![]() ![]() ![]() Verse.DirectXmlCrossRefLoader:TryResolveDef(String, FailMode) I've found this myself more immersive than vanilla mechanics.Ĭode Select Expand Could not resolve cross-reference to RimWorld.StuffCategoryDef named Plastic I will make one, and I've created Issue.ģ. I've already scheduled transferring supervising prisoners to another work type (especially for "not social" pawns).Ģ. I figured it might as well be put in both threads.ġ. ![]() Quote from: Kori on October 17, 2017, 03:40:02 PMThanks, I've already read your message in the Cleaning Area thread, followed these instructions and it works. I don't know if it was by chance or if the escape code is clever, but that was brilliant prisoner AI work/timing However eventually prisoners did figure out to escape, but they waited until my colonists were all asleep and even if I drafted them at that time, they would not be able to do anything at all due to being too far away. Figuring I had uncovered a bug, I didn't rush to repair the wall and just used the prisoners to carry everything back. What happened is not a mass escape, but rather the prisoners ran out of the hole and picked up stuff from the dead raiders and carried it back to the stockpile. Not the prison bedroom, but a prison grow zone. However it seems that Prison Labor lacks keywords to hook on to for adding motivation modifiers in xml.Īt one time raiders blew up my wall and I had prisoners on the other side. It would be interesting to have a guard giving motivation faster if he is holding a whip. It's extremely small.Īnother thing I wondered about was Toolmetrics. #4 is "fixed" by not loading my mod, but it really does nothing other than what I wrote. #4 seems odd that the vanilla recruit code could not recruit because I moved the non-vanilla job to another category. #2 should be watched by people set to watch while recruited by colonists set to chat. At first glance, it worked well, but it uncovered a number of problems and I don't think I caused them all with my tiny patchmod.ġ: "chat and recruit" recruits with colonists set to chat with prisoners (warden)Ģ: "work and recruit" recruits with colonists set to watching prisonersģ: I observed a prisoner set (by default) to warden, which tried to recruit another prisonerĤ: chat and recruit recruited a prisoner, which when my mod is active turned the prisoner hostile rather than colonist However due "will never do social", I added a guard WorkType and then changed watch prisoners job to use the guard category. I had a problem where I had an ideal colonist to watch the prisoners. Quote from: Nightinggale on October 17, 2017, 05:12:18 PM ![]()
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