[A14][WIP] Prisoners & Slaves - Testing Release

Started by 1000101, June 19, 2016, 10:55:59 AM

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1000101

Prisoners & Slaves

This is a mod about the size and scope of Hospitality by Orion.  Unlike Hospitality, which deals with guests, this mod deals with wardens and the prisoners and slaves they need to keep in line.

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

Things that are done:

  • Custom door class with auto-replacer (only works for building new doors, existing doors when added to a save will be vanilla)
  • Restrictions for custom doors (allow prisoners, slaves, guests or only the room owners) as well as the ultimate override - Lock.  That's right, doors can be physically locked again (pawn flick job to [un]lock).  Wardens can also remotely auto-[un]lock autodoors (and designate other doors) when monitoring security stations (more on security stations below).
  • Room markers for designating that prisoners and/or slaves may enter it.  Two in-game objects exist for this, a simple no-cost sign and small material cost (and with some vanilla research) security cameras which have "observable cells" (controlled by placement rotation, FoV, range and LOS) which can be remotely monitored at...
  • ...Security stations for remotely monitoring multiple cameras in different areas at the same time which come in two tiers:

    • The first unlockable with security cameras can monitor three cameras at the same time.
    • The second tier research bench (after a little more vanilla research) can monitor 12 cameras at the same time.
    The warden monitoring the security station will cycle through all the colonies cameras based on how long it's been since it was monitored last.  If there is "something of interest" in a cameras observable cells (ie, a hostile threat, crime (WIP, see below), etc), the warden will "lock onto" that camera (until all the monitors are locked onto something) and auto-lock all doors to that room (see above).
  • A new utility minimap overlay to show security camera coverage to help you with...
  • ...the pawn minimap overlay overrides to restrict non-colonists (wildlife, prisoner, guests, hostiles, etc) to only showing up if "the colony" has a LOS to the pawn - either direct LOS from a colonist or in an observable cell of an actively monitored security camera.  (May make this toggleable for wussies.)
  • Wardens will enforce "laws" in the colony if they see one being broken - direct LoS, alerted by a warden monitoring a security station or monitored at a security station.
    Currently, there are only two laws:

    • Public drunkenness - If a pawn is "drunk" or more severely intoxicated and is in a "public place" (room they don't own), a warden will escort colonists to their private rooms to "sleep it off" or they will be arrested, taken to prison and released* after one day.  Non-lethal** force is authorised.
    • Social fighting - The instigating pawn will be arrested, taken to prison and released* after one day.  Non-lethal** force is authorised.
    * Releasing after their time is up is not yet implemented.
    ** "Non-lethal" means that the weapon has the "stun" effect.  They will still Rodney King his ass.
  • Non-lethal weapon(s):

    • A "side handled baton" - Currently the only non-lethal.  Common to police forces everywhere is the simple baton, does 1 physical damage but can stun the target.  Useful for subduing those pawns who resist arrest.
  • Lockable apparel which applies to separate and explicit hand cuffing and leg shackling, and the real reason you're hear - slave collars.
    These apparel items can be freely removed from corpses or the prisoner/slave has to be explicitly marked for cuffing/shackling which is a warden job.  Prisoners have an "interaction mode" for enslavement and slaves have an interaction mode for release.
    The only other way to try to remove them is to pick the lock.  Picking the lock is always successful but it takes time which is factored by the quality of the lock (apparel quality), manipulation capacity of the pawn, whether they are trying to pick the lock on an apparel they or someone else is wearing (it's harder to pick your own cuffs).
    The new "apparel":

    • Slave Collars - Shave a prisoners head and slap this around their neck.  Turn any prisoner into a slave who can then be forced to labour for the colony.  All work types unrestricted despite their back stories with the exception of warden which is always locked out to slaves.  Slightly reduces movement speed, global work speed and social impact.
    • Hand Cuffs - Reduces a pawns manipulation capacity by 90% (and prevents them from picking up items WIP)
    • Leg Shackles - Reduces a pawns moving speed by 40%.  Slow those prisoners and slaves down if they try to run.
  • New Prisoner/Slave tab on pawns.  New features added for new functionality, layout changed a bit for easier usage.
  • New Slave main tab.  A combination of the Work and Assignment tabs.

    • Work - Assign any work to a slave regardless of their back story restrictions.  The only work slaves can't do is warden.
    • Restrictions - Restrictions menu also allows you to quick set their daily schedule as well "gets food", "cuff", "shackle" and "medical needs" at a glance without having to open each individual slave.  Slaves can not be restricted by area, instead they have rooms they are allowed to enter using a room marker and the individual door settings (both mentioned above).
    I plan on doing a similar main tab for prisoners which will basically be the same as the slave restrictions tab (sans scheduling) for easier prisoner management.
  • Wardens, prisoners and slaves AI has been "heavily" modified - wardens have a couple new jobs, prisoners and slaves have a new think sub-tree.  Most of the changes relate directly to the above information.
    eg, prison escapes:  Relative movement speeds and distances to colonists with a LOS, their weapons range, visibility by security cameras (any, they don't know whether a camera is currently/ever monitored), etc all play into whether a prisoner/slave will try to escape.
  • Mod Configuration Menu for default global settings, some can be changed and saved per-game.
  • When buying slaves, they come as slaves (with collar, perhaps other restraints) [toggleable:  Bought slaves become colonists (no collars or restraints, vanilla behaviour)]
  • New random trait "empathic" which is the polar opposite of the vanilla "psychopath" trait.
  • Some vanilla memories have been changed in accordance with the new trait.  Only empathic pawns suffer debuffs from organ harvesting, executions, taking slaves, etc.  Inversely, psychopaths get the same mood buff for the same things.
    Everybody else is basically indifferent to your Orwellian Nightmare.
    The "harvested from me" memory is left untouched (-30 for harvesting organs for the harvestee).
  • Some new room role workers with room markers:

    • "Prison yard" - an outdoor area with 300 or more open roof tiles allowing prisoners.
    • "Prison commons" - indoors and outdoor areas with fewer than 300 open roof tiles also allowing prisoners
    • "Slave work area" - For rooms allowing slaves, a very low prioritised room role when no other better role exists.
  • An even more punishing mood debuff for slaves than "imprisoned".

Things to do:

  • Re-write the prison escape lord driver to factor deeper changes into account (such as picking locks on apparel items, doors, etc)
  • Look at additional laws for other anti-social behaviour.
  • Law main tab where individual laws can be enabled/disabled and have their parameters tweaked (allow use of lethal force to subdue, type of punishment (prison, house arrest), length of incarceration).
  • Slave smuggling jobs to take raw resources into prisons for...
  • ...prisoner crafting jobs at "hidden" crafting stations (ie, crafting spot hidden under a bed, only usable by prisners, etc) including simple weapons like shivs, and "pruno".
  • Stuff I'm forgetting I'm sure.

This future release is based in concept (and some assets) from Wastelanders Prison Improvements v1.1.  Assets used - Some of the graphics, core concept of the original code but it has been substantially expanded and virtually all of the original code has been re-written.

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

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

July 22nd, 2016:

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

[attachment deleted by admin - too old]
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1000101

#1



Some additional screenshots shared in slack chat.




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

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

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




Pawns Health

Health tab on prisoner wearing handcuffs and shackles.
Shared: June 3rd, 2016





Door Security Tab

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

Basic tab for individual restrictions.  Also show a bunch of debug stuff which won't be in the release version.
Shared: June 3rd, 2016


Ownership override and the current (empty) list of owners.
Shared: June 3rd, 2016


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


A different colony from a few days earlier.  These damn Everetts wouldn't stop showing up, there was another one in my prison not shown with these three!
Shared: May 30th, 2016


Shows doors with their owners names.  Will only show the names of one or two owners or will simply say "(Owned)" if the list of owners is three or longer.
Shared: May 20th, 2016





Slaves Menu Tab

Prior to adding "cuffed" and "shackled" to the restrictions menu.
Shared: May 30th, 2016


Still need to fix the red background in the main slaves work menu.
Shared: May 30th, 2016





Security Station, Room Markers & Minimap Overlay Test

Margarita is watching you...
Shows in the minimap overlay the currently viewed cameras visibility coverage (dull yellow) and the unviewed cameras (really dull yellow).
Shared: May 27th, 2016


Signs and Cameras can be used to mark prison cells and slave work areas.
This is an early version of this tab, it's been made prettier since.
Shared: May 20th, 2016


Security Cameras!  Selecting a camera will draw the field edges around all the cells the camera can "see".
This image shows all the cameras in the colony have been selected just to draw all the overlaps and compare it to the minimap overlay (original implementation).
Shared: May 20th, 2016

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lost_RD

Looks amazing! Can't wait to play with this.

Fridolin

#3
Voll krass ey! 8)

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

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

Is it possible to choose between the different meals, like the medical care for the prisoners.

bshow122

This is amazing! What a great project! I only have 2 questions: When is you best estimate to a release date? Will you make a Lite version for people who don't want a "prison" but rather a labor camp? Overall this is exactly what i was looking for and i cant WAIT to start putting my prisoners to work!

Raccoon

I love your Projects! E

This looks awesome

1000101

Quote from: FridolinEdit: You:Still need to fix the red background in the main slaves work menu.
Me: I like it, the red background brings a visible difference.
Fixing that is a low priority, but I'll consider just leaving it.

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

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

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

Quote from: RaccoonI love your Projects! E

This looks awesome
Thanks, it's been something I've been off-and-on again with for a few months.  I'm just hoping that A14 it doesn't make any huge changes to the code base.
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1000101

June 30th 2016 PreRelease

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

Requires CCL v0.13.4 (development branch, not yet released)
Which can be found right here.

DISCLAIMER

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

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

If you find any major bugs or issues, please let me know.
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falconbunker

So how exactly do you differentiate between slaves and prisoners, is the only difference the slave collar or is there more?

1000101

It's not that hard to spot the differences.  Since the slaves are all bald, it's a dead give-away, but there are other subtle clues.
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kaptain_kavern

Man this mod look tasty !!!

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

Thx man and keep up the good work please ;)

falconbunker

Will this be put on the steam workshop?

1000101

Prossibly.

I generally don't like Workshop though because it breaks games.
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branch?

I'm still playing A13, will this work with many other mods without breaking the game?

Does this require a fresh start?

how lit was it

1000101

#14
Quote from: Glitterworld Plant-Boy on July 15, 2016, 09:06:29 PM
I'm still playing A13, will this work with many other mods without breaking the game?

Does this require a fresh start?

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

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

Edit:  It shouldn't require a fresh colony but if it does I will say so in the release thread.
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