RimWorld

RimWorld

2,925 ratings
Prison Labor
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
3.302 MB
26 Oct, 2019 @ 1:16pm
18 Aug @ 12:33am
51 Change Notes ( view )

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Prison Labor

Description
Description
This mod force prisoners to work. To enable this feature prisoners must have "Force to work" option checked ("Prisoner" tab). Prison labor needs management that consist of:
  • Motivation - prisoners need to be motivated by presence of colonists. Wardens have new job - supervising prisoners. Low motivation can lead to revolts.
  • Work assignment - prisoners that have option "Force to work" are added to "Work" tab.
  • Time restrictions - prisoners that have option "Force to work" are added to "Restrict" tab.
  • Prison area - prisoners in order to work need to reach target. You can check "Hold open" option on doors. Be aware, they will try to run if they see opportunity.
  • "Prisoners only" tools - You can mark orders and bills by tools that exclude colonist from work.

IMPORTANT
Upgrading from 0.9.11
This version is not compatible with older Prison Labor (0.9.11 and older).
In order to upgrade savegame, firstly you need to remove PrisonLabor data from save.
1. Go to mod settings (Options > Mod Settings > Prison Labor)
2. Flick "Disable mod" option.
3. Re-save your savegame with "Disable" option enabled.
After above steps you can safely run savegame without or with new Prison Labor.

Older versions
Rimworld b19 version (0.19)[github.com]
Rimworld b18 version (0.18)[github.com]
Rimworld a17 version (0.17)[github.com]
Most of you prefer one workshop item, so for those who don't want to update mod to the latest version automatically, please use GitHub repository[github.com], or links above

Locks mod
I highly recommend using my other mod Locks. This will allow you to enable prisoners to leave their cells.

Compatibility
  • Works with mods that add custom Jobs, to enable some of them you need to go to the mod settings. However, items created by custom jobs can be forbidden (depends on their implementation).
  • Works with old saves.
  • To disable mod from existing saves use utility found in Prison Labor settings: "remove Prison Labor mod from save".
  • UI mods may cause disapperance of prison labor area or option to release prisoners. PL adds some additional options to prisoners interaction and unless ui mod allows to scrolldown options you will not see the old options.

Message from author
Orginal creator actually took time off and maintanace of his mods is currently on me. Still, I'm working on this mod in my free time so please be patient. If you want to improve something feel free to contact me on discord or github.
Hazzer


Translations
Please do not contact me via comments section! Use discord or link provided in contact section.
Please contact me if you want to help me writing translations. It will take you a few minutes to translate few sentences, and you will help making the mod even better. Thank you in advance!
Also I would gladly hear about misspellings or grammar mistakes in English version.


Support
[ko-fi.com]


Links
Github repository[github.com]


Discord server[discord.gg]
Popular Discussions View All (125)
10
1 Aug @ 10:46am
Work Assignments Resetting
RileyQuinn
3
13 Dec, 2024 @ 11:26pm
Is this mod still worth it?
Mark Bobaba
4
16 Apr, 2024 @ 8:16am
Most work types are disabled for prisoners
Baby Muncher
2,609 Comments
晓山alreShan 16 hours ago 
@吴承恩
Stack Gap确实是一个模组,存储逻辑的模组。你的情况大概率是模组冲突了。你应该先试试只加载Prison Labor,确定不是其问题后。然后再找是不是模组冲突。
顺带一提,现在原版关于囚犯食物也有个bug,当pawn处于mental state时,给囚犯送食物会无视食物限制。
///
Stack Gap, it is a mod, which is about stockpile logic. You're probably encountering mod incompatibility. You should try load Prison Labor only, to find out if it is the one causing the issue. Then figure out about mod incompatibility.
By the way, current vanilla has a bug of prisoner's food, which is delivering foods to pawn in mental state ignoring food restriction.
16 hours ago 
@晓山alreShan
Is 'Stack Gap' a mod?I don't even have it installed
晓山alreShan 17 hours ago 
@吴承恩
我猜你在用Stack Gap?
I guess you using Stack Gap?
18 hours ago 
When delivering meals to prisoners, if a prisoner doesn't immediately pick up and eat the food, the meals left on the floor get hauled away by robots or other colonists as if they were unclaimed items. After removing the mod, this behavior returned to normal: food placed in prison cells remains untouched indefinitely
Monbland 26 Aug @ 4:04pm 
Is Common Sense compatible now?
iki_balam 24 Aug @ 10:28am 
So, is there a hidden level of crafting that prisoners wont do? They'll cut stone blocks but wont make components.
Jay425 22 Aug @ 4:07pm 
still doesnt work with Alpha Memes and Vanilla Ideology expanded: memes and structures
Jet 20 Aug @ 3:47pm 
are doors considered unlocked also apply to raiders? and if i leave doors open can prisoners pass through them? bc i have some locked doors held open, but all doors leading to my prisoner rooms are unlocked or held open inside my ship and yet they still sleep in the hall
Hazzer  [author] 20 Aug @ 3:04pm 
@Lemniscate_Mike Have you checked prison labor mod options? There is option to enable all type of work. It should work.
Lemniscate_Mike 19 Aug @ 4:26pm 
Think you could add support(or patch it or something) for FSF Complex Jobs?
The work menu doesn't have sub categories with it.

P.S. If you could do it for Mech work tab too, that'd be SWEET.