Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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.
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
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.