RimWorld

RimWorld

Prisoner Restraints
96 Comments
Instant Coffe 17 Aug @ 1:34am 
this mod, do it also add the chance that when you enter enemy base, that some of the gibbot cage containe prissoners instead of always dead?
Grimmas 13 Aug @ 11:02pm 
Mod Error Checker reports a few problems with this mod, log here. [gist.github.com]
Grimmas 11 Aug @ 6:11pm 
This seems to work by itself but when I add it to my large modlist it throws some errors about missing functions. I haven't isolated the errors though.
Chromium 11 Aug @ 8:15am 
Bold from you saying that
Mestre d'Avis 11 Aug @ 7:18am 
Someone should continue these mods. SilkCircuit might as well be dead in a ditch for all we know.
NotherKiller 9 Aug @ 10:16pm 
para cuando la 1.6?
Latex Santa 6 Aug @ 1:33am 
I NEED THIS for my Dark Lord of Cyborgs on Sea Ice playthrough.
Daddy Cyber-Morgoth needs his torture chambers to make his cyber-orcs!
gunns22 5 Aug @ 10:38am 
@SilkCircuit

Are you there, God? It's us, your adoring fans.

You've been awfully quiet lately. We haven't heard hide nor hair of you in ages.

I hope everything's okay.
Chromium 3 Aug @ 7:23am 
:buzzed:
하루 Haru 1 Aug @ 2:06pm 
@SilkCircuit Can you update the Mod for 1.6 Updates?
People saying " is Still work on 1.6 and is Good! " but i worries is broke the Save files / Make Glitches & Bugs.
nana_the_ninja 1 Aug @ 5:17am 
Tested this on 1.6 with adults and... younger pawns. It seems to work
Scionin 28 Jul @ 10:48am 
@Swifty_Meme_lord that's one of the most Rimworld sentences I've ever heard
'atrick 27 Jul @ 1:52am 
1.6
Swifty_Meme_lord 25 Jul @ 5:29pm 
dummo if u patched this this but the sensory chamber doesn't work on children
valveworshipper 22 Jul @ 12:09am 
yet you didn't make the restraints allow prisoner relocation
Scionin 15 Jul @ 12:27pm 
1.6?
gunns22 13 Jul @ 7:47am 
@SilkCircuit

1.6 when?
Lyren 12 Jul @ 3:14pm 
It seems to work fine for me on 1.6. The research project and items all appear. I haven't had an unwavering prisoner yet but it all looks like it works fine.
Heavy & Ze Medic 6 Jul @ 4:34pm 
I could instantly tell these object descriptions are AI-generated lol
Mercer 24 Jun @ 1:12am 
Wow, a mod not updated for 1.6 and Odyssey isn't compatible? Shocker. Below me is a clown.
想个好名字先 16 Jun @ 9:56am 
In the latest 1.6 version, the mod loads normally without any errors, but there are no related items in the game. Is it incompatible with the new version?
Mallory Forever 5 Jun @ 2:13am 
I noticed that removing the prison bed after constructing a restraining bed, pawns will be forced to occupy and thus speeding up the recruiting process. I think it's most likely an exploit since it's not allowed to construct a restraining bed without a prison bed in the same room. And also it kinda applies to all the devices from this mod... I only started to realize that I was playing the wrong way when I was suddenly unable to select prisoners to get on a restraining bed :lunar2019crylaughingpig:
Birdinmotion 23 May @ 11:54pm 
I didnt realize this mod made ALL pawns unwavering, I mean ig thats a challenge, but I didnt realize it till half way starting my colony that all my pawns were spawning unwaveringly.
Dekri 23 May @ 9:13am 
+1 Request for nutrient paste dripper compatibility.
thos grol 13 May @ 5:56pm 
+1 Request for nutrient paste dripper compatibility.

tldr what it does is feed nutrient paste to bedridden pawns from a network.
希瑞 28 Apr @ 11:45pm 
The Chemfuel-related devices may conflict with RimHUD, causing the pawn interface in RimHUD to freeze and disappear.
Exception ticking SilkCircuit_ChemfuelBath365681 (at (159, 0, 124)). Suppressing further errors. Exception: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 3F1D3E9C]
at CombatExtended.HediffComp_InfecterCE.CompPostPostAdd (System.Nullable`1[T] dinfo) [0x00014] in <d4f808b7eac94548b83685e1520170fc>:0
at NewRatkin.Hediff_InjuryPatch.Prefix (Verse.Hediff_Injury __instance, System.Nullable`1[Verse.DamageInfo]& dinfo) [0x00020] in <dedf59348da14553b2040c02025ef7a1>:0
at Verse.Hediff_Injury.PostAdd (System.Nullable`1[T] dinfo) [0x00014] in <630e2863bc9a4a3493f2eff01e3a9556>:0
- TRANSPILER CombatExtended.HarmonyCE: IEnumerable`1 CombatExtended.HarmonyCE.Harmony_Hediff_Injury+Patch_PostAdd:SilenceLogSpam(IEnumerable`1 instructions)
- PREFIX com.NewRatkin.rimworld.mod: Boolean
hhhhhhh 27 Apr @ 10:05am 
I like this mod, it make more easy to keep the prisoner alive~
but if it can use with "Vanilla Nutrient Paste Expanded's auto feed mech"(can only auto feed by normal bed for now),
then it will be a better than better.

(translated by my poor English)
将队友护至身前 11 Apr @ 3:21am 
I found that the food consumption reduction function of the "steel bondage bed" is not working properly, what is the problem?
Finn553 11 Apr @ 2:07am 
I second Lobster君, I want to keep prisoners restrained for life and not have to feed them manually
Lobster君 10 Apr @ 1:02am 
i think this is not compatible with the vanilla expanded nutrient paste, I put the nutrient paste dripper near the restraining table or the chemfuel bath, it does not work to feed the prisoner automatically. It is possible to make it compatible with VE? Thanks!
TheGothEmperex 7 Apr @ 5:06am 
I agree with Lambda. Not sure why I need to research electricity to tie a prisoner to a table, or put them in a cage.
Lambda 4 Apr @ 3:48am 
It would be cool if the prisoner cages were unlocked via the smithing research
Winchi <Ꙃ> 4 Apr @ 2:16am 
Ur mod still doesn't work properly , "release prisoner" button doesn't work, instead of releasing warden making additional conversion sessions, only way to remove pawn from restraining table is dismantle table.
Chiiro 30 Mar @ 12:59pm 
I have 3 unwavering prisoners and none of them show up on the sensory chamber.
SilkCircuit  [author] 9 Mar @ 10:46am 
Thanks for testing and confirming @Pablo Discobar 🙏
Pablo Discobar 9 Mar @ 10:43am 
omg thanks for the update. that solved the weird behavior of slamming my colony's babies on the ground, instead of putting them back to the crib 😂
RobinHood192000 8 Mar @ 1:40am 
Oh actually the debuffs, suffocating, restrained and frail are still being applied once recruitment is complete.
RobinHood192000 7 Mar @ 11:53pm 
Thanks for your quick work SilkCircuit! I like to help out with bug reporting as much as I can, it's better for me, better for you, better for the mod and community. It's really great when a modder is as active and helpful as yourself.

So, new bug, the three restraints on the restraining table are no longer visible this morning. XD
SilkCircuit  [author] 7 Mar @ 8:10pm 
I've removed the code that would be causing the bug with pawn bed finding or changing (this code was responsible for being able to also select a prisoner with right click to bring to a prisoner restraint but wasn't needed for core functionality). I've also updated the Frail hediff to be removed upon exit from the restraints which solved the bug described when testing. If you run into any additional issues, please do let me know. Thanks all for your patience.
一人我星巴克 7 Mar @ 4:35am 
How to remove debuff effects?like:flammable sweat
RobinHood192000 7 Mar @ 2:05am 
So the restraining table applies the following: Immobile (restrained), ribcage; suffocating and frail.
All of which I get and understand. However, once they have been recruited these conditions remain indefinitely. There seems to be surgical operation option to remove ribcage.
But yeah, the pawn is now useless in restrained and frail state forever. What am I missing here?
emmy 6 Mar @ 7:39am 
Not sure if its conflicting with a mod or bugged out because I added it mid-save, but I've been having to deconstruct the buildings added because my wardens won't release them. They'll just walk over and cancel the order and then go back to doing other things
Miranda 4 Mar @ 9:49am 
Wake up, baby. They released a new war crime for RimWorld! :steamhappy:
M 3 Mar @ 11:09am 
"Restraining Table
Lie down, shut up, and think about your life choices. -3.00 resistance per day." Lol these mods :D however like suggested could always with ideology turn off unwavering in settings or reduce will for on them of course lol however only 1 sensory collapser for the unwavering but it's a nice idea cheers :D
oinko sploinko 3 Mar @ 4:04am 
I was wondering why my pawns would occasionally refuse to use beds, looks like it's some obscure conflict between this mod and who knows what else.
L2 3 Mar @ 1:25am 
torture pog
Armnorn 2 Mar @ 11:46pm 
@SilkCircuit you are correct. I must have missed the 48 hour window and thought it just didn't work.

However the Brainwash Chair seems to have some issues since it no longer works as this was my other way to remove unwavering. Might be on their end though. But since I can now just use your mod it is fine.

Thanks for the fast response :)
月羽狐 2 Mar @ 11:25pm 
洗脑恶堕
Fuko 2 Mar @ 2:15pm 
More war crimes for the rim!!!!