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Why do they suicide so often? Easy:
They are NOT unhappy with bad food.
They ARE unhappy when having a extreme bad mood over longer times. Like baaaad mood.
The most and worst thing about this mod. They ARE unhappy when BEATEN; EVEN WHEN BREAKING OUT.
Most suicides happen when they break out, get beaten or shot, and everytime you git him, he looses around 10-15% happines. Since you cant completly stop outbreaks, this is ♥♥♥♥♥♥♥♥.
After you put them all back, they are unhappy being beaten (even THEY werebreaking out, taking guns and start shooting around) and for that suicide.
FREE TIME (Hours set the relaxing) do increase happines and mood. If you get the mod "Prisoner recreation", they cann fully relaxe and get +10 Mood boost on top, also you finally can build a jazzy tv and couch in you prison.
When using the mod "KILL FOR ME" (It makes animals controllable who they kill by marking them (if they can be trained for it) and animals beating up prisoners do not make them unhappy.
If they still do it, it happesn do me also, just activate dev mode, click on on the left first circle showing now over you colonist bar, search for "ressurect" option and just ressurect him. He will be ressurected with 50% Mood. Dont even feel bad. That whole happines thing is completly unbalanced and the fact they loose happines with you cause you beat then up in self defense is ridicilous. So ingore them suiciding, just use dev-mode to ressurect them instantly
Now here is the only problem with that. For a warden to go to the cell and watch the prisoner, his motivation has to be below 50 percent, or smt like 75. But if you have multiple prisoners, the warden will prioritce watching the NEAREST prisoner to him when the JOB STARTED. If you have a prison cell with multiple prisoners and you guard watches prisoner 453, all other prisoners near it will also be watched at the same time, filling theire motivation. Now the prisoners near 453 with the "work and recruit" option enabled will also be watched, filling the bar. This results in the guard not needing to watch them directly, so he/she will also NOT talk to them. If you have them alone in a cell where they work, it works fine, as long as no other colonists enter the cell periodically, moving the motivation bar up, where no guard has to respond. Its easy actually, people just dont test this stuff complaining first. No insult, took me out long to figure out too.
Thats why he couldnt recreate it. Because he tested it with a single guy in a single cell
I also have not experienced the wardens going to the prisoner when their motivation is below 50. They just ignore them when set to "Work and Recruit" unless I turn on Motivation Mechanics. I want motivation mechanics off and I want "Work and Recruit" to both work and recruit... But this combination of plugin settings does not work correctly.
This is my current single cell. With my lvl 20 talker and lavish meals I reduce around 3-7,5% resistance every talk. If it is a tribal, I operate a Happy-Maker on him and get around 10% every talk +25% chance to actually recruit them. Just operate it out after being done. If you dont have such a implant, you still get up to 7,5%. Its a matter of days to recruit up to 5 prisoners at once this way. All you have to do is to stick back your inner devil and treat the prisoner nicer then your own colonists.
If you get the mod "prisoner recreation" and give him a sloppy tv if you got a spare one, he can also recreate and gain +10 Mood adding another 2,5-4% chance
I'm on 1.1.9. I just tried disabling prisoner suicide and it actually remained disabled when I restarted Rimworld. Thank you so much!
@Einwander-whatever
It's not that there is a colonist trying to do two interactions onto the prisoner simultaneously. "Work" is what the prisoner does, not the colonist. Even if your logic were how the game operates, if motivation mechanics are turned off then there isn't the need for a colonist to watch the prisoner in the first place, so then there wouldn't be "2 jobs on the single item" scenario that you describe. There would only be one job on the prisoner, and that would be recruit, because the prisoner is the one doing the work job.
And additionally, with motivation mechanics on, I have seen a colonist watching a prisoner who is working and increasing the prisoner's motivation WHILE another colonist recruits the prisoner. So your description of how it works just simply is NOT how it actually works. I just want "Work and Recruit" to have this same behavior but without having to have a colonist stop working on other things to make the prisoner work. The Prison Labor mod USED to do this. I don't know what happened or what changed, but one day it just stopped, and it took forever to find out that it would work again if you turned on Motivation Mechanics.