RimWorld

RimWorld

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Imprisonment On The Go! (Make Pawns Prisoners Without Beds)
   
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19 Jul, 2017 @ 9:59pm
23 Jul, 2017 @ 7:26pm
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Imprisonment On The Go! (Make Pawns Prisoners Without Beds)

In 1 collection by AgentBlac
The Vault
120 items
Description
ATTENTION!!!! THIS MOD HAS BEEN UPDATED TO B18!!!!!!!!!!!!!!!!!!!


Intro
Maaaaaaaan, man, man. It's been quite a trip. You've been hauling over a literal ton of steel back from the furthest settlement possible.

You had no choice. You sold out everyone else.

Everyone in the caravan is weary from travel, their floaty-things-that-are-labeled-legs trembling as they trudge along the dirt path leading back home.

But then... BOOM!

A grenade explodes 5 feet from your prized muffalo!

Oh my stars!

It's a brutal skirmish, but you manage to down enough of the scum to cause the rest to route.

Now you have all of these bandits, just laying here, bleeding out into the soil. Normally, you wouldn't be able to cuff em and bring the suckers home with you....

But this isn't a normal situation anymore.

Introducing Imprisonment On The Go!

Features
- Ability to have pawns walk up to downed (human) targets and "cuff" em, resulting in said target becomming a prisoner of the colony. No bed required. Once "cuffed", prisoners act and behave like regular vanilla prisoners (i.e. they follow you around when on a caravan map and move to prisons when arriving in colony maps).

- Ability to tend to downed prisoners without the need for both a bed and medicine! (See updates)

Credits
Thanks to the following content creators for sections/ideas based off of their code:
- Thirite of Simple Slavery[ludeon.com]
(I got ideas from looking at this code)

- UnlimitedHugs of AllowTool[ludeon.com]

- Haplo of Miscellaneous[ludeon.com]
(I got ideas from looking at this code]

Thanks to the good people of the RimWorld modding discord channel for taking the time to help lil' old me!


Compatibility/Use in other mods
From far-from-thorough testing, the mod seems to work ok with existing saves, but standard backup-before-use clause is suggested. I'm not particularly sure what bugs will arise from contact with other mods, but I am CERTAIN that there will be. I mean, there has to be, right?

NOW. For the legal stuff...

Being a fresh face in the C# programming world...er.. programming in general, this took me a fairly long time to make. With that said, if you choose to use this mod in yours, mentioning my name, linking this page, and redistributing any alterations under the same license below is required. We square? Yeh, we are :D



**FOR OTHER LEGAL STUFF REGARDING CREATIVE COMMONS LICENSE please refer to the About folder.

Hm yeh, this stuff's all under license : CC-BY-NC-SA.[creativecommons.org]
Popular Discussions View All (3)
1
19 Jul, 2017 @ 10:39pm
PINNED: Future Plans
AgentBlac
1
20 Jul, 2017 @ 5:00pm
PINNED: Bug Light
AgentBlac
35 Comments
Kham 11 Sep, 2018 @ 7:40pm 
@psychosmile69 if you followed the link in the comment directly beneath your own, you'd have found the update already. :P
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1203903378
Psycho 11 Sep, 2018 @ 5:07pm 
Update man?
AgentBlac  [author] 19 Nov, 2017 @ 2:32pm 
ANNOUNCEMENT: I updated this mod to B18! Check it out here!
Morbleue 23 Oct, 2017 @ 7:48am 
Thanks for the mod - was tired to have to cut wood to make a shelter for a prisonner or two after an ambush. This feels right!
Derpino 18 Oct, 2017 @ 6:23pm 
Very nice mod. Well done. Also a great feature "tend to downed" prisoner.
lilwhitemouse 13 Oct, 2017 @ 1:25am 
I was mentally grouping them together in the category of `fixing stupid prisoner mechanics` ^.^ Because, really, this mod makes a lot of sense.
AgentBlac  [author] 13 Oct, 2017 @ 12:01am 
@lilwhitemouse yeah, that'd be a separate mod if anything. I tried to make this mod as light on the prisoner mechanics as possible, so compatibility with other prisoner AI-changing mods wouldn't be an issue.
lilwhitemouse 12 Oct, 2017 @ 6:14pm 
I can see the possibility...but I can also see how it wouldn`t be allowed by the current code.

I was thinking more in terms of `must stay within 3 squares of a muffalo (that they are chained to?)` if there happen to be tame muffalos. Prisoner movement is probably a different part of the code, tho, and probably would make sense to be in a separate mod?
AgentBlac  [author] 12 Oct, 2017 @ 5:27pm 
@lilwhitemouse Y'kno, I thought about that a while back, but I think the way that inventories are set up won't allow that. Like pawns can be put into caskets n stuff but that's under the building category, and unless I'm stupid I don't think you can put pawns in a non-building type object. If I ever get 'round to it I'll investigate this tho.
lilwhitemouse 12 Oct, 2017 @ 3:29pm 
Ah, well. Is there a chance of restricting them to pack animals?