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Prison Labor
This version is not compatible with older Prison Labor (0.9.11 and older).
In order to upgrade savegame, firstly you need to remove PrisonLabor data from save.
1. Go to mod settings (Options > Mod Settings > Prison Labor)
2. Flick «Disable mod» option.
3. Re-save your savegame with «Disable» option enabled.
After above steps you can safely run savegame without or with new Prison Labor.
I highly recommend using my other mod Locks. This will allow you to enable prisoners to leave their cells.
Orginal creator actually took time off and maintanace of his mods is currently on me. Still, I’m working on this mod in my free time so please be patient. If you want to improve something feel free to contact me on discord or github.
Hazzer
Please do not contact me via comments section! Use discord or link provided in contact section.
Please contact me if you want to help me writing translations. It will take you a few minutes to translate few sentences, and you will help making the mod even better. Thank you in advance!
Also I would gladly hear about misspellings or grammar mistakes in English version.
I have the same problem!
Are you using «CPERS: Arrest Here»?
I have it and I believe it’s breaking the escort feature. I’ve ran several test maps testing out various mods through process of elimination (159 mods) I’ve narrowed down to Arrest Here. It doesn’t seem to throw any errors, but once it’s installed you can’t escort the prisoner while they’re in the ‘prisoner hospital’ back to the prison unless they enter a common area first (an area free of prisoner beds). Additionally the Wardens and Jailers no longer seem to escort the prisoners automatically they have to be told to do so. Removing/Deleting CPERS: Arrest Here mid game doesn’t fix the problem either you must start a new game.
I’m not on a witch hunt or anything it’s just something I noticed. If anyone else is having this problem, please double check this on your end, my PC can be quirky sometimes. I just hope this is useful to someone.
saved somewhere to test what would happen if i set something on fire, after all the explosions and others stuff happened, the prisoners were able to escape, once i reloaded my save, it made a ghost, time traveling through saves and not letting me to get rid of the «prisoners are able to escape» message
unsure how to fix this, but id like this multidimensional, time traveling ghost prisoner to go away
Rimworld мод prisoner harvesting
I once tried using the corpses of dead enemies to make kibble to feed my chickens and biofuel. Technically, it worked, but all the namby pampy colonists got utterly depressed because «we slaughtered humans!! ooohhh!».
It got so bad, i started having mental breakdowns and serious trouble. So much so i had to dismantle the whole operation.
And those were dead corpses. I can only imagine, how «depressed» these weaklings would get if you had them actually killing prisoners and tearing their guts out.
I dont think its gonna be worth it.
Not sure about debuffs from someone harvesting an organ though
EDIT: Just going to add that there is also a debuff for execution, but I’m not sure if you could avoid debuffs using prosthetics
I once tried using the corpses of dead enemies to make kibble to feed my chickens and biofuel. Technically, it worked, but all the namby pampy colonists got utterly depressed because «we slaughtered humans!! ooohhh!».
It got so bad, i started having mental breakdowns and serious trouble. So much so i had to dismantle the whole operation.
And those were dead corpses. I can only imagine, how «depressed» these weaklings would get if you had them actually killing prisoners and tearing their guts out.
I dont think its gonna be worth it.
I once tried using the corpses of dead enemies to make kibble to feed my chickens and biofuel. Technically, it worked, but all the namby pampy colonists got utterly depressed because «we slaughtered humans!! ooohhh!».
It got so bad, i started having mental breakdowns and serious trouble. So much so i had to dismantle the whole operation.
And those were dead corpses. I can only imagine, how «depressed» these weaklings would get if you had them actually killing prisoners and tearing their guts out.
I dont think its gonna be worth it.
See, making the effort to turn prisoners into kibble was a great mistake, while you could just have put the corpses in a freezer your colonists never usually go to, and let your dogs have a snack whenever they want. Obviously kibble feeds a greater variety of animals, but herbivores are going to be a pain anyway if grazing isn’t already an option for you.
To get back on harvesting organs, yes, on regular colonists, this proves to be quite a strong mood malus. So either you run full psychopaths, or you wait until your mood management is good enough to know when you can afford to take a kidney or a lung and nobody will complain (I generally leave it at that, as harvesting more vital organs would cause additionnal debuffs, but you could try to see what combination gives you the most silver for the least discontentment). If you provide enough for your pawns, they might just ignore that their own son got shot to death, so what’s hostile stranger losing a kidney after all?
Remember also that selling your prisoners to slavery is another option to convert them into silver, that is overall less taxing on people’s mood. It’s easier if you can just send trade caravans to other outposts though, since most caravans that visit you won’t want slaves and it’s quite costly to request caravans to come to you.
Rimworld мод prisoner harvesting
Mod originally by Cupro, updated to B19 1.0 by dninemfive with permission.
This mod adds new objects and activities that br.
A set of tools to make your life on the Rim a bit easier.
Easily forbid and unforbid items, select similar things, have things hauled urgently and affect the entire map with powerful new tool extensions.
Allow Tool can be safely added to existing games.
Adds animal-related quality-of-life enhanсements.
This will add back in the rearmable deadfall traps that were removed a few versions back.
I was watching a let’s play of a tribal ice-sheet challenge from b18 that relied so heavily on the traps that it made me realize that traps used to be way more use.
Blueprints allow the quick construction of repetitive rooms/areas.
[img]https://banners.karel-kroeze.nl/title/Features.png[/img]Create blueprint
Use the ‘Create’ designator to drag over an area with existing constructions. Floors, walls and furnitu.
You want more zoom and different paning? This little mod enhances the in-game camera so you can zoom in much more than usual. Perfect for this one great screenshot or for showing your viewers all the details while streaming.
I DID NOT MAKE THIS MOD: All credit goes to Nandonalt.
**Updated for Rimworld 1.1**
Colony Leadership Mod! Elect specialized le.
Direct download from GitHub [github.com] (source [github.com] )
If you think its stupid that pawns in a rimworld cares about if they are wear cloths from dead persons and are tired of knocking out instead of killing your prey to gain wearable apparel, THIS is the mod for you!
It removes the big «T» on apparel if you.
Door expansion pack for RimWorld. Adds new types and sizes of doors.
Adds new list boxes for recipe bills, health bills, plant selection, architect menu, research menu, and a quick select menu for designators, making it easier to find things when lots of mods are running.
New Mint wheel, a floating designator sele.
Adds a minimap, with some options, doesn’t hurt fps, ping tool for multiplayer.
Click the minimap icon on the main tabs along the bottom, or set a keybind to open
Set of accessories with abilities and stat boosts. Multiplayer ready
Medkit accessory with buttons allowing the colonist to bandage their own wounds or others on the spot.
Repair kit accessory which allows constructors to salvage broken components wh.
As of 1.1 this now required EnhancedDevelopment Core to be installed.
Adds a Drilling Lase.
Последнее обновление: 29.09.21.
Причина: Мод обновлен до версии 19.09.21
Мне показалось странным, что заключенные могли открывать двери при побеге, когда убегающие рейдеры не могут.
Таким образом, этот мод заставляет заключенного также колотить в двери при побеге.
Существует также мод-опция, позволяющая заключенным открывать двери камер во время побега из тюрьмы, но не другие двери. Это делается для того, чтобы имитировать, что заключенный нашел способ открыть дверь, и это начало побега из тюрьмы.
Начиная с 1.3 добавленных рабов, мод можно применять и к восставшим рабам, включив его в настройках модов.
Для работы мода требуется: Harmony
Для того, чтобы установить мод для игры Rimworld необходимо скопировать папку из скачанного архива по пути Путь к установленной игре\Rimworld\mods и включить мод в меню.
Рекомендуем ознакомиться с полным руководством на тему: «Как установить моды для Rimworld?»
Информация о файле
- Добавил: Den Martin Автор: Mlie Формат файла: ZIP Размер: 0.1 mb Источник: Перейти
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ТОП группа по RimWorld
Помощь по игре и масса полезного контента. Подписывайся!
Rimworld мод prisoner harvesting
Prisoners are people, usually raiders, hostile tribals, or your own colonists undergoing a mental break, who have been taken captive. They are unable to leave their prison barracks and can only use facilities (such as a food dispenser or equipment rack) on their own if they are placed inside the prison barracks.
You should notice that your colonists won’t interact with objects in the prisoner’s cell. For example, if you turn a recently-mined-out compacted steel vein into a cell, but there is still some metal on the ground, your colonists won’t haul it away without manually selecting them to do so. Colonists also can’t haul food away from cells, even when directed to do so. Animals may still enter the cell on their own and eat that food however.
To arrest a prisoner, first select a drafted colonist, then right-click the target to arrest, and select ‘Try to arrest ‘. This will order the colonist to chase after, then escort, the target person. Sometimes the target will ‘refuse to be arrested’ (with a top of screen message) and your colonist will not reattempt to capture the pawn unless you direct them to do so. While conducting an arrest, if the drafted colonist has a mental break, the colonist will drop the prisoner and the prisoner will attempt to escape if they are not incapacitated.
Incapacitated pawns can be captured, without the need to draft a colonist.
Raiders cannot be arrested. They must be captured if you wish to take one as a prisoner. To capture a raider you must incapacitate them first, then right-click on them and select ‘Capture ‘. This will order the colonist to drag the raider to an unclaimed prison bed or prisoner sleeping spot.
Prisoners can be marked as ‘guilty’ through some actions, such as attacking the colony, killing/downing a colonist or attempting escape. During these times, executing that prisoner incurs a lesser mood penalty. The ‘guilt’ marker lasts 24 hours.
Prisoners, like colonists, require food and medical attention or they may die. If the cell is broken, the prisoner will make an attempt to escape but can only be recaptured if the Taking a Prisoner conditions are met.
A solution to instantly meeting the conditions can be to convert one or more of the colonists’ beds (provided the colonist have a private room with a claimed sleeping spot or bed) into a prison bed, and if necessary add enough sleeping spots in the same room to house all prisoners, while the real prisons are being built.
Multiple prison beds can be built in the same prison room, so several prisoners can be held in one room for «compact prisoner storage», but if the door or wall is broken or one of them decides to break out they will all escape at the same time. Prisoners without their own rooms will suffer a mood penalty, the same as colonists.
Only wardens and doctors can interact with prisoners. Interactions are determined by the option chosen selected in the Prisoner Interface. Other than the «Gets food», «Try to recruit», «Doctors care», and «Gets medicine» options, only one interaction in the Prisoner Interface may be selected at a time. If a prisoner is incapacitated, a doctor is required to feed the prisoner.
Care
Determines if your colonists will take care of prisoners, or just let them die.
Gets food
Wardens will provide food to the prisoner if available. When this option is unchecked a prisoner may eat meals left in a stockpile in the room or from a nutrient paste dispenser, if one is accessible and stocked.
Medical care
Determines the level of medical care administered to the prisoner. The range is similar to doctoring colonists: no care at all, to doctor care only, to medicine levels available.
Medical operations
You can also operate on any prisoners, the same way you operate on colonists.
This allows you to do things such as handicapping the prisoner to make them unable to escape (installing a peg leg then removing it), harvesting their organs, administering drugs or euthanizing them.
Determines what social interactions wardens will have with prisoners.
No interaction
Wardens will not interact with the prisoner, causing no effect to relations.
Friendly chat
Wardens will have a conversation with the prisoner, causing an increase in relations between the warden and the prisoner, as well as the Social skill of the warden. This improves the chance of recruiting them later on.
Chat and recruit
Wardens will try to convince the prisoner to join the colony, but will only have a small chance to succeed, depending on each prisoner’s recruitment difficulty percentage, their current mood, their faction, how many colonists you currently have, as well as your storyteller. Wardens will gain Social rapport with each prisoner over time, making recruiting easier and lasting past their recruitment.
To maximize the recruit chance by fulfilling the prisoner’s needs: make sure the cell is beautiful (potted plants, carpet, art, etc), lit, spacious, with a comfortable bed, and has a table and chair for the prisoner to eat off of. The carpet and plants should be done early on, as it is a big bonus for little effort. Have a separate cell for each prisoner, both to remove the «sharing rooms» debuff and to prevent them from killing one another. Feed prisoners your best food, set your colonist with the highest social rating as Warden, and wait.
I know you pass over the fact, that depending on the faction they came from depends on how hard they are to recruit, however I feel you should elaborate more on the fact that tribal prisoners are harder to recruit than pirates due to the fact that the warden has to use sign language to communicate.
What PleccyMM said depends on your own kind of colony. A tribe will have a harder time recruiting pirates but it’ll be easier to recruit other tribes.
Release
Wardens will take the prisoner outside and free the prisoner, who will then promptly leave the map.
Releasing an arrested colonist will have them rejoin your colony.
Releasing a prisoner from another faction will give +15 goodwill with their faction once they leave the map, provided he or she didn’t belong to a pirate faction. Note that this bonus only happens as soon as they «leave the map». If that prisoner can’t walk, then he or she can’t leave the map. To prevent this, only prisoners capable of walking can be released. If they are incapacitated and you want to release them, then you have to heal them before releasing them if possible.
Execution
The warden will kill the prisoner, causing a -5 mood debuff for any colonist without the psychopath trait for 10.0 days, unless they are considered guilty. Executing guilty prisoners only causes a -2 mood debuff.
Note that euthanasia also kills the prisoner but only gives a -3 mood debuff and trains your doctors, too. Guilty prisoners euthanized will still give a -2 mood penalty.
Escape
If there is an exit towards open space or you leave the prison door open, the prisoner may escape.
Dropping items right in the door holds it open, giving opportunistic prisoners their chance.
Social fights
Like colonists, prisoners can also initiate social fights with other prisoners that they are locked together with. They rarely do so with wardens, whose rapport-building won’t cause negative reactions from the prisoner, though if they insult or slight the warden there will still be a chance.
Prisoners can be recruited into your faction if you set the ‘Social Interactions’ setting to ‘Chat and recruit’. Wardens will come in and chat with the prisoner, then end their chat with a recruitment pitch. Most of the time the prisoner will refuse to join.
During each recruitment attempt, a warden will build rapport with the prisoner 5 times, ending with a recruitment pitch.
For every recruitment pitch made there is at least 0.5% chance that the prisoner accepts, no matter how difficult it may be.
The chance for each individual recruitment pitch to succeed depends on various factors. Many of them are post-process curved.
Colonists can escort prisoners from hospitals where the bed settings were both for prisoner and hospital to another cell exclusively set for prisoner only without risking accidental release.
Prisoners have a small chance to decide to break out and escape. During this time, they are able to open all prison doors like your colonists, and will attempt to equip weapons. Prisoner break events are rolled per prisoner, meaning that the more prisoners you have, the greater the chance of a prison break happening.
In a break, all prisoners in that cell or barracks will escape. Prisoners from different cells may also join in, or choose not to do so.
To fight escaping prisoners with less risk of killing them, use blunt weaponry, unarmed melee, or a single colonist shooting them. Be careful about downed wardens as they will steal weapons from them, making them harder to fight. Place your exits away from the map edge, preferably facing a direction where your colonists can quickly respond to breakouts. Funneling all prisoners into 1 exit also helps in dealing with prison breaks by allowing wardens to deal with them 1 at a time.
Enemies who had fallen by your might may not always be worth their keep, e.g. a hostile who during the fight got his/her spine shattered. That person won’t be able to move at all and can’t obtain a replacement, so are unable to perform anything for your colony, to the point that not even slave traders will be interested in purchasing them. They are only useful for organ harvests and should be disposed of as they can’t be released either.
Organ removal
You can remove one kidney and one lung without prisoner dying. Removing important, singular body parts like the heart will kill the prisoner. Removing any organ will give all colonists without the psychopath trait a negative mood modifier.
Starvation
Set ‘gets food’ to the false (x) and wait. The prisoner will have the negative thoughts and resulting mental breaks associated with hunger. This may cause prisoners in shared cells to attack each other, including them severely injuring/killing ones you don’t want dead.
One thing to add is that when you let prisoners starve you get a steeper mood penalty now rather than if you had just executed them.
Selling To Slaver
If combined with organ removal this gets you the most silver. Selling a prisoner will give all colonists trait a negative mood modifier and the seller a Social penalty.
Temperature control
Using heaters or coolers, lower/raise the temperature of the cell to a lethal level.
Manually killing them
You can draft a soldier with a weapon and order them to kill the prisoner by clicking ‘B’ and selecting the prisoner.
Execution
The execution in the prisoner interaction menu allows this.
Euthanasia
Open the ‘Operations’ menu in the Health tab, then select ‘Euthanize’. A doctor will come in and euthanize the prisoner. Similar to Execution, except it allows doctors to practice medicine, and has a lighter mood penalty.
Release
Financial gains aside, this can be the best option as you get free goodwill without negative mood effects. Not very useful against pirates as it does not result in increased goodwill, but it does prevent the mood debuffs that normally result from getting rid of unwanted prisoners.
Special thanks goes to the following people for sharing tips and information:









