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Topics - Avius

#1
Releases / [1.1] Prison Labor
March 14, 2020, 05:59:27 PM




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Compatibility (outdated)

  • Works with mods that add custom Jobs, to enable some of them you need to go to the mod settings.
  • Works with old saves.
  • To disable mod from existing saves check "Disable mod" in settings and follow instructions.
  • Cleaning area DOES NOT work. Author of CA declared that it will be at RimWorld 1.0.

Download
Steam workshop page
To-do list
Report bug
GitHub page
Credits

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.
#2
Releases / [1.1] Bad People
April 24, 2018, 06:30:25 PM




Description
This addon will allow pawns becoming evil or cannibals. This will happen when pawn will participate in some actions like executing prisoners, or eating lot of human flesh.

Depraved trait
New trait that works similar to psychopath. Depraved pawns will be only concerned about colony(or faction) members, in contrast to Psychopath trait that affects more social actions.
Depraved trait will appear naturally with commonality equal for example to Kind trait.
Mechanics of gaining/loosing this trait is a bit complex, but it will generally give Depraved trait to pawns that are witnessing violence and life crisis, and will remove from pawns that are living in moral community.
Executing, selling prisoners and harvesting organs will contribute to becoming depraved.
Releasing prisoners, rescuing strangers, and gaining friends will contribute to becoming moral again.
List of actions affected by this mechanics
Evil progression explanation

Cannibal trait
When pawn will be forced to eat human meat, there will be chance that he will become cannibal. The more pawn eat human flesh, the greater chance of becoming cannibal.
Cannibalism progression explanation

Compatibility

  • You can enable this mod to old saves.
  • You can't disable this mod from saves yet. I will prepare soon manual solution that will consist running script or editing save file manually.

Links
Steam workshop
Github project
Download
Report bug
Credits

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.
#3
Unfinished / [B18] Bad People
April 23, 2018, 10:55:19 AM
Hi guys!

I'm finishing mod named Bad People that will generally turn people who does bad thing to bad people, that don't care about their actions (something similar to Psychopath or Cannibal trait). This will also include turning into cannibals if pawn is forced to eat human eat for some time etc.

I'm having a problem with listing all actions that will shift people "attitude" or "goodness". Currently I have this list:

List of actions performed that generate good attitude

       
  • Releasing prisoner (Colony)
  • Accepting refugee (Colony)
  • Rescuing drifter (Individual)

List of actions performed that generate bad attitude

  • Executing Prisoner (Colony, Individual x2)
  • Selling Prisoner (Coms-console user)
  • Killing relatives (Killer)
  • Being hold as prisoner (Prisoner)
  • Organ harvested (Patient)
  • Harvesting organs (Doctor)
  • Attacking allies (Colony)

List of thoughts that are nullified by bad trait

  • Executing prisoner
  • Selling prisoner
  • Innocent prisoner dies
  • Harvesting organs from prisoners

I would like you to give some thoughts, or to point something that I could miss out
#4
Unfinished / [B18] Prison Expansion
March 20, 2018, 06:55:32 PM
Hello,

I'm working on new mod that will be called "Prison Expansion". This mod is dedicated to support Prison Labor in more "agressive", or more "altered" way than Prison Labor.
For those that do not know Prison Labor, or missing concept of it: Prison Labor is mod that implements new use for prisoners that you don't want to recruit nor to execute/release them. It should be vanilla-look, so it should avoid any heavily changes to the game.

Prison Expansion will include new items, or GUI changes that will improve Prison Labor, or any Prison gameplays.

I would like to hear your opinions on what additions would you like to see in this mod. Currently there is a working locker that let you force prisoners to wear specific clothes.

GitHub Repository
#5
Releases / [1.1] Locks
October 03, 2017, 05:34:07 PM


Description
This addon adds new locking door system.

  • Doors can be unlocked to allow enemies and prisoners to pass by (only races that have inteligence "humanlike" or above).
  • Doors can exclude visitors (wanna lock some traders?).
  • Doors can be assigned to colonists (you can simply restrict rooms to specific colonists without allowed area manager).
  • Pet doors for small animals can now be added to doors.
  • New Flicking job: Locking/unlocking doors, it has higher priority than normal flicking job. ("Flicking" doors is needed).

How to use
Select door and left click "Lock" command if you want to unlock/lock door. Right click for more options.

Performance
This mod has almost zero impact on performance. It's quick and light.

Compatibility

  • You can enable this mod to old saves.
  • You can disable this mod from saves, but you need to clear all locking/unlocking job first (all semi-transparent locks shouldn't be visible).
  • For DoorsExpanded use this mod.
  • Clutter Structure mod compatibility - this mod leaves management to Clutter Structures, expect you can now "unlock" doors with Locks.
  • There can be compatibility issues with mods that add custom doors with custom security mechanics.

Links
Download
Steam workshop
Github project
Report bug
Credits

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.


#6
Unfinished / [1.1] Prison Labor
July 16, 2017, 09:17:10 PM




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)

  • Works with mods that add custom Jobs, to enable some of them you need to go to the mod settings.
  • Works with old saves.
  • To disable mod from existing saves check "Disable mod" in settings and follow instructions.
  • Cleaning area DOES NOT work. Author of CA declared that it will be at RimWorld 1.0.

Download
Steam workshop page
To-do list
Report bug
GitHub page
Credits

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.