RimWorld

RimWorld

Prison Labor
FoxoManiak May 30, 2020 @ 10:22am
Prisoners doing nothing and just eating my fine meals
I got two prisoners, one i wanted to mine in a quarry other to use ground-penetrating scanner. But they don't do anything only wander in their cells and eat my food when they have to, i have everything set up, doors are unlocked with the locks mod (leaving them open didn't work either) and they have everything set up in the work tab. My colonist is wasting her time "motivating" them
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Showing 1-15 of 36 comments
Mod incompatability, you propably got this designate prisoner beds mod?
FoxoManiak Jun 3, 2020 @ 3:36pm 
No, i don't have it and i didn't even knew it exists
Hazzer  [developer] Jun 4, 2020 @ 6:29am 
Did you turn on those jobs in mod settings?
FoxoManiak Jun 4, 2020 @ 2:06pm 
I clicked the option to let them do any job so yeah i did
iUkka Jun 6, 2020 @ 3:40am 
Same issue for me. After update prisoner stop works, just wandering and eat food ))
its working here with 280 mods loaded,
either your doors are locked or you got too many silly job"optimizing" mods ♥♥♥♥♥♥♥ up your game. And i just created a new arrival colon and spawned stuff via dev mode send them growing.

Check this! Working with my compilation
https://steamcommunity.com/sharedfiles/filedetails/?id=2118951118
Last edited by Mr. Mauer (Mollari); Jun 6, 2020 @ 6:43am
FoxoManiak Jun 6, 2020 @ 7:47am 
Like i said i used both door opening methods, and i'm pretty sure i don't use any mods that optimize jobs or change them in any way
you need the mod locks and unlock the doors for prisoners
vanilla doors wont work
FoxoManiak Jun 6, 2020 @ 7:51am 
Originally posted by FoxoManiak doors are unlocked with the locks mod (leaving them open didn't work either) [/quote:
yeah but as i said before it is definatley a incompatability on your side. iam using prison labor with 280 mods and just tested it before my replies on a new arrival col with dev mode spawning pawns arresting forcing to grow stuff you know <3
do your DD on your mod list, my compilation is a place to start maybe. check what mods you are using not in this comp and try deactivating them one by one

you could also provide a log ctrl + f12 and i take a look
o/
Last edited by Mr. Mauer (Mollari); Jun 6, 2020 @ 7:57am
FoxoManiak Jun 6, 2020 @ 8:19am 
Ok so, I looked trought all the mods and the only ones that i have that change the AI in any way and that aren't in your mod list are: Common sense, Craftsmanship.
In this case i bet that common sense does something with prisoners as craftsmanship just makes pawns talk about skills, i'll check it later but for now I prefer to just play a bit
iUkka Jun 6, 2020 @ 3:07pm 
I tested one thing: create test map with pirates, after my turrets put them down - capthure them. After they healed he not works, just wandering and eat food. I created one prisoner via dev console, and newly created pawn start working. Prirate still wandering.
Hazzer  [developer] Jun 7, 2020 @ 2:55am 
is pawn capable of doing selected work or not? also does he had option to work selected?
Karolus40k Jun 7, 2020 @ 10:21am 
It looks like Common Sense is the incompatibility issue. I just had a big tribal raid, got a few new workers and assigned them properly, everything was allowed that needed to be, and other prisoners I had were still working. The new workers didnt do anything except stand around and eat until I removed Common Sense, and once they were fully healed they began to work. A few of them were already fulled healed and not working before removal of Common Sense.
Last edited by Karolus40k; Jun 7, 2020 @ 10:28am
common sense is just a crap, was lagging my game very hard 1.0 i hate hit from the bottom of my heart
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