RimWorld

RimWorld

Prisoner Arena (Continued)
404 Comments
😑 4 Jul @ 3:38am 
god
Shazza 30 Jun @ 6:59pm 
Mlie, you are an absolute madman and we salute you.

Thank you for updating one of my favourite mods (again)!
Shinoxxi 28 Jun @ 10:05pm 
mass brawls and betting sounds so hype
OffYourTopic 27 Jun @ 7:49pm 
Peak has been updated !
😑 23 Jun @ 2:11pm 
can't wait to get my gladiator arena up and running again 🤭
༼ つ ◕_◕ ༽つ Mlie take my energy ༼ つ ◕_◕ ༽つ
Alpharius 23 Jun @ 10:24am 
oh mlie of the wall
will we ever receive the mass brawl(s)?
SanDimas 16 Jun @ 2:06pm 
this mod conflicts with revia biotech, i was like why i think it was because they use the same color arena spot cause i unistalled revia and the spot appear i installed the revia and its gone lmao, further investigation it conflicts with the whole revia biotech mod, installing this mod dosent appear even as faction
Shinoxxi 15 Jun @ 10:51am 
@mlie god bless your work, godspeed brother o7
Mlie  [author] 15 Jun @ 10:41am 
@Shinoxxi I will update all my ~900 published mods, please see the Discord for detailed progress
Shinoxxi 15 Jun @ 10:37am 
@Mlie 1.6 beta is out, and seeing as this is quite literally one of the greatest QOL mods on the workshop, maybe you could make an update that adds what the bottom guy said plus more features like;

mass brawling for multiple colonists/animals/prisoners

betting system between colonists and where if guests are on the map they can make bets of silver with your colonists and so on and so fourth
Sly Syringe 4 Jun @ 12:39am 
Hey man I love this mod, do you think you'll add mass brawling?
Mlie  [author] 12 May @ 4:51am 
@Tybo Please see the Reporting Issues section described above
Tybo 12 May @ 4:37am 
@mlie I'm getting the same infinite freeze that crashes the game, the same as Shinoxxi - I've tried several times now and it crashes every time :( any chance for a fix?
SKEHSEP 29 Mar @ 11:59pm 
i dont know why but when i give the prisoners guns and surround them with walls in which to shoot from and use for cover they the colonists just take them away from the fight before it starts. also it would be nice to have a mechanic where you can have colonists have an audience area because i noticed when i do give them guns and it does work they tend to also...get shot at too...and one more suggestion add buffs as a mechanic as well. like when a prisoner dies or gets there ass kicked all the colonists get a buff like "satisfying fight" or something like that, other then that pretty cool mod.
Shinoxxi 19 Mar @ 6:20pm 
@mlie one major problem is there seems to be performance issues. when selecting the arena spot, the fps drops by about 20, and prioritizing loading the arena spot creates an infinite freeze and eventually crashes the game. i'd suggest looking into that if you have the time 🙏
Shinoxxi 19 Mar @ 5:06pm 
*gasps* YOU ADDED MY SUGGESTIONS IN FEBUARY! @mlie THANK YOU! PEAK MODDER! THIS IS MY FAVORITE MOD, PLEASE DONT GIVE UP ON THE UPDATES!
Lava 16 Mar @ 9:50am 
TY
Mlie  [author] 14 Mar @ 11:39pm 
@Lava No, they should not
Lava 14 Mar @ 8:45pm 
I know this may be a stupid question, but do pawns who fight in the arena receive negative opinions of each other when they do? I want to use the arena as a form of melee training for my fighters without risking death, but I might reconsider if they hate each other afterwards.
chrisque1 13 Mar @ 7:30pm 
the mod from the link looks very similar to this one. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3442350030&searchtext=
Tnxs Mlie for ur hard work!
Levardio 11 Mar @ 2:34am 
Would love to see some compatability with glass structures from "ReBuild: Doors and Corners" and from "Museums" mod, would also love if you could pick starting positions for fighters
Would be cool if there was an event of gladiator fight with other fractions slave. Or some arena place on the map with many different slaves fighting with a slave you send there.
(≡◉‿‿◉≡) 6 Mar @ 10:16pm 
@Mlie I see.. thanks It's been a while since I've tested this :)
Mlie  [author] 6 Mar @ 10:01pm 
@(≡◉‿‿◉≡) Colonists can already be selected to fight
(≡◉‿‿◉≡) 6 Mar @ 6:23pm 
Hello, any way you can add non prisoner battle? like your own colonist fight but with spectators and record of winnngs.
Mlie  [author] 5 Mar @ 8:20am 
@worDART Not without a pretty large rewrite of the mod
worDART 5 Mar @ 8:15am 
Is it possible to make battles 1x2, 1x3, 2x2, 3x3?
Mlie  [author] 25 Feb @ 10:40am 
@Guest Star Dummy Should be fixed now
Guest Star Dummy 24 Feb @ 4:35pm 
@Miles Yup, can verify. Animal Gear definitely causes this.
Mlie  [author] 24 Feb @ 7:18am 
@Guest Star Dummy Please verify that and Ill take a look
Guest Star Dummy 24 Feb @ 6:47am 
Animals pick up weapons when they're sent to the arena. Pretty sure this is a compatibility issue with "Animal Gear" mod.
OffYourTopic 20 Feb @ 9:11am 
@Miles, I will ask in their mod discord, and will update if I get a response
Mlie  [author] 20 Feb @ 8:41am 
@OffYourTopic From the update log I can see that DMS has updated many times in the recent weeks. Have you reported this there as well, perhaps they know what they changed to cause it?
OffYourTopic 20 Feb @ 7:49am 
@Miles tested on a fresh save with only Prisoner Arena, and DMS (Dead mans switch) and it still didn't work, so it seems like the problem is DMS. Arena seems to work fine otherwise when tested with other colonists
Mlie  [author] 20 Feb @ 7:27am 
@OffYourTopic I dont know what mod that is but please verify with only this mod loaded
OffYourTopic 20 Feb @ 7:25am 
@Mile, Nope, with a large mod list, but no mods changed since it was working fine last. It's specifically mechs from the DMS mod, so it possibly got updated and broke something? But I am not sure
Mlie  [author] 20 Feb @ 7:17am 
@OffYourTopic Is this with only this mod loaded?
OffYourTopic 20 Feb @ 7:15am 
It was a problem before, then it got fixed, but now it seems to be back, I can't do any arena fights because my mechanoids immediately take the prisoners from the arena back to the prison the second the fight starts
Mlie  [author] 7 Feb @ 11:02pm 
@nO$wukks Yes, you change the size using the buttons on the fighting spot.
nO$wukks 7 Feb @ 4:54pm 
is the spectator area supposed to be 23x23 tiles? Is there an option to redcue the total size of the duelling area?
Mlie  [author] 7 Feb @ 12:20pm 
@Shinoxxi You should now be able to let downed pawns fight
Mlie  [author] 6 Feb @ 11:44pm 
@seobongzu Had a look at that holding on to weapons patch but that could cause slaves and prisoners to keep weapons after the fight as well as dedicated arena weapons be taken out of the arena.
Farbott 5 Feb @ 2:06am 
Mutants? that makes me have a horrible idea..

Being able to pit your prisoners against (PROBABLY ONLY SOME) of the contained anomalies >:)
Mlie  [author] 3 Feb @ 7:37am 
@Miha_metan This mod has no issues or interactions with Prison Labor as far as I know
Miha_metan 3 Feb @ 7:01am 
Does it work with Prison Labor? If so, do the prisoners walk to the spot themselves, or still require hauling?
Shinoxxi 2 Feb @ 3:57pm 
@Mlie this is my favourite mod. i have this ancient city with gladiator fights, so it's really cool to have this....i'd really REALLY like it if you could please please please add a few things:

Remove incapacitated pawns not being allowed to fight, as it'd be really cool to have a "finish them" system where i can put a tiger against an incapacitated pawn, and watch them die lol.

A feature where you can select a specific weapon that the pawn will choose from, like it'll ask you which weapon in the fighting area you wish to select for a specific pawn.
chrisque1 22 Jan @ 6:03pm 
"1.5.2 - All types of colony pawns should now be able to fight. Colonists, slaves, prisoners, mechs and animals" Yeahhhh!!! Tnx Mlie :8bitheart:
seobongzu 10 Jan @ 5:13pm 
@Mlie
It seems that mechanoids and mutants (ghoul) are not fighting. I would like to fix it someday, but not for now.

In MentalStateTick(), adding && !pawn.Faction.IsPlayer to the condition if (pawn.equipment?.Primary != null) could improve convenience by preventing colonists from dropping their weapons when the fight ends. (This would also help resolve the issue where mechanoids with droppable weapons duplicate their weapons.)
Mlie  [author] 10 Jan @ 11:45am 
@jeonggihun Works good, I also added mechs, slaves and mutants as possible fighters as well as added support for slaves to win their freedom
seobongzu 9 Jan @ 6:27am 
I changed 'candidate.Faction is { IsPlayer: true } && candidate.RaceProps.Animal' to 'candidate.Faction is { IsPlayer: true } && (candidate.RaceProps.Animal || candidate.RaceProps.Humanlike)' in ITab_BellManagerUtility to allow colonists to be used as fighters. If anyone is interested, feel free to give it a try.