Prisoners & SlavesThis 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:
- Custom door class with auto-replacer (only works for building new doors, existing doors when added to a save will be vanilla)
- Restrictions for custom doors (allow prisoners, slaves, guests or only the room owners) as well as the ultimate override - Lock. That's right, doors can be physically locked again (pawn flick job to [un]lock). Wardens can also remotely auto-[un]lock autodoors (and designate other doors) when monitoring security stations (more on security stations below).
- Room markers for designating that prisoners and/or slaves may enter it. Two in-game objects exist for this, a simple no-cost sign and small material cost (and with some vanilla research) security cameras which have "observable cells" (controlled by placement rotation, FoV, range and LOS) which can be remotely monitored at...
- ...Security stations for remotely monitoring multiple cameras in different areas at the same time which come in two tiers:
- The first unlockable with security cameras can monitor three cameras at the same time.
- The second tier research bench (after a little more vanilla research) can monitor 12 cameras at the same time.
The warden monitoring the security station will cycle through all the colonies cameras based on how long it's been since it was monitored last. If there is "something of interest" in a cameras observable cells (ie, a hostile threat, crime (WIP, see below), etc), the warden will "lock onto" that camera (until all the monitors are locked onto something) and auto-lock all doors to that room (see above). - A new utility minimap overlay to show security camera coverage to help you with...
- ...the pawn minimap overlay overrides to restrict non-colonists (wildlife, prisoner, guests, hostiles, etc) to only showing up if "the colony" has a LOS to the pawn - either direct LOS from a colonist or in an observable cell of an actively monitored security camera. (May make this toggleable for wussies.)
- Wardens will enforce "laws" in the colony if they see one being broken - direct LoS, alerted by a warden monitoring a security station or monitored at a security station.
Currently, there are only two laws:
- Public drunkenness - If a pawn is "drunk" or more severely intoxicated and is in a "public place" (room they don't own), a warden will escort colonists to their private rooms to "sleep it off" or they will be arrested, taken to prison and released* after one day. Non-lethal** force is authorised.
- Social fighting - The instigating pawn will be arrested, taken to prison and released* after one day. Non-lethal** force is authorised.
* Releasing after their time is up is not yet implemented.
** "Non-lethal" means that the weapon has the "stun" effect. They will still Rodney King (https://en.wikipedia.org/wiki/Rodney_King#Beating_with_batons:_the_Holliday_video) his ass.
- Non-lethal weapon(s):
- A "side handled baton" (http://en.lmgtfy.com/?q=side+handled+baton) - Currently the only non-lethal. Common to police forces everywhere is the simple baton, does 1 physical damage but can stun the target. Useful for subduing those pawns who resist arrest.
- Lockable apparel which applies to separate and explicit hand cuffing and leg shackling, and the real reason you're hear - slave collars.
These apparel items can be freely removed from corpses or the prisoner/slave has to be explicitly marked for cuffing/shackling which is a warden job. Prisoners have an "interaction mode" for enslavement and slaves have an interaction mode for release.
The only other way to try to remove them is to pick the lock. Picking the lock is always successful but it takes time which is factored by the quality of the lock (apparel quality), manipulation capacity of the pawn, whether they are trying to pick the lock on an apparel they or someone else is wearing (it's harder to pick your own cuffs).
The new "apparel":
- Slave Collars - Shave a prisoners head and slap this around their neck. Turn any prisoner into a slave who can then be forced to labour for the colony. All work types unrestricted despite their back stories with the exception of warden which is always locked out to slaves. Slightly reduces movement speed, global work speed and social impact.
- Hand Cuffs - Reduces a pawns manipulation capacity by 90% (and prevents them from picking up items WIP)
- Leg Shackles - Reduces a pawns moving speed by 40%. Slow those prisoners and slaves down if they try to run.
- New Prisoner/Slave tab on pawns. New features added for new functionality, layout changed a bit for easier usage.
- New Slave main tab. A combination of the Work and Assignment tabs.
- Work - Assign any work to a slave regardless of their back story restrictions. The only work slaves can't do is warden.
- Restrictions - Restrictions menu also allows you to quick set their daily schedule as well "gets food", "cuff", "shackle" and "medical needs" at a glance without having to open each individual slave. Slaves can not be restricted by area, instead they have rooms they are allowed to enter using a room marker and the individual door settings (both mentioned above).
I plan on doing a similar main tab for prisoners which will basically be the same as the slave restrictions tab (sans scheduling) for easier prisoner management. - Wardens, prisoners and slaves AI has been "heavily" modified - wardens have a couple new jobs, prisoners and slaves have a new think sub-tree. Most of the changes relate directly to the above information.
eg, prison escapes: Relative movement speeds and distances to colonists with a LOS, their weapons range, visibility by security cameras (any, they don't know whether a camera is currently/ever monitored), etc all play into whether a prisoner/slave will try to escape. - Mod Configuration Menu for default global settings, some can be changed and saved per-game.
- When buying slaves, they come as slaves (with collar, perhaps other restraints) [toggleable: Bought slaves become colonists (no collars or restraints, vanilla behaviour)]
- New random trait "empathic" which is the polar opposite of the vanilla "psychopath" trait.
- Some vanilla memories have been changed in accordance with the new trait. Only empathic pawns suffer debuffs from organ harvesting, executions, taking slaves, etc. Inversely, psychopaths get the same mood buff for the same things.
Everybody else is basically indifferent to your Orwellian Nightmare (https://en.wikipedia.org/wiki/Orwellian).
The "harvested from me" memory is left untouched (-30 for harvesting organs for the harvestee). - Some new room role workers with room markers:
- "Prison yard" - an outdoor area with 300 or more open roof tiles allowing prisoners.
- "Prison commons" - indoors and outdoor areas with fewer than 300 open roof tiles also allowing prisoners
- "Slave work area" - For rooms allowing slaves, a very low prioritised room role when no other better role exists.
- An even more punishing mood debuff for slaves than "imprisoned".
Things to do:
- Re-write the prison escape lord driver to factor deeper changes into account (such as picking locks on apparel items, doors, etc)
- Look at additional laws for other anti-social behaviour.
- Law main tab where individual laws can be enabled/disabled and have their parameters tweaked (allow use of lethal force to subdue, type of punishment (prison, house arrest), length of incarceration).
- Slave smuggling jobs to take raw resources into prisons for...
- ...prisoner crafting jobs at "hidden" crafting stations (ie, crafting spot hidden under a bed, only usable by prisners, etc) including simple weapons like shivs, and "pruno" (https://en.wikipedia.org/wiki/Pruno).
- Stuff I'm forgetting I'm sure.
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]
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 HealthHealth 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 TabPrior 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 TestMargarita 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)
Looks amazing! Can't wait to play with this.
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.
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!
I love your Projects! E
This looks awesome
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.
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.
So how exactly do you differentiate between slaves and prisoners, is the only difference the slave collar or is there more?
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.
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 ;)
Will this be put on the steam workshop?
Prossibly.
I generally don't like Workshop though because it breaks games.
I'm still playing A13, will this work with many other mods without breaking the game?
Does this require a fresh start?
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.
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!
Alright will do im running with way to many mods so lets see how this goes lol
Dude if this is what i mean.. i have no words :D
Going test..
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.
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.
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
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.
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)
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.
@Fluffe
Turn on dev mode, even in vanilla you can't see recruitment difficulty with out it on.
It may be Hospitality, then. I don't have Dev mode enabled, and I can see the recruitment chance.
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 ?
How do I install this mod if I use the steam version?
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?
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.
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 :)
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
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 :)
(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 :]
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.
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 :)
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.
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...
I loose performance with you mod, regulary every 3-4 seconds i get a very little lag, like heartbeat.
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.
Thanks a lot for working on this I've been wanting something like this since I got the game.
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...
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.
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.
For steam you will put it in [SteamInstallPath]\steamapps\common\RimWorld\Mods
For the sendowl download it will be [WhereverYouUnzippedTheGameTo]\Mods
is it just me or this mod makes other people's game get 10 fps? :)
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.
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
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/)
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 :)
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.
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.
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 :)
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 :)
Curious if you can see the chance to recruit anywhere? It seems to be absent on the prisoner's tab
Recruitment chance is already reported and fixed.
Awesome but drops the FPS on Low End PC's makes it impossible for fast forward speeds :P
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.
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.
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
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.
Looks Great! Can't wait to play with it after the mod is no longer WIP.
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.
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
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.
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 )...
- Began work on Lord drivers for prison escapes and dealing with locked doors as well as restraints
- Wardens will release prisoners after their arrest period is up
- Per-door allowances for wardens and doctors to override other restrictions
- Some bug fixes to certain toils and job drivers
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.
Oh neat, I like how in depth the warden works. I can't wait to try this mod out :)
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.
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." ;-)
Man- this is absolutely amazing. It really hammers home just how powerful modding can be. Thank you for putting in the time and effort.
I ensalved a prisoner but he dont work... how i make him work?
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.
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
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?
@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.
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.
...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.
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.
is this still being developed?
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.
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.
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.
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?
I hope this didnt die :/
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
Produces quite a bit of lag (which slows down my trash computer), which is sad because this mod truly is amazing.
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
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.
Hoping this awesome mod will be updated for A15
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?
{Looks around...} ??? :o 8)
Posting to watch. (I hope this gets finished some day.)
Looking foward to get my prisoners into slavery!
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.
Cool mod. Have not seen this until now.
Mod was abandoned ?
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.
How download?
switter, as the mod release was for a14 and has been deleted by the moderators as the mod was too old
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.
hi , just for know is always in state : wait ?
Don't let this idea die pls. This and somehow improved enemy raids needs to happen.
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.
Someone remake/rewrite this mod? Such a shame to see these features die...
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?
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?