

This mood penalty will not occur if the colonist is instead re-recruited. When released, colonists will get the −6 Was imprisoned moodlet for 12 days. This immediately ends most mental breaks, without catharsis.

If the caravan enters a loaded map (such as an ambush), the prisoner will wander around idily, and may walk into the crossfire. When inside a caravan, the prisoner will never try and escape unless its part of a mental break. If they can walk, they can carry 35 kg worth of items, like your colonists. Unwavering loyalty can be disabled in the storyteller settings. They are otherwise the same as regular prisoners, including the ability to become a slave. In addition, they are unable to be converted to a different ideoligion. Unwaveringly loyal prisoners are unable to be recruited to your colony, and do not have resistance to lower. Colonists assigned to either Warden or Doctoring can feed a prisoner in medical rest. A prisoner's medical settings, as well as defaults for all prisoners, can be adjusted in their Health tab.Ĭolonists assigned to Warden can interact with a prisoner in multiple different ways, including delivering food and recruitment. Otherwise, wardens will bring any food allowed by their food restrictions. Mobile prisoners can use a nutrient paste dispenser that faces into their prison. They eat the food with the best mood buff that they can reach, ignoring food restrictions. A prisoner that can move will wear the most comfortable clothing placed in their cell. While inside your colony, they will try to leave if there is an opening, such as a hole in the wall or a held open door, including if it is held open because of an item inside. Prisoners cannot open doors if not undergoing a prison break. Prisoners retain their faction allegiance imprisoned colonists who are released will immediately rejoin the colony, while other prisoners will try and leave the map.

They are confined to their cell, and will not do work. This includes a need for food and the chance for mental breaks. They have no Recreation needs, but all other needs and most moodlets apply to them. Please contact me if you want to help me by creating tutorial video.Prisoners are ordinary pawns under restraint. Thank you in advance!Īlso I would gladly hear about misspellings or grammar mistakes in English version.
#Rimworld prison mod#
It will take you a few minutes to translate few sentences, and you will help making the mod even better. Please contact me if you want help me writing translations. Author of CA declared that it will be at RimWorld 1.0. To disable mod from existing saves check "Disable mod" in settings and follow instructions.
#Rimworld prison mods#
Works with mods that add custom Jobs, to enable some of them you need to go to the mod settings."Prisoners only" tools - You can mark orders and bills by tools that exclude colonist from work.Be aware, they will try to run if they see opportunity. You can check "Hold open" option on doors. Prison area - prisoners in order to work need to reach target.Time restrictions - prisoners that have option "Force to work" are added to "Restrict" tab.Work assignment - prisoners that have option "Force to work" are added to "Work" tab.Wardens have new job - supervising prisoners. Motivation - prisoners need to be motivated by presence of colonists.Prison labor needs management that consist: To enable this feature prisoners must have "Force to work" option checked ("Prisoner" tab). Steam Workshop | Ludeon Forums Description
