边缘世界 RimWorld

边缘世界 RimWorld

Prison Labor 0.9 (Outdated)
此主题已被锁定
Avius  [开发者] 2017 年 7 月 10 日 上午 4:25
Supervising labor (Suggestions)
I am trying to implement warding prisoners with this mechanics:
  • Prisoner will work if any colonist (capable of violent) is nearby and can reach prisoner (pawn can find a path, no walls etc.)
  • Player can always draft colonists and order them to supervise work (standing nearby)
  • Warden Job will include wandering (with gun out, like hunting) around prisoners if any has "No Interaction" option

What are you guys thinking about that? Have any ideas, thoughts to share?
< >
正在显示第 1 - 15 条,共 22 条留言
Avius  [开发者] 2017 年 7 月 10 日 上午 7:00 
Actually it is working but wardens are running all over room and it's looks just silly :(
When they leave room all prisoners are going for break, but when they come back they all just run back to mining :D

I'll push update when this version is more "polished".
最后由 Avius 编辑于; 2017 年 7 月 10 日 上午 9:21
Slavic Hors 2017 年 7 月 10 日 上午 10:09 
about suggestions... not in near future but as idea, add slave riots with stone shivs n stuff, and some way to less violently way to subdue berserkers, or just balancing the "mood" stuff. like wanna live > go to work... sorry 4 bad eng. yeah russians sucks*)_ Keep pushing. Wish u best.
indef 2017 年 7 月 10 日 下午 12:50 
I really like this mod! Unique idea. How about making turrets able to act as wardens? I know this may be very difficult.
Kochō 2017 年 7 月 10 日 下午 4:54 
Maybe this could also work when prisoners are set to other modes like "Friendly Chat" or "Chat and Recruit."

They are shuffled to work everyday by a warden, passing by the colonists who are eating fine meals and having fun. The colonists can do work they are interested in, they eat actual food and not paste, and they can take a break whenever they want to. The warden notices the longing and asks, as he always does in the morning and the evenings: "You can be one of us, ya know? Life ain't bad here."

And everyday, our prisoners become more and more inclinded to renounce their previous allegences and join The Fluffy Bunnies.
Snaky_Cake 2017 年 7 月 10 日 下午 9:36 
awesome idea!
can you make it so that multiple wardens won't supervise the one slave, and that a different warden will go and feed the other slaves, or be able to change their schedules like you can with colonists?
Prime Pebble 2017 年 7 月 11 日 上午 2:22 
@Snaky_Cake a way to fix that may be to have a tab on the bottom like animals, just for prisoners & their wardens. just a thought.
Avius  [开发者] 2017 年 7 月 11 日 上午 2:54 
Okay so I've tested it some time and I feel like game is broken by 1 guy always watching for prisoners :/ Especially where there is 1 prisoner and 3 colonists.

So I'm changing they way prisoners don't want to work. I'll try a hidden laziness status. The prisoners will get more lazy if they left alone. When laziness reach 80% they stop working when not supervised. Wardens will try to keep laziness level below 20%~50%. To prevent irrational returning to wardens when they reach 51% (like cooking without "pause" option), they will watch them until they reach 0%.

Do you think it's better?

EDIT: The aim of this is make wardens less time consuming job on small colonies
最后由 Avius 编辑于; 2017 年 7 月 11 日 上午 2:56
Slavic Hors 2017 年 7 月 11 日 上午 8:13 
well i work irl that way so it should be nice, some tweaking and time balance and we get it wet'n'comfy.

P.S. is there some way to make those gits without Mining skill a little bit faster. Like lock their Min skill at 3 for jobs they hate or have at 0?
Avius  [开发者] 2017 年 7 月 11 日 上午 8:41 
Yes there is a way, but I will make them prioritize work by their skills in next update. In future I plan adding check boxes similar to that one for Colonists
最后由 Avius 编辑于; 2017 年 7 月 11 日 上午 8:43
Sentient_Worm 2017 年 7 月 12 日 上午 11:00 
Since this is a suggestion thread.
I was wondering if it was possible to make them do specific jobs like cut stone. Dont really need all 10 prisoners mining a quarry when chunks be piling up to the point they are cluttering everything
Avius  [开发者] 2017 年 7 月 12 日 上午 11:11 
work assigments are in To-do
Sentient_Worm 2017 年 7 月 12 日 上午 11:35 
ok
Acidbunny 2017 年 7 月 12 日 上午 11:44 
I have 2 suggestions.
1.How about if a prisoner breaks into the armory and finds a gun, they go on a murderous rampage or will attempt to flee with enough supplies to survive.
2.They will attempt to communicate with their faction which will send a rescue party to attack the colony and rescue the prisoner.
Avius  [开发者] 2017 年 7 月 12 日 上午 11:50 
great ideas !
However I plan add breakouts to another mod, but now I will focus on this one.
Sentient_Worm 2017 年 7 月 12 日 下午 12:02 
I already use counters for stuff like that. Admittedly its cause mechanoids always break the first line but they NEVER break the second. NOTHING breaks my second line. Then again nothing in the second line survives the 20 turrets spraying from all directions and colonists with rocket launchers fireing at em.
< >
正在显示第 1 - 15 条,共 22 条留言
每页显示数: 1530 50