ideology run or do you mean a research ? @mlie
Evono May 29 @ 6:18am 
thats my Prisoner window i even put the mod right at the last spot ( pre rocketman ) in load order https://i.imgur.com/mnrYTP7.png
Mlie  [author] May 29 @ 6:18am 
@Evono You need Ideology for converting
Evono May 29 @ 6:07am 
Where do i see the "convert" setting prior recruiting ? , i only have Recruit , ensllave and stuff.
Sir Rolin May 8 @ 3:27pm 
Just found out it's not exclusive to unwavering pawns. Both "Reduce Will before"s work the same for prisoners that's not unwavering loyal
Sir Rolin May 8 @ 2:59pm 
Mlie I found a bug.
With only harmony, this mod and the DLCs, unwaveringly loyal prisoners Interactions are not working correctly, here's a list of the once that don't work on unwaveringly loyal prisoners:

- "Reduce Will before": no jobs available.

- "Reduce Will before, enslave after": Tries to enslave, throws "Poppy started 10 jobs in one tick. newJob=PrisonerReduceWill"

- "Reduce Resistance before, release after": Shouldn't be there, allows the job "chatting with Earl".

- "Reduce Resistance before, execute after": Shouldn't be there, allows the job "chatting with Earl".

if you chat with the prisoner, it'll work as if they have 99 resistance to start off with while still being unwavering.
Monkey Magic May 6 @ 6:53pm 
@Sir Rolin - Yeah, I figured that out after speaking with Mlie directly. Also posted on Research Reinvented about the matter, given that the flags remain set to Science Interrogation even if that mod is disabled, or even unsubscribed.

The only way to fix it currently is to delete the config files for that mod, which isn't the best option if you just want to disable it for a specific save game.
Sir Rolin Apr 28 @ 5:04pm 
@Monkey Magic, RR_ScienceInterrogation is from a Research Reinvented mod. Have you had that mod on that save before or currently still have it?
Mlie  [author] Apr 20 @ 6:48am 
@Monkey Magic You say its not present without this mod active and then you are saying that its present with this OR prison labour active, so it is present without this mod active.
Monkey Magic Apr 20 @ 6:40am 
The error is not present without this mod active. When just Harmony and Core are enabled, there is no error. The error only appears when either[/b] this mod, or Prison Labour are enabled.

What I'm saying is, the same issue appears for both these mods
Mlie  [author] Apr 20 @ 6:33am 
@Monkey Magic If the error is present without this mod active, its not due to this mod
Monkey Magic Apr 20 @ 6:26am 
There may be an issue with this mod. Or maybe it's actually down to Harmony

I came across the issue below with just the core mods (Core, Royalty, Ideology, Biotech, Anomoly) and Harmony, Hugs Lib, [SYR] Processor Framework,and the mod Prison Labour enabled a short while back.

Failed to find RimWorld.PrisonerInteractionModeDef named RR_ScienceInterrogation

The issue still occurs without the DLC enabled, and with just Core,Harmony and the mod in question.

The same issues also present with this mod, but does not present with another prisoner based mod Prisoner Ransom . Of the three, only that last one does not require Harmony which lead me to wonder if that mod is the reason, maybe due to an update?

Here's is a Pastebin of the issue with this mod enabled:

https://pastebin.com/ywRXhruM
Potato0 Apr 17 @ 3:57pm 
I second Raszul if thats true pls<3
Raszul Mar 26 @ 4:23am 
would it be possible to add "reduce resistance then convert then recruit" as an option?

convert then recrut is nice, but recruiting can take ages and there might be a crysis of faith during the process which may swap ideology, starting the process over.

reducing resistance first, then converting, then recruiting means that once they are converted they will already be at 0 resistance and can thus be recruited instantly.
montaropdf Mar 13 @ 5:11am 
Sorry for the late reply, I just spot the big green banner regarding addition to a save.

Thanks.
Mlie  [author] Mar 12 @ 10:54pm 
@AliceHealer Slaves are outside of the scope for this mod
AliceHealer Mar 12 @ 9:46pm 
Could there be an option for slaves too? I'd love a community service type system for my colony
Kloke Feb 10 @ 10:22am 
Created an issue on github.
Mlie  [author] Feb 9 @ 10:01pm 
@Kloke Please see the Reporting Issues section described above
Kloke Feb 9 @ 2:19pm 
Throws an error when first clicking on an imprisoned unwavering pawn with this setup: default action for new prisoners - convert and default convert action - recruit after.

Error: Exception filling tab RimWorld.ITab_Pawn_Prisoner: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.[Ref 8981119C]at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <eae584ce26bc40229c1b1aa476bfa589>:0at CustomPrisonerInteractions.ExtraInteractionsTracker.get_Item (Verse.Pawn prisoner) [0x00000] in <d3a7984bdf9049dfa6816ce39d965ad4>:0at CustomPrisonerInteractions.ITab_Pawn_Visitor_FillTab.Postfix (UnityEngine.Vector2& ___size, System.Tuple`2[T1,T2] __state) [0x0008b] in
elfxiong Jan 19 @ 10:27am 
Probably not a popular demand but I kind of wish there is an option to “convert, then reduce resistance, then reduce will, then do nothing”. I always do this sequence to train Social skills (and extract genes) while waiting for Royal Tribute Collectors. They take a long time to come.
Mlie  [author] Jan 19 @ 4:12am 
@montaropdf There are info in the description about save compatibility
montaropdf Jan 19 @ 3:33am 
Hello,

Is this mod save compatible?
Mlie  [author] Jan 7 @ 9:45pm 
@ZaeRoe Please see the Reporting Issues section described above
ZaeRoe Jan 7 @ 9:27pm 
so I get the 10 jobs in one tick issue with this mod whenever a reduce will job is triggered (maybe others, too. idk). might be a conflict with another mod but since this is happening I have to disable it for now - sadly
Mlie  [author] Jan 4 @ 2:30pm 
@The Viral Divinity Please see the Reporting Issues section described above
The Viral Divinity Jan 4 @ 2:16pm 
Seems to conflict with VRE Androids, the mod doesn't work period for me, and when I opened the log I traced the error back to an issue between this mod and VRE Androids.
SimplePhysics Dec 17, 2024 @ 7:49pm 
Looks like it's this one: https://steamcommunity.com/sharedfiles/filedetails/?id=2076235181
I'll let that mod owner know of the issue, thanks!
SimplePhysics Dec 17, 2024 @ 7:47pm 
Oh, I thought that came from this mod... hmm, let me see if I can find where that's coming from
Mlie  [author] Dec 13, 2024 @ 2:14pm 
@SimplePhysics I cant find any alert in the base game about unassigned prisoners
SimplePhysics Dec 13, 2024 @ 1:47pm 
Want to note that while I have a prisoner set to hemogen farm and only "Maintain", they trigger the "Unassigned Prisoner" alert on the right side. Would be nice to have a toggle for this in the settings if not changed by default.
LivingDeadSaxon Dec 11, 2024 @ 5:53am 
You are a true hero of this community!
I don't care how long this game is officially supported and gets new updates. This game will die once you get sick of modding it. 979 workshop items for RimWorld. Insanity.
Thank you for all your work.
iF Dec 2, 2024 @ 8:57am 
@Mlie Oh.. I didn't realize until you said... yes it is.
Mlie  [author] Dec 2, 2024 @ 8:14am 
@iF The same can be said about this mod as its only prisoner interactions, not slaves.
iF Dec 2, 2024 @ 8:08am 
@Mlie No, based on the introduce there, I don't think the AAAA author would want to add this feature. After all, It's a completely different way of triggering. This is trigger by slave capture(I assume), and AAAA is trigger by enemy detect.
Mlie  [author] Dec 2, 2024 @ 7:42am 
@iF Seems like a good feature to add to that mod. Did you ask them about it?
iF Dec 2, 2024 @ 6:52am 
Mlie  [author] Dec 2, 2024 @ 6:21am 
@iF Not sure i follow, what is AAAA?
iF Dec 2, 2024 @ 6:13am 
Thank you for confirming.
By the way, is there any chance to automatically apply area, like AAAA but only for slave?
I've been searching for a while but haven't seen any mods with similar functions.
Mlie  [author] Dec 1, 2024 @ 6:00am 
@iF Yea, the tracker of the extra actions is a map-relative tracker. So it will not retain or auto change values between maps
iF Dec 1, 2024 @ 4:56am 
This seems to only work in home map? Because I kidnapped a few pawns on external map, but it didn't automatically switch though. But anyway, it still saved me a lot of time.
Mlie  [author] Nov 22, 2024 @ 1:38am 
@Zairya Yes, it should