RimWorld

RimWorld

Custom Prisoner Interactions
277 Comments
Mlie  [author] 10 Sep @ 10:05pm 
@King Matt 👑 Please see the Reporting Issues section described above
King Matt 👑 10 Sep @ 5:45pm 
Having the same issue as Suff and CthonicKnight on 1.6.
Mlie  [author] 29 Aug @ 2:24pm 
@Mr. Clavicus You need Ideology for the convert action, this just adds extra options to it.
Mr. Clavicus 29 Aug @ 2:16pm 
does anyone know what would be causing convert to be missing my from my prisoner tabs. i thought adding this would fix it but i still can't convert prisoners
Jiur 21 Aug @ 1:43pm 
Would it be possible to add an option to have a different default option for unwaveringly loyal prisoners? I'd like to be able convert and recruit regular ones and automatically release unwaveringly loyal ones.
Gеяо 10 Aug @ 11:48am 
@Twitch.tv/KAEN_SG a bandaid fix is reducing Convert > Reduce resistance before, then recruit.

The thing is, is doing the resistance reduction first and then after the resistance is gone, it's start conversion. I think that Convert > Recruit seems to skip the resistance reduction and tries to recruit a full-resistance prisoner.

At least I think that's what is trying to do. I hope OP can fix this.
Twitch.tv/KAEN_SG 26 Jul @ 4:50am 
Some bugs with 1.6 - Often after you select Convert then Recruit, even after converting it doesnt switch to recruit.
truncate 20 Jul @ 3:30pm 
is there a setting to reduce resistance and then release? i don't want to convert at all but it seems like to automate that i'd have to go through the convert option, which i don't want to do. is there another way i'm missing?
SnoopiProGamer 20 Jul @ 8:15am 
Travelling to different map with a prisoner on the grav ship, causes error when opening that prisoner's tab on the new map.

Exception filling tab RimWorld.ITab_Pawn_Prisoner: System.Collections.Generic.KeyNotFoundException: The given key 'Teddy' was not present in the dictionary.
[...]
at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e]
at CustomPrisonerInteractions.ExtraInteractionsTracker.get_Item (Verse.Pawn prisoner) [0x00000]
at CustomPrisonerInteractions.ITab_Pawn_Visitor_FillTab.Postfix (UnityEngine.Vector2& ___size, System.Tuple`2[T1,T2] __state) [0x0008b]
at RimWorld.ITab_Pawn_Visitor.FillTab () [0x0010a]
- PREFIX Mlie.CustomPrisonerInteractions: Void CustomPrisonerInteractions.ITab_Pawn_Visitor_FillTab:Prefix(Tuple`2& __state)
- POSTFIX Mlie.CustomPrisonerInteractions: Void CustomPrisonerInteractions.ITab_Pawn_Visitor_FillTab:Postfix(Vector2& ___size, Tuple`2 __state)
[...]
ChthonicKnight 20 Jul @ 7:26am 
Forgot to mention that I'm still on 1.5
ChthonicKnight 20 Jul @ 7:26am 
I came to report the same issue as Suff did below. Removing this mod from my save fixes the issue and pawns stop just standing around.
https://gist.github.com/HugsLibRecordKeeper/964ebd127a7aca2bed5fc4ab044d8f2a
Mlie  [author] 15 Jul @ 2:55am 
@DesertOfAngmar Probably will need some fixing for the dlc
Suff 13 Jul @ 8:38am 
Unwavering loyalty prisoner, main action "Convert", Custom Prisoner Interactions "Options" "Reduce Will Before, Recruit After" causes Warden to stuck standing instead of working. I should test with only this mode enabled.. but before i do... Does anyone else experience it?
girk 17 Jun @ 12:31am 
probably wololo
girk 17 Jun @ 12:31am 
i got the same problem as you yet im not using tribals
Evono 29 May @ 8:53am 
Ye found the mod , VE tribals got a bug , they mention it that it sometimes doesnt form ideologiies while they work and everything so one step was missing and they have a dev tool for this added thanks anyway for the help.
Mlie  [author] 29 May @ 8:23am 
@Evono Again, this mod just adds extra settings when Convert is selected. You will have to figure out why you cannot convert your prisoner.
Evono 29 May @ 8:01am 
so maybe its VE tribals with the wildman start ? is there a way to force the settings visible?
Mlie  [author] 29 May @ 7:34am 
@Evono This mod does not affect what options you have, it just adds extra options for existing. Your problem lies with another mod
Evono 29 May @ 7:32am 
The only thing i could think of is , that its incompatible with VE tribals "Wild men" start because the Ideology gets unlocked after a few Researches ( 5 i think ) which could confuse this mod ?
Evono 29 May @ 6:44am 
Can i somehow force the mod to show all buttons ?
Evono 29 May @ 6:30am 
i do have one , having rituals , a preacher ( which can manually convert people and more ) symbols and more
Mlie  [author] 29 May @ 6:23am 
@Evono Well, you cant convert someone if you do not have an Ideology
Evono 29 May @ 6:18am 
i run a Ideology run or do you mean a research ? @mlie
Evono 29 May @ 6:18am 
thats my Prisoner window i even put the mod right at the last spot ( pre rocketman ) in load order https://i.imgur.com/mnrYTP7.png
Mlie  [author] 29 May @ 6:18am 
@Evono You need Ideology for converting
Evono 29 May @ 6:07am 
Where do i see the "convert" setting prior recruiting ? , i only have Recruit , ensllave and stuff.
Sir Rolin 8 May @ 3:27pm 
Just found out it's not exclusive to unwavering pawns. Both "Reduce Will before"s work the same for prisoners that's not unwavering loyal
Sir Rolin 8 May @ 2:59pm 
Mlie I found a bug.
With only harmony, this mod and the DLCs, unwaveringly loyal prisoners Interactions are not working correctly, here's a list of the once that don't work on unwaveringly loyal prisoners:

- "Reduce Will before": no jobs available.

- "Reduce Will before, enslave after": Tries to enslave, throws "Poppy started 10 jobs in one tick. newJob=PrisonerReduceWill"

- "Reduce Resistance before, release after": Shouldn't be there, allows the job "chatting with Earl".

- "Reduce Resistance before, execute after": Shouldn't be there, allows the job "chatting with Earl".

if you chat with the prisoner, it'll work as if they have 99 resistance to start off with while still being unwavering.
Monkey Magic 6 May @ 6:53pm 
@Sir Rolin - Yeah, I figured that out after speaking with Mlie directly. Also posted on Research Reinvented about the matter, given that the flags remain set to Science Interrogation even if that mod is disabled, or even unsubscribed.

The only way to fix it currently is to delete the config files for that mod, which isn't the best option if you just want to disable it for a specific save game.
Sir Rolin 28 Apr @ 5:04pm 
@Monkey Magic, RR_ScienceInterrogation is from a Research Reinvented mod. Have you had that mod on that save before or currently still have it?
Mlie  [author] 20 Apr @ 6:48am 
@Monkey Magic You say its not present without this mod active and then you are saying that its present with this OR prison labour active, so it is present without this mod active.
Monkey Magic 20 Apr @ 6:40am 
The error is not present without this mod active. When just Harmony and Core are enabled, there is no error. The error only appears when either[/b] this mod, or Prison Labour are enabled.

What I'm saying is, the same issue appears for both these mods
Mlie  [author] 20 Apr @ 6:33am 
@Monkey Magic If the error is present without this mod active, its not due to this mod
Monkey Magic 20 Apr @ 6:26am 
There may be an issue with this mod. Or maybe it's actually down to Harmony

I came across the issue below with just the core mods (Core, Royalty, Ideology, Biotech, Anomoly) and Harmony, Hugs Lib, [SYR] Processor Framework,and the mod Prison Labour enabled a short while back.

Failed to find RimWorld.PrisonerInteractionModeDef named RR_ScienceInterrogation

The issue still occurs without the DLC enabled, and with just Core,Harmony and the mod in question.

The same issues also present with this mod, but does not present with another prisoner based mod Prisoner Ransom . Of the three, only that last one does not require Harmony which lead me to wonder if that mod is the reason, maybe due to an update?

Here's is a Pastebin of the issue with this mod enabled:

https://pastebin.com/ywRXhruM
Potato0 17 Apr @ 3:57pm 
I second Raszul if thats true pls<3
Raszul 26 Mar @ 4:23am 
would it be possible to add "reduce resistance then convert then recruit" as an option?

convert then recrut is nice, but recruiting can take ages and there might be a crysis of faith during the process which may swap ideology, starting the process over.

reducing resistance first, then converting, then recruiting means that once they are converted they will already be at 0 resistance and can thus be recruited instantly.
montaropdf 13 Mar @ 5:11am 
Sorry for the late reply, I just spot the big green banner regarding addition to a save.

Thanks.
Mlie  [author] 12 Mar @ 10:54pm 
@AliceHealer Slaves are outside of the scope for this mod
AliceHealer 12 Mar @ 9:46pm 
Could there be an option for slaves too? I'd love a community service type system for my colony
Kloke 10 Feb @ 10:22am 
Created an issue on github.
Mlie  [author] 9 Feb @ 10:01pm 
@Kloke Please see the Reporting Issues section described above
Kloke 9 Feb @ 2:19pm 
Throws an error when first clicking on an imprisoned unwavering pawn with this setup: default action for new prisoners - convert and default convert action - recruit after.

Error: Exception filling tab RimWorld.ITab_Pawn_Prisoner: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.[Ref 8981119C]at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <eae584ce26bc40229c1b1aa476bfa589>:0at CustomPrisonerInteractions.ExtraInteractionsTracker.get_Item (Verse.Pawn prisoner) [0x00000] in <d3a7984bdf9049dfa6816ce39d965ad4>:0at CustomPrisonerInteractions.ITab_Pawn_Visitor_FillTab.Postfix (UnityEngine.Vector2& ___size, System.Tuple`2[T1,T2] __state) [0x0008b] in
elfxiong 19 Jan @ 10:27am 
Probably not a popular demand but I kind of wish there is an option to “convert, then reduce resistance, then reduce will, then do nothing”. I always do this sequence to train Social skills (and extract genes) while waiting for Royal Tribute Collectors. They take a long time to come.
Mlie  [author] 19 Jan @ 4:12am 
@montaropdf There are info in the description about save compatibility
montaropdf 19 Jan @ 3:33am 
Hello,

Is this mod save compatible?
Mlie  [author] 7 Jan @ 9:45pm 
@ZaeRoe Please see the Reporting Issues section described above
ZaeRoe 7 Jan @ 9:27pm 
so I get the 10 jobs in one tick issue with this mod whenever a reduce will job is triggered (maybe others, too. idk). might be a conflict with another mod but since this is happening I have to disable it for now - sadly
Mlie  [author] 4 Jan @ 2:30pm 
@The Viral Divinity Please see the Reporting Issues section described above
The Viral Divinity 4 Jan @ 2:16pm 
Seems to conflict with VRE Androids, the mod doesn't work period for me, and when I opened the log I traced the error back to an issue between this mod and VRE Androids.