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RimWorld => Mods => Unfinished => Topic started by: Avius on July 16, 2017, 09:17:10 PM

Title: [1.1] Prison Labor
Post by: Avius on July 16, 2017, 09:17:10 PM

(https://raw.githubusercontent.com/Aviuz/PrisonLabor/master/Images/Logo.png)
(https://img.shields.io/badge/version-1.1.10-orange.svg?style=flat)

Locks mod
I highly recommend using my other mod Locks. This will allow you to enable prisoners to leave their cells.

Description
This mod force prisoners to work. To enable this feature prisoners must have "Force to work" option checked ("Prisoner" tab). Prison labor needs management that consist:
Motivation - prisoners need to be motivated by presence of colonists. Wardens have new job - supervising prisoners. Low motivation can lead to revolts.
Work assignment - prisoners that have option "Force to work" are added to "Work" tab.
Time restrictions - prisoners that have option "Force to work" are added to "Restrict" tab.
Prison area - prisoners in order to work need to reach target. You can check "Hold open" option on doors. Be aware, they will try to run if they see opportunity.
"Prisoners only" tools - You can mark orders and bills by tools that exclude colonist from work.

Compatibility (outdated)

Download (https://github.com/Aviuz/PrisonLabor/releases)
Steam workshop page (http://steamcommunity.com/sharedfiles/filedetails/?id=972057888)
To-do list (https://github.com/Aviuz/PrisonLabor/blob/master/To-Do.md)
Report bug (https://aviuz.wufoo.com/forms/q1v9h0qw05s7gw6/)
GitHub page (https://github.com/Aviuz/PrisonLabor)
Credits (https://github.com/Aviuz/PrisonLabor/blob/master/credits.md)

You can include this mod in mod-packs, and mod lists. You can modify/upgrade/use this mod, but don't use this commercially, and make sure to include link to original mod.
Title: Re: [A17] Prison Labor
Post by: Avius on July 16, 2017, 09:17:40 PM
Changelog


1.1.11
- Another fixes for roof construction. Prisoners should not stuct in roof is outside their reach
- Preparation to 1.2 rimworld version
1.1.10
- Fixes for construction job. Repairing, hauling resources to frame and blueprint, building frame, smoothing wall and floor should now work correctly.
- Fix for disappearing work tab. Request from Simple slavery mod author. Simple slavery finally compatible?
- Added option in menu to allow prisoners rest until fully healed.
1.1.9
- NPR fix for previus optimization
1.1.8
- Turn on/off prisoner suicide should work now
- Performance optimization (https://github.com/kbatbouta)
1.1.7
- fix for NPR in quarry patches
1.1.6
- removed patching for mod SeedsPlease. Potientialy should work with PL without issue. (Not tested)
- added more checks to NPR exceptions
1.1.5
- remove wealth tracker from prisioners mining
- updated part releated with seed please (no tested)
- added some checks to remove npr errors
- added more checks if prisioners should stay in bed
- Quarry from Quarry mod should works with labor area
- Added french translation (https://github.com/cprodhomme)
- fixed deep drills reservation by colonist and prisioners
1.1.4
- Fixed forbidden resources extracted by prisoners
- Fixed labor arena being not respected by colonist
- Fixed prisoners' reservation issue
- Extracted resources by prisoners should not be forbidden anymore
- Refactored part of code to make mod more Rimworld update proof
- It may require starting new game...
- Big thanks to discord users who help test dev version specially to Mr. Mauer, McBlackjack, Snails and calliban.
1.1.3
- updated to new RimWorld version (https://github.com/Hazzer)
- fixed active skill (https://github.com/PeteTimesSix)
1.1.2
- fixed the bug with creating file on desktop
1.1.1
- fixed a bug for pawns without rest need (e.g. Androids) (https://github.com/MerGatto)
- fixed prisoner tab not scrolling (https://github.com/MerGatto)
1.1.0
- updated to RimWorld 1.1
- added option in settings to opt-out from suicide events
1.0.3
- updated Traditional Chinese translation, thanks to shiuanyue
1.0.2
- set minimum 500 points for suicide event
1.0.1
- lowered chance for suicide incident
1.0.0
- fixed tutorial window constantly showing
- fixed news pop-up auto-showing on minor changes too (it auto-shows only on major changes)


0.10.0
- reworked news pop-up window
- fixed construction job
- new system for removing mod from save (new button in mod menu)
- wardens no longer deliver food if prisoners can get it from another room
- added alert when prisoners can escape
- prisoners now will pick up weapons if treated bad
- fixed food reservation throwing errors
- added prisoner sucicides
- added +5 bonus to mood while prisoner have free time
- added +5 bonus to mood if prisoner is not supervised and got lazy
- added +15 bonus to mood if treatment is above 75%
- added blocking revolts (100%, 95%, 50%, 10%) if overall prisoner treatment is good enough
- increased base chance for Revolts
- added blocking mental breaks for prisoners with low treatment levels
- added treatment drop when prisoner is being beaten
- fixed cutting some content of bill config in some languages
- cosmetic changes to bill checkbox
- prisoners will now give offer to join colony if treatment is good enough (random)
- prisoners will now stay at bed if waiting for surgery
- prisoners will now work in cold only if "work" time is set
- prisoners will now seek safe temperature when not supervised
- prisoners will respect forbidden items, if "inspired"
- "Treatment happiness" will decrease if health conditions are bad, when prisoners are hungry, or they're working.
- added new hidden need "Treatment" that indicates level of prison treatment towards prisoner (WIP)
- now work settings reset after prisoner is recruited, so it should fix some issues
- finally fixed "OnGui()" error, big thanks to @notfood (https://github.com/notfood)
- fixed blurred effect on settings window
- fixed Revolts
0.9.11
- fixed compatibility with Fluffy's WorkTab (final)
0.9.10
- hotfixed compatibility with Fluffy's WorkTab (still have some visual flaws)
0.9.9
- added sub-tabs in "Work" Tab and "Assign" Tab for "Colonists" and "Prisoners"
- added renaming Prisoners for imprisonment time (pawns will restore old names after releasing)
0.9.8
- fixed SeedsPlease compatibility
0.9.7
- added warning message before placing labor area for the first time
0.9.6
- updated to RimWorld 1.0
0.9.5
- updated to RimWorld Beta 19
0.9.4
- disabled Warden and Jailor types of work for prisoner labor, it should fix bug, where jailors do not warden inside labor area
0.9.3
- fixed compatibility with No Water no Life
- fixed compatibility with Dubs Bad Hygiene Mod
- fixed error with loading old saves
0.9.2
- fixed seeds please compatibility issue
- added option to disable revolts
0.9.1
- changed max. skill required for non-advanced growing by prisoners to 6 instead of 0
- added new work type Jailor
- fixed drawing icons on world map
- fixed disabling mod from existing saves
- fixed incorrectly showing "advanced growing by prisoners" option
0.9.0
- added option to disable icons above prisoners heads in mod menu
- corrected casing in default prisoner interaction mode option in mod menu
- fixed error "null reference in onGui()" when loading save
*********** BETA 18 COMPATIBILITY PATCHES *******************
0.8.9.5
- cleared some code debris, hope it fix the "unknown bug"
0.8.9.4
- fixed timetables
- fixed bill checkboxes
0.8.9.3
- fixed prison labor area bug
- fixed watching sleeping prisoners
- fixed forbidden bug
0.8.9.2
- disabled bill button
0.8.9.1
- fixed harmony patches (work tab should appear now)
0.8.9
- updated libraries to RimWorld b18
- minor fixes related to uptading to RimWorld b18
*************************************************************
0.8.8
- changed slow from prisoners chains to act as factor instead offset
- fixed compatibility issues with Seeds Please (again)
0.8.7
- fixed bug with dropping motivation while in bed
- prisoners will now get different weapons when revolt triggers (molotovs, bows, or clubs)
- replaced orginal jobs with "tweak" jobs (instead of overriding them, this fix is for users who use "WorkTab" by Fluffy)
- removed warning message from logs
- prisoners will now have 50% of normal speed in chains (instead of 35%)
- prisoners will now break chains after some period of time instead of immadiately (matter in incidents, breakouts etc.)
- wardens will now try to motivate most prisoners at once, but with priority to motivate lowest motivation first
- fixed bug with animals do not respect reservations (and vice versa)
0.8.6
- fixed bug that Sowing job do not comply to Labor Area
- removed JoyGiver debris
0.8.5
- reduced number of null reference errors with OnGui() method.
- single warden will be able to maintain 7 prisoners, instead of 5 (because of laziness rate reduction)
- decreased laziness rate to 0.002, instead of 0.003 (prisoners will get lazy 1.5x slower)
- decreased manipulation to 70% (instead of 80%)
0.8.4
- fixed null reference exception at loading game
0.8.3
- fixed bugs with disabling mod (now you can safely disable mod again)
- fixed bug with prioritizing work
0.8.2
- fixed drawing icons on world
0.8.1
- added slider to Bills (temporary fix)
- fixed Bill "Prisoner only" button (I think, let me know if you still experience errors)
- fixed prisoners aren't working when Motivation is disabled (via Settings)
- fixed null-reference error on some revolts incidents
0.8.0
- added revolts
- reduced manipulation capability of prisoners (now they have 80% of normal manipulation, down from 100%)
- added default prisoner interaction mode option to settings menu
- fixed comatibility issues with Dubs Hygiene and Central Heating Mod (prisoners now use toilets and showers)
- added "Labor area" tool in "Zones" category
- added "Prisoner only"("Colony only", "Colonists only") button in bill menu
- fixed forbidden bug with harvesting plants (again)
- added SeedsPlease compatibility
- added tutorials triggers (now all tutorials will be shown)
- added watched tutorials to properties (tutorials will no longer be shown after reenabling mod)
- excluded supervising from labor
- reworked inspiration: Now insiration is AOE around warden, and will prevent prisoners from escaping.
- added icons above prisoners indicating whenever he's being motivated/inspired
- fixed Toil reservation bug (not respecting prisoners' job)
- rewritten news dialog
- perfomance and code improvements
- added "Work and recruit" option
0.7
- fixed "failing to reserve food" bug (that one with circling warden around food)
- prisoners now stop working (while "anything" time) while starving instead of hungry. They will still get minor debuff
- wardens will no longer watch over not working prisoners
- prisoners will no longer work if waiting for operation
- fixed bug preventing prisoners from cleaning
- added "starving prisoners" alert
- added settings
- changed "Your prisoner stopped working" message to "Prisoners aren't working" alert
0.6a
- fixed some bugs
0.6
- changed mechanics of getting food by prisoners
- added time restrictions
- changed "Laziness" to "Motivation" and inverted
- added WorkTab by Fluffy compatibility
0.5a
- fixed that new subscribers see all "old player" messages
- fixed reserving food for prisoners
- fixed "work settings not initialized" error

0.5
- added growing to available jobs
- added prisoner work priorities to "Work" tab
- food is no longer reserved in prison cell unless is brought by warden
- food is now delivered by Wardens even if prisoner get out of his prison cell
- disabled passive "Laziness" when prisoner have no work to do

0.4
- added "Laziness" bar in "Needs" tab
- fixed plant cut / harvest result being forbidden
- added German translation

0.3b
- fixed "Forbidden" bug

0.3a
- wardens no longer watch over hungry or tired prisoners

0.3
- added work of Warden type that supervise prisoners
- prisoners will get lazy
- added version checker
- added stat laziness
- added "Work" prisoner interaction mode

0.2a
- added tutorial in "LearningHelper"
Title: Re: [A17] Prison Labor
Post by: Avius on July 16, 2017, 09:18:08 PM
reserved
Title: Re: [A17] Prison Labor
Post by: PixelBitZombie on July 16, 2017, 09:39:54 PM
As you may have saw, Thirite has pretty much the same mod. I don't want to compare but I do wanna ask, how will this be different from his?
Title: Re: [A17] Prison Labor
Post by: Thirite on July 16, 2017, 09:55:09 PM
I saw this on the Steam Workshop previously; they're not actually that similar. My mod effectively makes your slave capable of doing anything a colonist could do, whereas Avius' mod focuses on using prisoners for dumb labour while under constant watch- chain gang style. The two probably would even work fine together, as my slave mechanics are more oriented on the ancient greek kind of "household slavery", where slaves are effectively indentured servants.
Title: Re: [A17] Prison Labor
Post by: Avius on July 16, 2017, 10:06:44 PM
As Thirite said.
To be honest I didn't even know that such mod exist.
Mine should be "vanilla" looking, and not so game changing as the other one.
Title: Re: [A17] Prison Labor
Post by: PixelBitZombie on July 16, 2017, 11:07:25 PM
Alright then, was curious. Thanks for letting us know.
Title: Re: [A17] Prison Labor
Post by: faltonico on July 17, 2017, 02:58:19 AM
Glad to see it post it here as well.
Keep up the great work!
Title: Re: [A17] Prison Labor
Post by: Lerin on July 17, 2017, 10:15:53 AM
Depend on taste, someone want control prisoner fully like colonist, someone want respect his "free will"
Title: Re: [A17] Prison Labor
Post by: stigma on July 20, 2017, 08:24:55 PM
Do prisoners like this count towards your population cap?
I'd imagine no? ...

-Stigma
Title: Re: [A17] Prison Labor
Post by: Thirite on July 21, 2017, 02:57:54 AM
They're just prisoners in this mod, so I strongly doubt it.
Title: Re: [A17] Prison Labor
Post by: stigma on July 22, 2017, 10:29:15 PM
Your workshop page description says under comparability:
"No works with WorkTab (by Fluffy)"

Since the author's English is too good to be this broken - I am wondering if this is a typo and is supposed to say "now works with..." ?

So is it compatible with worktab or not? It's pretty essential in terms of mods as far as I am concerned.

EDIT: I think I answered my own question. I found in the changelog for alpha 6:
"added WorkTab by Fluffy compatibility"
So I guess it is indeed a typo.

-Stigma
Title: Re: [A17] Prison Labor
Post by: stigma on July 23, 2017, 12:19:45 PM
There is one practical problem I run into pretty quickly with this mod...

Since your prisoners have to be able to reach any work-areas without opening doors this means that they have to eat, sleep and live all in the same "area". What I mean is - if you are on an ice-sheet or desert biome then it becomes pretty hard for you to use those prisoners in anything involving the outdoors, or traveling through the outdoors to get to a job - because their bedrooms have to be constantly exposed to the open air.

Sometimes you can work around this but it seems a little bit artificial.

Perhaps a more proper way to do this would be to use the zoning tool to specify a "prisoner allowed" area - and then prisoners are allowed to use doors in that area only. I don't know if this will present technical difficulties though.

Perhaps a workaround could be to include a "prisoner door" in the mod which is not actually a door, but just a tile that acts as a door in terms of making rooms fill the requirements of "having a door" and insulates like a door. Just a thought. Something to tackle in later versions. I'm pretty impressed with how well this works so far actually.

-Stigma
Title: Re: [A17] Prison Labor
Post by: AngleWyrm on July 23, 2017, 08:47:04 PM
What is the relationship between warden and prisoner? Can one warden guard many prisoners, or does having a prisoner consume a colonist that would otherwise be working productively in something else?

What happens when a warden is present vs when a warden is not?
Title: Re: [A17] Prison Labor
Post by: Moonsong on August 29, 2017, 08:09:37 AM
For some reason a prisoner of mine leaves items unfinished. God left her unfinished too i think.
I'll try to observe this behavior so it'll give you clues.

[attachment deleted by admin: too old]
Title: Re: [A17] Prison Labor
Post by: faltonico on September 08, 2017, 03:20:25 PM
As someone just suggested on steam... I'll start using prisoners to load and unload nuclear fuel rods assemblies onto my nuclear reactor! Nice thing OSHA nor Human Rights Watch is not on the Rimworlds.
@AngleWyrm
If a warden is not present, they'll will not get motivated, and eventually stop working, the warden does nothing but watch the prisoners, so If you have a single prisoner it would be best to have your colonist working instead, unless you have some really shitty pawn like sheriffs, they are ideal for that job.

Edit: Scratch that, i was updating all my mods to start a colony for A17 (finally), but i noticed your mod has some incompatibilities with other mods i use and that i consider very important, so i'll wait till you have those sorted out.
Thanks a lot for your work, it is awesome what you have done so far.
Title: Re: [A17] Prison Labor
Post by: Kori on September 25, 2017, 01:13:51 PM
Hello Avius,

when using WorkTab, these jobs you have tweaked appear as duplicates in the sub-categories, so you have 2 identical columns for each of the following:

Quotedeliver food to prisoners
mine
cut plants
harvest crops
sow crops
clean filth

Can this safely be ignored and is it just an aesthetic issue, or do the columns differ from each other in some way?
Title: Re: [A17] Prison Labor
Post by: Avius on October 03, 2017, 06:06:39 PM
Quote from: Kori on September 25, 2017, 01:13:51 PM
Hello Avius,

when using WorkTab, these jobs you have tweaked appear as duplicates in the sub-categories, so you have 2 identical columns for each of the following:

Quotedeliver food to prisoners
mine
cut plants
harvest crops
sow crops
clean filth

Can this safely be ignored and is it just an aesthetic issue, or do the columns differ from each other in some way?

Sorry for such late reply. Those are tweaks for originals ones.
I think I will just replace them on init, but need to think if that's cause any problems.
Title: Re: [A17] Prison Labor
Post by: Kori on October 04, 2017, 06:53:52 PM
Okay, thank you!
Title: Re: [A17] Prison Labor
Post by: Avius on October 06, 2017, 05:03:21 AM
Quote from: Kori on September 25, 2017, 01:13:51 PM
Hello Avius,

when using WorkTab, these jobs you have tweaked appear as duplicates in the sub-categories, so you have 2 identical columns for each of the following:

Quotedeliver food to prisoners
mine
cut plants
harvest crops
sow crops
clean filth

Can this safely be ignored and is it just an aesthetic issue, or do the columns differ from each other in some way?

Okay I've managed to came up with neat idea, and I will remove all duplicates in future patch (0.8.7)
Title: Re: [A17] Prison Labor
Post by: Kori on October 06, 2017, 04:10:16 PM
Good news, thanks! :)
Title: Re: [A17] Prison Labor
Post by: Kori on October 15, 2017, 05:58:50 PM
Today I've noticed that 0.8 is available already and I was blown away when I read the changelog since 0.7! This update is amazing, good work! :)

I also checked your to-do list and there is an entry to add compatibility for Better Workbench Management, but when I'm using both mods together, they seem to work just fine (the Prisoners only-button appears right beneath the new BWM-buttons). Only those small input-buttons you can click to insert values via keyboard are a bit out of place, but that's only a small issue.
Are there any other incompatibilities or problems that could occur when using your mod with BWM?
Title: Re: [A17] Prison Labor
Post by: Avius on October 15, 2017, 06:53:20 PM
Quote from: Kori on October 15, 2017, 05:58:50 PM
Today I've noticed that 0.8 is available already and I was blown away when I read the changelog since 0.7! This update is amazing, good work! :)

I also checked your to-do list and there is an entry to add compatibility for Better Workbench Management, but when I'm using both mods together, they seem to work just fine (the Prisoners only-button appears right beneath the new BWM-buttons). Only those small input-buttons you can click to insert values via keyboard are a bit out of place, but that's only a small issue.
Are there any other incompatibilities or problems that could occur when using your mod with BWM?
Thanks for such nice feedback!

I'm not using BWM mod by myself. I've got report that says BWM is not compatible with Prison Labor. I didn't test it as it currently is scheduled for verification with other minor changes, and unfortunately I do not have time for those at this moment.
When I've got more time I will have deep look into this mod and will be able to say if it is or not.
Title: Re: [A17] Prison Labor
Post by: Kori on October 15, 2017, 08:19:32 PM
Quote from: Avius on October 15, 2017, 06:53:20 PM
Thanks for such nice feedback!

I'm not using BWM mod by myself. I've got report that says BWM is not compatible with Prison Labor. I didn't test it as it currently is scheduled for verification with other minor changes, and unfortunately I do not have time for those at this moment.
When I've got more time I will have deep look into this mod and will be able to say if it is or not.

Yeah when I read about all the new features I was like "omg this is so awesome!" for the whole time and couldn't wait to try it out! :)

About incompatibility reports: when you are referring to the comments on steam that asked for BWM compatibility *I think* they didn't mean that the mod itself is incompatible, but one of its features to select specific colonists for each bill just doesn't support selecting prisoners.
You should try that mod one day, I'd consider it a core mod because it gives you so much more control over crafting!

Title: Re: [A17] Prison Labor
Post by: Kori on October 16, 2017, 02:27:01 PM
Another thing I've noticed is that since the update from 0.7 I'm getting a lot of errors and extreme lag when using the Cleaning Area mod.
Before the update everything was working fine, so I think it is connected to the new prison labor zones.

It's the same error that was reported on github a while ago regarding Cleaning Area.
Is there something I could try to make both mods work again, because I'm in the middle of my playthrough and don't want to ruin my savegame by disabling a mod..  :-\
Title: Re: [A17] Prison Labor
Post by: Avius on October 17, 2017, 05:53:09 AM
Quote from: Kori on October 16, 2017, 02:27:01 PM
Another thing I've noticed is that since the update from 0.7 I'm getting a lot of errors and extreme lag when using the Cleaning Area mod.
Before the update everything was working fine, so I think it is connected to the new prison labor zones.

It's the same error that was reported on github a while ago regarding Cleaning Area.
Is there something I could try to make both mods work again, because I'm in the middle of my playthrough and don't want to ruin my savegame by disabling a mod..  :-\
I need to make a fix for that. Unfortunately I do not have time at this moment.
Title: Re: [A17] Prison Labor
Post by: Kori on October 17, 2017, 11:52:39 AM
Okay, no problem, thank you! :)
Title: Re: [A17] Prison Labor
Post by: Nightinggale on October 17, 2017, 02:03:41 PM
Quote from: Kori on October 16, 2017, 02:27:01 PM
Another thing I've noticed is that since the update from 0.7 I'm getting a lot of errors and extreme lag when using the Cleaning Area mod.
Before the update everything was working fine, so I think it is connected to the new prison labor zones.

It's the same error that was reported on github a while ago regarding Cleaning Area.
Is there something I could try to make both mods work again, because I'm in the middle of my playthrough and don't want to ruin my savegame by disabling a mod..  :-\
You can go into the work tab and remove cleaning from everybody and save. You can then disable cleaning area and load the savegame and it will work because nobody will be cleaning. I figured that out because I ended up in the same situation as you.

Naturally this reverts cleaning to use the home area, meaning you will get your growth areas and stuff cleaned as well, but at least the savegame can be loaded and continued.
Title: Re: [A17] Prison Labor
Post by: Kori on October 17, 2017, 03:40:02 PM
Quote from: Nightinggale on October 17, 2017, 02:03:41 PM
You can go into the work tab and remove cleaning from everybody and save. You can then disable cleaning area and load the savegame and it will work because nobody will be cleaning. I figured that out because I ended up in the same situation as you.

Naturally this reverts cleaning to use the home area, meaning you will get your growth areas and stuff cleaned as well, but at least the savegame can be loaded and continued.

Thanks, I've already read your message in the Cleaning Area thread, followed these instructions and it works. UI is no longer broken. :)
Title: Re: [A17] Prison Labor
Post by: Nightinggale on October 17, 2017, 05:12:18 PM
I had a problem where I had an ideal colonist to watch the prisoners. However due "will never do social", I added a guard WorkType and then changed watch prisoners job to use the guard category. At first glance, it worked well, but it uncovered a number of problems and I don't think I caused them all with my tiny patchmod.

1: "chat and recruit" recruits with colonists set to chat with prisoners (warden)
2: "work and recruit" recruits with colonists set to watching prisoners
3: I observed a prisoner set (by default) to warden, which tried to recruit another prisoner
4: chat and recruit recruited a prisoner, which when my mod is active turned the prisoner hostile rather than colonist

#1 seems ok. #2 should be watched by people set to watch while recruited by colonists set to chat. #3 should never happen. #4 seems odd that the vanilla recruit code could not recruit because I moved the non-vanilla job to another category.

#4 is "fixed" by not loading my mod, but it really does nothing other than what I wrote. It's extremely small.


Another thing I wondered about was Toolmetrics (http://steamcommunity.com/sharedfiles/filedetails/?id=1126772138). It would be interesting to have a guard giving motivation faster if he is holding a whip. However it seems that Prison Labor lacks keywords to hook on to for adding motivation modifiers in xml.


At one time raiders blew up my wall and I had prisoners on the other side. Not the prison bedroom, but a prison grow zone. What happened is not a mass escape, but rather the prisoners ran out of the hole and picked up stuff from the dead raiders and carried it back to the stockpile. Figuring I had uncovered a bug, I didn't rush to repair the wall and just used the prisoners to carry everything back. However eventually prisoners did figure out to escape, but they waited until my colonists were all asleep and even if I drafted them at that time, they would not be able to do anything at all due to being too far away. I don't know if it was by chance or if the escape code is clever, but that was brilliant prisoner AI work/timing  :o

Quote from: Kori on October 17, 2017, 03:40:02 PMThanks, I've already read your message in the Cleaning Area thread, followed these instructions and it works. UI is no longer broken. :)
I figured it might as well be put in both threads.
Title: Re: [A17] Prison Labor
Post by: Avius on October 18, 2017, 03:01:41 AM
Quote from: Nightinggale on October 17, 2017, 05:12:18 PM
I had a problem where I had an ideal colonist to watch the prisoners. However due "will never do social", I added a guard WorkType and then changed watch prisoners job to use the guard category. At first glance, it worked well, but it uncovered a number of problems and I don't think I caused them all with my tiny patchmod.

1: "chat and recruit" recruits with colonists set to chat with prisoners (warden)
2: "work and recruit" recruits with colonists set to watching prisoners
3: I observed a prisoner set (by default) to warden, which tried to recruit another prisoner
4: chat and recruit recruited a prisoner, which when my mod is active turned the prisoner hostile rather than colonist

#1 seems ok. #2 should be watched by people set to watch while recruited by colonists set to chat. #3 should never happen. #4 seems odd that the vanilla recruit code could not recruit because I moved the non-vanilla job to another category.

#4 is "fixed" by not loading my mod, but it really does nothing other than what I wrote. It's extremely small.


Another thing I wondered about was Toolmetrics (http://steamcommunity.com/sharedfiles/filedetails/?id=1126772138). It would be interesting to have a guard giving motivation faster if he is holding a whip. However it seems that Prison Labor lacks keywords to hook on to for adding motivation modifiers in xml.


At one time raiders blew up my wall and I had prisoners on the other side. Not the prison bedroom, but a prison grow zone. What happened is not a mass escape, but rather the prisoners ran out of the hole and picked up stuff from the dead raiders and carried it back to the stockpile. Figuring I had uncovered a bug, I didn't rush to repair the wall and just used the prisoners to carry everything back. However eventually prisoners did figure out to escape, but they waited until my colonists were all asleep and even if I drafted them at that time, they would not be able to do anything at all due to being too far away. I don't know if it was by chance or if the escape code is clever, but that was brilliant prisoner AI work/timing  :o

Quote from: Kori on October 17, 2017, 03:40:02 PMThanks, I've already read your message in the Cleaning Area thread, followed these instructions and it works. UI is no longer broken. :)
I figured it might as well be put in both threads.
1. I've already scheduled transferring supervising prisoners to another work type (especially for "not social" pawns).
link to GitHub (https://github.com/Aviuz/PrisonLabor/issues/66)
2. Good point with xml. I will make one, and I've created Issue.
link to GitHub (https://github.com/Aviuz/PrisonLabor/issues/70)
3. Prisoners will run after some time. It's for working outside purposes. I've found this myself more immersive than vanilla mechanics.
Title: Re: [A17] Prison Labor
Post by: lude on November 02, 2017, 02:26:55 PM
Hey I wonder if someone knows, in my current game all harvesting/cut plant jobs done by prisoners result in the items being forbidden despite being in the home area, is there a config option that i didn't understand or is this some kind of stray bug or feature?
Great mod anyway!

also using HardcoreSK with added animal logic, expanded roofing, crusty textiles, robots plus plus, stack merger, stack xxl, path avoid, idle fix, the japanese rice culture one with all patches, idle fix and madskills
Title: Re: [A17] Prison Labor
Post by: Kori on November 02, 2017, 03:15:26 PM
Quote from: lude on November 02, 2017, 02:26:55 PM
Hey I wonder if someone knows, in my current game all harvesting/cut plant jobs done by prisoners result in the items being forbidden despite being in the home area, is there a config option that i didn't understand or is this some kind of stray bug or feature?
Great mod anyway!

also using HardcoreSK with added animal logic, expanded roofing, crusty textiles, robots plus plus, stack merger, stack xxl, path avoid, idle fix, the japanese rice culture one with all patches, idle fix and madskills

Do you use the latest version 0.8.8? Forbidden harvested items was a bug in 0.7 that has been fixed already.
Avius doesn't announce new versions in this forum thread, so you have to check for new versions on github yourself from time to time.
Title: Re: [A17] Prison Labor
Post by: lude on November 03, 2017, 07:24:32 AM
Thanks! Indeed my error is using an outdated version, I just wonder why i never noticed this particular bug before, will update and hope nothing breaks. Back to slave colony  now :>
Title: Re: [A17] Prison Labor
Post by: Kori on November 03, 2017, 01:16:28 PM
Quote from: lude on November 03, 2017, 07:24:32 AM
Thanks! Indeed my error is using an outdated version, I just wonder why i never noticed this particular bug before, will update and hope nothing breaks. Back to slave colony  now :>

Upgrading from 0.7 to 0.8.8 not only fixes this bug, there are many very good new features as well! :)
Title: Re: [A17] Prison Labor
Post by: kixiye on November 05, 2017, 04:19:44 PM
I really love this mod, saves a lot of colonists for the more passive work such as research, stonecutting and art. Can easily get four guys worth of work using a brain damage colonist who does everything but stand still at 40% of normal speed.

The only real issue I've noted is with another mod, Hospitality. I had set one of my prisoners to "Negotiate" as a test, and one of our visitors got stuck in place after having talked to the prisoner. He refused to move and was eventually downed due to starvation. It was not much of a problem however, we rescued him and he promptly left after he recovered, improving our relation to his faction by 15.

Thank you very much for your work, this has greatly improved my Rimworld experience.
Title: Re: [A17] Prison Labor
Post by: Nightinggale on November 05, 2017, 05:07:48 PM
Quote from: kixiye on November 05, 2017, 04:19:44 PMThe only real issue I've noted is with another mod, Hospitality. I had set one of my prisoners to "Negotiate" as a test, and one of our visitors got stuck in place after having talked to the prisoner. He refused to move and was eventually downed due to starvation. It was not much of a problem however, we rescued him and he promptly left after he recovered, improving our relation to his faction by 15.
Kind of related to the issue I reported where a prisoner tried to recruit another prisoner. I tried setting prisoners to watching prisoners, but it would appear that they at least ignored that job. They should ideally ignore the entire negotiate job category.
Title: Re: [A17] Prison Labor
Post by: Bo0g1eMaN on November 17, 2017, 07:29:45 PM
So ive figured out a bug i think idk if they are supposed to try to escape (i would assume so) but in my colony they never try to escape even when a warden is nowhere to be seen and its kinda hard to just have some prisoners be able to leave and others not so maybe have a key or something that you can give to a prisoner to let them into certain doors just a idea hope at least something like that gets added
Title: Re: [A17] Prison Labor
Post by: Shauano on November 28, 2017, 09:59:58 AM
Can you update this to B18?
Title: Re: [A17] Prison Labor
Post by: OwenQuillion on December 08, 2017, 03:41:05 PM
So I've noticed that while using this in conjunction with Hospitality, visitors will *sometimes* have prisoner's chains. This has lead to a couple of unfortunate instances of comatose geriatrics and entire groups downed during heat waves.

I haven't seen anyone else talk about it, and I'm wondering if it's a known issue and if there are any workarounds? Thus far all I've come up with is editing the prisoner's chains hediff, which of course applies globally.

Thanks in advance!
Title: Re: [A17] Prison Labor
Post by: Diarat on December 26, 2017, 12:12:18 PM
Hello, i want to say, what a prisoner not don't wear clothes.
Before, they can wear clothes, but one prisoner wearing pants from the corpse, and new
plants(trousers) i do after instalation mod, and he don't want wear clothes.
Russian version
Может быть кто-то переведёт это лучше чем я, вообщем.
  Привет! Я хочу сказать, что после установки мода мои заключённые перестали надевать
  одежду.
  До этого он надел штаны с трупа(с трупа его напарника=) ) и был дебаф, но я нашёл этот
  мод(он очень крутой) и после установки я сделал новые штаны(сам этот чувак и сделал), но
  надевать он их не хочет.
Bye
Title: Re: [A17] Prison Labor
Post by: Harry_Dicks on January 05, 2018, 04:28:17 PM
Could not resolve cross-reference to RimWorld.StuffCategoryDef named Plastic
Verse.Log:Error(String)
Verse.DirectXmlCrossRefLoader:TryResolveDef(String, FailMode)
Verse.WantedRefForList`1:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
PrisonLabor.PrisonLaborPrefs:Init()
PrisonLabor.Initialization:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()


Is this from your mod? What is that plastic about?

EDIT: I suppose it isn't, because when I remove your mod, this is the error now:

Could not resolve cross-reference to RimWorld.StuffCategoryDef named Plastic
Verse.Log:Error(String)
Verse.DirectXmlCrossRefLoader:TryResolveDef(String, FailMode)
Verse.WantedRefForList`1:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.KeyPrefs:Init()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Title: Re: [A17] Prison Labor
Post by: minakurafto on January 24, 2018, 10:13:55 PM
since prisoner can go out if it the door is unlocked ,it seems take prisoner to bed job is not always available.
but sometime i open the door and the prisoner going out and working on far away hauling job, but i cant take prisoner to bed since so i'm forced to arrest then it will berserk and causing  unnnecesary damage.
is there any workaround to relocate prisoner easily ? (other than set the work time table to sleep because it too slow for chained pawn to walk)
Title: Re: [A17] Prison Labor
Post by: Kori on January 31, 2018, 02:49:09 AM
On github you've added a note that you require the source code for Cleaning Area compatibility. Does that mean that it's not going to happen?
Sorry if that question is a bit stupid..  ;D
Title: Re: [A17] Prison Labor
Post by: Nightinggale on February 01, 2018, 11:05:20 PM
Quote from: Kori on January 31, 2018, 02:49:09 AM
On github you've added a note that you require the source code for Cleaning Area compatibility. Does that mean that it's not going to happen?
Sorry if that question is a bit stupid..  ;D
Considering that ILSpy can read not only vanilla assemblies, but also mod assemblies, lack of access to a mod source code shouldn't be an issue. Sure it will be easier to get the pre-compiled files (with comments!), but the mod dll file alone should be enough to fix incompatibility issues if that is what you got to work with.
Title: Re: [A17] Prison Labor
Post by: Avius on February 02, 2018, 02:38:08 AM
Quote from: minakurafto on January 24, 2018, 10:13:55 PM
since prisoner can go out if it the door is unlocked ,it seems take prisoner to bed job is not always available.
but sometime i open the door and the prisoner going out and working on far away hauling job, but i cant take prisoner to bed since so i'm forced to arrest then it will berserk and causing  unnnecesary damage.
is there any workaround to relocate prisoner easily ? (other than set the work time table to sleep because it too slow for chained pawn to walk)
You can lock the door temporarily
Title: Re: [A17] Prison Labor
Post by: Avius on February 02, 2018, 02:48:49 AM
Quote from: Kori on January 31, 2018, 02:49:09 AM
On github you've added a note that you require the source code for Cleaning Area compatibility. Does that mean that it's not going to happen?
Sorry if that question is a bit stupid..  ;D

Quote from: Nightinggale on February 01, 2018, 11:05:20 PMConsidering that ILSpy can read not only vanilla assemblies, but also mod assemblies, lack of access to a mod source code shouldn't be an issue. Sure it will be easier to get the pre-compiled files (with comments!), but the mod dll file alone should be enough to fix incompatibility issues if that is what you got to work with.

Actually ILSpy has its limitations. It cannot reverse injected delegates, and that's the part where I need to look. Problem is that author of this mod implemented into delegate a "security condition" that will break and stop a cleaning activity if cleaner is a prisoner. He can just remove that condition which is kinda stupid, because it includes only a case when some pawn will magically become prisoner while performing some dust cleaning.

I use ILSpy very often to make mods compatible, and sometimes I go even further and reading code in  CIL language (https://pl.wikipedia.org/wiki/Common_Intermediate_Language). But at this case I just can't do anything, and if somebody feels good enough to prove me wrong, feel free to make fix by yourself and make a pull request, I'm always open to any form of help.
Title: Re: [A18] Prison Labor
Post by: Kori on February 02, 2018, 05:57:48 AM
Hello Avius,
I let my (forced to work) prisoners wander around freely in my base (using your Locks mod), doing cleaning and some crafting tasks which works great! One of them even formed a romantic relationship with one of my colonists, both having 100 for each other and want to marry soon!

One thing I have noticed though is that they sometimes just eat forbidden food, while other food that is not forbidden is available nearby. The Gets Food option is deactivated for them because they can take food from the same places where my colonists get it (which they usually do except for these rare occasions when they just steal forbidden stuff).
Could you please have a look at that? :)
Title: Re: [A18] Prison Labor
Post by: Avius on February 02, 2018, 10:11:25 AM
Hey Kori,

Prisoner doesn't "see" what's forbidden or what's not. It's vanilla mechanics. I could make prisoners to respect that, but it needs some hours spend and I'm wondering if that's should be a thing? If you think about it, prisoners shouldn't respect this just because some enemy said he shouldn't touch that.

My mod reveals lot of not visible mechanics of vanilla RimWorld, and if you look in the code it really looks like author (Tynan, or some other programmer) placed those limitations intentionally.

Currently I'm thinking about making a chance that prisoner will "steal" some stuff, and eventually making it optional in  settings menu. What do you think about that?
Title: Re: [A18] Prison Labor
Post by: Kori on February 02, 2018, 02:39:54 PM
Hey Avius! :)

QuoteIf you think about it, prisoners shouldn't respect this just because some enemy said he shouldn't touch that.

Yes, I understand your point and in vanilla that seems reasonable, but with Prison Labor I get situations like this:

Hey Prisoner... - "Yeah?"

-clean the armory containing enough weapons to wipe out the whole Rimworld! - "Okay!"
-can you also craft some ammo later? - "Consider it done!"
-and repair that fusion generator, where one wrong step can blow up my whole base. - "Sure, no big deal!"
...
-oh and please don't eat these apples I need for some pies later, I got a bunch of lavish meals for you in the other room! - "NO WAY, I WON'T LET YOU TELL ME WHAT TO DO!"

See? ;) I know that many players keep their prisoners like slaves or for organ harvesting, but what I enjoy a lot when playing with your mods is that I can let them live among my colonists relatively freely, and when they even start to develop individual relationships to them, no matter if love or hate, these are those "omg this is so much better than vanilla!"-moments!
So the only thing that is a bit annoying is that they don't respect the forbidden-setting. :-\

Your idea with the optional "stealing" where they don't just ignore a plain game mechanic but instead steal different things (forbidden or not) on purpose, maybe depending on their long-term mood that depends on how you treat them (like revolts), sounds absolutely amazing! I would like that a lot! :)
It would add even more RP elements to the game, but it would also require that they respect the forbidden setting as long as they aren't stealing?


Speaking of RP, one of my prisoners fell in love with one of my colonists and I already got the message that they are going to marry soon. The problem is, that even if she gets a permanent mood debuff because she can't share a room with her fiancé, I just can't convince her to join my colony. So I wondered if it would be possible that in such or similar circumstances the difficulty for recruiting could drop a lot, because that would make much more sense?

Or even better: Add a chance for prisoners to ask if they can join your colony, the same way it works with refugees right now? I think it would make a lot of sense when a prisoner who gets really close to your colonists or enjoys his or her "stay" a lot, eventually wants to join your colony on his own initiative before you decide to release and send them back to that dirty cave where they came from.
But that's just an idea.

What do you think?
Title: Re: [A18] Prison Labor
Post by: Nightinggale on February 02, 2018, 02:53:53 PM
Quote from: Kori on February 02, 2018, 02:39:54 PM-clean the armory containing enough weapons to wipe out the whole Rimworld! - "Okay!"
I did something like that and then at some point the prisoners decided to flee. The first thing they did was to arm themselves and then my colonists were outnumbered and outgunned, mainly due to their ability to seek out my colonists one or two at a time. That didn't end well.

Quote from: Kori on February 02, 2018, 02:39:54 PMOr even better: Add a chance for prisoners to ask if they can join your colony, the same way it works with refugees right now? I think it would make a lot of sense when a prisoner who gets really close to your colonists or enjoys his or her "stay" a lot, eventually wants to join your colony on his own initiative before you decide to release and send them back to that dirty cave where they came from.
I like the sound of this. Currently I tend to release all tribal captives because even if I would like them to join, the around 1% chance of recruitment makes it sort of pointless. Now if they can get nice rooms with the right temperature, lavish meals, entertainment etc and be recruited that way, then it might actually be possible to recruit those people. They might want to join even more if you treat their conditions, particularly chronic illnesses they had prior to attacking. Imagine having a tumor and you know it's the end in your tribal village, but some strangers removed it. You would love them for doing so.
Title: Re: [A18] Prison Labor
Post by: Kori on February 02, 2018, 03:42:22 PM
Quote from: Nightinggale on February 02, 2018, 02:53:53 PM
I like the sound of this. Currently I tend to release all tribal captives because even if I would like them to join, the around 1% chance of recruitment makes it sort of pointless. Now if they can get nice rooms with the right temperature, lavish meals, entertainment etc and be recruited that way, then it might actually be possible to recruit those people. They might want to join even more if you treat their conditions, particularly chronic illnesses they had prior to attacking. Imagine having a tumor and you know it's the end in your tribal village, but some strangers removed it. You would love them for doing so.

Absolutely! I think there are many players who care a lot about their prisoners and really try to make them feel comfortable and happy, and this would be a great achievement to aim for! It would be their way to show their appreciation or gratitude for your efforts! Right now all we can do is imagine that they might be thankful for building them nice and shiny rooms instead of letting them sleep in a shoddy pit.
Title: Re: [A18] Prison Labor
Post by: Kori on February 05, 2018, 01:14:48 PM
I noticed that when being forced to work, my prisoners almost never use the bathroom from Dub's Hygiene mod anymore, even when they don't have anything to do or free time and the bathroom is right next to their room and unlocked or open.
As far as I remember, it was working great in A17 after you have added compatibility for this mod. Could you please have a look if there was a small change in B18 that broke it again?

Also could you please tell me the radius for FTW prisoners to find a table when getting something to eat on their own?

Thank you! :)
Title: Re: [A18] Prison Labor
Post by: Harry_Dicks on February 05, 2018, 06:24:14 PM
Quote from: Kori on February 05, 2018, 01:14:48 PM
Also could you please tell me the radius for FTW prisoners to find a table when getting something to eat on their own?

I'm not sure what "FTW prisoners" are, but about your question for tables: I am not 100% sure of the default radius, isn't it only like 15 cells or something small? I am using the mod that allows you to change the radius that tables have for pawns detecting them to use them to eat at. I've got mine up to 55 I believe. It's called Table Diner Configuration or something like that, you can change the radius tables have in your mod options with it. I would think it should work for prisoners too.
Title: Re: [A18] Prison Labor
Post by: Avius on February 05, 2018, 07:27:47 PM
Quote from: Harry_Dicks on February 05, 2018, 06:24:14 PM
Quote from: Kori on February 05, 2018, 01:14:48 PM
Also could you please tell me the radius for FTW prisoners to find a table when getting something to eat on their own?

I'm not sure what "FTW prisoners" are, but about your question for tables: I am not 100% sure of the default radius, isn't it only like 15 cells or something small? I am using the mod that allows you to change the radius that tables have for pawns detecting them to use them to eat at. I've got mine up to 55 I believe. It's called Table Diner Configuration or something like that, you can change the radius tables have in your mod options with it. I would think it should work for prisoners too.
Thank you for reporting. I think Dubs just changed priorities to lower so labor is now on higher priority i suppose

About finding meal i think it is 30 or 100 (for colonists) tiles.
Found this peace of code from vanilla library.

int searchRegionsMax = 30;
if (<BestFoodSourceOnMap>c__AnonStorey.getter.Faction == Faction.OfPlayer)
{
searchRegionsMax = 100;
}


EDIT: I've actually misunderstood your question. I believe it is 10 in real distance, but it's debugger hidden unfortunately.

EDIT2: Maybe when I'm back at coding I'll make some quick debugging to find out (1/2 weeks ahead)
Title: Re: [A18] Prison Labor
Post by: Kori on February 06, 2018, 03:06:50 AM
Quote from: Harry_Dicks on February 05, 2018, 06:24:14 PM
I'm not sure what "FTW prisoners" are..

Forced to work, the option that this mod adds.  :D  (so no, nothing to win for them)

Quote from: Harry_Dicks on February 05, 2018, 06:24:14 PM
...but about your question for tables: I am not 100% sure of the default radius, isn't it only like 15 cells or something small? I am using the mod that allows you to change the radius that tables have for pawns detecting them to use them to eat at. I've got mine up to 55 I believe. It's called Table Diner Configuration or something like that, you can change the radius tables have in your mod options with it. I would think it should work for prisoners too.

Thanks, I'm using this mod already! It's just that my FTW prisoners don't want to use tables..


Quote from: Avius on February 05, 2018, 07:27:47 PM
Thank you for reporting. I think Dubs just changed priorities to lower so labor is now on higher priority i suppose

About finding meal i think it is 30 or 100 (for colonists) tiles.
Found this peace of code from vanilla library.

int searchRegionsMax = 30;
if (<BestFoodSourceOnMap>c__AnonStorey.getter.Faction == Faction.OfPlayer)
{
searchRegionsMax = 100;
}


EDIT: I've actually misunderstood your question. I believe it is 10 in real distance, but it's debugger hidden unfortunately.

EDIT2: Maybe when I'm back at coding I'll make some quick debugging to find out (1/2 weeks ahead)

About the Hygiene mod, I'm glad that this will be an easy fix (at least it sounds like an easy one.. :D ).

About the table distance: That's weird. My colonists and prisoners all take their food from the very same shelf, with the next dining table being only 6 tiles away. While my colonists use the table, my prisoners always eat their meals right on the spot and get the debuff.
I am not 100% sure, but I think that only happens when they eat during their Anything/ Work time while being set to FTW, because when they have food in their room and eat during their Sleep time, they will use their table (that is only two tiles away).

Or maybe the difference is whether it is food that was delivered to their room or food they got themselves because of being hungry? I will do a few more tests!

EDIT: After running a few tests with different settings I can confirm that the difference is whether the dining table is in their own room or not. Even when it is right in front of their room (5 tiles away) with the door being unlocked they won't use it anymore and instead devour the good stuff I give them like some filthy savages.  :'(
Title: Re: [A18] Prison Labor
Post by: Kori on February 10, 2018, 05:19:29 AM
I rescued some people from a crashed ship event and noticed they are in restraints. The tooltip in their healthtab says that they are affected by prisoners chains.
They are definitely guests, not prisoners.

Are there any updates about your Prison Extensions mod yet, that will allow them to use joy objects? If you need people to test it, I'd like to help. :)
Title: Re: [A18] Prison Labor
Post by: Avius on February 11, 2018, 02:58:03 AM
Quote from: Kori on February 10, 2018, 05:19:29 AM
I rescued some people from a crashed ship event and noticed they are in restraints. The tooltip in their healthtab says that they are affected by prisoners chains.
They are definitely guests, not prisoners.

Are there any updates about your Prison Extensions mod yet, that will allow them to use joy objects? If you need people to test it, I'd like to help. :)

Prisoners chains are affecting only those pawns that are affected by vanila mechanics. So when "in restraints" label is not always visible, pawns will be slowed anyway even without Prison Labor mod. Prison Labor mod only shows this debuf as hediff, and adjuat some values of this slow (reducing manipulation as well)

About Prison Expansion mod I need to sadly say that there is A LOT to do, and I haven't done mych work yet on it. I need some free time and spark for programming to get this working. I'm sorry to say that, but I had very rough time last few months.
Title: Re: [A18] Prison Labor
Post by: Harry_Dicks on February 11, 2018, 04:34:10 AM
Quote from: Avius on February 11, 2018, 02:58:03 AM
I'm sorry to say that, but I had very rough time last few months.

Hey man, tell me about it. Remember though that you do not owe anyone an apology for this. Life happens, and there' s always going to be something you didn't plan for. Either way, I hope you're doing better now, and I look forward to all of your future updates ;)
Title: Re: [A18] Prison Labor
Post by: Kori on February 11, 2018, 06:23:48 AM
Okay, I already suspected that it might be vanilla behavior, but wanted to report it anyway just in case. :)

Quote from: Avius on February 11, 2018, 02:58:03 AM
I'm sorry to say that, but I had very rough time last few months.

No, you don't have to be sorry, the real world is much more important than the Rimworld! I hope that whatever troubles you will be okay very soon.
Title: Re: [A18] Prison Labor
Post by: Sleeeper on February 13, 2018, 02:47:26 PM
PrisonLaborException: encountered problem with SeedsPlease mod. Failed to patch. Error message:
System.ArgumentNullException: Argument cannot be null.
Parameter name: key
  at System.Collections.Generic.Dictionary`2[System.Reflection.MethodBase,System.Byte[]].TryGetValue (System.Reflection.MethodBase key, System.Byte[]& value) [0x00000] in <filename unknown>:0
  at Harmony.GeneralExtensions.GetValueSafe[MethodBase,Byte[]] (System.Collections.Generic.Dictionary`2 dictionary, System.Reflection.MethodBase key) [0x00000] in <filename unknown>:0
  at Harmony.HarmonySharedState.GetPatchInfo (System.Reflection.MethodBase method) [0x00000] in <filename unknown>:0
  at Harmony.PatchProcessor.Patch () [0x00000] in <filename unknown>:0
  at Harmony.HarmonyInstance.Patch (System.Reflection.MethodBase original, Harmony.HarmonyMethod prefix, Harmony.HarmonyMethod postfix, Harmony.HarmonyMethod transpiler) [0x00000] in <filename unknown>:0
  at PrisonLabor.CompatibilityPatches.SeedsPlease_WorkDriver_Patch.Run () [0x00000] in <filename unknown>:0
  at PrisonLabor.CompatibilityPatches.SeedsPlease.Init () [0x00000] in <filename unknown>:0

Tried to switch their load order, same error.
Title: Re: [A18] Prison Labor
Post by: Heni on February 27, 2018, 08:27:01 AM
I have one bug here, the "force to work" and the "work and recruit" dont work here, the warden can still recruit the prisioner, but cant force them into work. the other bug is that the "motivation" bar is on the animals, not in the prisioners. thanks for your work and sorry my bad english.
Title: Re: [A18] Prison Labor
Post by: YvesRenard on March 12, 2018, 02:03:15 PM
Not quite a bug report or anything, but an amusing observation of things that may happen with this mod. The prisoners don't respect forbidden items, that is known (and was discussed at length in an earlier post). I'm using the Locks mod, so I have no problems restricting prisoner access to parts of my compound, thus keeping them away from valuable items. But I just got an infestation spawn in an empty cave outside my compound, and now the prisoners are starting to get lured in by the siren call of the delicious insect jelly. I haven't had trouble keeping the prisoners in line before, so there were no fences or anything to keep them from wandering around, and now they keep trying to go on a suicide march into the mandibles of some megaspiders. I'm not sure if anything can actually be done mechanically to curb this behaviour. For the time being I'll just have to lock the prisoners in their cells and stop them from working until the infestation is dealt with.
Title: Re: [A18] Prison Labor
Post by: Avius on March 20, 2018, 05:29:59 PM
Okay I'm back, and here some changes that will be added based on community feedback:

Treatment


Recruiting


Forbidden items & Hypothermia


Bugs



Those changes will be implemented in future versions, and I need some time for them. But letting you know, on what I am currently working on.
Title: Re: [B18] Prison Labor
Post by: Avius on March 21, 2018, 05:57:34 PM
New treatment need:
(https://raw.githubusercontent.com/Aviuz/PrisonLabor/dev/Images/Treatment%20chart.png)
Title: Re: [B18] Prison Labor
Post by: IWannaChaos on March 28, 2018, 09:45:00 PM
This mod almost feels like it could be a finished product, nice work. I did notice that prisoners stop working when they aren't getting food which is normal. I also noticed that my wardens wouldn't deliver food to my prisoners when the prison was entirely in a prison labor area, which was weird but easily fixable. I didn't notice anything in the log if that isn't expected behavior.
Title: Re: [A18] Prison Labor
Post by: Kori on April 21, 2018, 05:44:34 AM
Quote from: Avius on March 20, 2018, 05:29:59 PM
Okay I'm back, and here some changes that will be added based on community feedback:

That sounds awesome! Thank you so much for your hard work!
Title: Re: [B18] Prison Labor
Post by: Kori on April 24, 2018, 01:46:41 AM
Avius, could you please also have a look at the problem with Dub's Bad Hygiene? :)
Right now prisoners can only use showers, tubs and toilets that are directly integrated into their prison cell and only while the prisoners are inside their cell. As soon as there is an unlocked or even open door between their cell and the bathroom, they won't use it anymore! And even if their cell is close while being forced to work, they won't go back there to use the toilet but will try to do it in the outside (mood penality) instead.

So when you want to have a separate bathroom in your prison or prisoners that can walk around freely in your colony to do some jobs (while they should use the bathrooms of the colony) it won't work, giving them a bad mood.
Title: Re: [B18] Prison Labor
Post by: Avius on April 24, 2018, 02:17:49 AM
Quote from: Kori on April 24, 2018, 01:46:41 AM
Avius, could you please also have a look at the problem with Dub's Bad Hygiene? :)
Right now prisoners can only use showers, tubs and toilets that are directly integrated into their prison cell and only while the prisoners are inside their cell. As soon as there is an unlocked or even open door between their cell and the bathroom, they won't use it anymore! And even if their cell is close while being forced to work, they won't go back there to use the toilet but will try to do it in the outside (mood penality) instead.

So when you want to have a separate bathroom in your prison or prisoners that can walk around freely in your colony to do some jobs (while they should use the bathrooms of the colony) it won't work, giving them a bad mood.

Sure, but main problem with Prison Labor right now is that fixes will come alongside with major patch. I will ensure next hotfixes could be uploaded separately when some big issues come up (It's actually silly mistake I've made).

EDIT: So unfortunately you need to wait for it
Title: Re: [B18] Prison Labor
Post by: Kori on April 24, 2018, 02:29:25 AM
That's not a problem, thank you very much! :)
Title: Re: [B18] Prison Labor
Post by: Sonsalt on May 04, 2018, 05:54:11 AM
is it possible to reach a better compatibility with No Water, No Life mod ?
https://steamcommunity.com/sharedfiles/filedetails/?id=1284196239
Title: Re: [B18] Prison Labor
Post by: Avius on May 04, 2018, 10:50:36 AM
Quote from: Sonsalt on May 04, 2018, 05:54:11 AM
is it possible to reach a better compatibility with No Water, No Life mod ?
https://steamcommunity.com/sharedfiles/filedetails/?id=1284196239
No Water mod have exactly same issue as Dubs Hygiene. I'll look into No Life mod
Title: Re: [B18] Prison Labor
Post by: SirDarin on May 04, 2018, 11:02:39 AM
"No water, no life" is the name of the mod, it isn't two separate mods.
Title: Re: [B18] Prison Labor
Post by: Avius on May 04, 2018, 11:13:42 AM
Quote from: SirDarin on May 04, 2018, 11:02:39 AM
"No water, no life" is the name of the mod, it isn't two separate mods.
Oh silly me, sorry
Title: Re: [B18] Prison Labor
Post by: Avius on May 07, 2018, 06:00:52 PM
HOTFIX v. 0.9.3
- fixed compatibility with No Water no Life
- fixed compatibility with Dubs Bad Hygiene Mod
- fixed error with loading old saves

This is update out of dev branch that is aiming at critical bugs. It took me some time actually :/
Title: Re: [B18] Prison Labor
Post by: Ruisuki on May 08, 2018, 05:01:12 AM
good job
Title: Re: [B18] Prison Labor
Post by: Kori on May 08, 2018, 12:45:30 PM
Thank you very much for the hotfix! :)
Title: Re: [B18] Prison Labor
Post by: lordmidas on May 09, 2018, 10:22:54 AM
Possible Bug: When set to "Work and Recruit" my prisoners work properly but my colonists do NOT try to recruit them. But when set to "Chat and Recruit" my colonists try to recruit them properly.
Title: Re: [B18] Prison Labor
Post by: Avius on May 09, 2018, 10:53:52 AM
Quote from: lordmidas on May 09, 2018, 10:22:54 AM
Possible Bug: When set to "Work and Recruit" my prisoners work properly but my colonists do NOT try to recruit them. But when set to "Chat and Recruit" my colonists try to recruit them properly.
Does Jailor work type is more prioritized than Warden work type? If it is colonist can simply prioritize more watching prisoners than talking to them.
Title: Re: [B18] Prison Labor
Post by: lordmidas on May 09, 2018, 12:50:53 PM
Quote from: Avius on May 09, 2018, 10:53:52 AM
Does Jailor work type is more prioritized than Warden work type? If it is colonist can simply prioritize more watching prisoners than talking to them.

When set to "Work and Recruit" when I right click on the prisoner I do not see the "prioritize chatting to ____" option. When the same prisoner is set to "Chat and Recruit" that option is visible when right clicking - clicking on that option sends a colonist which says "trying to recruit ____". So it seems that when set to "Work and Recruit" the chatting and recruiting work tyep may be disabled for the prisoner? See the screenshots attached.

[attachment deleted due to age]
Title: Re: [B18] Prison Labor
Post by: Avius on May 09, 2018, 02:20:41 PM
Right click is irrevelant. Its just how it is. Both jobs can be done on single pawn. Try disabling jailor and right click again. Also keep in mind it has cooldown.
Title: Re: [B18] Prison Labor
Post by: Avius on May 09, 2018, 07:59:01 PM
Updated changelog for future patch. Just letting you know how progress is going ...
Quote
Work in progress
0.10.0
- added treatment drop when prisoner is being beaten
- fixed cutting some content of bill config in some languages
- cosmetic changes to bill checkbox
- prisoners will now give offer to join colony if treatment is good enough (random)
- prisoners will now stay at bed if waiting for surgery
- prisoners will now work in cold only if "work" time is set
- prisoners will now seek safe temperature when not supervised
- prisoners will respect forbidden items, if "inspired"
- "Treatment happiness" will decrease if health conditions are bad, when prisoners are hungry, or they're working.
- added new hidden need "Treatment" that indicates level of prison treatment towards prisoner (WIP)
- now work settings reset after prisoner is recruited, so it should fix some issues
- fixed blurred effect on settings window

EDIT: and some for today (today is a good day :P)
- fixed food reservation throwing errors
- added prisoner sucicides
- added +5 bonus to mood while prisoner have free time
- added +5 bonus to mood if prisoner is not supervised and got lazy
- added +15 bonus to mood if treatment is above 75%
- added blocking revolts (100%, 95%, 50%, 10%) if overall prisoner treatment is good enough
- increased base chance for Revolts
- added blocking mental breaks for prisoners with low treatment levels
Title: Re: [B18] Prison Labor
Post by: Kori on May 10, 2018, 02:54:16 PM
That looks very good, I can't wait for the patch! :)

As another suggestion, what do you think of an optional setting to enable the joy bar for prisoners, allowing them to use joy objects we build for them?
I've already enabled the joy need for prisoners for some time now and never experienced any problems so far. All of my prisoners, including those who are forced to work, use joy objects in their free time which raises their happiness. It blends very well with the Prison Labor mechanics.
Title: Re: [B18] Prison Labor
Post by: Avius on May 10, 2018, 05:31:16 PM
Quote from: Kori on May 10, 2018, 02:54:16 PM
That looks very good, I can't wait for the patch! :)

As another suggestion, what do you think of an optional setting to enable the joy bar for prisoners, allowing them to use joy objects we build for them?
I've already enabled the joy need for prisoners for some time now and never experienced any problems so far. All of my prisoners, including those who are forced to work, use joy objects in their free time which raises their happiness. It blends very well with the Prison Labor mechanics.
Good idea
Title: Re: [B18] Prison Labor
Post by: koltonaugust on May 24, 2018, 11:49:15 PM
This mod feels like what everyone was trying to do with prison workers for a long time. I do have a bug/conflict though.
When using Rainbeaus Fertile Fields there seems to be a mod conflict with prison labor (at least i think its conflicting with that mod). Most marshy soil to soil conversions freeze the game from 1 to 5 seconds with an error in the console that says

Exception in Verse.AI.ThinkNode_Priority TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at PrisonLabor.PrisonLaborUtility.WorkTime (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at PrisonLabor.JobGiver_Labor.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_SubtreesByTag:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch4(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


What's weird is that the console output shows issues with prison labor even though its not in prisons. It might not be a mod conflict though. I wish I could test it, but I don't think i will remember. Moreso just posting to report in case anyone else notices it too.

EDIT: Just realized this actually happens with ANY construction as long as a vampire (Jecrell's vampire mod) does it. It does not always give the error, but the pause is consistent.
Title: Re: [B18] Prison Labor
Post by: Kori on June 01, 2018, 04:02:47 PM
The job refuel fuelable buildings (haul) doesn't work for prisoners.

I tested with only Prison Labor and Locks mod active, with and without Fluffy's Work Tab.
There is no error message, they just won't do it. Even when the building and fuel are in their own cell and refueling is their only duty.

It works without problems for colonists.
Title: Re: [B18] Prison Labor
Post by: Avius on June 03, 2018, 06:31:49 AM
HOTFIX v 0.9.4
- disabled Warden and Jailor types of work for prisoner labor, it should fix bug, where jailors do not warden inside labor area
Title: Re: [B18] Prison Labor
Post by: Jagerius on June 20, 2018, 04:16:57 PM
@Avius thanks for this awesome mod, this is one of my essentials and should be in the base game IMHO!

Can I suggest something? While I enjoy the motivation mechanic, I would also like to have different options than supervising the prisoners.

What I mean is that my prison got quite large and prisoners are getting lazy despite beign supervised. An options to lay down a beating to remind them this is not a spa or kill one for the fear effect would be nice :D
Title: Re: [B18] Prison Labor
Post by: Sladki on July 04, 2018, 04:38:10 PM
"Clear snow" job in unreachable areas causes instant job cancellation (and "Standing" loop if a prisoner has no more jobs with higher priority).

Edit: prisoners construct roofs only.
Title: Re: [B18] Prison Labor
Post by: Bulltank on July 17, 2018, 07:28:08 AM
Has anyone tried this mod on 1.0 unstable version? Is it working?
Title: Re: [B18] Prison Labor
Post by: Ruisuki on July 30, 2018, 04:03:57 PM
Whats the problem with cleaning area mod? im currently using it
Title: Re: [B18] Prison Labor
Post by: Ruisuki on July 31, 2018, 03:52:52 AM
Is this mod heavy? Granted I do have a lot of mods but the difference in game speed since activating this has been very noticeable in my save. It cant chug along anymore
---
Heads up the tutorial in game mentions cooking cleaning hauling etc but doesnt mention crafting even though your OP mentions prisoners can
Title: Re: [B18] Prison Labor
Post by: Tocato on August 03, 2018, 03:07:59 AM
Quote from: Ruisuki on July 30, 2018, 04:03:57 PM
Whats the problem with cleaning area mod? im currently using it
Hatti author of cleaning area has mentioned on july 30th that he will add compatibility with this mod if its finished by the time 1.0 is out. Bird up

Title: Re: [B18] Prison Labor
Post by: Jagerius on August 16, 2018, 06:56:50 PM
The only mod that I really miss from the B18 version! One of the best out there. Hope it's still under development.
Title: Re: [B18] Prison Labor
Post by: kobar on August 28, 2018, 05:01:09 PM
Did they rework behaviour in B19? If so please don't drop it. This is one of the best mods here
Title: Re: [B18] Prison Labor
Post by: Avius on September 01, 2018, 02:51:21 PM
Answering all question about b19:

Currently I'm updating all my mods on Steam Repository. I'm going to wait until Monday, maybe later to polish this updated version of mod. The steam repository gives me advantage to put hotfixes, without need of users to download a new version.

It's all for your comfort, if you want BADLY a new version download a hotfix branch on GitHub page and replace mod files.
If you can wait a little, new version will be next week.

Same for mods: Locks & Bad People & Locks for Doors Expanded
Title: Re: [B18] Prison Labor
Post by: Jagerius on September 02, 2018, 04:00:43 PM
Hoooraayy!
Title: Re: [B18] Prison Labor
Post by: NPKenshiro92 on September 04, 2018, 03:15:04 AM
QuoteIt's all for your comfort, if you want BADLY a new version download a hotfix branch on GitHub page and replace mod files.
If you can wait a little, new version will be next week.

Yes please!
Title: Re: [B18] Prison Labor
Post by: Avius on September 04, 2018, 09:53:16 AM
EDIT: link deleted due to new version
Title: Re: [B18] Prison Labor
Post by: Avius on September 08, 2018, 04:42:37 PM
v 0.9.5
- updated to RimWorld Beta 19
Title: Re: [B18] Prison Labor
Post by: rawrfisher on September 08, 2018, 08:57:10 PM
So what worktypes are the prisoners able to do?
I cant get em to do anything but mine and cut stone but they wont use the quarry >.>
Title: Re: [B18] Prison Labor
Post by: Avius on September 09, 2018, 09:32:40 AM
Quote from: rawrfisher on September 08, 2018, 08:57:10 PM
So what worktypes are the prisoners able to do?
I cant get em to do anything but mine and cut stone but they wont use the quarry >.>
You need to enable work type in PL settings
Title: Re: [B18] Prison Labor
Post by: rawrfisher on September 12, 2018, 12:55:14 PM

Exception in Verse.AI.ThinkNode_Priority TryIssueJobPackage: System.ArgumentNullException: Argument cannot be null.
Parameter name: key
  at System.Collections.Generic.Dictionary`2[RimWorld.Faction,System.Collections.Generic.List`1[Verse.Thing]].TryGetValue (RimWorld.Faction key, System.Collections.Generic.List`1& value) [0x00000] in <filename unknown>:0
  at RimWorld.ListerBuildingsRepairable.ListFor (RimWorld.Faction fac) [0x00000] in <filename unknown>:0
  at RimWorld.ListerBuildingsRepairable.RepairableBuildings (RimWorld.Faction fac) [0x00000] in <filename unknown>:0
  at RimWorld.WorkGiver_Repair.ShouldSkip (Verse.Pawn pawn, Boolean forced) [0x00000] in <filename unknown>:0
  at PrisonLabor.JobGiver_Labor.PawnCanUseWorkGiver (Verse.Pawn pawn, RimWorld.WorkGiver giver) [0x00000] in <filename unknown>:0
  at PrisonLabor.JobGiver_Labor.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_SubtreesByTag:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch2(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Random prisoner went berserk lol
Title: Re: [B18] Prison Labor
Post by: Adamiks on October 11, 2018, 12:50:19 PM
Hey, author of Cleaning Area said he will add the patch if you update the mod to 1.0, so i'm looking forward to that.
Title: Re: [B18] Prison Labor
Post by: Ruisuki on October 12, 2018, 08:13:08 AM
isnt b19 the same as what 1.0 was? or does he mean the official release thats coming wednesday?
Title: Re: [B18] Prison Labor
Post by: Adamiks on October 12, 2018, 11:29:06 PM
Official release.
Title: Re: [B18] Prison Labor
Post by: Avius on October 13, 2018, 07:20:58 PM
added French translation
Title: Re: [B18] Prison Labor
Post by: publicuser on October 13, 2018, 10:28:46 PM
Want to know the progress of 0.10.0, will it release with RimWorld 1.0?
Title: Re: [B18] Prison Labor
Post by: Avius on October 14, 2018, 03:56:26 AM
Quote from: publicuser on October 13, 2018, 10:28:46 PM
Want to know the progress of 0.10.0, will it release with RimWorld 1.0?
You can track progress on GitHub. I know you won't probably get the information you want, but I cannot estimate time of development.
Title: Re: [B18] Prison Labor
Post by: Morbo513 on October 19, 2018, 06:45:40 AM
I'm running it on 1.0, while everything is there it doesn't seem to function correctly. It seems like it treats colonists who interact with prisoners (Enter prisoner rooms?) as prisoners themselves, and are unable to be ordered normally afterwards. One of my prisoners hasn't been fed for some reason and has collapsed from malnutrition, can't force any of my pawns to feed him.
Obviously it's not a good idea for me to be running a B18 mod on the latest version but hopefully this is useful info
Title: Re: [1.0] Prison Labor
Post by: Avius on October 19, 2018, 12:08:43 PM
0.9.6
- updated to RimWorld 1.0
Title: Re: [1.0] Prison Labor
Post by: Morbo513 on October 19, 2018, 06:18:01 PM
Quote from: Avius on October 19, 2018, 12:08:43 PM
0.9.6
- updated to RimWorld 1.0
Awesome
Title: Re: [1.0] Prison Labor
Post by: publicuser on October 21, 2018, 02:32:32 AM
Suggest to add jail doors into the mod. I know there is a door expanded mod, but Prison Labor should has jail doors itself
Title: Re: [1.0] Prison Labor
Post by: Ruisuki on October 26, 2018, 06:59:52 PM
oh nice i didnt know this had come out for b19!
Title: Re: [1.0] Prison Labor
Post by: sidfu on October 30, 2018, 06:01:02 AM
fyi this breaks seeds plz in 1.0 due to it replacing the job driver
Title: Re: [1.0] Prison Labor
Post by: Avius on October 30, 2018, 01:39:12 PM
Quote from: sidfu on October 30, 2018, 06:01:02 AM
fyi this breaks seeds plz in 1.0 due to it replacing the job driver
patch is on the way
Title: Re: [1.0] Prison Labor
Post by: Ruisuki on October 30, 2018, 04:49:57 PM
is the issue also present for b19?
Title: Re: [1.0] Prison Labor
Post by: Avius on October 30, 2018, 04:57:58 PM
0.9.8
- fixed SeedsPlease compatibility
Title: Re: [1.0] Prison Labor
Post by: Sleeeper on October 31, 2018, 03:59:43 PM
This (or something else not logged) causes game freezing for about a minute each 20 seconds or so, repeating same error each time. One prisoner stays hungry.
Another prisoner is Vampire which doesn't need food, if that matters.
Disabled labor for both of them but that doesn't help.

Exception in BreadthFirstTraverse: System.NullReferenceException: Object reference not set to an instance of an object
  at PrisonLabor.WorkGiver_Warden_DeliverFood_Tweak.FoodAvailableInRoomTo (Verse.Pawn prisoner) [0x00000] in <filename unknown>:0
  at PrisonLabor.WorkGiver_Warden_DeliverFood_Tweak.JobOnThing (Verse.Pawn pawn, Verse.Thing t, Boolean forced) [0x00000] in <filename unknown>:0
  at RimWorld.WorkGiver_Scanner.HasJobOnThing (Verse.Pawn pawn, Verse.Thing t, Boolean forced) [0x00000] in <filename unknown>:0
  at PrisonLabor.HarmonyPatches.Patch_LaborForbid+<>c__DisplayClass1_0.<CreatePredicate>b__0 (Verse.Thing t) [0x00000] in <filename unknown>:0
  at Verse.GenClosest+<RegionwiseBFSWorker>c__AnonStorey1.<>m__1 (Verse.Region r) [0x00000] in <filename unknown>:0
  at Verse.RegionTraverser+BFSWorker.BreadthFirstTraverseWork (Verse.Region root, Verse.RegionEntryPredicate entryCondition, Verse.RegionProcessor regionProcessor, Int32 maxRegions, RegionType traversableRegionTypes) [0x00000] in <filename unknown>:0
  at Verse.RegionTraverser.BreadthFirstTraverse (Verse.Region root, Verse.RegionEntryPredicate entryCondition, Verse.RegionProcessor regionProcessor, Int32 maxRegions, RegionType traversableRegionTypes) [0x00000] in <filename unknown>:0


Edit: looks like it's being fixed in future 0.10 already
Title: Re: [1.0] Prison Labor
Post by: Avius on November 02, 2018, 12:52:41 PM
0.9.9
- added sub-tabs in "Work" Tab and "Assign" Tab for "Colonists" and "Prisoners"
- added renaming Prisoners for imprisonment time (pawns will restore old names after releasing)
Title: Re: [1.0] Prison Labor
Post by: Avius on November 02, 2018, 08:21:14 PM
0.9.10
- hotfixed compatibility with Fluffy's WorkTab (still have some visual flaws)
Title: Re: [1.0] Prison Labor
Post by: Morbo513 on November 03, 2018, 06:57:48 PM
I've yet to work out how to use this mod properly. I can set prisoners to "Force to work" and I've tried designating prison labour areas., but the most they'll do is clean their cells themselves - which is nice for sure, but not preferable to them suffering a cave-in as opposed to my colonists.
They each have individual cells, don't have any door mods or anything of the sort installed, but I am using WorkTab for what that's worth.
Title: Re: [1.0] Prison Labor
Post by: Avius on November 05, 2018, 10:31:24 AM
0.9.11
- fixed compatibility with Fluffy's WorkTab (final)
Title: Re: [1.0] Prison Labor
Post by: publicuser on November 09, 2018, 12:36:03 AM
Add some Simplified Chinese translations which untranslated based on existing translation, by master_wu. In attachment

[attachment deleted due to age]
Title: Re: [1.0] Prison Labor
Post by: Morbo513 on November 09, 2018, 08:03:53 AM
Any chance you'd add the functionality to allow prisoners to use recreation furniture? They don't need to have the same "need" as colonists, but if they have access to such furniture and aren't otherwise occupied, they could use it for a mood boost. Also, could we get area restrictions for their movement?
Title: Re: [1.0] Prison Labor
Post by: Avius on November 09, 2018, 10:13:28 AM
Quote from: Morbo513 on November 09, 2018, 08:03:53 AM
Any chance you'd add the functionality to allow prisoners to use recreation furniture? They don't need to have the same "need" as colonists, but if they have access to such furniture and aren't otherwise occupied, they could use it for a mood boost. Also, could we get area restrictions for their movement?
Maybe here https://ludeon.com/forums/index.php?topic=40551.0
Title: Re: [1.0] Prison Labor
Post by: Ruisuki on November 10, 2018, 03:59:59 AM
did the seeds please prison labor incompatibility affect the b19 version of prison labor or only 1.0
Title: Re: [1.0] Prison Labor
Post by: Avius on November 10, 2018, 10:25:49 AM
Quote from: Ruisuki on November 10, 2018, 03:59:59 AM
did the seeds please prison labor incompatibility affect the b19 version of prison labor or only 1.0
unfortunately it isn't working for b19
Title: Re: [1.0] Prison Labor
Post by: Ruisuki on November 10, 2018, 07:45:06 PM
Quote from: Avius on November 10, 2018, 10:25:49 AM
Quote from: Ruisuki on November 10, 2018, 03:59:59 AM
did the seeds please prison labor incompatibility affect the b19 version of prison labor or only 1.0
unfortunately it isn't working for b19
Prison labor doesnt work for b19? Whats the issue with it? I know seeds please didnt release a b19 version so im hoping thats what you meant
Title: Re: [1.0] Prison Labor
Post by: Avius on November 11, 2018, 05:54:13 AM
Compatibility with seeds please doesn't work on version 0.9.5 which is latest version for Rimworld b19. Prisoners sow without seeds, while colonists use seeds as intended.
Title: Re: [1.0] Prison Labor
Post by: Ruisuki on November 11, 2018, 03:12:45 PM
Oh that seems like a minor glitch, i can just minimize the prisoners grow zone to compensate. As long as it isnt game breaking. What about for cleaning area? I know the author said he fixed the incompatibility for 1.0 but I assume that meant the actual 1.0, not b19. Is it also a minor bug like with seeds please or is it bigger than that?
Title: Re: [1.0] Prison Labor
Post by: vandal on November 19, 2018, 08:28:48 PM
welp. im about to find out. Trying prison labor with CA installed. Hope its just cleaning areas being unrecognized
Title: Re: [1.0] Prison Labor
Post by: Avius on November 24, 2018, 09:00:29 PM
If anybody don't fear messing up with game-save, and want to help me with testing new version, here is a link for download:
https://github.com/Aviuz/PrisonLabor/releases/tag/0.10.0dev

Report bug (https://aviuz.wufoo.com/forms/q1v9h0qw05s7gw6/)
Title: Re: [1.0] Prison Labor
Post by: Trigon on November 30, 2018, 01:23:43 AM
Hey Avius, I was playing with the link you just posted above, upon recruiting the prisoner they lose all work types and wander around doing nothing.
Title: Re: [1.0] Prison Labor
Post by: Avius on November 30, 2018, 05:24:24 AM
Quote from: Trigon on November 30, 2018, 01:23:43 AM
Hey Avius, I was playing with the link you just posted above, upon recruiting the prisoner they lose all work types and wander around doing nothing.
Added bug report, thanks for feedback
Title: Re: [1.0] Prison Labor
Post by: Avius on November 30, 2018, 05:28:34 AM
Also please report bugs,  I'm often not aware of many bugs and unless you tell me, I can't fix it.

Report bug (https://aviuz.wufoo.com/forms/q1v9h0qw05s7gw6/)
Title: Re: [1.0] Prison Labor
Post by: Trigon on November 30, 2018, 07:37:00 PM
I'm going to try with an older version of this mod and see if the recruiting problem persists.
Title: Re: [1.0] Prison Labor
Post by: Panth on December 29, 2018, 04:47:37 AM
I'm hoping this is still worked upon. Finally gives a reason to keep all those prisoners around. :D
Title: Re: [1.0] Prison Labor
Post by: Avius on December 29, 2018, 08:13:28 PM
Quote from: Panth on December 29, 2018, 04:47:37 AM
I'm hoping this is still worked upon. Finally gives a reason to keep all those prisoners around. :D
Yes but I need to delay patch 1.0
Title: Re: [1.0] Prison Labor
Post by: GileIG on January 09, 2019, 12:06:52 PM
Sorry Google translate
At time the trade with the caravan i was attacked by a hostile faction. After the battle, the rescued traders were in prisoner chains.
Turning off the mode has removed this effect.
Title: Re: [1.0] Prison Labor
Post by: Avius on January 26, 2019, 01:35:14 PM
Added translation for 0.9.11
https://github.com/Aviuz/PrisonLabor/releases/tag/0.9.11b
Title: Re: [1.0] Prison Labor
Post by: Avius on January 26, 2019, 01:35:43 PM
Quote from: GileIG on January 09, 2019, 12:06:52 PM
Sorry Google translate
At time the trade with the caravan i was attacked by a hostile faction. After the battle, the rescued traders were in prisoner chains.
Turning off the mode has removed this effect.
https://github.com/Aviuz/PrisonLabor/wiki/FAQ#visitorssurvivorsothers-have-prisoner-chains-buff
Title: Re: [1.0] Prison Labor
Post by: fivehead on February 17, 2019, 04:17:10 PM
A few questions:

Recently I captured an attacking raider, gave her a prison cell, and forced her to work. However, her name is in green rather than the orangeish that the rest of the prisoners have, and she disregards the food restriction given to her. Is this a bug or some kind of prisoner resistance? She still does the work assigned to her.

Second is more of a request I suppose. When I go to the details of an upcoming bill, I see that I can make it assigned to only prisoners, or only colonists. However, if I want to specify a worker, I can only specify colonists, not prisoners. Just as a QoL change, would it be possible to implement this? In case I didn't explain this well enough, I attached a screenshot of what I am talking about.

Thanks!

[attachment deleted due to age]
Title: Re: [1.0] Prison Labor
Post by: Avius on February 18, 2019, 01:44:45 AM
Quote from: fivehead on February 17, 2019, 04:17:10 PM
A few questions:

Recently I captured an attacking raider, gave her a prison cell, and forced her to work. However, her name is in green rather than the orangeish that the rest of the prisoners have, and she disregards the food restriction given to her. Is this a bug or some kind of prisoner resistance? She still does the work assigned to her.

Second is more of a request I suppose. When I go to the details of an upcoming bill, I see that I can make it assigned to only prisoners, or only colonists. However, if I want to specify a worker, I can only specify colonists, not prisoners. Just as a QoL change, would it be possible to implement this? In case I didn't explain this well enough, I attached a screenshot of what I am talking about.

Thanks!
I don't know anything about green prisoners. There is slightly different color for prisoners-colonists but that's all.
Food restrictions don't work for every prisoners but fix is already in the way (it can wait a few months though, can't promise anything).
About selecting specific prisoner for bill:
There is some point in adding new features to prisoners where they became colonists. I want to leave some drawbacks for using prisoners.
You can seperate workbenches by separating cells of prisoners.
Title: Re: [1.0] Prison Labor
Post by: mcduff on February 19, 2019, 05:06:33 AM
Two questions.

I have prison outfits (https://steamcommunity.com/sharedfiles/filedetails/?id=1507216525) and have put a single prisoner orange jumpsuit in each bedroom, but so far nobody seems to be putting them on. Is there something I'm missing?

Also, I have "cleaning areas" loaded but it's not making any difference - looking through this I see that there was a historic incompatibility with this mod, should I just disable cleaning areas?
Title: Re: [1.0] Prison Labor
Post by: Spodos on February 23, 2019, 11:52:59 AM
I don't have the prison outfits mod, but I get them to wear the orange foxfur clothes I make by putting it on a shelf in their barracks and stripping the prisoners.  Eventually they put them on.
Title: Re: [1.0] Prison Labor
Post by: mcduff on February 23, 2019, 04:00:56 PM
That worked for me for some prisoners but not for others. I managed to get three wearing them, but one guy was still resolutely wandering around naked.
Title: Re: [1.0] Prison Labor
Post by: rawrfisher on April 13, 2019, 11:06:50 PM

Exception in Verse.AI.ThinkNode_Priority TryIssueJobPackage: System.ArgumentNullException: Argument cannot be null.
Parameter name: key
  at System.Collections.Generic.Dictionary`2[RimWorld.Faction,System.Collections.Generic.List`1[Verse.Thing]].TryGetValue (RimWorld.Faction key, System.Collections.Generic.List`1& value) [0x00000] in <filename unknown>:0
  at RimWorld.ListerBuildingsRepairable.ListFor (RimWorld.Faction fac) [0x00000] in <filename unknown>:0
  at RimWorld.ListerBuildingsRepairable.RepairableBuildings (RimWorld.Faction fac) [0x00000] in <filename unknown>:0
  at RimWorld.WorkGiver_Repair.ShouldSkip (Verse.Pawn pawn, Boolean forced) [0x00000] in <filename unknown>:0
  at PrisonLabor.JobGiver_Labor.PawnCanUseWorkGiver (Verse.Pawn pawn, RimWorld.WorkGiver giver) [0x00000] in <filename unknown>:0
  at PrisonLabor.JobGiver_Labor.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_SubtreesByTag:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch2(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch2(Object)
Verse.TickList:Tick_Patch2(Object)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Curious little error that went away when I took all prisoners off of construction.
Also had an issue with prisoners trying to run if I left their cell door open even when I had a colonist next to em.

Having issues getting an output log generated but will post one as soon as I get it.
Title: Re: [1.0] Prison Labor
Post by: Malvir on May 29, 2019, 04:01:56 AM
Hi Avius,
first of all I'd like to thank you for this great mod and for all your effort.

I've noticed that several people (including me) here and on steam reported some issues with prisoners refusing to work. So I decided to make a test and share my results with you and everybody who might be interested.

So here it is:
https://drive.google.com/file/d/1JkBRnDvL8x02kDInblfyYqxqgNUonj_s/view?usp=sharing
I think that it's pretty clear but if anybody has questions feel free to ask me. The spredsheet allows comments so feel free to make them too :)

I also noticed that when I had "growing zone priorities" mod enabled pawns would ignore labor area and sow/harvest there.

Thanks!
Title: Re: [1.0] Prison Labor
Post by: Avius on May 29, 2019, 01:15:21 PM
Quote from: Malvir on May 29, 2019, 04:01:56 AM
Hi Avius,
first of all I'd like to thank you for this great mod and for all your effort.

I've noticed that several people (including me) here and on steam reported some issues with prisoners refusing to work. So I decided to make a test and share my results with you and everybody who might be interested.

So here it is:
https://drive.google.com/file/d/1JkBRnDvL8x02kDInblfyYqxqgNUonj_s/view?usp=sharing
I think that it's pretty clear but if anybody has questions feel free to ask me. The spredsheet allows comments so feel free to make them too :)

I also noticed that when I had "growing zone priorities" mod enabled pawns would ignore labor area and sow/harvest there.

Thanks!
Wow thanks, thats helpful for sure :D
Title: Re: [1.0] Prison Labor
Post by: Malvir on May 30, 2019, 02:12:03 AM
No problem. Let me know if you need any help that doesn't involve coding ;)
Title: Re: [1.0] Prison Labor
Post by: the_Sac99s on June 02, 2019, 11:40:23 PM
Hi, I was wondering why is there no area selections given for my prisoners?
I tried to create a new area but it's just blank

[attachment deleted due to age]
Title: Re: [1.0] Prison Labor
Post by: swaggeringcuban on June 23, 2019, 04:16:59 AM
Hi guys, I'm using this in conjunction with the locks mod.  What I'm trying to do is have the prisoners roam most or all of my base within the perimeter wall and do all the labor inside the camp including cooking, so they have access to the freezer.
For some reason, they are completely ignoring food restrictions, I set it to paste only, butthey will freely take simple meals, and the jailers will also provide them with simple meals. 

I tried to restrict their access to the freezer, which unfortunately meant they could no longer help with the cooking.  When I did this they use the paste dispenser, but wardens still feed them simple meals sometimes, or if they find one laying around outside they will still take it.  Completely turning off wardening seems to help with this, but I still can't allow them access to the freeze.  Also I'm not sure what unexpected consequences turning off wardening might have, e.g. sick prisoners not being treated.

Any suggestions? 
Title: Re: [1.0] Prison Labor
Post by: Avius on June 25, 2019, 05:39:11 PM
Quote from: swaggeringcuban on June 23, 2019, 04:16:59 AM
Hi guys, I'm using this in conjunction with the locks mod.  What I'm trying to do is have the prisoners roam most or all of my base within the perimeter wall and do all the labor inside the camp including cooking, so they have access to the freezer.
For some reason, they are completely ignoring food restrictions, I set it to paste only, butthey will freely take simple meals, and the jailers will also provide them with simple meals. 

I tried to restrict their access to the freezer, which unfortunately meant they could no longer help with the cooking.  When I did this they use the paste dispenser, but wardens still feed them simple meals sometimes, or if they find one laying around outside they will still take it.  Completely turning off wardening seems to help with this, but I still can't allow them access to the freeze.  Also I'm not sure what unexpected consequences turning off wardening might have, e.g. sick prisoners not being treated.

Any suggestions?

confirmed bug, will be fixed in new version
Title: Re: [1.0] Prison Labor
Post by: swaggeringcuban on June 26, 2019, 01:01:13 PM
not a bug, but looking for some tips here.

I want the prisoners to work in fields, and not wander out of the compound, but if I completely close off the whole base with a perimeter wall, I can't use traps as effectively as when I allow 1 or 2 trapped entrances. 

is there any way to have both?  Prisoners not going out of the camp, but also having openings in the wall for traps?
Title: Re: [1.0] Prison Labor
Post by: Retry_02Hide on July 15, 2019, 11:34:21 AM
Hi, do prisoners able to train animals or harvest stuffs from them? I let them have access to my animal area, and also had the animal handler work tab set to highest priority, but they just walked in to clean up some trash and go do other low priority jobs. If I only give them animal handler job, they just started to wander like they have nothing to do.
I am using job splitter mod with prison labour, but this is the only problem I am having right now.
Title: Re: [1.0] Prison Labor
Post by: Ruisuki on October 05, 2019, 10:14:25 PM
hello so im also using the locks mod, only thing is i have a big prison compound with separate cells inside it. Except my colonists keep entering to eat and shower/use the facilities. is there any way to prevent them from doing so other than locking them out and having to have to readd them when i need to interact with the prisoners? The only alternative thats I can think of is to place a sleeping spot in the middle of the rec room that spans most of the facility, so its considered a prison room. Or to take away the door to the existing cells so the whole place is considered a prison. I have only the doors leading out of the prison locked, everything else is unlocked but as you know it doesnt stop the prison from not being considered a prison without a bed inside the room
Title: Re: [1.0] Prison Labor
Post by: Avius on October 26, 2019, 01:59:08 PM
Updated to 0.10.1

New version is not compatible with old saves (with Prison Labor)! Please remove old PL from saves (instruction in description), before updating!
Title: Re: [1.0] Prison Labor
Post by: Chicken Plucker on October 26, 2019, 01:59:38 PM
Quote from: Avius on October 26, 2019, 01:59:08 PM
Updated to 0.10.1

Let the legend come back to life!
Title: Re: [1.0] Prison Labor
Post by: Kori on October 28, 2019, 09:45:17 AM
Welcome back and thank you for the update!  :)
Title: Re: [1.0] Prison Labor
Post by: GileIG on October 29, 2019, 03:01:01 PM
Maybe I'm wrong. After several parties with the mod, I got a feeling about the problems with the suicide event. It is as if it is generated from 2 sources - from the mod, and then it is connected with the state of prisoners and from the general base of events of the game, and then it happens absolutely randomly and may trigger at ideal treatment happiness.
Title: Re: [1.0] Prison Labor
Post by: Avius on October 29, 2019, 04:56:44 PM
Quote from: GileIG on October 29, 2019, 03:01:01 PM
Maybe I'm wrong. After several parties with the mod, I got a feeling about the problems with the suicide event. It is as if it is generated from 2 sources - from the mod, and then it is connected with the state of prisoners and from the general base of events of the game, and then it happens absolutely randomly and may trigger at ideal treatment happiness.
There were problems with suicide incidents (see changelog). Do you use latest version?
Title: Re: [1.0] Prison Labor
Post by: makute on October 30, 2019, 07:11:21 AM
@Avius, thank you so much for the latest update.

I've been using Prison Labor since B18, and the improvement in the prisioners behaviour is incredible now. They respond a lot better to motivation, and spend less time wandering and wasting my wardens time.

If I may make a suggestion: would it be possbile to add a second area, similar to "Expand Labor" in function but the opposite? Kind of an "Off-Limits" area for prisioners. Where they are not allowed, except maybe under certain conditions: mental breaks, low motivation, etc.

Thanks again for your time and keep up the good work :)

PS: I was thinking of another suggestion, one where prisioners that get hold of a weapon really use it against their captors, but I'm afraid of the consequences :D
Title: Re: [1.0] Prison Labor
Post by: Avius on October 30, 2019, 04:01:40 PM
Quote from: makute on October 30, 2019, 07:11:21 AM
@Avius, thank you so much for the latest update.

I've been using Prison Labor since B18, and the improvement in the prisioners behaviour is incredible now. They respond a lot better to motivation, and spend less time wandering and wasting my wardens time.

If I may make a suggestion: would it be possbile to add a second area, similar to "Expand Labor" in function but the opposite? Kind of an "Off-Limits" area for prisioners. Where they are not allowed, except maybe under certain conditions: mental breaks, low motivation, etc.

Thanks again for your time and keep up the good work :)

PS: I was thinking of another suggestion, one where prisioners that get hold of a weapon really use it against their captors, but I'm afraid of the consequences :D
Thank you.

About suggestion: this feature seems nice but I dont want to get you hyped. Ill keep that in mind and maybe in future.

And weapon things are already on my to-do.
Title: Re: [1.0] Prison Labor
Post by: GileIG on October 31, 2019, 06:13:41 AM
Quote from: Avius on October 29, 2019, 04:56:44 PM
There were problems with suicide incidents (see changelog). Do you use latest version?
I don't. Newly updated. And thanks for the mod and especially for the update!
Title: Re: [1.0] Prison Labor
Post by: Embershade on November 04, 2019, 02:26:43 PM
Great mod, do wish they'd work instead of wander more but still better than vanilla. However, that's not what this post is about. I think this mod should make prisoner's restraints optional so that if you're alright with them being able to escape more easily they can work better. My colony is starving because I relied on a prisoner to do the cooking since it took longer to get the ingredients.
Title: Re: [1.0] Prison Labor
Post by: makute on November 05, 2019, 02:45:04 AM
Quote from: Embershade on November 04, 2019, 02:26:43 PMmake prisoner's restraints optional so that if you're alright with them being able to escape more easily they can work better.
You won't keep them for long then. Even with 100% motivation and a good mood, there is always a chance for prisioners to escape, and in most cases they'll outrun you easily without the restraints, specially if they are working near the map borders.

My suggestion is to give your prisioners works inside the colony, in your case butchering and cooking, and make your pawns provide the ingredients instead.
Title: Re: [1.0] Prison Labor
Post by: Kittamaru on January 07, 2020, 11:34:22 AM
I am getting the "Resocialization Request" notifications, but when I click it, there is no option to accept/deny - only to go to it or close it. I can't click the prisoner and do anything with it either. Am I missing something?
Title: Re: [1.0] Prison Labor
Post by: Avius on January 11, 2020, 03:12:35 PM
Quote from: Kittamaru on January 07, 2020, 11:34:22 AM
I am getting the "Resocialization Request" notifications, but when I click it, there is no option to accept/deny - only to go to it or close it. I can't click the prisoner and do anything with it either. Am I missing something?
(https://raw.githubusercontent.com/Aviuz/PrisonLabor/master/Textures/Tutorials/Resocialization.jpg)
Title: Re: [1.0] Prison Labor
Post by: rawrfisher on January 22, 2020, 06:02:36 AM
https://gist.github.com/d94f86736cfe4bc1abe4b10f9ead182c

Umm is there any suggestion of which mod is breaking the worktab in this log?


Edit: after testing something that came to mind it turned out that deleating the pawn named kali fixed the worktab
Title: Re: [1.1] Prison Labor
Post by: Avius on March 14, 2020, 09:52:06 AM
Updated to 1.1.0
- updated to RimWorld 1.1
- added option in settings to opt-out from suicide events
Title: Re: [1.1] Prison Labor
Post by: Fakeaccount123 on March 14, 2020, 11:03:52 AM
Yessssssssssssssss
Thank you so much for updating this mod.
Any reason why this is still on unfinished section on the forum??
Title: Re: [1.1] Prison Labor
Post by: Avius on March 14, 2020, 05:55:46 PM
Quote from: Fakeaccount123 on March 14, 2020, 11:03:52 AM
Yessssssssssssssss
Thank you so much for updating this mod.
Any reason why this is still on unfinished section on the forum??
Hmm I should move that thread
Title: Re: [1.1] Prison Labor
Post by: Avius on March 14, 2020, 06:01:07 PM
Moved to this topic (https://ludeon.com/forums/index.php?topic=51128.0)
Title: Re: [1.1] Prison Labor
Post by: Darthnater78 on April 21, 2020, 02:19:28 PM
Everytime my prisoners work the items they touch switch to not allowed. Love the mod, any idea why this is happening? I am 1.1 with Royalty DLC and some other mods.
Title: Re: [1.1] Prison Labor
Post by: Avius on June 04, 2020, 03:38:06 PM
Updated to 1.1.5
- remove wealth tracker from prisioners mining
- updated part releated with seed please (no tested)
- added some checks to remove npr errors
- added more checks if prisioners should stay in bed
- Quarry from Quarry mod should works with labor area
- Added french translation (https://github.com/cprodhomme)
- fixed deep drills reservation by colonist and prisioners
Title: Re: [1.1] Prison Labor
Post by: Avius on June 11, 2020, 05:21:16 PM
1.1.6
- removed patching for mod SeedsPlease. Potientialy should work with PL without issue. (Not tested)
- added more checks to NPR exceptions
Title: Re: [1.1] Prison Labor
Post by: Avius on June 14, 2020, 03:22:46 PM
1.1.7
- fix for NPR in quarry patches
Title: Re: [1.1] Prison Labor
Post by: Avius on June 21, 2020, 04:58:26 AM
1.1.8
- Turn on/off prisoner suicide should work now
- Performance optimization (https://github.com/kbatbouta)
Title: Re: [1.1] Prison Labor
Post by: Avius on June 21, 2020, 11:22:48 AM
1.1.9
- NPR fix for previus optimization
Title: Re: [1.1] Prison Labor
Post by: Avius on July 07, 2020, 04:48:44 PM
1.1.10
- Fixes for construction job. Repairing, hauling resources to frame and blueprint, building frame, smoothing wall and floor should now work correctly.
- Fix for disappearing work tab. Request from Simple slavery mod author. Simple slavery finally compatible?
- Added option in menu to allow prisoners rest until fully healed.
Title: Re: [1.1] Prison Labor
Post by: Kori on July 08, 2020, 09:26:15 AM
Thank you very much for the update! :)
Should they be able to refill refualable buildings now, too?
Title: Re: [1.1] Prison Labor
Post by: Avius on July 08, 2020, 01:34:46 PM
Quote from: Kori on July 08, 2020, 09:26:15 AM
Thank you very much for the update! :)
Should they be able to refill refualable buildings now, too?
Ask on steam, I'm no longer making the pathes. Credits goes to Hazzer
Title: Re: [1.1] Prison Labor
Post by: Unknown210 on July 11, 2020, 12:46:06 AM
Weird bug, for some reason, whenever a colonist is right beside them their motivation meter doesn't increase. Do you know how to fix this?
Title: Re: [1.1] Prison Labor
Post by: Avius on August 04, 2020, 12:20:26 PM
1.1.11
- Another fixes for roof construction. Prisoners should not stuct in roof is outside their reach
- Preparation to 1.2 rimworld version