RimWorld

RimWorld

Prison Labor
2,510 Comments
boof 4 hours ago 
o7
Holo The Wise Wolf 9 hours ago 
We humbly await your work m'lord
子鱼丶 12 hours ago 
Author, come on, my prisoner is idle! Waiting for your update。o7
Nick 20 hours ago 
@FirePlox Author commented a few days ago saying he is working on it, just gotta have patience. This mod is worth the wait.
yeetdabmcfapdab 11 Jul @ 6:44pm 
we need this in 1.6 vro:steamhappy:
FirePlox 11 Jul @ 2:33pm 
1.6 when?
< blank > 10 Jul @ 12:24am 
Also this bug occurs When there are over 4 maps.
Arkansas 9 Jul @ 5:36pm 
my prisoners really aint pulling their weight in 1.6...... imma need this updated asap before i kill them all for eating all my food. haha
Hazzer  [author] 9 Jul @ 2:04pm 
Quick update: I'm working on a mod update. It requires slightly more work than expected. ;/
thx0s 9 Jul @ 7:46am 
Yesterday i realize that I need this mod :steamsad:
Fantasiegamer 9 Jul @ 4:09am 
i have an issue where my prisoners wont do stonecutting while i have craft enabled on them.
j4adams 8 Jul @ 2:49pm 
there a problem with mod that prevents me from cooking or interacting with other crafting locations. it tells me when i right click if i don't have the skill or resources but once all the mandatory requirements are met it will not allow me to do the task. it is 100% this mod i checked each mod i have installed.
RojoMuerte 8 Jul @ 1:53pm 
@LZIM Interesting point. Until there is a game update I forget how clunky Rimworld is without mods. :)
Жид проклятый 8 Jul @ 12:21pm 
Бля,чё за хуйня
< blank > 8 Jul @ 5:29am 
Error:
PrisonLabor Warning: InspirationTracker.GetInsipirationValue() didn't find map or pawn. Maybe it was called before calculating values.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Message (string)
PrisonLabor.Core.Trackers.InspirationTracker:GetInsiprationValue (Verse.Pawn,bool)
PrisonLabor.Core.Needs.Need_Motivation:GetChangePoints ()
PrisonLabor.Core.Needs.Need_Motivation:NeedInterval ()
RimWorld.Pawn_NeedsTracker:NeedsTrackerTick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Pawn.Tick_Patch1 (Verse.Pawn)
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch3 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch5 (Verse.Game)
Verse.Root_Play:Update ()
< blank > 8 Jul @ 5:29am 
@Hazzer -- Conflict with SOS2.Prisoner inspiration does not change because a base was built on the 'Observation Area' map; this bug does not occur on other maps
Tawnylure 6 Jul @ 11:46pm 
Damn do I miss this mod so much. Cant wait for 1.6
LZIM 6 Jul @ 1:01pm 
@RojoMuerte

in theory it should have been included in the biotech DLC no one asked for as that DLC has capture for biotech monstrocities

where what we wanted was capture for actual monsters.. other pawns

but I get the impression Ludeon focuses on content that forces you off your tile.
RojoMuerte 4 Jul @ 10:42pm 
Just realized that I am missing this on my new 1.6 run... lol. Why isn't this vanilla yet?
Zippy 4 Jul @ 6:30am 
For some reason I can't scroll any of the PL menus, do I need something else to make them scrollable?
Hazzer  [author] 4 Jul @ 5:10am 
Yes, it will. Working on update to 1.6 already
Arkansas 3 Jul @ 5:13pm 
is this going to be updated to 1.6?
Mr.command 27 Jun @ 7:06am 
need this mod on 1.6 ASAP :guard:
LZIM 26 Jun @ 5:20pm 
it means when interrogated they drop info which you can use to gain quests and other activities
trexman2086 26 Jun @ 2:06pm 
what does "has intel" do?
FirePlox 25 Jun @ 12:28am 
1.6 when?
LZIM 23 Jun @ 7:41pm 
@kev675243
have fast pawns with fast reflexes to run them down (jogger, bionic legs, psycasts to jump or blink etc) as there is no job under wardening for catching escapees/fugitives and return them to assigned or available beds (which should be default but this game is a misery simulator and that would be a convenient feature for ludeon to add)

i vaguely remember bolos being in some mod or other too

Consider that with such a job under wardening, how much easier growing your colony would be when you have several wardens and at least 1 pawn + arrest here mod. Arrest any and all good enough pawns on the field and then your wardens do the primary job they don't currently have.. such easy.
kev675243 16 Jun @ 1:25am 
Is there a way to automatically retrieve prisoners that are escaping? Noticed Everytime I have to manually select the nearest pawn to stop them
Monkey Magic 20 May @ 1:48am 
You may need to set some flags for Ideology .Errrors start from line 185 at the below link. They all appear to be options for that DLC:

https://pastebin.com/gCxaNwrw

Another small issue regards prisoner jobs.

Mod added jobs are always disabled by this mod. For example, I have Nurse Job, [WYD] Separate Deconstruction , and Separate Tee Chopping enabled. All are disabled by this mod, which is fine for the first two, but the last (a job split off from Plant Cut ) which is enabled) is not. I'd like to have my prisoners clear trees, but not cut down every plant they see.

Also, why is Patient and Bed Rest disabled for prisoners?.

@Maux - joy object? Oo What kind of prison are you running? D:

My slav-ah, prisoners are just forced to work, dammit! The get a little free time, but that's it. :D
chrisque1 15 May @ 10:12pm 
@Maux ask Mlie, he may help
Enrico 14 May @ 6:23pm 
I can't see the work priorities tab dedicated to prisoners
Maux 14 May @ 6:59am 
Currently, there’s a bug where if a prisoner has full treatment happiness, they can’t do any recreation and just end up bouncing between joy objects endlessly during the recreation schedule. The issue comes from this check: if ((NeedLevelFull(treatment) || NeedLevelFull(pawn.needs.joy)) && !curJob.doUntilGatheringEnded) in Core/Recreation/Recreation.Utils.cs. It’s preventing pawns with full treatment from doing joy activities.

To fix it, all you need to do is change that check to: if ((NeedLevelFull(pawn.needs.joy)) && !curJob.doUntilGatheringEnded).

I posted about this issue on GitHub seven months ago, but it seems like no one’s really looked at it, so I’m bringing it up here.
Monkey Magic 13 May @ 9:57pm 
@Hazzer - Not sure to be honest. The default option is set to "Maintain Only" currently, so likely it was the same back then. There error is not occurring at this time though.
Hazzer  [author] 7 May @ 2:10pm 
@Monkey Magic what default interaction did you set in mod options?
Monkey Magic 7 May @ 10:42am 
This error popped up when I was testing out interaction between this mod, Rim Languages and Custom Prisoner Interactions in dev mode. I also had Prison Labor and a few other prison mods enabled.

This error popped up just after depositing a captured pirate raider into a prison cell. I figured you might want to take a look:

https://pastebin.com/NXmg5uW9

EDIT - I narrowed this down to just occur when these mods are active - Harmony, Core, Prison Labour . Below is the full error report

https://pastebin.com/cMX3YTHH

EDIT II - I meant to add that this error happens the first time (possibly each seassion?), but does not reoccur. Likely only shows up in Dev mode
Monkey Magic 20 Apr @ 8:15am 
@Hazzer - Yeah, just ignore that

This issue appears to present itself when your mod (or Mlines mod) is enabled, but the mod Research Reinvented is not enabled. Enabling that mod stops the issue.

EDIT - I figured out why. That mod changes info in the config file, so when it's disabled it throws up this error. Deleting the config file fixed it
Hazzer  [author] 19 Apr @ 5:47am 
@Slim try to set vanilla allowed area for your prison site. Probably prisoners trying to do job that is outside of they reachable path.

@Monkey Magic are you sure that you do not have more mods? Def mentioned in logs don't start with PL_ prefix which I use for my defs
Monkey Magic 18 Apr @ 10:54pm 
There appears to be an issue with this mod. This popped up in my build, so I tested with just the core mods (Core, Royalty, Ideology, Biotech, Anomoly) and Harmony, Hugs Lib, [SYR] Processor Framework and is still threw up the error.

Pastebin of issue: https://pastebin.com/4hvfzm53

Even with just Core, Harmony, Hugs Lib and Prison Labour the error persisted to some degree.
Slim' 14 Apr @ 9:33pm 
This mod is for sure the best what happend with Rimworld since 2015. I based my game on it and enjoy it so much, but i have a strange problem. The prisoners was doing building job pretty well for a half of my run, but later on every from prisoners who been asked to build just standing at one place all the time when they needs to work, i for sure been instraling other mods... and trying to uninstalling some but nothing work for me, any advises how can i fix it back??
Hazzer  [author] 12 Apr @ 12:42pm 
It is compatible. Check mod option and enable quarry job.
Wolfieee 12 Apr @ 4:36am 
making the mod compatible with quarries would be sooo helpful, please do so.
cl4wd33n 7 Apr @ 10:29am 
would it be possible to do a patch for quarries? when i assign prisoners quarry work in the job menu, the check marks disappear
hhhhhhh 5 Apr @ 3:59am 
If used together with "multi floor", motivation cannot be added in places other than the first floor.
It would be fun to use these two mods together, which is a bit of a pity
Paxtonvds 30 Mar @ 4:11am 
Nevermind i needed to allow smithing to let them work
Paxtonvds 30 Mar @ 4:09am 
Prisoners will do simple tasks like cleaning and hauling but wont do things like crafting
Hazzer  [author] 25 Mar @ 3:39am 
@Rubikson does your prisoners have art jobs selected as allowed?
Rubikson 25 Mar @ 2:02am 
Does this mod still work? I placed a Art bench in my prison cell with the correct crafting materials.
I made sure to check for motivation, the "force to work" option is selected. its not working...
希瑞 19 Mar @ 4:33am 
为什么这个模组囚犯不能开门,他只能在房间内活动,他还不能开门,我没有装冲突的模组啊
MarditoFiapoDeManga 11 Mar @ 8:51am 
I will chack which mod is conflicting with this one. Simply can't play Rimworld without it. If i find what happened and which mod is conflicting i come back here and tell you. Thank you @Hazzer!
Hazzer  [author] 10 Mar @ 1:35pm 
Just checked for sure and it works without issue. However tested with only vanilla and all dlcs. Make sure that prisoners can reach place of work. If work place is in another room mod like locks will be needed.

@StockSounds - should work without issue.