RimWorld

RimWorld

Release When Healthy
49 Comments
Mlie  [author] 22 Mar, 2024 @ 1:19am 
This mod will not be further updated, please use the Custom Prisoner Interactions mod instead
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2841231775
Monkey Magic 19 Aug, 2023 @ 12:53pm 
Okay, fair enough you sold me.I looked into it earlier anyway, and interestingly enough your combination mod is a smaller file size that this one.

Incidentally, I have not seen pawns randomly collapse from anything other than exhaustion, and since my pawn's settlement is close to the map corner, I do not think I need worry about prisoners collapsing before they leave in any case.
Mlie  [author] 19 Aug, 2023 @ 12:03pm 
@Monkey Magic Added a "release when able to walk" and "release when no longer guilty" options to the Custom Prisoner Interactions mod
Mlie  [author] 18 Aug, 2023 @ 10:41pm 
@Monkey Magic The point of the mod was to release prisoners, not when the could walk, but when its certain that they can reach the map edge.
Also, as previously mentioned, this mod will not get any feature updates as any new features will be added to the linked prisoner interactions mod. I could add an option there for releasing when able to walk however.
Monkey Magic 18 Aug, 2023 @ 5:46pm 
I checked the in-game info, and while slave price does increase the more healthy a prisoner is, the "reputation gain on release" stays the same regardless. Given that I installed this mod purely to release prisoners for goodwill, and the mod does not see prisoners that are "no longer incapable of walking" as "healthy" leading to a waste of time, effort and resources recovering prisoners to full health, this mod kinda loses it's purpose. for me :/

EDIT - I found an alternative solution. Message 2 Letter turns marriage and colony pet hunted messages into letters. I made a small add-on mod to include Mobility Recovered (NoLongerDowned) so I will never miss that message.

Still have to manually release, but its better than incurring those losses.
Mlie  [author] 14 Aug, 2023 @ 10:42am 
@Monkey Magic It uses the same logic that vanilla uses for defining if a pawn requires bedrest, so there is no filtering or checking of what a prisoner is suffering from. Also, as mentioned in the description, there is a replacement mod for this. Any new features will be added to that one.
Monkey Magic 14 Aug, 2023 @ 10:36am 
I have a 100% healthy prisonerscheduled to be released, but my pawns will not do so. I can not even force them to do so, since the option does not show. The prisoner has a bad back which limits movement, but I do not think this is the cause. They are also a recovering alcoholic, so I think this might be the issue?

This is possibly vanilla behaviour too, as I have never been in this situation before.

EDIT - Administered alcohol as an operation, and a message popped up stating they were no longer capable of walking. Still could not release them as "healthy" but could release them with default.

So although this is apparently vanilla behaviour, it might still be an issue with this mod, in that it may need to filter out addiction
Monkey Magic 8 Aug, 2023 @ 8:37am 
Cool thanks. Lemme know if you decided to implement it then ^^
Mlie  [author] 8 Aug, 2023 @ 8:00am 
@Monkey Magic Yes, that mod adds all the others into one, only showing relevant options
Monkey Magic 8 Aug, 2023 @ 7:58am 
Fair enough, but since that includes DLC content, I take it those are set to "if active" and won't be an issue?
Mlie  [author] 8 Aug, 2023 @ 7:51am 
@Monkey Magic They are released when they are no longer in need of medical rest.
I could probably implement such an option but it will be in my combined mod linked in the description
Monkey Magic 8 Aug, 2023 @ 7:00am 
Since my initial question of "able to walk" is answered below, and I assume "fully healed" refers to 100% health bar, am I right to think that long-term issues like addiction, Alzheimers, and so on are ignored (even if they are new)?

And finally, can we get a "Release when considered not guilty" option? I am loathe to just set them free without some punishment, however lax.
SirVivel 17 Feb, 2023 @ 9:09am 
I'll give it a try anyway
Mlie  [author] 17 Feb, 2023 @ 4:29am 
@SirVivel Fully healed
SirVivel 17 Feb, 2023 @ 4:19am 
Does healthy mean "completely healed" or does it trigger on "able to walk"? Or can it be changed in the mod menu?
Skipper 25 Aug, 2022 @ 5:32am 
Any way to make this but for prisoners suffering from addictions? I have a guy with alcohol withdrawals, but whenever I set him to release once healthy, they just instantly release him without letting his addiction disappear in jail.
Mountain Hermit 5 Aug, 2022 @ 12:04pm 
Roger that, Thanks!
Mlie  [author] 4 Aug, 2022 @ 8:14pm 
@Mountain Hermit Should be fine, just dont have any prisoner set to the custom interraction added by this mod when you remove it.
Mountain Hermit 4 Aug, 2022 @ 2:53pm 
I generally avoid doing this for the sake of making sure that a save remains intact without any left over data. But I wanted to ask if it was safe to remove this mod mid-save so I can add your "compilation mod' for the prisoner interactions?
Mlie  [author] 27 Jul, 2022 @ 12:18pm 
@All I just released a new mod that combines all my prisoner interraction-mods into one. The new mod adds all features of the original mods plus some improvements. Link is in the description above.
Caz 20 Jun, 2022 @ 6:33pm 
As I've been doing this more recently to regain lost rep with various factions, this will be invaluable. ...instead of them sitting in my prison for 2+ years cuz i forgot they exist. :steamsad:
Tardo The Ass-Monkey 10 Jan, 2022 @ 12:08pm 
Another sanity saving mod. Thanks mate, you rock.
WarStoke.net 28 Dec, 2021 @ 11:13am 
@Babia i had a similar issue it turned out not to be this mod but an ideoligion that did not allow recruiting
Mlie  [author] 3 Nov, 2021 @ 11:40pm 
@Babia This mod only adds an option so probably not. But test with only this mod loaded if you want to be sure
Babia 3 Nov, 2021 @ 11:21pm 
if i convert a prisoner pawn succesfully to another ideoligion, the options for recruiting and reducing resistance dissapear from the prisoner tab, could this be related to this mod?
robinzilla 13 Sep, 2021 @ 11:34am 
Oh ok, well I appreciate you taking a look. When I looked at the details for the error in game, it mentions this mod, so I thought I'd start here, but I'll see if Rimfactory is the cause in this case too.
Mlie  [author] 12 Sep, 2021 @ 10:02pm 
@robinzilla Sorry but I cant find the error referencing this mod in your log? I see the error you mention but that is a generic error when a mod is missing a resolve-code.
Ive had another report like this on another mod and then it was Rimfactory that needed to be loaded lower in the modlist.
robinzilla 12 Sep, 2021 @ 8:09pm 
Hi there, great mod! It's been working well, but I am now seeing an error on startup that references this mod, so I thought id check and see if that could be verified and maybe find a solution. The error states:

Cannot call ItemFromXmlString with resolveCrossRefs=true while loading is already in progress (forgot to resolve or clear cross refs from previous loading?).

Thanks

https://gist.github.com/acd4e6852c408eed7454c8ddb4589b51
Losenis 23 Aug, 2021 @ 4:34pm 
Is there a chance you can also make an option to release when resistance is at 0? Prisoners are great to train social on but it's always a hassle to release them manually, even moreso when you have lots of them and have to check which is at 0.
ELLIOTTCABLE on Discord 2 Aug, 2021 @ 5:56pm 
Whewf, okay, that was an absolute marathon of a debugging-session. I couldn't reproduce it in a new save; I couldn't find any mention of any cause ...

I *finally* narrowed it down to the "Numbers" mod, though; a more thorough description is available over here, for anyone curious:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/comments/2553849264

"Release when Healthy" was, of course, utterly unrelated. I'm sorry to have wasted your time!
Mlie  [author] 1 Aug, 2021 @ 1:05pm 
@ec#2718 on Discord You can test a prisoner by enable god-mode, build a room and a bed, set it to prisoner and then use the spawn prisoner command in the dev tools.
ELLIOTTCABLE on Discord 1 Aug, 2021 @ 12:42pm 
Hm, unfortunately, getting a prisoner arranged isn't something I know how to do quickly; even with Quickstart, I'd have to spawn in a pawn, build a prison, get another pawn to take them prisoner ... so it's a bit beyond my time-constraints to really bisect the modlist over that problem.

Visual Exceptions only mentioned this mod alone as the detouring culprit, but I also know that isn't 100% reliable ... if I do come up with any other information, I'll try and come back and drop it off. Apologies! Un-repro's suck. ;_;

Maybe someone else will see it pop up with a shorter modlist, someday.
Mlie  [author] 1 Aug, 2021 @ 9:59am 
@ec#2718 on Discord Does not happen with only this mod loaded. Can you test it with only this mod and any other mod you have that modifies prisoners to find out what its conflicting with? I saw you had a few and Im not sure what each of them do.
ELLIOTTCABLE on Discord 1 Aug, 2021 @ 8:56am 
I'm getting this error when attempting to open the "Prisoner" tab on one of my prisoners:

Exception in Verse.InspectTabBase+<>c__DisplayClass14_0.<DoTabGUI>b__0: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.ITab_Pawn_Visitor.FillTab () [0x007b8]
- transpiler Mlie.ReleaseWhenHealthy: IEnumerable`1 ReleaseWhenHealthy.ITab_Pawn_Visitor_FillTab:Transpiler(IEnumerable`1 instr)
at Verse.InspectTabBase+<>c__DisplayClass14_0.<DoTabGUI>b__0 () [0x00046]
- transpiler net.pardeike.rimworld.lib.harmony: IEnumerable`1 VisualExceptions.RunloopExceptionHandler:Transpiler(IEnumerable`1 instructions)

Full log, although it seems unhelpful: https://gist.github.com/ELLIOTTCABLE/a9a7633b2841477ac8f37dfb60e87bc1
Mlie  [author] 23 Jul, 2021 @ 9:32am 
@nhatanh0475 Sure you can do that, if they manage to reach the map edge. I just had too many times of ”released prisoner gets downed a few feet from the edge”-cases
nhatanh0475 23 Jul, 2021 @ 6:59am 
Meaning you can just release them even when they're injuries. No need to fully heal to release and gain Goodwill point cause it's the same fully heal or not.
Mlie  [author] 23 Jul, 2021 @ 6:54am 
@nhatanh0475 Not sure what it has to do with this mod?
nhatanh0475 23 Jul, 2021 @ 6:17am 
In my game play, if they healthy or not, I can only gain +12 from faction.
Mlie  [author] 20 Jul, 2021 @ 11:08pm 
@Fleur De Lynx Fully healthy, I made it to be able to get the goodwill points :)
Scrungle Bungle 20 Jul, 2021 @ 8:38pm 
Does this check if the prisoner is 100% healthy? Or does it simply wait for them to be able to walk similar to vanilla?
Babia 11 Jul, 2021 @ 7:47am 
thank you, now i don't have to check every 10 minutes if they are ok
Evam 15 Jun, 2021 @ 1:08am 
no problem
Sumatris 10 Jun, 2021 @ 6:27am 
@ ThePickledPixie: If you just want to make hats, why would you even bother with patching up your cattle first? ;-)
Mlie  [author] 3 Jun, 2021 @ 11:38am 
@Evam Should be fixed now, thanks for the report!
Mlie  [author] 3 Jun, 2021 @ 8:14am 
@Evam I see, it does not scroll the view. Ill fix it, just have to not break prison labour that does the same thing :)
ThePickledPixie 3 Jun, 2021 @ 7:27am 
Wait. Release? But then how do I make hats?
Evam 3 Jun, 2021 @ 7:07am 
I meant the execute option, my bad
Mlie  [author] 3 Jun, 2021 @ 5:36am 
@Evam How so? The release option is just below the option added by this.
Evam 3 Jun, 2021 @ 5:18am 
It seems to replace the release option judging by the screenshots