RimWorld

RimWorld

Prisoners Need Recruiting
32 Comments
Ghostwish 11 Jul @ 3:29pm 
1.6 came out TODAY. CHILL.
DynamicGelato 11 Jul @ 6:55am 
1.6 pls
Ghostwish 18 Mar @ 9:53am 
Finally, something to keep me on task. I've had just one small issue: when a prisoner gets released, their status jumps back to unassigned. Anyway to ignore this?
SimplePhysics 17 Dec, 2024 @ 7:52pm 
Great mod, I've used it for years, very effective. However, I noticed lately that when combined with this mod, https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2841231775 , it tends to alert when that mod has "Hemogen Farm" option turned on while on "Maintain" mode. Hopefully you and Mlie could work out how to fix it!
Madara Uchiha  [author] 11 May, 2024 @ 5:07am 
The mod has been updated to 1.5, the 1.4 version does not work out of the box. Have fun! cc @Three
Madara Uchiha  [author] 1 May, 2024 @ 8:32am 
@Three it _should_ be, as it's not doing anything super special. I will be updating all of my mods officially Soon™️
Three 29 Apr, 2024 @ 1:53pm 
Is it safe to use this in version 1.5? :guard:
Weaver 15 Nov, 2022 @ 9:13pm 
Could we have an option to not alert for unwaveringly loyal prisoners?
TaikaJamppa 23 Oct, 2022 @ 6:39pm 
Convert, to put it simply, makes your wardens ''convert'' prisoners to the wardens' ideologies. In case someone is still wondering...
Maphew404 11 Aug, 2022 @ 6:14pm 
love this mod. any chance you can update it to where if have a prisoner, it will automatically switch from convert to recruit?
BloodyRain2k 3 Oct, 2021 @ 4:04am 
No idea about "Convert", I don't have the DLCs.
Madara Uchiha  [author] 2 Oct, 2021 @ 2:07pm 
I see what you mean about the default, but I didn't ask about the comparison between "Reduce resistance" and "Recruit", I asked between "Reduce resistance" and "Convert" (the new ideology prisoner interaction, to convert them to your ideoligeon).

I'll consider the default interaction angle (if/when I get to it), also, PRs welcome ;)
BloodyRain2k 2 Oct, 2021 @ 1:14pm 
What I mean is that there's sadly no way of changing the default from "No interaction", which is what the game does on it's own.
"Reduce resistance" is the same as "Recruit", except that it ONLY reduces the resistance to 0 and then does NOT automatically "Recruit" the prisoner.

I would say that it'd be the most logical choice, because you can still release prisoners for benefits if present, or directly go to recruit them with the next interaction.
Instead of finding out that you have that guy sitting there for 3 weeks and his resistance is still 18.0 because the game defaulted to "No interaction" again >_<
Madara Uchiha  [author] 2 Oct, 2021 @ 6:10am 
@BloodyRain2k I don't understand what you're asking for. What do you mean by "choose the default"? What do you mean by "At least reduce resistance"? How do you rank the different options? Is "Reduce resistance" "more" or "less" than "Convert" for example?
BloodyRain2k 2 Oct, 2021 @ 4:03am 
Wouldn't it be easier to also offer a setting where you can choose the default?
I would like to have the default setting be at LEAST "Reduce Resistance", that way my colonists can "train" their social skills on them when I forgot about the prisoners.
Hydromancerx 20 Jul, 2021 @ 11:48pm 
1.3?
2002ibenn 14 Jun, 2021 @ 11:37pm 
epic
Madara Uchiha  [author] 9 Jun, 2021 @ 2:46pm 
Now supporting 1.2 for realz, let me know if it's everything you've hoped for <3
Viper 8 Jun, 2021 @ 9:39am 
Strangely, the link between the ingame mod select screen and this workshop page is broken. It's not important though.

This mod seems to work entirely fine still, as of the date of this comment. Highly recommended, as it's a very useful mod.
NuggetNico 18 Mar, 2021 @ 3:17pm 
I've been using it in 1.2 for awhile and I haven't run into any problems yet.
Endo 21 Feb, 2021 @ 12:37pm 
1.2?
FartSmella47 20 Nov, 2020 @ 5:13pm 
Thank you
Madara Uchiha  [author] 7 Nov, 2020 @ 12:32am 
Shouldn't, though I haven't had the chance to test it in 1.2 yet.
MeatBeatMarv 6 Nov, 2020 @ 3:33pm 
Went ahead and subscribed, but before I activate, will this have any issues in 1.2?
eg7560251 26 Sep, 2020 @ 5:44pm 
Thanks
Madara Uchiha  [author] 26 Sep, 2020 @ 12:37am 
It is safe to both add and remove in the middle of a save, no problem :)
eg7560251 25 Sep, 2020 @ 2:23pm 
Save compatible? No pressure if not.
zgenaya 15 Jul, 2020 @ 7:12pm 
neat mod, I dont need it because I always make my pawns cannibals, but good for other people :3
Viper 29 Apr, 2020 @ 10:23am 
omg dope mod, i was JUST dealing with this issue!
ubreitfeld 27 Apr, 2020 @ 8:48pm 
Very useful, thanks.
pgames-food 27 Apr, 2020 @ 12:33pm 
yup thanks for this, i sometimes forgot too
[TTV] pumacatrun2 27 Apr, 2020 @ 12:32pm 
I personally use the settings in Prison Labor to have them automatically switch to Reduce Resistance, so even if I don't want them my wardens get social exp. Useful for those who don't use slave work though!