RimWorld

RimWorld

2,922 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 (125)
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
2,603 Comments
Jay425 19 hours ago 
still doesnt work with Alpha Memes and Vanilla Ideology expanded: memes and structures
Jet 20 Aug @ 3:47pm 
are doors considered unlocked also apply to raiders? and if i leave doors open can prisoners pass through them? bc i have some locked doors held open, but all doors leading to my prisoner rooms are unlocked or held open inside my ship and yet they still sleep in the hall
Hazzer  [author] 20 Aug @ 3:04pm 
@Lemniscate_Mike Have you checked prison labor mod options? There is option to enable all type of work. It should work.
Lemniscate_Mike 19 Aug @ 4:26pm 
Think you could add support(or patch it or something) for FSF Complex Jobs?
The work menu doesn't have sub categories with it.

P.S. If you could do it for Mech work tab too, that'd be SWEET.
Death_G41 19 Aug @ 4:06am 
ok thx
晓山alreShan 19 Aug @ 1:50am 
@Death_G41
或者如果你不想那么麻烦把小工作从工作大类中分离出来,制作清单里面可以选择让哪类工作者来制作,比如:殖民者、奴隶、机械族、囚犯,而囚犯应该是这个模组添加的一类工作者。
/ Or if you don't want to spend time on separate a specific job from a work type, then you can choose what kind pawns to make bill in bill's setting, such as colonist/slave/mechanoid/prisoner, and prisoner is added by this mod IIRC.
晓山alreShan 19 Aug @ 1:41am 
@Death_G41
你可以在模组的配置里面,修改允许哪些大类的工作。如果你想让囚犯只能制造弹药的话,按目前模组的功能,你只能把这个小工作从锻造里面分离出来,成为一个大类。
/ You can change what work type in mod's config. If you want to only allow prisoner to do a specific job e.g. [CE make ammo], you have to separate it from that work type e.g. forging, make it become a single work type.
Death_G41 19 Aug @ 1:25am 
Hello author, may I ask if I can let the mod join the forging, I want the prisoner to make CE bullets
晓山alreShan 18 Aug @ 11:57am 
@Jet
ummm?em? oh. Sorry I didn't read carefully.
If you mean "building", and it called "cell wall" and "cell door", which can't be attacked by prisoner.
I suppose it's Vanilla Furniture Expanded - Architect
Jet 18 Aug @ 11:51am 
@晓山alreShan
Oh its from that mod? Thank you i will report it there