[A11b] Prison Improvements v1.1 updated by kexici

Started by Wastelander, February 05, 2015, 01:53:42 AM

Previous topic - Next topic

Dragoon

#105
Quote from: Monkeysaur on March 08, 2015, 02:34:36 PM
-snip-

Having to direct them is a massive waste of time and a lot of unnecessary micromanaging to a game that already has a lot of it. Plus them just running if not being near enough to a home zone or someone seems like it's too easy for bad pathfinding for them to escape since unless you just lace the map with home zones (can be done but is really dumb) they start running and it's very hard to catch them unless you are either very fast or are a crackshot.  >:(
Quote from: faltonico
I truly can't understand that sense of balancing a LOT of modders have, pouring more resources on something doesn't make it more difficult, but more annoying. It is not engaging, even if i'm swimming in silver at late game ¿why to bother?, why all the effort to get there?.

Rock5

Maybe you could make the disadvantage that they are continuously hobbled so they can't run away. So the disadvantage would be that they are always slow. Then you wouldn't use them for jobs that require lots of travel but keep them for jobs around the base.
Rock5 [B18] Mods
- Butchers Can Count Meat
- Sun Lamp Planner
- JTZoneButtons
- RimSearch
- JTExport

GiPSyFiSH

Quote from: Wastelander on March 08, 2015, 01:00:22 PM
Quote from: GiPSyFiSH on March 08, 2015, 12:12:34 PMSNIP
Make sure "gets meals" is unchecked in the Prisoner tab. Colonists only hand-deliver them meals if that is checked.

Aaaah riiiight, thanks! Love this mod btw!

Darkhymn

If the slave collar thing wasn't a part of this, I'd consider it essential. As it stands, -3 mood is paltry when weighed against free, effortless recruitment. It largely invalidates the rest of the mod, as why have prisoners at all?

Dragoon

Quote from: Darkhymn on March 09, 2015, 04:20:39 AM
-snip-

Because not everyone was slaver some people turn slavers other times they don't want to enslave people at all. Not everyone wants there to be slaves at their base but it's nice to choose, and besides certain traits can make them more likely to break even with just -3 to mood.
Good ol rule don't like don't use it.
Quote from: faltonico
I truly can't understand that sense of balancing a LOT of modders have, pouring more resources on something doesn't make it more difficult, but more annoying. It is not engaging, even if i'm swimming in silver at late game ¿why to bother?, why all the effort to get there?.

Wastelander

Quote from: Darkhymn on March 09, 2015, 04:20:39 AM
If the slave collar thing wasn't a part of this, I'd consider it essential. As it stands, -3 mood is paltry when weighed against free, effortless recruitment. It largely invalidates the rest of the mod, as why have prisoners at all?

I got a lot of requests in the Slavers mod thread to add the slave collar here, so I did so; but it's entirely optional, don't craft slave collars if you don't want to use 'em!

Wastelander

Also, the slave collar imposes a penalty to move speed and work speed, so they'll never be as efficient as regular colonists.

Darkhymn

Quote from: Wastelander on March 09, 2015, 11:47:30 AM
Also, the slave collar imposes a penalty to move speed and work speed, so they'll never be as efficient as regular colonists.
Ah, I missed this little detail. That makes a big difference in my mind. I did download the mod. I'll have to give it a go in my next colony, as I really love the improvements you've made to the rather lackluster vanilla prison system. I had tried prison yards in a sense, by adding a common walled-in area outside of the prisoners' rooms, but then they traded their cabin fever malus for the admittedly less severe but still annoying one for sharing a room.

puddlejumper448

This may be a bug or I may be doing something wrong, but I have 5 individual cells connected by cell doors to a main room with a table in it, i tried hand delivering food and a paste dispenser, but my prisoners wont eat until they are half starved to death. when they deliver food they just deliver one after another but the prisoners never eat it. I removed the cell doors so its all one big room now and they are eating just fine, both with delivered and paste dispensers.

Wastelander

Does the paste dispenser room have a security camera in it? If not, it might not be marked a prisoner zone, and the prisoners might refuse to go out there.

Edit: although if they're refusing to eat hand-delivered meals too, that's weird. Any other mods active?

puddlejumper448

I have the door control mod, and I didn't realize the gap in the wall was not an open door and it was actually a gap in the wall (Thank you 2am) so the prison area wasn't actually there. The wall is fixed and its working as intended, so never mind lol.

SpaceDrunk

Quote from: Wastelander on March 09, 2015, 11:47:30 AM
Also, the slave collar imposes a penalty to move speed and work speed, so they'll never be as efficient as regular colonists.

It appears you can simply remove the collar with no ill-effects, though? I did this with my first slave, and while the mood penalty remained, their stats otherwise went back to normal.

Obviously the collar shouldn't be removable, and if broken somehow, should result in them becoming hostile.

groznij

Quote from: SpaceDrunk on March 13, 2015, 10:21:43 PM
Quote from: Wastelander on March 09, 2015, 11:47:30 AM
Also, the slave collar imposes a penalty to move speed and work speed, so they'll never be as efficient as regular colonists.

It appears you can simply remove the collar with no ill-effects, though? I did this with my first slave, and while the mood penalty remained, their stats otherwise went back to normal.

Obviously the collar shouldn't be removable, and if broken somehow, should result in them becoming hostile.
Your'e kidding!?

My one "slave" if you want to call "-3 mood" that, was nearly killed and his slave collar was destroyed in the process (I assume, I do not know the workings of this game well enough to even know that is a possibility). I managed to save him but I had to recruit him again ( though I could have re-enslaved him). I kind of liked that narrative. Useful guy defended the colony, was nearly killed, and was recruited for hte purpose of true prosperity. Or whatver, you know.

Darkhymn

I may be hitting a wall in my current prison's design due to AI limitations. I have 5 colonist rooms, a hallway, a chow hall, a freezer and a yard designated as prisoner areas. The prisoners are finding their beds and the yard fine, and when directly provided with food they'll eat it in the chow hall. However, unless escorted into the freezer by a warden, they will not go into the room and retrieve a meal. For reference, I'm using a lightly modified, stripped down version of MarvinKosh's Space and Prison Meals, and the meals provided in the prison freezer are prison meals. I don't believe that the issue is related, however, as the prisoners will eat the meals if escorted to them.
Is it possible that the meals are just too far from the prisoners' beds, and the prisoner AI isn't looking that far for food? The freezer is across a hallway and through the chow hall from the bedrooms.
Another possibility I just now thought of... Could it be that there is a 1x1 "room" between the chow hall and the freezer - used as a temperature buffer - that isn't marked with a camera?

Wastelander

Quote from: SpaceDrunk on March 13, 2015, 10:21:43 PM
Quote from: Wastelander on March 09, 2015, 11:47:30 AM
Also, the slave collar imposes a penalty to move speed and work speed, so they'll never be as efficient as regular colonists.

It appears you can simply remove the collar with no ill-effects, though? I did this with my first slave, and while the mood penalty remained, their stats otherwise went back to normal.

Obviously the collar shouldn't be removable, and if broken somehow, should result in them becoming hostile.

I'd rather not expand on the collar in this mod, if you want a more "fleshed out" system try my Slavers mod :) Plus some people like the ability to remove the collar for RP purposes.

QuoteIs it possible that the meals are just too far from the prisoners' beds, and the prisoner AI isn't looking that far for food? The freezer is across a hallway and through the chow hall from the bedrooms.
Another possibility I just now thought of... Could it be that there is a 1x1 "room" between the chow hall and the freezer - used as a temperature buffer - that isn't marked with a camera?

Hmm.. the only thing I can think of is the prisoners might not be considering the freezer if there isn't a camera there. I'm happy to check a screenshot of your setup if that doesn't help.