RimWorld

RimWorld

Prison Labor
I.R.R.I.S.H. Apr 3, 2020 @ 11:04am
Prisoner Suicide Bug
Prisoners continue to commit suicide even when suicide is turned off in the mod options menu. Also, the option gets turned back on when the game restarts.

Also, suicide as a mechanic is just broken. There is no warning, there is nothing leading up to the suicide, it just happens and you can't prevent it. Prisoners commit suicide regardless of their mood or motivation. I have had content prisoners with a mood higher than 50% commit suicide.
Last edited by I.R.R.I.S.H.; Apr 3, 2020 @ 11:04am
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Showing 1-15 of 15 comments
Matt Jun 15, 2020 @ 4:34am 
Still having this exact issue, I really do not want this setting enabled in my games but at the moment, it is forced.
I.R.R.I.S.H. Jun 15, 2020 @ 9:46am 
It's ridiculous. I have prisoners who are in BioReactors or cryptosleep caskets who commit suicide. Just remove this "feature" entirely.
Wish Granter Jun 21, 2020 @ 7:09am 
If you want to have sucide completly disabled, you have to disable motivation too, at least thats how I have to do it. Here is a work around, not fully making you happy, but its ok.

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
I.R.R.I.S.H. Jun 21, 2020 @ 7:38am 
But if I disable motivation mechanics then the recruit part of the "work and recruit" option doesn't work. I love this mod and consider it essential, but it still has lots of bugs in it that the author has refused to address for years. Go through the comments and look for people saying that the "Work and Recruit" option doesn't do the recruit part. The author ignores all of them, except for the one time I called him/her out for ignoring the issue and they just said they couldn't recreate it.
Wish Granter Jun 21, 2020 @ 10:28am 
the thing with the work and recruit part its something else. See, the recruting part will still be forfilled, its not a bug. Its actually working eprfectly fine, people just dont see how to make it work. To make "Work and Recurit" work, all you have to do is to have a warden with good social skill watching them. When a warden arrvies to "watch" the prisoner (when motivation is below 50%), he will automatic start to talk to him at the same time. It does work perfectly fine.

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.R.R.I.S.H. Jun 21, 2020 @ 10:12pm 
Your explanation of how "Work and Recruit" works doesn't sound like it's "working perfectly fine." If I have motivation mechanics turned off, and I can toggle back and forth between "Recruit" and "Work and Recruit" and the warden/jailor only does the recruiting part when "Recruit" is selected but not when "Work and Recruit" is selected, then something is wrong. The warden should recruit whenever the recruit option is selected, regardless of whether "Recruit" is selected or whether "Work and Recruit" is selected, and regardless of whether or not motivation levels are high enough, and regardless of whether or not motivation mechanics are turned on. The plugin is not designed correctly.

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.
Last edited by I.R.R.I.S.H.; Jun 21, 2020 @ 10:13pm
Wish Granter Jun 22, 2020 @ 1:54am 
Well iwth motivation mechanics off its seem logic that work and recruit doest work. The author made it work over the watching thing. See, this is rimworld, and in Vanilla rimworld you cannot have 2 jobs on one single item running at one time. That Item is the prisoner. There can only be the job to watch or recruit. If you put them to work and recruit the author made the job "watch" hihger prior. to ensure they being watched to make them work. If motivation is off, you simply have to no option to either manually click him once a day, or set him to recruit. I mean, really now. Just get 2 prisoners and let one chop stones while you recruit the other. If you put him in a nice , open single cell with furniture that is at least expressive/very expressive and with a social skill around 15 + acessoires it drops around 5% per talk. Thats around 30% resitance in alone 3 days. You going to have to taffest tribal in less then a quadrum. If everything doesnt work out for you, just bite the tounge and only recruit him. Its not that he is the only prisoner available on rimworld cutting stones or butchering
Wish Granter Jun 22, 2020 @ 2:00am 
https://steamcommunity.com/sharedfiles/filedetails/?id=2138153177

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
Last edited by Wish Granter; Jun 22, 2020 @ 2:02am
Hazzer  [developer] Jun 22, 2020 @ 4:52am 
Well there was a bug with suicide option. It was no respected/saved in game option. It should be now (since 1.1.8).
Wish Granter Jun 22, 2020 @ 4:59am 
@Hazzar since you here, could you do something against them being unhappy when beaten during a prison break. Its not really my fault if they run amok trough my colony...what am I suppossed to do? Let them kill all my guys? Even when teyh fully happy, life in royal beds and so on, they will still revolt and break out sometimes, and after I beaten them after they mostly sucide because of "bad treatment". Its not my fault, its them escaping
Wish Granter Jun 22, 2020 @ 5:00am 
They are set to hostile in case of prison breaks. Maiby you can add smt that disabled happiness or freezes it while they are set to hostile from the game itself, so this suicide wave after they attacked ME stops? Sad having to cheat them back to life after named event all the time
Hazzer  [developer] Jun 22, 2020 @ 6:52am 
tbh havent checked that part of mod yet. But do you expect they to be happy after failure prison break? ^^ Will see what can I do tho ;)
Wish Granter Jun 22, 2020 @ 7:15am 
Yeah I know it sucks for them, but maiby you can reduce the -happiness when punched form around 10 or 15% it is to 5%. That would at least reduce the amount of suicide or even prevent it when they were happy already the moment they broke out. It sucks loosing your whole prison to sucides
I.R.R.I.S.H. Jun 22, 2020 @ 12:31pm 
@Hazzer

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.
Wish Granter Jun 22, 2020 @ 1:25pm 
Items (and prisoners) are not reserved by one person. If you got multiple wardens, it can happen, if both actiavte on prisoner xxx that one starts talking to him while the other comes to also watch him. Yes, I guess with motivation turned off the game end up searching hopeless for the job to watch the prisoner, since thats the first priority. But since Motivation is disabled, it probaly doesnt know what do to, so I guess we found soem sort of bug, fault of both game and mod. With motivation on, it works fine, guess we have to find a fix for people having motivation off. Just turn it on, get a random idiot that is ♥♥♥♥ other then melee and make him a 24h warden. Set free time for prisoners same as the warden, they dont need to be watched relaxing. The only way right now. Maiby I will test some stuff with motivation off since I never put that off in my tests. But until my 2,5k new computer arrives, I am putting the testing and doing funny things stuff in rimworld back duo to my computer now being a load of suck.
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