RimWorld

RimWorld

Prison Labor 0.9 (Outdated)
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Avius  [developer] 10 Jul, 2017 @ 4:25am
Supervising labor (Suggestions)
I am trying to implement warding prisoners with this mechanics:
  • Prisoner will work if any colonist (capable of violent) is nearby and can reach prisoner (pawn can find a path, no walls etc.)
  • Player can always draft colonists and order them to supervise work (standing nearby)
  • Warden Job will include wandering (with gun out, like hunting) around prisoners if any has "No Interaction" option

What are you guys thinking about that? Have any ideas, thoughts to share?
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Avius  [developer] 10 Jul, 2017 @ 7:00am 
Actually it is working but wardens are running all over room and it's looks just silly :(
When they leave room all prisoners are going for break, but when they come back they all just run back to mining :D

I'll push update when this version is more "polished".
Last edited by Avius; 10 Jul, 2017 @ 9:21am
Slavic Hors 10 Jul, 2017 @ 10:09am 
about suggestions... not in near future but as idea, add slave riots with stone shivs n stuff, and some way to less violently way to subdue berserkers, or just balancing the "mood" stuff. like wanna live > go to work... sorry 4 bad eng. yeah russians sucks*)_ Keep pushing. Wish u best.
slug 10 Jul, 2017 @ 12:50pm 
I really like this mod! Unique idea. How about making turrets able to act as wardens? I know this may be very difficult.
Lucy 10 Jul, 2017 @ 4:54pm 
Maybe this could also work when prisoners are set to other modes like "Friendly Chat" or "Chat and Recruit."

They are shuffled to work everyday by a warden, passing by the colonists who are eating fine meals and having fun. The colonists can do work they are interested in, they eat actual food and not paste, and they can take a break whenever they want to. The warden notices the longing and asks, as he always does in the morning and the evenings: "You can be one of us, ya know? Life ain't bad here."

And everyday, our prisoners become more and more inclinded to renounce their previous allegences and join The Fluffy Bunnies.
Tunnel Bait 10 Jul, 2017 @ 9:36pm 
awesome idea!
can you make it so that multiple wardens won't supervise the one slave, and that a different warden will go and feed the other slaves, or be able to change their schedules like you can with colonists?
Prime Pebble 11 Jul, 2017 @ 2:22am 
@Snaky_Cake a way to fix that may be to have a tab on the bottom like animals, just for prisoners & their wardens. just a thought.
Avius  [developer] 11 Jul, 2017 @ 2:54am 
Okay so I've tested it some time and I feel like game is broken by 1 guy always watching for prisoners :/ Especially where there is 1 prisoner and 3 colonists.

So I'm changing they way prisoners don't want to work. I'll try a hidden laziness status. The prisoners will get more lazy if they left alone. When laziness reach 80% they stop working when not supervised. Wardens will try to keep laziness level below 20%~50%. To prevent irrational returning to wardens when they reach 51% (like cooking without "pause" option), they will watch them until they reach 0%.

Do you think it's better?

EDIT: The aim of this is make wardens less time consuming job on small colonies
Last edited by Avius; 11 Jul, 2017 @ 2:56am
Slavic Hors 11 Jul, 2017 @ 8:13am 
well i work irl that way so it should be nice, some tweaking and time balance and we get it wet'n'comfy.

P.S. is there some way to make those gits without Mining skill a little bit faster. Like lock their Min skill at 3 for jobs they hate or have at 0?
Avius  [developer] 11 Jul, 2017 @ 8:41am 
Yes there is a way, but I will make them prioritize work by their skills in next update. In future I plan adding check boxes similar to that one for Colonists
Last edited by Avius; 11 Jul, 2017 @ 8:43am
Sentient_Worm 12 Jul, 2017 @ 11:00am 
Since this is a suggestion thread.
I was wondering if it was possible to make them do specific jobs like cut stone. Dont really need all 10 prisoners mining a quarry when chunks be piling up to the point they are cluttering everything
Avius  [developer] 12 Jul, 2017 @ 11:11am 
work assigments are in To-do
Sentient_Worm 12 Jul, 2017 @ 11:35am 
ok
Acidbunny 12 Jul, 2017 @ 11:44am 
I have 2 suggestions.
1.How about if a prisoner breaks into the armory and finds a gun, they go on a murderous rampage or will attempt to flee with enough supplies to survive.
2.They will attempt to communicate with their faction which will send a rescue party to attack the colony and rescue the prisoner.
Avius  [developer] 12 Jul, 2017 @ 11:50am 
great ideas !
However I plan add breakouts to another mod, but now I will focus on this one.
Sentient_Worm 12 Jul, 2017 @ 12:02pm 
I already use counters for stuff like that. Admittedly its cause mechanoids always break the first line but they NEVER break the second. NOTHING breaks my second line. Then again nothing in the second line survives the 20 turrets spraying from all directions and colonists with rocket launchers fireing at em.
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