RimWorld

RimWorld

2,841 ratings
Prison Labor
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
2.911 MB
Oct 26, 2019 @ 1:16pm
May 18 @ 6:15am
46 Change Notes ( view )

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Prison Labor

Description
Description
This mod force prisoners to work. To enable this feature prisoners must have "Force to work" option checked ("Prisoner" tab). Prison labor needs management that consist of:
  • Motivation - prisoners need to be motivated by presence of colonists. Wardens have new job - supervising prisoners. Low motivation can lead to revolts.
  • Work assignment - prisoners that have option "Force to work" are added to "Work" tab.
  • Time restrictions - prisoners that have option "Force to work" are added to "Restrict" tab.
  • Prison area - prisoners in order to work need to reach target. You can check "Hold open" option on doors. Be aware, they will try to run if they see opportunity.
  • "Prisoners only" tools - You can mark orders and bills by tools that exclude colonist from work.

IMPORTANT
Upgrading from 0.9.11
This version is not compatible with older Prison Labor (0.9.11 and older).
In order to upgrade savegame, firstly you need to remove PrisonLabor data from save.
1. Go to mod settings (Options > Mod Settings > Prison Labor)
2. Flick "Disable mod" option.
3. Re-save your savegame with "Disable" option enabled.
After above steps you can safely run savegame without or with new Prison Labor.

Older versions
Rimworld b19 version (0.19)[github.com]
Rimworld b18 version (0.18)[github.com]
Rimworld a17 version (0.17)[github.com]
Most of you prefer one workshop item, so for those who don't want to update mod to the latest version automatically, please use GitHub repository[github.com], or links above

Locks mod
I highly recommend using my other mod Locks. This will allow you to enable prisoners to leave their cells.

Compatibility
  • Works with mods that add custom Jobs, to enable some of them you need to go to the mod settings. However, items created by custom jobs can be forbidden (depends on their implementation).
  • Works with old saves.
  • To disable mod from existing saves use utility found in Prison Labor settings: "remove Prison Labor mod from save".
  • UI mods may cause disapperance of prison labor area or option to release prisoners. PL adds some additional options to prisoners interaction and unless ui mod allows to scrolldown options you will not see the old options.

Message from author
Orginal creator actually took time off and maintanace of his mods is currently on me. Still, I'm working on this mod in my free time so please be patient. If you want to improve something feel free to contact me on discord or github.
Hazzer


Translations
Please do not contact me via comments section! Use discord or link provided in contact section.
Please contact me if you want to help me writing translations. It will take you a few minutes to translate few sentences, and you will help making the mod even better. Thank you in advance!
Also I would gladly hear about misspellings or grammar mistakes in English version.


Support
[ko-fi.com]


Links
Github repository[github.com]


Discord server[discord.gg]
Popular Discussions View All (125)
9
Feb 2 @ 6:35am
Work Assignments Resetting
RileyQuinn
3
Dec 13, 2024 @ 11:26pm
Is this mod still worth it?
Mark Bobaba
4
Apr 16, 2024 @ 8:16am
Most work types are disabled for prisoners
Baby Muncher
2,488 Comments
Mr.command Jun 27 @ 7:06am 
need this mod on 1.6 ASAP :guard:
LZIM Jun 26 @ 5:20pm 
it means when interrogated they drop info which you can use to gain quests and other activities
trexman2086 Jun 26 @ 2:06pm 
what does "has intel" do?
FirePlox Jun 25 @ 12:28am 
1.6 when?
LZIM Jun 23 @ 7:41pm 
@kev675243
have fast pawns with fast reflexes to run them down (jogger, bionic legs, psycasts to jump or blink etc) as there is no job under wardening for catching escapees/fugitives and return them to assigned or available beds (which should be default but this game is a misery simulator and that would be a convenient feature for ludeon to add)

i vaguely remember bolos being in some mod or other too

Consider that with such a job under wardening, how much easier growing your colony would be when you have several wardens and at least 1 pawn + arrest here mod. Arrest any and all good enough pawns on the field and then your wardens do the primary job they don't currently have.. such easy.
kev675243 Jun 16 @ 1:25am 
Is there a way to automatically retrieve prisoners that are escaping? Noticed Everytime I have to manually select the nearest pawn to stop them
Monkey Magic May 20 @ 1:48am 
You may need to set some flags for Ideology .Errrors start from line 185 at the below link. They all appear to be options for that DLC:

https://pastebin.com/gCxaNwrw

Another small issue regards prisoner jobs.

Mod added jobs are always disabled by this mod. For example, I have Nurse Job, [WYD] Separate Deconstruction , and Separate Tee Chopping enabled. All are disabled by this mod, which is fine for the first two, but the last (a job split off from Plant Cut ) which is enabled) is not. I'd like to have my prisoners clear trees, but not cut down every plant they see.

Also, why is Patient and Bed Rest disabled for prisoners?.

@Maux - joy object? Oo What kind of prison are you running? D:

My slav-ah, prisoners are just forced to work, dammit! The get a little free time, but that's it. :D
chrisque1 May 15 @ 10:12pm 
@Maux ask Mlie, he may help
Enrico May 14 @ 6:23pm 
I can't see the work priorities tab dedicated to prisoners
Maux May 14 @ 6:59am 
Currently, there’s a bug where if a prisoner has full treatment happiness, they can’t do any recreation and just end up bouncing between joy objects endlessly during the recreation schedule. The issue comes from this check: if ((NeedLevelFull(treatment) || NeedLevelFull(pawn.needs.joy)) && !curJob.doUntilGatheringEnded) in Core/Recreation/Recreation.Utils.cs. It’s preventing pawns with full treatment from doing joy activities.

To fix it, all you need to do is change that check to: if ((NeedLevelFull(pawn.needs.joy)) && !curJob.doUntilGatheringEnded).

I posted about this issue on GitHub seven months ago, but it seems like no one’s really looked at it, so I’m bringing it up here.