Prison Improvements Mod
(http://i.imgur.com/tXEHNDa.jpg?1)
Changelog
V1.1:
-Tried something...unorthodox.... to make the mod more compatible with other mods. Let me know if it breaks.
-Colonists will now transfer downed (I.E. legless) prisoners, as long as there is a free bed in the destination zone.
-Added slave collars, enslavement, and enslaved thought from the Slavers mod.
-Modified exercise job so it can be done in a room 64 sq instead of 300 sq.
-Added Blazergong's door gfx as alternate gfx. Rename the alternate door images to use them.
Description:This is a component of a larger mod I'm working on. It adds a few features specific to prisoners:
Cell DoorA door which prisoners and colonists can open. Used to create prisoner bedrooms, separate areas of the prison, create fenced yards, etc.
Security CameraFound under the Misc menu, designates a room as a prison without requiring a bed. Self-destructs if it is in a room touching a map edge or if there are colonist beds in the room.
YardsPrisoners with cabin fever will automatically seek out open prison spaces to exercise. An open space is a 'room' with at least 64 unroofed tiles. (if you notice your prisoners refusing to go exercise, it's probably because the yard is too small.)
Prison TransferTransfer prisoners to any named security camera.
(http://i.imgur.com/beLGw4M.jpg?1)
EnslavementAdded a few features from my Slavers mod to this mod; you can craft slave collars at a tailor's workshop. There's a new prisoner interaction button that lets you enslave prisoners rather than try to convert them. Enslaving is immediate, but slaves gain a permanent -3 mood modifier.
Warden changesWardens will no longer haul prisoners back to their beds if they stay within the prison.
Download:Mod: A11b (https://ludeon.com/forums/index.php?action=dlattach;topic=10069.0;attach=8907) A9 (http://www6.zippyshare.com/v/JNiUdmiX/file.html)
Source: http://www67.zippyshare.com/v/VaSrMEEL/file.html
How to install:- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
Known bugs / issues:- Security Camera takes two keypresses to rotate.
- Not all input is caught when naming a security camera - for example, 1-2-3 still change game time while naming. Will work on this one at some point.
- Can only transfer incapacitated prisoners to a security camera if there is an unowned prisoner bed in the destination room.
Thanks will check this out later today ;D
Can't wait to try this out!!
This is great!
Looking forward to seeing what else you bring to the table. :)
Some great ideas here.
Ooo, our Lord Tynan hath spoken.
you are lucky to have the Lord Tynan to speak on your post
A prison yard is certainly a slightly more elegant solution to Cabin Fever than mine...
I just chop their legs off... legless prisoners don't suffer cabin fever :P
lol prison architect comes to rimworld :)
Make the marker a phonebox or a weights bench or something that isnt a "marker". Other than that great job and a good solution to the multiple prisoner rooms "issue".
Is it the Prison-o-Mat I see here? :)
Did you had to make some tweaks?
How did the meals get near the prison beds?
Good job, we can now close each convict in its own cell.
Just a quick code tidy pass:
"Cell Door" should be "CellDoor" as a defname.
how possible is it to make enemy factions try to break their imprisoned faction members out of jail OR negotiate their release for some silver as their main goal for attacking, instead of the standard kill-all-humans story?
Looks awesome, going to try it.
That, my friend, is incredibly great :) I take it ^^
Quote from: Boboid on February 05, 2015, 02:19:25 AM
A prison yard is certainly a slightly more elegant solution to Cabin Fever than mine...
I just chop their legs off... legless prisoners don't suffer cabin fever :P
Tears of laughter are streaming down my face. That's so cleverly callous lol
Quote from: Boboid on February 05, 2015, 02:19:25 AM
A prison yard is certainly a slightly more elegant solution to Cabin Fever than mine...
I just chop their legs off... legless prisoners don't suffer cabin fever :P
Lol that last part is going to be one of those memorable quotes related to Rimworld. I'm going to find myself saying "Legless prisoners don't suffer cabin fever" to a friend in the near future and it's going to completely baffle them.
"Ah yes, hello Mr..Steven let me be the first to say "Welcome to the colony!" I'm sure you're going to love it here - Now I know you're a bit shot up but don't worry I'm going to pass you along to my colleague here and he'll have you right as rain in no time"
"Hello Mr Steven, quite the fight going on out there eh? Still, looks like you're one of the lucky ones, just a flesh wound on your arm there! The unlucky ones go to the Larder and the Tailor, naturally. Don't worry about that though - you're fine! Just lie back,relax, and we'll have that sorted in just a moment."
"Nurse, pass the bone-saw."
My colonies are wonderful places to live be.
LoL this looks so good I would have to wounder will cabin fever be replaced with prisoners being shanked in the yard. I will have to try this out. Hell just for the prison mark alone if not for the rest as well.
I don't find the yard marker in which category it is?
Nice, will try iit
Quote from: Wastelander on February 05, 2015, 01:53:42 AM
Yards
Prisoners with cabin fever will automatically seek out open prison spaces to exercise. An open space is defined by the game as a 'room' with at least 300 unroofed tiles. (if you notice your prisoners refusing to go exercise, it's probably because the yard is too small.)
300? is that a typo? did you mean 30?
30 is 5x6 not much of a yard eh...
Thanks for all the kind words everyone!
QuoteA prison yard is certainly a slightly more elegant solution to Cabin Fever than mine...
I just chop their legs off... legless prisoners don't suffer cabin fever :P
That's hilarious, wish I knew that!
QuoteMake the marker a phonebox or a weights bench or something that isnt a "marker". Other than that great job and a good solution to the multiple prisoner rooms "issue".
Good idea, thanks!
QuoteI don't find the yard marker in which category it is?
There's no specific marker for a yard, just create a big (300 sq.) unroofed room and mark it as jail (with the prison marker or a prison bed).
Quote300? is that a typo? did you mean 30?
Technical answer: You have to be 'psychologically outdoors' once per day to counteract Cabin Fever; you're only psychologically outdoors if you're in a 'room' with at least 300 open-roofed tiles. I can't override that behavior in the core game.
In-universe answer: You can't get a
good jog going in 299 tiles... what's the point of even going outside? :)
Nice mod. I like!
Any thoughts on having specific prisoner only stuff?
ie: Prisoner Beds (that only Prisoners can sleep in ever; cheaper to make than regular beds)
Prisoner Meals (Good and nutritious food but very bland tasting)
Prisoner Clothes (So that you can pick out your colonists from the prisoners)
Prisoner Strait Jacket (if a prisoner suffers from a mental break they cannot attack anyone)
Prisoner Shock Baton (Only affects prisoners, and it incaps any that are hit by it, to quell rebelling prisoners who are suffering mental breaks; deals little damage but has extremely high incap chance)
You are amazing. Been waiting forever for a mod like this ;D
Quote from: Тайнан on February 05, 2015, 02:09:24 AMнекоторые великие идеи здесь.
Если смотреть в запросах модов, я был одним из авторов идеи этого мода, а собственно, дверей для заключённых, очень надеюсь, что эта идея, будет официально воплощена, в игре....
Um i just got insane lag when i started up and i checked and unchecked mods and found its yours. When i pull the prison marker thing out, like have it selected to put down, my game drops frames so fast its unreal. i run at about 150ish and when i pull that out it goes to like 20ish instantly. Its just with your mod i dont dare run any others with it :'( . So can you look in to it for me/us?
Hm, that must be the placeworker, a piece of code that runs when you have it selected but before you place it, and figures out if the spot you're choosing is legal. I see it a bit now too, now that you mention it, but not nearly that drastic.
Does it only happen if you're mousing over a large open space?
Prison architect now officially sucks! :D kidding, this mod makes RW even more amusing.
Quote from: Wastelander on February 06, 2015, 01:58:09 AM
Hm, that must be the placeworker, a piece of code that runs when you have it selected but before you place it, and figures out if the spot you're choosing is legal. I see it a bit now too, now that you mention it, but not nearly that drastic.
Does it only happen if you're mousing over a large open space?
No it happens all the time and i have a beefy computer to make it lag like that somethings funky
Quote from: numen0r on February 05, 2015, 03:41:18 AM
how possible is it to make enemy factions try to break their imprisoned faction members out of jail OR negotiate their release for some silver as their main goal for attacking, instead of the standard kill-all-humans story?
This would be pretty cool but I don't know how possible that would be.
QuoteNo it happens all the time and i have a beefy computer to make it lag like that somethings funky
That's pretty weird. Anyone else seeing this?
You should be able to resolve it by removing the <placeworker> block from prisoner_improvement_buildings.xml... after that you'll be able to place the prison marker anywhere, might get weird effects if it's placed outdoors, so be careful.
I noticed a very slight slow when trying to place the marker over the main area but nothing that breaks the performance.
Reminds me of some people complaining about the alert speaker glowers setting their PC on knees... :-\
I also noticed in my previous colony that when I load a savegame, colonist beds in rooms adjacent to the prison yard (which contains a marker) are set for prisonners. I will post a screenshot if I see it again in my current colony.
Quote from: SundayTuesday on February 06, 2015, 02:48:07 PM
Quote from: numen0r on February 05, 2015, 03:41:18 AM
how possible is it to make enemy factions try to break their imprisoned faction members out of jail OR negotiate their release for some silver as their main goal for attacking, instead of the standard kill-all-humans story?
This would be pretty cool but I don't know how possible that would be.
It should be possible.
1) Find a prisoner belonging to your faction.
2) Find the room they are contained in.
3) Attack the door or walls of that room until the prisoner escapes.
You'd have to do some poking around in the code to see how things work, but I am pretty sure enemies will attack doors by default if their target is inside a room.
The hard part would be dealing with all of the creative prisons people will start building to try and break the mod.
Quote from: Tynan on February 05, 2015, 02:09:24 AM
Some great ideas here.
This is something I think would be beneficial in the game and should contribute to the recruitment of prisoners, not just being talked to by the warden lol
Quote from: Justin C on February 06, 2015, 06:02:37 PM
Quote from: SundayTuesday on February 06, 2015, 02:48:07 PM
Quote from: numen0r on February 05, 2015, 03:41:18 AM
how possible is it to make enemy factions try to break their imprisoned faction members out of jail OR negotiate their release for some silver as their main goal for attacking, instead of the standard kill-all-humans story?
This would be pretty cool but I don't know how possible that would be.
It should be possible.
1) Find a prisoner belonging to your faction.
2) Find the room they are contained in.
3) Attack the door or walls of that room until the prisoner escapes.
You'd have to do some poking around in the code to see how things work, but I am pretty sure enemies will attack doors by default if their target is inside a room.
The hard part would be dealing with all of the creative prisons people will start building to try and break the mod.
Actually I think most people will start to put more thought in separating their prisons from their main base, in fear of getting run over by a huge raid just for 1 pesky prisoner.
It could add so much more strategy to the game.
Yeah I'd most definitely separate my prison from my main base... and then reconstruct the wall all the raiders walked through to get to my prison and freeze them all to death.
Or simply use Mechanical walls (from Mechanical Defense by mipen) and raise them. That's what I do for my furnace / flash freezer for dealing with raiders. I lower all the walls... they walk in, and then I raise all the walls trapping them inside.
The biggest "problem" with this mod is that my colonist try to feed the prisoners while their out and about and just leave food everywhere...
Quote from: FettaCheese on February 08, 2015, 04:42:22 AM
The biggest "problem" with this mod is that my colonist try to feed the prisoners while their out and about and just leave food everywhere...
Did you try unchecking 'gets food' in the prisoner menu? I think that will make wardens stop hauling food to them.
I could look into making it so that box is unchecked by default, would that be better?
Quote from: Wastelander on February 08, 2015, 02:40:36 PM
Quote from: FettaCheese on February 08, 2015, 04:42:22 AM
The biggest "problem" with this mod is that my colonist try to feed the prisoners while their out and about and just leave food everywhere...
Did you try unchecking 'gets food' in the prisoner menu? I think that will make wardens stop hauling food to them.
I could look into making it so that box is unchecked by default, would that be better?
I am also seeing an issue with the hoppers on the sides of the prison o mat. When the cook fills it the other people run in there and take the food back out to my freezer
Quote from: Mechanoid HiveMind on February 08, 2015, 02:56:18 PM
I am also seeing an issue with the hoppers on the sides of the prison o mat. When the cook fills it the other people run in there and take the food back out to my freezer
Did that start happening with the installation of this mod? I don't think I messed with the hauling stuff at all...
Is the storage zone in the freezer is set to a higher priority than the hopper?
i love this concept! Now all you need is to be able to execute prisoners by firing squad, so we need a way to line up prisoners against a wall
Have been using this with Epyk's pack - very little issues at all. Excellent work.
Quote from: Wastelander on February 08, 2015, 03:06:41 PM
Quote from: Mechanoid HiveMind on February 08, 2015, 02:56:18 PM
I am also seeing an issue with the hoppers on the sides of the prison o mat. When the cook fills it the other people run in there and take the food back out to my freezer
Did that start happening with the installation of this mod? I don't think I messed with the hauling stuff at all...
Is the storage zone in the freezer is set to a higher priority than the hopper?
Ah it might be lemme check
what this really needs is chain link fences
You have forever gained my affections.
I hope this mod gets a Alpha 9 update. Just started using it before the update and found it to be very helpful. Would like to keep using it.
I do plan on updating this for A9. I've also added a few new features, prison markers are 'security cameras' now, markers can be named, and prisoners can be transferred to different prisons via named markers.
I'll see if I can find some time this weekend to finish up the A9 update.
I don't know if I would set up a yard if I used this mod. I like building underground and an open air yard that leads into my base would be too high a security risk for me. But I like the communal area. I need to ask then, if I have some small cells and a communal area will the prisoners leave their cell if they have no reason to? Or will the tables "Gather spot" feature draw the prisoners out?
Just discovered this and it sounds really epic, please update it.
Just updated to Alpha 9. :)
Quoteif I have some small cells and a communal area will the prisoners leave their cell if they have no reason to? Or will the tables "Gather spot" feature draw the prisoners out?
Yup, prisoners will wander around the whole prison.
It took me a good amount of time to find the download button :')
But other than that, love the mod!
weres the download button i have looked for about an hour now and i cant find it
Just in case you interested. It seems that i know what's the problem with sec cameras rotation.
one key press turns camera. But there is 4 directions. And in texture atlas you have only 2 textures. Camera actually rotates on each key press, but we just don't see it, cause for top and left(just a guess it may as well be top and right or smthng) textures are similar.
Quote from: hsoden on February 22, 2015, 03:31:47 AM
weres the download button i have looked for about an hour now and i cant find it
In attachments to original post...
I'm having an issue. In my new colony I have a prison are with a named camera, but there's no option to haul the prisoner.
http://puu.sh/g7VIJ/90df669570.jpg
The Mod don,t work together with the Zombie Mod!
Why? I can't see why it wouldn't.
If the Prison Improve mod off then is the Zombie Virus active if the mod is on then the zombie virus don,t work
QuoteJust in case you interested. It seems that i know what's the problem with sec cameras rotation.
one key press turns camera. But there is 4 directions. And in texture atlas you have only 2 textures. Camera actually rotates on each key press, but we just don't see it, cause for top and left(just a guess it may as well be top and right or smthng) textures are similar.
Yeah, the problem I run into is there's 3 textures ('front', 'back' and 'side'), but side gets flipped to be the graphic for two different sides. I couldn't figure out a way to make the camera go left-right-left-right with that setup - the best I can do is left-left-right-right. I might be able to work around this with a custom graphic class, but I just haven't invested the time in that yet.
QuoteI'm having an issue. In my new colony I have a prison are with a named camera, but there's no option to haul the prisoner.
Looks like you've got another UI mod in there (colonist icons mod?). They are probably incompatible, at least the feature that allows for prisoner transfer. The rest of the mod should still work fine.
QuoteIf the Prison Improve mod off then is the Zombie Virus active if the mod is on then the zombie virus don,t work
Pretty surprised to hear that... but yeah given the huge number of mods there are for this game, I can't guarantee none will interfere with each other :( This should be much more compatible if it gets rolled into one of the mod packs like Epyks.
If you guys do have details about what's breaking, I can probably invest some time in making this mod more compatible.
It conflicts with the zombie mod because both mods use the Races_Humanoid.
I have another issue: http://puu.sh/g9hpp/c4a7095d23.jpg
Dude does go out in the yard, but doesn't lose the debuff. On mouseover the area says "unroofed", not "outside". Is that the reason? If so, how do I fix it?
I did a rough sizing of that yard you've got and it looks like 26x9 - slightly short of the 300 unroofed tiles required to lose cabin fever. Could you try enlarging it a bit?
Although now I think about it, I might be able to manually remove the cabin fever thought instead of requiring a huge yard and letting the core code remove it. I'll put that on my list for an updated version of this mod.
I actually managed to make it work. It wouldn't work with an "unroofed" area, but I expanded it a bit more (made a roofed room, set it to no roof and broke the walls between them) and it became outdoors, removing the debuff.
But yeah, having the debuff directly removed would be easier.
e:
Issues aside, I absolutely love this mod. Really love it. I hope we see more prison-related stuff from you!
Prison Architect in Rimworld when
I do not mean to be rude but, where is the download button? I swear it is not right infront of me.
Quote from: Razul Antiwield on February 24, 2015, 02:54:38 AM
I do not mean to be rude but, where is the download button? I swear it is not right infront of me.
Click the attachment links at the bottom
Ahh thank you.
HEy, like the mod. However the shape of the prison doors bugged me a little. I changed your textures and made the door a little smaller as to match the other doors in the game. If you like maybe you can put it in your next update.
Im no modder, just helping where i can .
[attachment deleted due to age]
Thanks for the images! I'm no artist, so I'm happy to incorporate anything that looks better than my attempts. I'll test those images out and I'm assuming I'll use them in the next version of the mod.
Quote from: hsoden on February 22, 2015, 03:31:47 AM
weres the download button i have looked for about an hour now and i cant find it
at the very bottom of the mod post, you will see a tiny scrollable window
there are the downloads
funny fact: it took me over 10 minutes to realize that
cant seem to transfer prisoners. made 2 rooms, both have cameras, "the lab" and "the stables" both prisoners have no legs so they cant walk on their own, and my wardens are not moving them.
Maybe PI can be compatible with Zombie Apocalypse by simple fix?
As far as I can see, this mod overrides pawn to display its own ITab instead of vanila one. So if I put the ITab to Zombie Apocalypse's pawn definition, well.
Just a guess now, but I may try it at least if you and Justin C don't mind...
Quotecant seem to transfer prisoners. made 2 rooms, both have cameras, "the lab" and "the stables" both prisoners have no legs so they cant walk on their own, and my wardens are not moving them.
You have to transfer prisoners using the button in the prisoner tab, are you doing that? If so, can I see a screenshot of your situation? I don't know that I tested legless prisoners.... :)
Quote from: Wastelander on February 25, 2015, 02:50:08 AM
Quotecant seem to transfer prisoners. made 2 rooms, both have cameras, "the lab" and "the stables" both prisoners have no legs so they cant walk on their own, and my wardens are not moving them.
You have to transfer prisoners using the button in the prisoner tab, are you doing that? If so, can I see a screenshot of your situation? I don't know that I tested legless prisoners.... :)
http://imgur.com/a/570Nd
neither of them have legs, or much of anything for that matter. just the necessities.
Just looked at my code and they won't haul downed prisoners... that's probably what's up with stumpy there. :) I'll fix that in the next version.
Quote from: Wastelander on February 25, 2015, 03:08:22 AM
Just looked at my code and they won't haul downed prisoners... that's probably what's up with stumpy there. :) I'll fix that in the next version.
awesome, thanks! cant wait to get this lovely little organ harvesting facility to 100% efficiency!
Quote from: Latta on February 25, 2015, 02:48:06 AM
Maybe PI can be compatible with Zombie Apocalypse by simple fix?
As far as I can see, this mod overrides pawn to display its own ITab instead of vanila one. So if I put the ITab to Zombie Apocalypse's pawn definition, well.
Just a guess now, but I may try it at least if you and Justin C don't mind...
Compatibility patch are always great. If you can do it, I will surely take it ^^
Quote from: Wastelander on February 24, 2015, 05:44:40 PM
Thanks for the images! I'm no artist, so I'm happy to incorporate anything that looks better than my attempts. I'll test those images out and I'm assuming I'll use them in the next version of the mod.
Make it optional, I really prefer your current sprites :(
I'm having a problem with my current jail. I have a common room with a paste dispenser and a hallway outside. I have about 4 cells with 2 beds each, and a couple medic cells. My problem is that my wardens spend all day putting people back in their room when they walk into the common room. I swear I watched them for 5 mins juggling the same 5 prisoners lol. I have a sec camera up and everything. I could send a picture if it would help. Any ideas? other than turning off my wardens.
EDIT: I figured it out. When I reload my game my sec cameras disappear most of the time. I just assumed they were up since the last time I put them there. My bad.
QuoteI figured it out. When I reload my game my sec cameras disappear most of the time.
Er, they should stay between saves and loads.... the only reasons they should disappear is if the room they are in ever touches a map edge (so like if you knock down one of the prison walls) or if you build a colonist bed in the room. Either of those happening?
Just updated to version 1.1!
-Tried something...unorthodox.... to make the mod more compatible with other mods. Let me know if it breaks.
-Colonists will now transfer downed (I.E. legless) prisoners, as long as there is a free bed in the destination zone.
-Added slave collars, enslavement, and enslaved thought from the Slavers mod.
-Modified exercise job so it can be done in a room 64 sq instead of 300 sq.
-Added Blazergong's door gfx as alternate gfx. Rename the alternate door images to use them.
I'm honestly not sure since I'm still new with this mod so I didn't think to check. It could have happened to the one in my prison yard when I was rebuilding it, but my common room has been the same. It could have been when somebody knocked the door down but I'm not sure. I just started a new play through so I'll update you if it happens after a reload or just me being derpy.
needs poison gas vents and electric chairs
Quote from: Wastelander on February 28, 2015, 12:29:02 AM
Just updated to version 1.1!
-Tried something...unorthodox.... to make the mod more compatible with other mods. Let me know if it breaks.
-Colonists will now transfer downed (I.E. legless) prisoners, as long as there is a free bed in the destination zone.
-Added slave collars, enslavement, and enslaved thought from the Slavers mod.
-Modified exercise job so it can be done in a room 64 sq instead of 300 sq.
-Added Blazergong's door gfx as alternate gfx. Rename the alternate door images to use them.
Cool so it's colonist turned slaver?
Quote from: Dragoon on February 28, 2015, 12:57:24 AM
Quote from: Wastelander on February 28, 2015, 12:29:02 AM
Just updated to version 1.1!
-Tried something...unorthodox.... to make the mod more compatible with other mods. Let me know if it breaks.
-Colonists will now transfer downed (I.E. legless) prisoners, as long as there is a free bed in the destination zone.
-Added slave collars, enslavement, and enslaved thought from the Slavers mod.
-Modified exercise job so it can be done in a room 64 sq instead of 300 sq.
-Added Blazergong's door gfx as alternate gfx. Rename the alternate door images to use them.
Cool so it's colonist turned slaver?
Yep but without the negative mood to your colony (not sure)
where is the download link
Quote from: pro447 on February 28, 2015, 09:20:14 PM
where is the download link
front page under known bugs click PrisonImprovementsA9v1.1.zip
An interesting expansion to the vanilla prison options. Allows for far greater control over prisoners at any rate. I kinda like the idea of building a small "Colony within a colony" to deal with any captured individuals. Being able to mark a room as for prisoners without actually having a bed in there is nice. I hate having to build tables and the like for every prison room.
I don't know if this has been answered, but I made a yard and the warden keeps bringing the prisoner back to his bed every time he goes outside. What am I doing incorrectly?
Edit: I think I figured it out. Add a security camera to the area. Duh. :)
I'd love to see an option where you risk the prisoners escaping if in an outdoor area. Then you have to weigh the options of whether or not you want to have a nice prison, or a dark hole in the ground! Then you'd also have to plan for other ways to contain them.
Also, you could implement an "alarm" going off when they've been discovered gone! ;)
Great work, going to try it tonight.
excellent mod. couple of things about the enslaving. can i still recruit while their slaved? and the -3 de-buff, i'm assuming that stacks with the -5 from imprisoned.
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Quoteexcellent mod. couple of things about the enslaving. can i still recruit while their slaved? and the -3 de-buff, i'm assuming that stacks with the -5 from imprisoned.
Enslaved people act just like colonists, they are not prisoners, so they don't have the imprisoned mood mod. You can order them around, draft them, all that. They just suffer the -3 mood mod forever, and I don't think there is a way to 'graduate' them up from slaves to full colonists.
sound cheers. So skips the recruit stage for a permanent -3. no more 1% chance fails. woohoo!
brilliant mod. I'm loving the whole proper jail system going on. seperate cells yards etc. thanks wastelander.
><
Quote from: Dragoon on February 28, 2015, 11:23:10 PM
Quote from: pro447 on February 28, 2015, 09:20:14 PM
where is the download link
front page under known bugs click PrisonImprovementsA9v1.1.zip
You have to be logged into the forum in order to see the download link. If you're not logged in then the link is not visible. (I was looking for ages as well!)
You're right! I didn't know that. That means a user has to join the forum just to download attached files. Seems harsh.
Of course the mod creator can probably just add a link directly in the post which would be visible even when the user is not logged in but would that go against what the forum admins wants? Are they trying to increase their sign-ups or was it unintentional?
That raises another question that I've wondered about sometimes, do the admins mind some of us hosting the mods on this forum or would they prefer the mods be hosted at one of the mod sites?
Quote from: Rock5 on March 04, 2015, 08:15:56 AM
You're right! I didn't know that. That means a user has to join the forum just to download attached files. Seems harsh.
Of course the mod creator can probably just add a link directly in the post which would be visible even when the user is not logged in but would that go against what the forum admins wants? Are they trying to increase their sign-ups or was it unintentional?
That raises another question that I've wondered about sometimes, do the admins mind some of us hosting the mods on this forum or would they prefer the mods be hosted at one of the mod sites?
Naw, not against forum rules, I was just lazy. (And I like seeing the little download counter, gives me the warm fuzzies.) According to the "how to post a mod" sticky, I don't think they really care where you attach the files.
I've added a download link to the first post in this thread.
From the slave collar, does it still make them rebel like in the slavers mod or do they stay forever obedient?
QuoteFrom the slave collar, does it still make them rebel like in the slavers mod or do they stay forever obedient?
Nope, none of the other features from Slavers is in this mod. Enslaved colonists just act like regular colonists forever.
when i furst saw this mod i thiut "i dont need this this mod will just to unued if i install this then i started to think about it and i thout that this is needed very much so thank you for makeing a mod that took me three day to ponder if i need this
Right, I have a prison block with a yard, a cell with beds and a freezer with storage for prison meals. All connected by prison doors and with cameras.
Works perfectly, except... My colonists are still bringing them simple meals, even though their freezer is full of prison meals...
They have access to the prison meals, they eat them, yet they get extra food on top of that. Am I missing something?
Quote from: GiPSyFiSH on March 08, 2015, 12:12:34 PM
Right, I have a prison block with a yard, a cell with beds and a freezer with storage for prison meals. All connected by prison doors and with cameras.
Works perfectly, except... My colonists are still bringing them simple meals, even though their freezer is full of prison meals...
They have access to the prison meals, they eat them, yet they get extra food on top of that. Am I missing something?
Make sure "gets meals" is unchecked in the Prisoner tab. Colonists only hand-deliver them meals if that is checked.
One idea could be that a slave has no autonomy and has to be directed at all times. Self direction is kind of at conflict with being a slave and it adds some needed disadvantage to enslaving people, or perhaps a better way to do it would be to allow a slave to be self directing, but also add in the risk that if the slave goes too far from the home zone or if the slave is ever far away enough from an armed colonist, they will try to escape. This could be dealt with by giving them only the tasks which you know will be localized to the home zone. A slave who travels half way across the map to hunt would be stupid to return with food for his/her captors when they can just leg it and be free.
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. >:(
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.
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!
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?
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: 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!
Also, the slave collar imposes a penalty to move speed and work speed, so they'll never be as efficient as regular colonists.
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.
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.
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?
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.
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.
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.
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 (https://ludeon.com/forums/index.php?topic=5980.0), 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?
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.
Please,
Can you put the version "Ingame". When i go in my mod tab and click "info" i have no idea of the version in the description.
When i go in the Mod folder and look in the folders, no idea too.
The only way to know wich version we have is if we have'nt trashed the "zip" file.
Of course this is not something very important, but it's easy to do and friendly user ;)
Thanks for your mod.
Hey man thanks for the awesome mod, but i got a little bug to report.
When you use slave collars to recruit prisoner, you get -3 moral penalty right?
so some time later, one of the slave broke down and i had to arrest him. this time, i did not use the slave collar.
but when i recruited him the normal way, his description says he was still a slave of the colony, and the moral penalty did not disappear.
What about metal bars walls for shoot and air through, just like embrasures? Can be pretty useful with Skullywags stun guns for quashing revolts.
Might be nice for the ambiance too.
BUG: I have 1 prisoner, and 3 rooms with cameras (A cell with camera, a main room with camera, and a outside bit with a camera) and my colonist brings food for that 1 prisoner to each separate place with the cameras, so 1 prisoner gets 3 meals, 1 in his cell, 1 in main, and 1 in the yard, bug or did i do something wrong?
EDIT: Also, i enslaved someone, then arrested them, then recruited them as a colonist, but they kept the -3 slavery debuff after i had recruited them? is it supposed to be like that?
I'm having food issues also.
They will eat delivered food, unless maybe it ends up out of the way like the far end of a prison yard, which I had happen once. (delivering close to where the prisoner was when the task was started?)
They will use the NPD in the common room, which is the main prison room I made with table and chairs. The camera there is named Prison Common Room. They won't touch food stored there. I was using the mod which adds prison meals, but in one test I stored a stack of stock game simple meals and a stack of fine meals. They rotted without the prisoners touching any of them. The prisoners would happily eat delivered simple meals even with fine meals just sitting there.
They won't touch food stored in the freezer, where the back end of the NPD and its hopper is at. A camera is there, which I named Prison Freezer.
All doors between prison rooms/cells/yard, including the one leading to the freezer, are Steel Cell Doors.
I wonder if the prisoners not touching stored food it is due to the fact the mod seems to 'forbid' items in the prison zone from being hauled anywhere.
E.g., if I right click on the stack of simple meals in the prison freezer, the bottom most thing says "Cannot haul simple meal (prisoner room)"
Also of note. In the winter, Prisoners won't touch winter clothing, like Parkas.
I would guess in hot temps they won't touch dusters.
A suggestion, a 'solid' variant of the cell door, partly for aesthetics. It looks a little silly to use a cell door for the freezer.
So started renovating a temporary bunk house/infirmary/prison into a permanent prison. Next thing you know I've got a Norbal prisoner in a cell with the prison door who keeps coming out into what is still the colonist living area and immediately getting wardened back into his cell. So I've now got a viking that *really* wants to come out of the closet.
What am I even supposed to think about this?
Quote from: Chaplain on April 04, 2015, 11:26:51 PM
So started renovating a temporary bunk house/infirmary/prison into a permanent prison. Next thing you know I've got a Norbal prisoner in a cell with the prison door who keeps coming out into what is still the colonist living area and immediately getting wardened back into his cell. So I've now got a viking that *really* wants to come out of the closet.
What am I even supposed to think about this?
Lol well prison doors are allowed to be opened by prisoners so if you put a regular door on the cell temporarily till you can set the rest of the prison up :) and any area that you want prisoners to go you need a camera in that area otherwise your colonists will warden them back to the prison area :)
Probably the most useful mod i've ever seen here :p.
cant get it to work can anyone help please ?
iv extracted the file into my mod folder and ticked the mod in the mods section but I have nothing more than befor and no extra research
thanks jamie
There is no extra research to be done, there's just the prison cell door in the Structure architect tab, and the security camera on the Misc architect tab.
This is going to be really useful for A10, but most of the stuff isn't needed.
It's a DLL and I'm on a Mac, so I'm not sure how to just get the prison door and security camera, but that's all you need really to work with the Joy system.
Well, seeing how prisoners are harder to keep happy, and therefore harder to recruit, the enslavement could be a nice option for the prisoners that you don't want to kill/release, but don't want staying inside the prison losing their skills and wasting resources.
Also, the transfer note could help you move prisoners around and say, put a bunch of prisoners in a area with only horseshoes as a joy provider, making them train their shooting(though very slowly), or put some prisoners you don't really care about in a place with a nutrient paste dispenser to save up on feeding them.
A10 plsss :)
Been dying for this to update since A10, seems recruiting has gotten a little more difficult. Miss this mod so much!
This is an excellent mod, must be implanted
Quote from: axenn on April 26, 2015, 07:29:04 AM
This is an excellent mod, must be implanted
this is an excellent mod and i was really looking forward to using it however Tynan removed the prisoners getting cabin fever and some other stuff so it made this mod useless :( i messaged Tynan to bring back the cabin fever debuff but maybe this mod can bring back the stuff Tynan took away and make it useful again i would love it!
Not so useless because i seen 3 times whit the same prisoner, fights. And i prefer to have a unique room to bring the meals.
It's not useless at all. I used this mod most of all for puting prison room without having to build a bed xD
Quote from: Ninefinger on April 26, 2015, 07:40:03 AM
Quote from: axenn on April 26, 2015, 07:29:04 AM
This is an excellent mod, must be implanted
this is an excellent mod and i was really looking forward to using it however Tynan removed the prisoners getting cabin fever and some other stuff so it made this mod useless :( i messaged Tynan to bring back the cabin fever debuff but maybe this mod can bring back the stuff Tynan took away and make it useful again i would love it!
Not useless at all. For one, you can have separate rooms which allows you to avoid the 'sharing bedroom' debuff, let prisoners eat on a table without putting one in every room, and avoid the 'cramped space' debuff by letting the prisoners stay in a large 'common area' while they sleep in tiny rooms.
You can also put prisoners who are about to break in solitary cells to prevent fights between prisoners, and you can enslave prisoners who are too hard to recruit, so you don't have to waste resources trying to recruit them, get a mood debuff for selling them, or set them free.
Quote from: AllenWL on April 27, 2015, 08:13:27 AM
Quote from: Ninefinger on April 26, 2015, 07:40:03 AM
Quote from: axenn on April 26, 2015, 07:29:04 AM
This is an excellent mod, must be implanted
this is an excellent mod and i was really looking forward to using it however Tynan removed the prisoners getting cabin fever and some other stuff so it made this mod useless :( i messaged Tynan to bring back the cabin fever debuff but maybe this mod can bring back the stuff Tynan took away and make it useful again i would love it!
Not useless at all. For one, you can have separate rooms which allows you to avoid the 'sharing bedroom' debuff, let prisoners eat on a table without putting one in every room, and avoid the 'cramped space' debuff by letting the prisoners stay in a large 'common area' while they sleep in tiny rooms.
You can also put prisoners who are about to break in solitary cells to prevent fights between prisoners, and you can enslave prisoners who are too hard to recruit, so you don't have to waste resources trying to recruit them, get a mood debuff for selling them, or set them free.
Well i suppose your right but it still needs to be updated ot alpha 10. :(
Great mod, made my games so much more fun :)
does this work for A10? also someone mentioned "implanted". gave me ideas, slave implant to punish or terminate, same for prisoners. could be explosive or poison, or electrical. Doable?
Any word on alpha 10? such a great idea, i'd update it privately myself if i knew how
Would like to use this in A10, even if there is no more cabin fever.
Added to my watchlist.
Quote from: Grynnreaper on May 04, 2015, 06:39:48 PM
does this work for A10?
Quote from: StephenV25 on May 20, 2015, 06:29:58 PM
Any word on alpha 10? such a great idea, i'd update it privately myself if i knew how
It doesn't work directly(just trying to use the A9 mod with A10). We will have to wait for Wastelander to update. Sadly, I'm too busy to jump in and look under the hood to make small changes even for myself, considering I'd have to get familiar with all of how RW manages things. One small change Tynan makes could cost the mod dev hours or days of time to make the appropriate changes to update, given they even have that time, so we will have to wait. Besides, I have a sneaking suspicion we will be seeing prisoner doors soon in a main release.
Yep, no more cabon fever but the possibility to create prison room without bed was for me the primary thing of this mod so I wait for the update to ^^
Quote from: cuproPanda on May 21, 2015, 09:55:55 AM
It doesn't work directly(just trying to use the A9 mod with A10). We will have to wait for Wastelander to update. Sadly, I'm too busy to jump in and look under the hood to make small changes even for myself, considering I'd have to get familiar with all of how RW manages things. One small change Tynan makes could cost the mod dev hours or days of time to make the appropriate changes to update, given they even have that time, so we will have to wait. Besides, I have a sneaking suspicious we will be seeing prisoner doors soon in a main release.
I understand that, i've done modding for other games and updates are always a pain, on the prisoners doors bit has that been said anywhere or just a gut feeling?
Quote from: StephenV25 on May 21, 2015, 05:36:05 PM
on the prisoners doors bit has that been said anywhere or just a gut feeling?
Just a feeling. It's a pretty important addition that I feel RW is slightly incomplete without.
My A10 "prisons" have just been giant drunk-tanks or multiple bedrooms each needing food delivery, whereas in A9 I had cells, dining, and a comfort room (that nobody used). The cabin fever is one thing, but simply having prisoner doors removes the debuffs for sharing bedrooms and prevents more fights. Probably 1/2 of my A10 prisoners have been beaten to death by each other, but that's my fault for sticking 5-10 people in a room with some beds and a table
Patiently waiting for this to be updated, can't wait to play Prison Architect in Rimworld again rather than my current prisons in the game where its one big mosh pit and people are losing limbs left and right everyday :S
I am also missing the prison mod, but have not been able to find any posts by wastelander since late march, so it is suspisious that wastelander got wasted
This mod actually does look really cool.
I'll have to write down some of these ideas; they're compelling.
The inclusion of at least the prison doors, giving each prisoner a cell, would be phenomenal.
unfortunately the prison doors also need the cameras to designate rooms without beds as prison space othewise you could set up a single bed prison room for EACH prisoner, just that the prisoners would be stuck in the single room till joining or released
Quote from: harpo99999 on May 22, 2015, 08:20:11 PM
unfortunately the prison doors also need the cameras to designate rooms without beds as prison space othewise you could set up a single bed prison room for EACH prisoner, just that the prisoners would be stuck in the single room till joining or released
Couldn't the prison doors just count adjacent rooms as prison as well? It doesn't sound too hard; prison areas would (logically) always be sealed off by a sturdy door, which sets the boundary.
what I described was how wastelander had his mod set up, with the prison doors between prison rooms being usable by prisoners and colonists
Update ?
I think the mod author is waiting for Tynan or something. Tynan replied to this thread, liking some of the ideas this mod brings so I think that's why there's not been an update yet (aka best guess)
removed prisoner getting cabin fever i think and X'd the jumping off point?
After getting raided by... lost count at 100 units, a dozen times. I was keeping like 75 prisoners. And was only recruiting 10 out of those 75. I wish there was a way to "select owner" prison beds. That would make it more reasonable than changing beds to medical or deconstructing just to move prisoners to different cells. I'd prefer to isolate the more abrasive and ofter berserking prisoners so they won't bother the rest. My last marathon felt more like Prison Architect while burning hundreds of zombie and human corpses.
tl;dr, any "easy" way to convert this mod to Alpha 11?
Or a way to isolate happenings to one room, since killing, selling or harvesting organs from other prisoners seems to be announced via Public Announcement and everybody's upset.
Oh please all mighty Wastelander please update your mod! This made prisoner management much less frustrating!
update this mod to 11
Hi i update the mod a heavy reduce them to only CellDoor.
You can make big prison with outdoor blocks a separe cells. (Recommed use SC core -> add fence ;) )
[attachment deleted due to age]
Does this actually work? Do the cell doors like mark rooms on both sides as prison rooms? If not, then the camera is still needed to make common rooms in to prison rooms or there really isn't a point to this mod.
If it doesn't mark the room and the prisoner can go through it, then the cell would not be able to be used as a prison because it would fail the games parameters to be an enclosed prison zone. If he updated it correctly the game would automatically zone the common rooms and yards as prison zones
That's why I'm asking. If it doesn't do that then it doesn't work. If it does it should hopefully work. Unfortunately we got almost no explanation or description.
Did very quick testing, and it looks like it did what it should. rooms on both sides of doors are marked as prison.
Haven't tested with prisoners yet, but looks good.
Update all is not to easy :( camera is f.ck hard with new assembly
this is only small update :)
Build prison hall + yard + cell (one sleep spot) + nutritient paste dispenzer (all conneck with cell door) -> prisoner will be happy :)
it is All idea :)
Description -> Cell dorrs is able connect room and all mark as prison, prisoner can pass
this up date does not work as you intend, prisoner still has shearing bedroom and no roof zoning any part of the prison make the entire zone outdoors.
Quote from: Simulacrum0 on July 19, 2015, 11:51:39 PM
this up date does not work as you intend, prisoner still has shearing bedroom and no roof zoning any part of the prison make the entire zone outdoors.
Yeah without the camera it doesn't really work.
I came to check on this mod, it was one of my favorites when I played a few months back. I really like the idea of prisoner doors so that you can set up prison yards and places for your prisoners to be out and about without getting out of the colony. It's a handy way to create a slave labor colony too! Anyone know if there's another mod that does something similar? I hate keeping prisoners in a single room, feeding them day after day and nothing else. They should get a little more freedom and usefulness options.
Are the missing slave collars a known bug? (probably connected to the camera problem)
Quote from: silentbob981988 on July 27, 2015, 05:16:20 AM
Are the missing slave collars a known bug? (probably connected to the camera problem)
the mods not been updated yet.
The mod author has stated the slave collars are a separate mod and wont be connected to this mod. If you want slave collars you'll have to use the other mod along with this mod
Actually, if I recall correctly, the slave collars where a part of another mod that the mod author added to this mod as well.
Quite sure as I used the prison improvements mod before, and it had slave collars without adding any other mod.
Quote from: Wastelander on March 16, 2015, 02:43:15 PM
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.
Quote from: skellitor301 on July 28, 2015, 02:48:45 PM
-snip-
Slave collars were optional for use dude. Thx AllenWL :]
I was going to have a look at the source but Firefox blocked it due to malware/virus suspicion :o
aaaaahhh !!!oneoneeleven :) then i will wait for the slavers to be updated until then i keep using the prison improvements 8)
So does this mod function as advertised on the 1st post yet? Or are the cameras still MIA and sharing bedroom trait still active?
Actually this mod is useless for 11b. Only thing is cell door. But it isn't function as door, temperature still transfers through it. So you couldn't build prison freezer. And that bug with nutrient paste dispenser force me to feed prisoners manually.
All my favourite mods are finally coming for A11. Does this mod works like intended?
Nope, the A11 in the title is a lie.
Update to A12?
please update to A12c
A12c updated from kexici's A11b cell door only version.
Download (https://github.com/Ninefinger85/UltimateOverhaulModpack/blob/master/PrisonImprovementsA12c.rar?raw=true)
Quote from: Ninefinger on August 29, 2015, 12:48:03 AM
A12c updated from kexici's A11b cell door only version.
Download (https://github.com/Ninefinger85/UltimateOverhaulModpack/blob/master/PrisonImprovementsA12c.rar?raw=true)
This mod didn't really do much for me. I could build a door that prisoners could use, but it really didn't function as a door. I had separate rooms connected via a hallway, and I used these doors for the bedrooms. It still showed they were sharing a room, and all the rooms and hallway were treated as one room. It was basically like not having a door at all.
Custom door classes started to not work properly, from a few alpha ago.
Your problem is coming from this, I think.
Quote from: Ninefinger on August 29, 2015, 12:48:03 AM
A12c updated from kexici's A11b cell door only version.
Download (https://github.com/Ninefinger85/UltimateOverhaulModpack/blob/master/PrisonImprovementsA12c.rar?raw=true)
Link is down, so eh
how would one go about fixing this mod? I found it to be essential
a12 ver PLEASE
This mod doesn't work please report this thread from lies.
Quote from: Goodman854 on March 12, 2016, 04:02:01 AM
This mod doesn't work please report this thread from lies.
I'll be polite as possible and ASSUME you've actually running the specific version of the game the mod requires? judging from your post date It seems you'd be running A13, not A11, so in the nicest of ways possible - OFC it isn't going to work. Jeeeeeez. if you are running that actual version its out of date no support anymore.
pls someone update this mod :'(
It would certainly be nice if the full mod could get an update.
I know a few people that would get a kick out of the slave collars thing. ;)
The last time this MOD was fully functional was A9. I was a prison guard for 5 years. I would love to build a realistic jail in rimworld. For the love of god , someone update this mod or release one with similar functions. Private cells, shared dinning.
Quote from: SteelRev on April 28, 2016, 12:07:13 PM
The last time this MOD was fully functional was A9. I was a prison guard for 5 years. I would love to build a realistic jail in rimworld. For the love of god , someone update this mod or release one with similar functions. Private cells, shared dinning.
+1, not on being a guard but updating the mod fully. loved this back in A9, had a jail with 20 cells, dining area paste dispenser and a yard for the prisoners to hang around. Even had its own hospital wing for all the brawls.
><
Is this going to be updated for A13?
I certainly do hope it does get updated. That or Tynan implements something like this into the game. He did show interest in this mod before.
The latest link isn't working...
If you could fix that, that'd be great.
Maybe even update it to A13..?
The last few weeks I have been working on something where I used this mod (v1.1) as a base. It's "almost" ready for human consumption but there are still a couple small things to finish off.
Hopefully I'll have it ready around when the next CCL release hits (which should be "soon").
Quote from: 1000101 on May 13, 2016, 07:38:56 PM
The last few weeks I have been working on something where I used this mod (v1.1) as a base. It's "almost" ready for human consumption but there are still a couple small things to finish off.
Hopefully I'll have it ready around when the next CCL release hits (which should be "soon").
Excellent, looking forward to it!
This mod is fantastic, however im curious to see if you will be updating it to the most recent alpha. alpha 13
Quote from: kivey on May 29, 2016, 11:21:21 AM
This mod is fantastic, however im curious to see if you will be updating it to the most recent alpha. alpha 13
Probably a lot got changed.
Quote from: 1000101 on May 13, 2016, 07:38:56 PM
The last few weeks I have been working on something where I used this mod (v1.1) as a base. It's "almost" ready for human consumption but there are still a couple small things to finish off.
Hopefully I'll have it ready around when the next CCL release hits (which should be "soon").
Your mod is looking fantastic, but I'm afraid it is far too complex for what I'd like.
I remembered the mod from this thread from the last time I had a chance of playing this game.
I noticed a lot of older mods have died down because the modders have moved on.
Is there any news of anyone picking this one up?
P&S is a large mod and overhauls a fair bit of AI, yes. On the other hand, it also allows for far more then the original mod (this one) ever allowed for.
Quote from: 1000101 on July 22, 2016, 04:56:13 PM
P&S is a large mod and overhauls a fair bit of AI, yes. On the other hand, it also allows for far more then the original mod (this one) ever allowed for.
Yeah, and it is looking too complex and influential for what I would like to do with it.
Any chance of this being updated for Alpha 14?
It was a surprisingly useful mod when it worked.
Does anyone have the A11b version of this mod?
will this updated to A14?
Quote from: lance789 on August 09, 2016, 09:26:38 AM
will this updated to A14?
in the unfinished mods section of the forums, someone made a prisoner and slave mod ,is similar to what this mod does.
Quote from: 123nick on August 09, 2016, 10:03:01 AM
Quote from: lance789 on August 09, 2016, 09:26:38 AM
will this updated to A14?
in the unfinished mods section of the forums, someone made a prisoner and slave mod ,is similar to what this mod does.
That's the work of E and we've gone over this; his work is great but far more complex. It's not the same as an update for this mod.
Some people want the simplicity of Prison Improvements, not the complex deal of Prisoners & Slaves. (Although it's looking great.)
Yeah This will be amazing to see again
Disregarding the links to a related but off-topic mod, I have taken a quick glance at the source code provided for this mod.
I'm thinking there's quite a bit in there that would need updating. Could be wrong, in which case it is imply required to update the xml files instead.
The only problem with updating this mod is that it won't work. I had to implement a number of detours in P&S for even the basic functionality. A lot has changed in the core code which makes updating this mod rather pointless.
That being said, I think I moved most of the detours for those things into CCL itself so this mod would require CCL to function properly.
Also, unless someone actually has an updated version to post, please stop necromancing this thread. The mod is dead.
Bump.
https://ludeon.com/forums/index.php?topic=20854.0
Go there and stop to poke the corpse.
A18 please!!