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RimWorld => Mods => Unfinished => Topic started by: 1000101 on June 19, 2016, 10:55:59 AM

Title: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: 1000101 on June 19, 2016, 10:55:59 AM
Prisoners & Slaves

This is a mod about the size and scope of Hospitality (https://ludeon.com/forums/index.php?topic=11444.0) by Orion (https://ludeon.com/forums/index.php?action=profile;u=33462).  Unlike Hospitality, which deals with guests, this mod deals with wardens and the prisoners and slaves they need to keep in line.

When this mod is ready for release I will create it's own thread for it.  I only post this now because some people have seen it and others asked.  This is going to be kept to list form with a follow up post with some early screen shots.

Things that are done:

Things to do:

This future release is based in concept (and some assets) from Wastelanders Prison Improvements v1.1 (https://ludeon.com/forums/index.php?topic=10069.0).  Assets used - Some of the graphics, core concept of the original code but it has been substantially expanded and virtually all of the original code has been re-written.

New assets (graphics) by 1000101 (icons), shinzy (basic security station, security camera) and mrofa (advanced security station).

Assets (graphics) used with the permission of Tynan from A9 (I think I used the A9 versions) - Lock icon and locked overlay.

July 22nd, 2016:

Pre-Release Download!
Requires CCL v0.14.1 or later

[attachment deleted by admin - too old]
Title: Re: [A13][WIP] Prisoners & Slaves
Post by: 1000101 on June 19, 2016, 10:56:07 AM



Some additional screenshots shared in slack chat.




Product endorsement because I used it and I know the guy who made it.

I used screenbin (http://www.screenbin.org/) to take screen captures, upload them and have a url to the freely hosted file copied to my clipboard all by pressing "print-screen".

It's free, free to use, no heavy/bundled installer, and handy.  If you find you like it, please donate to him.  Those Irish need to eat too you know.




Pawns Health

Health tab on prisoner wearing handcuffs and shackles.
Shared: June 3rd, 2016
(http://www.screenbin.org/shots/6de0db4b61971a9e4bd5b21b498bc287.jpg)




Door Security Tab

...in it's various levels of expansion.

Basic tab for individual restrictions.  Also show a bunch of debug stuff which won't be in the release version.
Shared: June 3rd, 2016
(http://www.screenbin.org/shots/14dfcc2724bfff4beeb5b2cbee3c3ad5.jpg)

Ownership override and the current (empty) list of owners.
Shared: June 3rd, 2016
(http://www.screenbin.org/shots/c98438ed841ed3c3975a268ffba18479.jpg)

Fully opened security tab after pressing the assignment icon now showing all potential owners (all colonists).  Simply click on a name in either list to change the list.  By default, all room owners are door owners and they cannot be removed from the list of current owners.
Shared: June 3rd, 2016
(http://www.screenbin.org/shots/a4144df2960bd7427f7439fd98a8836b.jpg)

A different colony from a few days earlier.  These damn Everetts wouldn't stop showing up, there was another one in my prison not shown with these three!
Shared: May 30th, 2016
(http://www.screenbin.org/shots/ab6d2e507708880b82a9401f8f07ff5c.jpg)

Shows doors with their owners names.  Will only show the names of one or two owners or will simply say "(Owned)" if the list of owners is three or longer.
Shared: May 20th, 2016
(http://www.screenbin.org/shots/22002fd5407d6b6b08f8e6782548494d.jpg)




Slaves Menu Tab

Prior to adding "cuffed" and "shackled" to the restrictions menu.
Shared: May 30th, 2016
(http://www.screenbin.org/shots/45b0801e4ffc129601d3c17a597ad4d4.png)

Still need to fix the red background in the main slaves work menu.
Shared: May 30th, 2016
(http://www.screenbin.org/shots/386c65b039ec8356050cac3163e0be5b.png)




Security Station, Room Markers & Minimap Overlay Test

Margarita is watching you...
Shows in the minimap overlay the currently viewed cameras visibility coverage (dull yellow) and the unviewed cameras (really dull yellow).
Shared: May 27th, 2016
(http://www.screenbin.org/shots/fce6b7e4394d3f0d0b62191b6007499e.jpg)

Signs and Cameras can be used to mark prison cells and slave work areas.
This is an early version of this tab, it's been made prettier since.
Shared: May 20th, 2016
(http://www.screenbin.org/shots/0e2f9f821b0909609d27dfef7b52e47c.jpg)

Security Cameras!  Selecting a camera will draw the field edges around all the cells the camera can "see".
This image shows all the cameras in the colony have been selected just to draw all the overlaps and compare it to the minimap overlay (original implementation).
Shared: May 20th, 2016
(http://www.screenbin.org/shots/247e5af332a58b3293d81a69bd4f5f91.jpg)
Title: Re: [A13][WIP] Prisoners & Slaves
Post by: lost_RD on June 19, 2016, 11:20:23 PM
Looks amazing! Can't wait to play with this.
Title: Re: [A13][WIP] Prisoners & Slaves
Post by: Fridolin on June 20, 2016, 09:55:56 AM
Voll krass ey! 8)

01110100 01101000 01100001 01101110 01101011 00100000 01111001 01101111 01110101 00100000 01100110 01101111 01110010 00100000 01110100 01101000 01101001 01110011 00100000 01101101 01101111 01100100

Edit: You:Still need to fix the red background in the main slaves work menu.
Me: I like it, the red background brings a visible difference.

Is it possible to choose between the different meals, like the medical care for the prisoners.
Title: Re: [A13][WIP] Prisoners & Slaves
Post by: bshow122 on June 21, 2016, 09:14:17 PM
This is amazing! What a great project! I only have 2 questions: When is you best estimate to a release date? Will you make a Lite version for people who don't want a "prison" but rather a labor camp? Overall this is exactly what i was looking for and i cant WAIT to start putting my prisoners to work!
Title: Re: [A13][WIP] Prisoners & Slaves
Post by: Raccoon on June 26, 2016, 05:25:20 PM
I love your Projects! E

This looks awesome
Title: Re: [A13][WIP] Prisoners & Slaves
Post by: 1000101 on June 26, 2016, 10:14:56 PM
Quote from: FridolinEdit: You:Still need to fix the red background in the main slaves work menu.
Me: I like it, the red background brings a visible difference.
Fixing that is a low priority, but I'll consider just leaving it.

Quote from: FridolinIs it possible to choose between the different meals, like the medical care for the prisoners.
I don't see why it's not possible.  I'd change it so it effects the meals brought to prisoners by wardens and leave that prisoners will eat anything in a prison cell.

Quote from: bshow122When is you best estimate to a release date?
I'm aiming for shortly after A14 is out and CCL is updated.  There are too many variables to be able to give an exact release date.

Quote from: bshow122Will you make a Lite version for people who don't want a "prison" but rather a labor camp? Overall this is exactly what i was looking for and i cant WAIT to start putting my prisoners to work!
The "lite" version would be to turn off buying slaves as slaves (reverting to buying slaves as colonists) and not taking any slaves yourself (ie, don't make any slave collars).  It's the slaves, however, that you can put to work - prisoners do nothing and are just a resource sink.

Quote from: RaccoonI love your Projects! E

This looks awesome
Thanks, it's been something I've been off-and-on again with for a few months.  I'm just hoping that A14 it doesn't make any huge changes to the code base.
Title: Re: [A13][WIP] Prisoners & Slaves
Post by: 1000101 on June 30, 2016, 10:41:41 PM
June 30th 2016 PreRelease

Updated OP with a pre-release attachment of Prisoners & Slaves.

Requires CCL v0.13.4 (development branch, not yet released)
Which can be found right here (https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/tree/development/_Mod/Modders%20Resource).

DISCLAIMER

For those who are adventurous and want to try this.  This mod still needs balancing and is a work in progress.

As this is a WIP, there may be bugs, there may be errors, there may be omissions, there may be a chance that I'm your father, there may be save game corruption, there may be rat dropping in your rice pudding.

If you find any major bugs or issues, please let me know.
Title: Re: [A13][WIP] Prisoners & Slaves
Post by: falconbunker on July 13, 2016, 12:57:08 PM
So how exactly do you differentiate between slaves and prisoners, is the only difference the slave collar or is there more?
Title: Re: [A13][WIP] Prisoners & Slaves
Post by: 1000101 on July 13, 2016, 02:38:34 PM
It's not that hard to spot the differences.  Since the slaves are all bald, it's a dead give-away, but there are other subtle clues.
Title: Re: [A13][WIP] Prisoners & Slaves
Post by: kaptain_kavern on July 15, 2016, 04:45:26 AM
Man this mod look tasty !!!

I'm looking forward to use this. In fact i'm gonna download the alpha(/beta?) version.

Thx man and keep up the good work please ;)
Title: Re: [A13][WIP] Prisoners & Slaves
Post by: falconbunker on July 15, 2016, 02:44:11 PM
Will this be put on the steam workshop?
Title: Re: [A13][WIP] Prisoners & Slaves
Post by: 1000101 on July 15, 2016, 03:31:07 PM
Prossibly.

I generally don't like Workshop though because it breaks games.
Title: Re: [A13][WIP] Prisoners & Slaves
Post by: branch? on July 15, 2016, 09:06:29 PM
I'm still playing A13, will this work with many other mods without breaking the game?

Does this require a fresh start?

Title: Re: [A13][WIP] Prisoners & Slaves
Post by: 1000101 on July 16, 2016, 04:04:06 PM
Quote from: Glitterworld Plant-Boy on July 15, 2016, 09:06:29 PM
I'm still playing A13, will this work with many other mods without breaking the game?

Does this require a fresh start?

Being a WIP mod which I am developing, I haven't tested it with any mods other than CCL installed.

Good luck finding CCL 0.13.4 though as we are now on 0.14.0 and 0.13.4 was only ever in the development branch.

Edit:  It shouldn't require a fresh colony but if it does I will say so in the release thread.
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: 1000101 on July 22, 2016, 12:59:06 PM
A14 Testing Release

This is a testing release of Prisoners & Slaves.  There may be some bugs in it and it may not work for everybody.  I think I have all the major issues resolved however.

Please feel free to try this out and report back here with any bugs you encounter.  If you do encounter a bug, please let me know how to reproduce it.  For me it runs without any issue aside from gameplay balancing which may need tweaking.

When reporting a bug, please post your modsConfig and log file.  If the log file doesn't contain important information (such as the stack trace), then expand the error in the debug window to show the entire error and post a screenshot of it (just the debug window, not your entire 4k display please).

Happy slaving!
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: Fluffe on July 22, 2016, 01:08:09 PM
Alright will do im running with way to many mods so lets see how this goes lol
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: Lerin on July 22, 2016, 02:43:18 PM
Dude if this is what i mean..  i have no words :D
Going test..
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: Fluffe on July 22, 2016, 04:30:26 PM
First question has the recruitment difficulty been removed or is it just not showing just wondering cause I was planning on turning people I have almost 0% chance of ever recruiting into slaves but cant seem to find out who has that 99 difficulty other than that works good so far no issues yet guess I will go on recruit chance for now.
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: 1000101 on July 22, 2016, 04:37:50 PM
You don't "recruit" slaves, you make a slave collar and forcibly put it on prisoners.

Slave collars (and restraints) can be made from steel at the crafting spot and smithing work benches.
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: Fluffe on July 22, 2016, 04:50:13 PM
I wasn't talking about that when I capture someone there prisoners but I have the option to make them slaves right? I was saying that if the prisoners recruitment difficulty is 99+ I would make them slaves thing is I cant see there recruitment difficulty is that on purpose
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: 1000101 on July 22, 2016, 05:15:35 PM
This mod does nothing with recruitment difficulty directly.  It does, however, make prisoners and slaves have a joy need.  Perhaps you need to just stick a horseshoe pin in your prison commons/yard to boost their mood.
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: Fluffe on July 22, 2016, 07:28:11 PM
Going to try one more time is there a way to see there recruitment difficulty cause it seems I cant see it with the mod on

(Sorry if im not being clear lol)
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: 123nick on July 23, 2016, 12:09:54 AM
this mod is AMAZING! so it adds prisoners that will try too escape and make keeping them prisoner a bit more harder and more difficult? also, you can get your prisoners too do work for you? that is pretty cool.
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: 1000101 on July 23, 2016, 01:20:05 AM
@Fluffe

Turn on dev mode, even in vanilla you can't see recruitment difficulty with out it on.
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: DariusWolfe on July 23, 2016, 02:06:15 AM
It may be Hospitality, then. I don't have Dev mode enabled, and I can see the recruitment chance.
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: Lerin on July 23, 2016, 02:26:59 AM
In slave tab i can't set any priorities and assign works, i got message "the colonist is not able to do any work on this type because of his health condition" - but my slave, is fully healed.

hmm ?
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: AllenWL on July 23, 2016, 03:26:20 AM
How do I install this mod if I use the steam version?
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: LustrousWolf on July 23, 2016, 09:02:45 AM
Sorry if this was mentioned somewhere in the massive paragraph, but I have one question. Once someone is a slave, does that mean you can no longer recruit them like a prisoner? Or can you stop them from being a slave and start recruiting them as a prisoner again?
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: DariusWolfe on July 23, 2016, 10:49:24 AM
Quote from: AllenWL on July 23, 2016, 03:26:20 AM
How do I install this mod if I use the steam version?

Same as non-Steam. Navigate to the game folder, drop this mod's folder (not the archive) into the Mods folder, then enable it in the in-game mod menu.
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: Lerin on July 23, 2016, 01:37:48 PM
Few suggestion.
- After remove shackles and cuffs, slaves are too slow only 60%, so thei are throttling jobs.
- After do bad thing to my slaves, like harvesting, evil experiments.. My peoples got a bad mood.. I know, some humanity is necessary but, slaves are not friends..
- Zone Marker, if i designed my slave to work on outside, my pawns take slaves miles from base :)
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: Fluffe on July 23, 2016, 01:40:47 PM
Vanilla Dev Mode Off
(https://s31.postimg.org/ynlwut3ej/Vanilla.png)

Your Mod Dev Mode Off
(https://s32.postimg.org/sxctuzdqt/With_Prison_Mod.png)

As we can see the recruitment difficulty is missing with your mod and it is possible to see recruitment difficulty in vanilla Rimworld without dev mode lol
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: 1000101 on July 23, 2016, 02:24:33 PM
Quote from: LustrousWolf on July 23, 2016, 09:02:45 AMSorry if this was mentioned somewhere in the massive paragraph, but I have one question. Once someone is a slave, does that mean you can no longer recruit them like a prisoner? Or can you stop them from being a slave and start recruiting them as a prisoner again?
Well, it's not a paragraph, it's a list in point form, but I'll agree it is massive.  But at the same time, this mod changes a massive amount of stuff.  :P

To answer your actual question - Once enslaved, you cannot try to recruit them.  They are actually very hostile towards you for enslaving them.  The only thing keeping them in-line is the fear of death, etc.

Quote from: Lerin on July 23, 2016, 01:37:48 PM- After remove shackles and cuffs, slaves are too slow only 60%, so thei are throttling jobs.
Sounds like a bug, I'll look into it.

Quote from: Lerin on July 23, 2016, 01:37:48 PM- After do bad thing to my slaves, like harvesting, evil experiments.. My peoples got a bad mood.. I know, some humanity is necessary but, slaves are not friends..
Also sounds like a bug, only empaths should care about other people, even slaves.  Everyone else should be ambivalent.  Psycopaths, however, should get a mood buff.

Quote from: Lerin on July 23, 2016, 01:37:48 PM- Zone Marker, if i designed my slave to work on outside, my pawns take slaves miles from base :)
Can you elaborate?  I guessing you mean you put a room marker (sign or camera) outside which allows slaves and a warden picked some random spot to transfer them to?  If this is the case I'll look into tightening the spot picked to closer to the marker.

Quote from: Fluffe on July 23, 2016, 01:40:47 PMVanilla Dev Mode Off
-snip-

Your Mod Dev Mode Off
-snip-

As we can see the recruitment difficulty is missing with your mod and it is possible to see recruitment difficulty in vanilla Rimworld without dev mode lol
hmm, I misread the code then trying to turn the fugly compiler optimizations back into human readable form.  I'll fix that up, thanks :)
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: Lerin on July 23, 2016, 03:54:15 PM
(http://i.imgur.com/nH316ua.jpg)

My slaves should be bring to near  Room Maker :D
But my pawns like walking miles and they are going to [X] on map :D

Cheers :]
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: 1000101 on July 23, 2016, 04:34:19 PM
Yeah, it picks a random cell in the room, I'll make it pick one within a radius of the room marker itself if the room touches the edge of the map.
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: Lerin on July 23, 2016, 04:48:47 PM
Quote from: Lerin on July 23, 2016, 02:26:59 AM
In slave tab i can't set any priorities and assign works, i got message "the colonist is not able to do any work on this type because of his health condition" - but my slave, is fully healed.

hmm ?
And how about that ?
This is feature or i am doing something wrong ?

Edit: my bad mod is just not compatible with fluffy's work Tab :)
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: 1000101 on July 23, 2016, 05:02:50 PM
Quote from: Lerin on July 23, 2016, 04:48:47 PM
Quote from: Lerin on July 23, 2016, 02:26:59 AM
In slave tab i can't set any priorities and assign works, i got message "the colonist is not able to do any work on this type because of his health condition" - but my slave, is fully healed.

hmm ?
And how about that ?
This is feature or i am doing something wrong ?

Edit: my bad mod is just not compatible with fluffy's work Tab :)

hmm, I'll discuss it with fluffy and try to work something out.  Thanks for finding the mod interaction.
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: Warforyou on July 24, 2016, 05:11:53 AM
Stranger things have happened

Sometimes my colonists carry other colonists into their rooms for no reason
Sometimes my colonists just fall asleep when trying to binge on alcohol (they just go to their room and fall flat on the floor)
Once my colonists have even imprisoned one of them for no reason (that guy later tried to escape and got shot by turrets)

UPD
moved this mod to be last in load order now they're constantly trying to carry each other to their bedrooms lol
UPD
one of colonists had [Prisoner] sheet appear on his tab, but this one is just empty. They still keep hauling him to base...
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: Lerin on July 24, 2016, 11:52:54 AM
I loose performance with you mod, regulary every 3-4 seconds i get a very little lag, like heartbeat.
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: 1000101 on July 24, 2016, 05:10:47 PM
Quote from: Warforyou on July 24, 2016, 05:11:53 AMStranger things have happened

Sometimes my colonists carry other colonists into their rooms for no reason
Sometimes my colonists just fall asleep when trying to binge on alcohol (they just go to their room and fall flat on the floor)
Once my colonists have even imprisoned one of them for no reason (that guy later tried to escape and got shot by turrets)

UPD
moved this mod to be last in load order now they're constantly trying to carry each other to their bedrooms lol
UPD
one of colonists had [Prisoner] sheet appear on his tab, but this one is just empty. They still keep hauling him to base...

They may be being arrested automatically for minor crimes (like being the instigator of a social fight, public drunkeness) or being escorted home for their safety (non-violent mental breaks).  There is always a reason they are being hauled.  If they have the Prisoner tab show up then they have been arrested.  Without having dev mode turned on (and you should if you are using this mod as it's a WIP) you won't know.

Finally, attach your log file and save file so I can examine the situation.  Your vague description doesn't tell me specifics.  :)

Quote from: Lerin on July 24, 2016, 11:52:54 AMI loose performance with you mod, regulary every 3-4 seconds i get a very little lag, like heartbeat.

The mod needs optimization, right now it's in the "get it working" phase and not in the "get it performant" phase.  Optimization always comes last.
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: Kazar on July 27, 2016, 08:08:29 PM
Thanks a lot for working on this I've been wanting something like this since I got the game.
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: Warforyou on July 28, 2016, 01:43:11 AM
Quote from: 1000101 on July 24, 2016, 05:10:47 PM
They may be being arrested automatically for minor crimes (like being the instigator of a social fight, public drunkeness) or being escorted home for their safety (non-violent mental breaks).  There is always a reason they are being hauled.  If they have the Prisoner tab show up then they have been arrested.  Without having dev mode turned on (and you should if you are using this mod as it's a WIP) you won't know.

The problem is that they were neither on mental break nor on the social fight. Dev mode showed that they were arrested (the rest of the tab stays empty), though they were not, so I couldn't either release or arrest them. Unfortunately I have thrown that save away due to those issues...
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: 1000101 on July 28, 2016, 04:29:31 AM
Quote from: Warforyou on July 28, 2016, 01:43:11 AM
Quote from: 1000101 on July 24, 2016, 05:10:47 PM
They may be being arrested automatically for minor crimes (like being the instigator of a social fight, public drunkeness) or being escorted home for their safety (non-violent mental breaks).  There is always a reason they are being hauled.  If they have the Prisoner tab show up then they have been arrested.  Without having dev mode turned on (and you should if you are using this mod as it's a WIP) you won't know.

The problem is that they were neither on mental break nor on the social fight. Dev mode showed that they were arrested (the rest of the tab stays empty), though they were not, so I couldn't either release or arrest them. Unfortunately I have thrown that save away due to those issues...

I'll look at adding more info for non-arrest arrests including what the offence was and an "early release" option.
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: AllenWL on July 29, 2016, 12:07:32 AM
Quote from: DariusWolfe on July 23, 2016, 10:49:24 AM
Quote from: AllenWL on July 23, 2016, 03:26:20 AM
How do I install this mod if I use the steam version?

Same as non-Steam. Navigate to the game folder, drop this mod's folder (not the archive) into the Mods folder, then enable it in the in-game mod menu.
Can't find the game folder...
Just using the one from my sendowl link thingy at the moment.
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: 1000101 on July 29, 2016, 01:46:20 AM
For steam you will put it in [SteamInstallPath]\steamapps\common\RimWorld\Mods

For the sendowl download it will be [WhereverYouUnzippedTheGameTo]\Mods
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: FoxXeL on July 29, 2016, 02:36:51 AM
is it  just me or this mod makes other people's game get 10 fps? :)
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: 123nick on July 29, 2016, 10:09:21 AM
Quote from: FoxXeL on July 29, 2016, 02:36:51 AM
is it  just me or this mod makes other people's game get 10 fps? :)

its probably something being spammed too your log, activate dev mode, then press the button on the top of the screen too open your log, or pressing ` may work.
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: 1000101 on July 29, 2016, 07:34:51 PM
I don't think there is any logging going on.

It does impact the games performance though, see a page back about "optimization comes last" and that this is still a WIP.  :P
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: kaptain_kavern on August 05, 2016, 04:09:37 AM
Haha man you're trending on Reddit : https://www.reddit.com/r/RimWorld/comments/4w40h7/slaves_i_want_some/ (https://www.reddit.com/r/RimWorld/comments/4w40h7/slaves_i_want_some/)
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: biship on August 05, 2016, 05:52:57 AM
Quote from: kaptain_kavern on August 05, 2016, 04:09:37 AM
Haha man you're trending on Reddit : https://www.reddit.com/r/RimWorld/comments/4w40h7/slaves_i_want_some/ (https://www.reddit.com/r/RimWorld/comments/4w40h7/slaves_i_want_some/)

Yeah, thanks to Reddit I found this mod. Keep up the good work 1000101 :)
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: ttgg on August 05, 2016, 10:52:40 AM
Great job. Unfortunately it makes my game unplayable due to low FPS when I reach a high amount of colonists and prisoners, so I'll have to wait patiently for the optimized version. I respect that you want to add features before optimizing.

Really looking forward to messing with it when it's further along.
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: 1000101 on August 05, 2016, 11:30:06 AM
One of the pitfalls of many programmers is early optimization.  Doing so can easily be invalidated if new features are added or the logic changes.  Currently I am dealing with the "small issues" in the mod and those issues would indeed break micro-optimization.  Currently it uses some levels of optimization which won't break mostly dealing with doors and restrictions and which are cacheable and which aren't.  But, making the mod work without bugs or these small issues is more important.

It's better to have a working laggy mod than a broken fast mod.
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: 123nick on August 05, 2016, 06:54:04 PM
Quote from: biship on August 05, 2016, 05:52:57 AM
Quote from: kaptain_kavern on August 05, 2016, 04:09:37 AM
Haha man you're trending on Reddit : https://www.reddit.com/r/RimWorld/comments/4w40h7/slaves_i_want_some/ (https://www.reddit.com/r/RimWorld/comments/4w40h7/slaves_i_want_some/)

i was the one who posted the link too this mod, in the comments.

Yeah, thanks to Reddit I found this mod. Keep up the good work 1000101 :)
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: Sekmeth on August 08, 2016, 12:35:37 PM
Anyone have any feedback on how this is working atm? I know it is under development, just wondering how it handles in its current state :)
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: voxkoshka on August 08, 2016, 02:04:25 PM
Curious if you can see the chance to recruit anywhere? It seems to be absent on the prisoner's tab
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: 1000101 on August 08, 2016, 05:15:03 PM
Recruitment chance is already reported and fixed.
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: HoesLoveNuts on August 10, 2016, 12:26:11 AM
Awesome but drops the FPS on Low End PC's makes it impossible for fast forward speeds :P
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: 1000101 on August 10, 2016, 02:22:30 AM
Quote from: HoesLoveNuts on August 10, 2016, 12:26:11 AMAwesome but drops the FPS on Low End PC's makes it impossible for fast forward speeds :P

Already known.  Already addressed.
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: ionstorm66 on August 10, 2016, 12:33:59 PM
Even on high end systems. I added the mod to my existing colony. 10 colonist and 12 prisoners. Frame rate is choppy right off the back, no errors in log. If i go to 3x time warp its almost to seconds per frame. Running a 4770K at 4.3GHz.
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: mazacik on August 11, 2016, 04:22:11 AM
Would it be possible to add blindfold? It would make a nice addition to handcuffs. I don't know anything about modding rimworld but if you could make it so that the pawn would only be able to move 1-2 cells before having to stop and "wander", that would be cool i think. Cheers
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: Codexehow on August 11, 2016, 09:45:09 AM
Very slow (I know you've addressed this :P) but def one of the most significant mods to date. I can't wait to play an optimized release!

I have 8 gigs ram on this system if that helps. 3x speed is not choppy (starting with 4 colonists), but it isn't smooth either. Right on the edge of unplayable.
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: hendrikpfaff on August 14, 2016, 07:05:22 AM
Looks Great! Can't wait to play with it after the mod is no longer WIP.
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: Wisq on August 15, 2016, 12:24:44 AM
Working great!  A few issues:

1: One of my colonists did the pyromaniac thing, and the warden went and arrested him, took him to his room, and locked the door.  (Nifty!)  He went to bed and came out of the pyromania, so I unlocked the door, but now every time he leaves the room, the warden comes and drags him back.

2: When the warden drags him back, unless he needs to sleep, he makes a beeline for the door and leaves the room before the warden does, triggering an infinite loop of arrest-escape-arrest-escape.  (I guess it didn't expect me to manually unlock the door?)

3: After #2 (and after my attempts to draft the pyromaniac and/or the warden to solve this deadlock), the warden will often just stand still, with his activity listed as "standing".  He also doesn't seem to lock the door any more after the first time.

4: Also, the room is shared between the pyromaniac and his girlfriend, so locking him in is a bit awkward.  Prison might be better, or forcibly de-sharing the bed.

I'm guessing #1 is known and expected at this point, since you mention that the warden enforces laws, but releasing after sentence served isn't implemented yet, nor is the "Law" tab.
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: JT on August 15, 2016, 06:18:53 PM
I've got a pretty large modset so I'll have to do a lot more debugging to find out if it's caused by one of those, but I receive the following error anytime I try to Release a prisoner from a hastily-built single-room "prison" with a locked door:

Shepherd threw exception in WorkGiver ReleasePrisoner: System.NullReferenceException: Object reference not set to an instance of an object
  at PrisonersAndSlaves.WorkGiver_Warden_ReleasePrisoner.JobOnThing (Verse.Pawn pawn, Verse.Thing t) [0x00000] in <filename unknown>:0
  at RimWorld.WorkGiver_Scanner.HasJobOnThing (Verse.Pawn pawn, Verse.Thing t) [0x00000] in <filename unknown>:0
  at RimWorld.JobGiver_Work+<TryGiveJob>c__AnonStorey22A.<>m__121 (Verse.Thing t) [0x00000] in <filename unknown>:0
  at Verse.GenClosest+<ClosestThingReachable>c__AnonStorey440.<>m__7F6 (Verse.Thing t) [0x00000] in <filename unknown>:0
  at Verse.GenClosest.ClosestThing_Global (IntVec3 center, IEnumerable searchSet, Single maxDistance, System.Predicate`1 validator) [0x00000] in <filename unknown>:0
  at Verse.GenClosest.ClosestThingReachable (IntVec3 root, ThingRequest thingReq, PathEndMode peMode, TraverseParms traverseParams, Single maxDistance, System.Predicate`1 validator, IEnumerable`1 customGlobalSearchSet, Int32 searchRegionsMax, Boolean forceGlobalSearch) [0x00000] in <filename unknown>:0
  at RimWorld.JobGiver_Work.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

[edit]Naturally, as is usually the case when I want to be helpful by posting a screenshot, my colony is in the middle of an eclipse with the darker nights mod... I'll post a screenshot as soon as conditions improve. ;-)

[edit2] https://dl.dropboxusercontent.com/u/58871752/Rimworld/PrisonerSituation.jpg

If it helps, the attacker was spawned from the "chased colonist" scenario, and I had set chatting on the prisoner before setting it to release, although I don't see how that will affect anything.  I haven't manually set a warden (I'm not sure it's possible to do so).  The Hot Box is marked for Prisoners allowed and Slaves disallowed.  The bed is my pallet mod and is marked as a prisoner bed.  The embrasure is there in case of... bad behaviour. ;-)  Grunka lunka dunkety d'armed guards...

[edit3] Misunderstood the "locked" designation... it's basically a cosmetic rename of the forbidden door?  Anyway, the same error pops up when the door is unlocked.

[edit4] Wait... when you mentioned that releasing drunks after being in the drunk tank isn't implemented, did that also apply to prisoners in general?  If so, carry on then. =P
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: JT on August 15, 2016, 10:12:58 PM
More feedback: It's only a logic error rather than anything crashy, but when someone suffers a mental break, they will be locked in their "bedroom"... which, if their bedroom just so happens to be a shared bedroom which just so happens to be the entrance to your underground base, means that their arrest will cause the complete lockdown of your facility.  You can manually flick the doors back to unlocked, waiting for someone to come unlock them, but your diligent self-appointed warden will automatically bring them back to "their" room, even when their illness has long since passed, until the many thousands of ticks have run out their course. =)

I'd suggest 1) a periodic timer that checks to see if their mental break is over, and if so, automatically cancels their house arrest, and of course 2) only allows house arrest in the first place if their bedroom contains no other beds.

There's one edge case that's hard to handle, and that's what to do if there's a shared bed in that room (i.e., lover or spouse): I would lean towards disallowing house arrest in that case, but it might be possible to give the spouse passthrough access while still preventing the ill person from leaving, which would be ideal.
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: 1000101 on August 16, 2016, 04:31:35 AM
Thanks for the feedback guys.  :)

Status update of development (as of a month ago which is the last time I worked on it, real life getting in the way, other mods, more excuses :P )...


Some clarifications regarding the last couple posts regarding locking:

Locking is different from forbidding.  Doors can be forbidden which pawns in mental states, etc will simply ignore.  Locking is a physical, mechanical lock which no pawn can pass through (except wardens, doctors, and drafted colonists as it is assumed they unlock-relock the door).

Further, unless a door is locked, anybody and anything can pass through it.  This means hostile invaders will simply open the door and walk through it as there is nothing there to stop them.  If the door is physically locked, however, then they must either pick the lock (prisoners/slaves) or bash the door down (prisoners/slaves/raiders).  This is where you will want auto-doors for the exterior of your colony and a warden monitoring a security station as they will remotely lock all auto-doors in the room (or outside) where a hostile is spotted as well as auto-designate regular doors to be locked.  Once the threat has passed, they will then remotely unlock the auto-doors and designate regular doors to be unlocked.
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: skellitor301 on August 16, 2016, 12:36:18 PM
Oh neat, I like how in depth the warden works. I can't wait to try this mod out :)
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: Pokk720 on August 16, 2016, 03:34:23 PM
Man I am so excited for this mod. I downloaded the pre-release to try it out and it's just as amazing as it sounds. I didn't put in the time to set up a real functional prison and figure out all the features though because of compatibility issues with my countless other mods and also the optimization thing but other than that it worked just about how I expected it to. When it's finished or at least playable it will add much needed complexity to not only the prison system but also the security system with your newest update. Having to manually lock exterior doors to prevent raiders just walking in sounds fun but I wonder about visitors.
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: JT on August 16, 2016, 07:09:33 PM
Quote from: 1000101 on August 16, 2016, 04:31:35 AM
Locking is different from forbidding.  Doors can be forbidden which pawns in mental states, etc will simply ignore.  Locking is a physical, mechanical lock which no pawn can pass through (except wardens, doctors, and drafted colonists as it is assumed they unlock-relock the door).

Further, unless a door is locked, anybody and anything can pass through it.  This means hostile invaders will simply open the door and walk through it as there is nothing there to stop them.  If the door is physically locked, however, then they must either pick the lock (prisoners/slaves) or bash the door down (prisoners/slaves/raiders).  This is where you will want auto-doors for the exterior of your colony and a warden monitoring a security station as they will remotely lock all auto-doors in the room (or outside) where a hostile is spotted as well as auto-designate regular doors to be locked.  Once the threat has passed, they will then remotely unlock the auto-doors and designate regular doors to be unlocked.

Oho, neat... way more sophisticated than I originally thought. =)

This falls under your plans for 're-evaluating conditions for escape' thing, obviously, but that makes it even funnier that the prisoners don't escape immediately when the doors are unlocked.  Sort of like, "Man, there's no way they'd be stupid enough not to lock my door.  I'm not going to try it because I'll just feel stupid." ;-)
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: gamedesign69 on August 17, 2016, 05:42:49 AM
Man- this is absolutely amazing. It really hammers home just how powerful modding can be. Thank you for putting in the time and effort.
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: Miky2911 on August 21, 2016, 06:58:30 PM
I ensalved a prisoner but he dont work... how i make him work?
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: Snaebjorn on August 23, 2016, 10:37:02 AM
Ok, so, I didn't read every post here, but I checked first 2 of them and they're the most important, right?

I have an idea for one thing in your mod.

Basically - ability to choose meals just like we can choose healthcare. I want to choose between no food, raw food, simple meals, etc. Also - maybe it is possible to even choose allowed ingredients? I mean - all those nasty bandits don't really deserve real food. I want to give them human meat to eat. I don't care if they like it or not. Sadly, I can't do that and I'm wasting my precious food on them.
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: drakemasta on August 23, 2016, 01:03:47 PM
had a few problems tho i think most of them are cross mod compatability seems like a great mod and its got awesome additions to the game.

but i got spammed by an error after a prison break. managed to grab a screenie before i quit if you wanna check it out.


http://steamcommunity.com/sharedfiles/filedetails/?id=750366771
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: Mudder on August 23, 2016, 09:30:13 PM
So, I'm into this mod.

However I only really want the slave aspects rather than the warden jailing my regular colonists. Can there be a separate module for this or some other easier way for me to cherry-pick features without going in and re-writing your code?
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: 1000101 on August 23, 2016, 10:21:51 PM
@drakemasta

I'm still working on that particular aspect of the code.  Remember, this is a WIP which will have bugs and prison breaks are not yet covered in the WIP which you are using.  ;)

@Mudder

That would fall under the list of things which have already been mentioned in the TODO in the original post.
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: Mudder on August 23, 2016, 10:27:40 PM
Quote from: 1000101 on August 23, 2016, 10:21:51 PM
@Mudder

That would fall under the list of things which have already been mentioned in the TODO in the original post.

I probably wasn't specific. Though I did read everything, including all follow-up posts. This mod is rather huge. All I want is the slave aspects, rather than prison style simulation.

If it's not planned that's no biggie. Just curious what amount of work I'd need to invest to get what I want out of it.
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: DariusWolfe on August 24, 2016, 12:04:42 AM
...and I'm completely the opposite of Mudder. I'd like the increased colonist management aspects, and I'm less interested in the slavery/Prison Architect aspects.
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: 1000101 on August 24, 2016, 12:43:34 AM
Quote from: Mudder on August 23, 2016, 10:27:40 PM
Quote from: 1000101 on August 23, 2016, 10:21:51 PM
@Mudder

That would fall under the list of things which have already been mentioned in the TODO in the original post.

I probably wasn't specific. Though I did read everything, including all follow-up posts. This mod is rather huge. All I want is the slave aspects, rather than prison style simulation.

If it's not planned that's no biggie. Just curious what amount of work I'd need to invest to get what I want out of it.

I understood you perfectly.  As I said, it's in the TODO section.  What laws are enforceable, how they are enforced, etc.  The Law main tab hasn't been implemented yet which will allow you to control that aspect of the mod.
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: 6135 on September 14, 2016, 07:20:49 PM
is this still being developed?
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: Serenity on September 14, 2016, 07:37:50 PM
Releasing that security door as a standalone would be cool. It would allow you to restrict rooms to their occupants so they aren't disturbed. And finally allow you to hide your booze and pot from visitors.
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: skellitor301 on September 14, 2016, 07:56:24 PM
Quote from: Serenity on September 14, 2016, 07:37:50 PM
Releasing that security door as a standalone would be cool. It would allow you to restrict rooms to their occupants so they aren't disturbed. And finally allow you to hide your booze and pot from visitors.
There already is a mod for that, it's called Do not Disturb.
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: Serenity on September 14, 2016, 07:59:04 PM
For the first part yes. And it has some issues in certain situations. In any case it doesn't prevent visitors from going for your drugs.
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: Thirite on September 17, 2016, 03:35:01 PM
Can't wait for this mod to be finished. I'm guessing it absolutely depends on CCL to work, so you'll have to wait for it to be updated for A15 before you can?
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: hendrikpfaff on September 19, 2016, 01:53:27 PM
I hope this didnt die :/
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: kaptain_kavern on September 19, 2016, 02:39:11 PM
I'm pretty sure it will not, but as you maybe know, the author of this mod is also the major contributor for the long-awaited CCL mod, so I think he must be focused on this at the moment.

Best regards

Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: RimworldRocks163 on October 14, 2016, 10:07:57 PM
Produces quite a bit of lag (which slows down my trash computer), which is sad because this mod truly is amazing.
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: Wolf619 on October 20, 2016, 07:37:34 PM
i like the baton idea, i was thinking earlier today it would be nice if you could rough up your prisoners.
cut off their food and medicine and its daily beatings.
that will teach them not to raid my town lol
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: lc-soz on October 26, 2016, 09:31:09 PM
That's one awesome mod! Looking forward to the full version.

Quote from: Cod163513 on October 14, 2016, 10:07:57 PM
Produces quite a bit of lag (which slows down my trash computer), which is sad because this mod truly is amazing.

My PC lags a lot too. Would be cool if it was possible to choose only parts of the mods. I'm really interested in handcuffs, shackles and door security tab. The rest would have to wait until I buy a real computer.
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: Korn.Mil on November 03, 2016, 06:05:45 AM
Hoping this awesome mod will be updated for A15
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: Tammabanana on November 05, 2016, 08:44:05 AM
Excited for this mod when it's ready again.

I see Hospitality has been mentioned a few times in the thread, but it hasn't been noted explicitly whether "Prisoners & Slaves" is compatible with "Hospitality"? Is there a specific load order that should be used?
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: Thundercraft on November 15, 2016, 06:14:31 PM
{Looks around...} ??? :o 8)
Posting to watch. (I hope this gets finished some day.)
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: lllMWNlll on November 18, 2016, 09:39:17 AM
Looking foward to get my prisoners into slavery!
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: 1000101 on November 20, 2016, 10:35:21 AM
There are no issues using this mod and Hospitality.  That being said, I doubt I will have time to update this mod until A16 at the soonest, more likely not until the game comes out of alpha so that I don't have to keep updating several large mods.
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: EldVarg on November 20, 2016, 06:11:56 PM
Cool mod. Have not seen this until now.
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: Lerin on December 22, 2016, 11:32:14 PM
Mod was abandoned ?
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: 1000101 on December 25, 2016, 04:25:32 AM
Quote from: Lerin on December 22, 2016, 11:32:14 PMMod was abandoned ?

No, be sure to learn how to read one of these days:

Quote from: 1000101That being said, I doubt I will have time to update this mod until A16 at the soonest, more likely not until the game comes out of alpha so that I don't have to keep updating several large mods.
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: Switter on January 07, 2017, 07:42:07 AM
How download?
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: harpo99999 on January 07, 2017, 04:46:03 PM
switter, as the mod release was for a14 and has been deleted by the moderators as the mod was too old
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: Senio on January 11, 2017, 10:02:30 AM
Quote from: 1000101 on December 25, 2016, 04:25:32 AM
Quote from: Lerin on December 22, 2016, 11:32:14 PMMod was abandoned ?

No, be sure to learn how to read one of these days:

Quote from: 1000101That being said, I doubt I will have time to update this mod until A16 at the soonest, more likely not until the game comes out of alpha so that I don't have to keep updating several large mods.

Wait a new version , A16.
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: Erazil on February 03, 2017, 02:11:10 AM
hi , just for know is always in state : wait  ?
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: mazacik on April 03, 2017, 03:59:54 PM
Don't let this idea die pls. This and somehow improved enemy raids needs to happen.
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: Undeadbanana on June 17, 2017, 04:12:04 AM
Quote from: mazacik on April 03, 2017, 03:59:54 PM
Don't let this idea die pls. This and somehow improved enemy raids needs to happen.


Mod author has moved on and no longer makes RimWorld mods according to his post history.
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: hendrikpfaff on September 29, 2017, 07:21:07 AM
Someone remake/rewrite this mod? Such a shame to see these features die...
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: Harry_Dicks on January 09, 2018, 07:54:21 PM
It's really, really sad seeing all of this go down the drain. It has some stuff in it I was dreaming about the other day with the cameras and LoS for prisoners and such, ahhhh damn. Maybe someone can chop some pieces out of it for B18?
Title: Re: [A14][WIP] Prisoners & Slaves - Testing Release
Post by: Harry_Dicks on March 03, 2018, 08:49:52 AM
I can't help but keep coming back and looking at how freaking cool this mod was. The whole idea with having a line of sight system, with security cameras and a minimap with the only visible areas that are where your cameras and guys are... dude that's just plain fucking awesome.

I wish that someone, or maybe with the original author's blessing, that this project could be picked back up and maybe at least just brought up to B18. Doesn't even have to have any new or added features, however nice those would be, but if we could just get this to B18 that would be really incredible.

Ah well, a boy can dream, can't he?