RimWorld

RimWorld

2,940 ratings
Prison Labor
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
3.302 MB
26 Oct, 2019 @ 1:16pm
18 Aug @ 12:33am
51 Change Notes ( view )

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Prison Labor

Description
Description
This mod force prisoners to work. To enable this feature prisoners must have "Force to work" option checked ("Prisoner" tab). Prison labor needs management that consist of:
  • Motivation - prisoners need to be motivated by presence of colonists. Wardens have new job - supervising prisoners. Low motivation can lead to revolts.
  • Work assignment - prisoners that have option "Force to work" are added to "Work" tab.
  • Time restrictions - prisoners that have option "Force to work" are added to "Restrict" tab.
  • Prison area - prisoners in order to work need to reach target. You can check "Hold open" option on doors. Be aware, they will try to run if they see opportunity.
  • "Prisoners only" tools - You can mark orders and bills by tools that exclude colonist from work.

IMPORTANT
Upgrading from 0.9.11
This version is not compatible with older Prison Labor (0.9.11 and older).
In order to upgrade savegame, firstly you need to remove PrisonLabor data from save.
1. Go to mod settings (Options > Mod Settings > Prison Labor)
2. Flick "Disable mod" option.
3. Re-save your savegame with "Disable" option enabled.
After above steps you can safely run savegame without or with new Prison Labor.

Older versions
Rimworld b19 version (0.19)[github.com]
Rimworld b18 version (0.18)[github.com]
Rimworld a17 version (0.17)[github.com]
Most of you prefer one workshop item, so for those who don't want to update mod to the latest version automatically, please use GitHub repository[github.com], or links above

Locks mod
I highly recommend using my other mod Locks. This will allow you to enable prisoners to leave their cells.

Compatibility
  • Works with mods that add custom Jobs, to enable some of them you need to go to the mod settings. However, items created by custom jobs can be forbidden (depends on their implementation).
  • Works with old saves.
  • To disable mod from existing saves use utility found in Prison Labor settings: "remove Prison Labor mod from save".
  • UI mods may cause disapperance of prison labor area or option to release prisoners. PL adds some additional options to prisoners interaction and unless ui mod allows to scrolldown options you will not see the old options.

Message from author
Orginal creator actually took time off and maintanace of his mods is currently on me. Still, I'm working on this mod in my free time so please be patient. If you want to improve something feel free to contact me on discord or github.
Hazzer


Translations
Please do not contact me via comments section! Use discord or link provided in contact section.
Please contact me if you want to help me writing translations. It will take you a few minutes to translate few sentences, and you will help making the mod even better. Thank you in advance!
Also I would gladly hear about misspellings or grammar mistakes in English version.


Support
[ko-fi.com]


Links
Github repository[github.com]


Discord server[discord.gg]
Popular Discussions View All (126)
10
1 Aug @ 10:46am
Work Assignments Resetting
RileyQuinn
3
13 Dec, 2024 @ 11:26pm
Is this mod still worth it?
Mark Bobaba
4
16 Apr, 2024 @ 8:16am
Most work types are disabled for prisoners
Baby Muncher
2,615 Comments
Monkey Magic 14 Sep @ 9:53am 
How do Prisoner Drug Policies work in this mod? I found that they can be set, so I set up a drug policy called "infection" and set a couple injured prisoners with an infection to this policy. Naturally, medicine dis already taken care of, but as I am using VG Vegetable Garden I was hoping to have them fed Barley Tea as part of this policy to improve Blood Filtration

However, my pawns do not appear to ever administer this to the prisoners. Colonists with a drug policy set will use it themselves when needed, so do I need to set a stockpile in the prison barracks so prisoners can do the same?

EDIT - that prolly won't work for my needs though, since prisoners are incapacitated when they have an infection :/
zad 12 Sep @ 12:23am 
they've all started to work after a while of just ignoring it, all good
zad 10 Sep @ 11:56pm 
some prisoners won't work, they just walk around wandering. is there something i may be missing?
Egamerx 4 Sep @ 4:34am 
huzzah finally i can have slave without Idiology dlc
Agaros007 1 Sep @ 8:06am 
hellu, i found a bug with the mod "no water no life" if you have no water no life installed and this mod, they dosnt drink and try to move the water because of the haul job, that dosnt work when there isnt a zone for the water. maybe you can give a look into that, for now i just disabled the Haul job :) thanks for the Debug log spam, that helped a lot! :)
drshahramanvariazar 30 Aug @ 12:39pm 
this is the closest thing to slavery lol
Nicole Watterson 29 Aug @ 4:29pm 
When a prisoner gets injured, he won't get out of bed until he's fully healed, even though I have this option turned to X in the mod settings. Can't you make him move with minor injuries like regular settlers?
晓山alreShan 28 Aug @ 12:40am 
@吴承恩
Stack Gap确实是一个模组,存储逻辑的模组。你的情况大概率是模组冲突了。你应该先试试只加载Prison Labor,确定不是其问题后。然后再找是不是模组冲突。
顺带一提,现在原版关于囚犯食物也有个bug,当pawn处于mental state时,给囚犯送食物会无视食物限制。
///
Stack Gap, it is a mod, which is about stockpile logic. You're probably encountering mod incompatibility. You should try load Prison Labor only, to find out if it is the one causing the issue. Then figure out about mod incompatibility.
By the way, current vanilla has a bug of prisoner's food, which is delivering foods to pawn in mental state ignoring food restriction.
28 Aug @ 12:28am 
@晓山alreShan
Is 'Stack Gap' a mod?I don't even have it installed
晓山alreShan 27 Aug @ 11:02pm 
@吴承恩
我猜你在用Stack Gap?
I guess you using Stack Gap?