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0.10.1 (#148)
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* fixed seeds please compatibility

* 0.9.2

* Updated .bat files

- updated directories for new computer

* iteration

* Added dutch

- added dutch translation sheet
- added dutch translation files

* language fix

* Added treatment chart

* .bat file up

* samsung iteration

* minor

* samsung iteration

* minor

* minor

* Forbidding & Temperatures

- prisoners will now work in cold only if "work" time is set
- prisoners will now seek safe temperature when not supervised
- prisoners will respect forbidden items, if "inspired"

* Treatment iteration

- fixed food reservation throwing errors
- added prisoner sucicides
- added +5 bonus to mood while prisoner have free time
- added +5 bonus to mood if prisoner is not supervised and got lazy
- added +15 bonus to mood if treatment is above 75%
- added blocking revolts (100%, 95%, 50%, 10%) if overall prisoner treatment is good enough
- increased base chance for Revolts
- added blocking mental breaks for prisoners with low treatment levels
- added treatment drop when prisoner is being beaten
- fixed cutting some content of bill config in some languages
- cosmetic changes to bill checkbox
- prisoners will now give offer to join colony if treatment is good enough (random)
- prisoners will now stay at bed if waiting for surgery
- "Treatment happiness" will decrease if health conditions are bad, when prisoners are hungry, or they're working.
- fixed blurred effect on settings window

* Update TaskList.txt

* Auto stash before merge of "dev" and "origin/dev"

* Refined .bat files

* Deleted old .bat files

* Fixed merge

* updated defs

* Added sub-Tabs

- added sub-tabs in "Work" Tab and "Assign" Tab for "Colonists" and "Prisoners"
- added class PrisonLaborWidgets with tab view included

* minor

* Reworked Food Tweaks

* Polish translation

* removed duplicated patch

* minor refactoring

* minor fix to food reservation

* changelog

* SubTabs

* bugfix and refactoring

* arrest iteration

* minor

* Reworked Food Tweaks

* Polish translation

* removed duplicated patch

* minor refactoring

* minor fix to food reservation

* changelog fix

* Added renaming prisoners

* Added Chineese

* Added Russian

* SaveUpgrader

- added save upgrading system
- added upgrade to new food deliver tweak

* Added weapon picking

* Refactor & DevImprovements

* Revolt fix

* Refactor

* Refactor

- moved out escape from Motivation into EscapeTracker
- moved out Watched property to InspirationUtility class

* Escaping prisoners

* Assign Prisoners to bed

* Namespace fix

* Merge Fix

* Reworked Icons Images

* xcfs

* EscapingPrisoners tweaks

- increased priority
- added to changelog

* Version update

* Fix for prisoners joining colony through offer

* Rename PawnIcons

* Refactor

* Def fix (from refactoring)

* One more refactor

* Wardens no longer deliver food if prisoners can get it from another room

* todo update

* Refactored process that remove mod from save

* Fixed construction job

* Added changelog parser

* Refactored news printing

- added RichListing
- added automated printing version news from changelog
- alternatively in NewsFeed version news can have custom body

* updated to new <supportedVersion> policy

* updated changelog

* added simpleVideo

* snapshot

* changed RichListing simple text to [-] element

* renamed NewsDialog to NewsWindow

* Added pop-up tutorials with xml provider and settings buttons

- added pop-up windows for pop-up tutorial view and list view for all pop-up tutorials
- added XML for pop-up tutorials
- added TutorialProvider to read XML
- added button and language keys in settings

* Added lazy icon

* New news system (#147)

* Added Introduction Tutorial

* Resized tutorial window

* Labor area

* Added treatment tutorial

* Changed introduction tutorial

* Upgraded version to 0.10.1

* Fixed news window

* Added changelog news for 0.10.1

* Added new dll
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Aviuz authored Oct 26, 2019
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3 changes: 2 additions & 1 deletion About/About.xml
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<supportedVersions>
<li>1.0</li>
</supportedVersions>
<description>Version 0.9.11
<description>Version 0.10.1

This mod force prisoners to work. To enable this feature prisoners must have "Force to work" option checked ("Prisoner" tab). Prison labor needs management that consist:
- Motivation - prisoners need to be motivated by presence of colonists. Wardens have new job - supervising prisoners. Low motivation can lead to revolts.
Expand All @@ -16,3 +16,4 @@ This mod force prisoners to work. To enable this feature prisoners must have "Fo

This is beta version. Some ascpects of mod still need to be balanced (like motivation). There can be still some bugs.</description>
</ModMetaData>

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7 changes: 7 additions & 0 deletions Defs/ConceptDef.xml
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<needsOpportunity>True</needsOpportunity>
<helpText>You can make time restrictions for prisoners.\n\n"Work" time will force them to work even when they're hungry or tired.\n\n"Joy" time will let them rest from job and get motivation bonus.\n\n"Sleep" time will force them to stay in prison cell.\n\n"Anything" is default setting.</helpText>
</ConceptDef>
<ConceptDef>
<defName>PrisonLabor_Treatment</defName>
<label>Treatment system</label>
<priority>50</priority>
<needsOpportunity>True</needsOpportunity>
<helpText>In prison labor you need to take care for prisoners. Good treatment can prevent revolts, and can provoke recruit proposition (without recruting process!).\n\nTo maintain good treatment status you need to feed prisoners regularly and set some free time so they can regenerate their strength\n\nTreatment will go lower if you beat prisoners, starve them, or exploit in terms of labor.\nGood treatment will result in:\n - Random offers with request to join colony\n - Preventing revolts\n - Preventing suicide</helpText>
</ConceptDef>
</Defs>
2 changes: 1 addition & 1 deletion Defs/Hediffs.xml
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</li>
</stages>
</HediffDef>
</Defs>
</Defs>
33 changes: 31 additions & 2 deletions Defs/Incidents.xml
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<targetTags>
<li>Map_PlayerHome</li>
</targetTags>
<workerClass>PrisonLabor.IncidentWorker_Revolt</workerClass>
<workerClass>PrisonLabor.Core.Incidents.IncidentWorker_Revolt</workerClass>
<letterLabel>Revolt</letterLabel>
<letterText>Revolt has been started by {0}. The prisoners united under faction {1}, and began uprising with self-made weapons</letterText>
<letterDef>ThreatBig</letterDef>
<baseChance>2.7</baseChance>
<baseChance>5.4</baseChance>
<minRefireDays>20</minRefireDays>
<category>ThreatBig</category>
<pointsScaleable>true</pointsScaleable>
<minThreatPoints>200</minThreatPoints>
</IncidentDef>

<IncidentDef>
<defName>PrisonLabor_ResocializationOffer</defName>
<label>resocialization offer</label>
<category>Misc</category>
<targetTags>
<li>Map_PlayerHome</li>
</targetTags>
<workerClass>PrisonLabor.Core.Incidents.IncidentWorker_ResocializationOffer</workerClass>
<letterLabel>Resocialization offer</letterLabel>
<letterText>Offer by {0}.</letterText>
<letterDef>PositiveEvent</letterDef>
<baseChance>10</baseChance>
<populationEffect>IncreaseEasy</populationEffect>
</IncidentDef>

<IncidentDef>
<defName>PrisonLabor_Suicide</defName>
<label>prisoner suicide</label>
<category>Misc</category>
<targetTags>
<li>Map_PlayerHome</li>
</targetTags>
<workerClass>PrisonLabor.Core.Incidents.IncidentWorker_Suicide</workerClass>
<letterLabel>Prisoner suicide</letterLabel>
<letterText>{0} has commited suicide, because of bad treatment.</letterText>
<letterDef>NegativeEvent</letterDef>
<baseChance>3</baseChance>
</IncidentDef>
</Defs>
17 changes: 10 additions & 7 deletions Defs/JobDef.xml
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<Defs>
<JobDef>
<defName>PrisonLabor_PrisonerSupervise</defName>
<driverClass>PrisonLabor.JobDriver_Supervise</driverClass>
<driverClass>PrisonLabor.Core.AI.JobDrivers.JobDriver_Supervise</driverClass>
<reportString>watching prisoner TargetA.</reportString>
<alwaysShowWeapon>true</alwaysShowWeapon>
</JobDef>
<JobDef>
<defName>PrisonLabor_DeliverFood_Tweak</defName>
<driverClass>PrisonLabor.JobDriver_FoodDeliver_Tweak</driverClass>
<reportString>feeding TargetA to TargetB.</reportString>
<defName>PrisonLabor_Arrest</defName>
<driverClass>JobDriver_TakeToBed</driverClass>
<reportString>arresting TargetA.</reportString>
<alwaysShowWeapon>true</alwaysShowWeapon>
<makeTargetPrisoner>true</makeTargetPrisoner>
<casualInterruptible>false</casualInterruptible>
</JobDef>
<JobDef>
<defName>PrisonLabor_Mine_Tweak</defName>
<driverClass>PrisonLabor.JobDriver_Mine_Tweak</driverClass>
<driverClass>PrisonLabor.Tweaks.JobDriver_Mine_Tweak</driverClass>
<reportString>digging at TargetA.</reportString>
</JobDef>
<JobDef>
<defName>PrisonLabor_Harvest_Tweak</defName>
<driverClass>PrisonLabor.JobDriver_PlantHarvest_Tweak</driverClass>
<driverClass>PrisonLabor.Tweaks.JobDriver_PlantHarvest_Tweak</driverClass>
<reportString>harvesting TargetA.</reportString>
</JobDef>
<JobDef>
<defName>PrisonLabor_CutPlant_Tweak</defName>
<driverClass>PrisonLabor.JobDriver_PlantCut_Tweak</driverClass>
<driverClass>PrisonLabor.Tweaks.JobDriver_PlantCut_Tweak</driverClass>
<reportString>cutting TargetA.</reportString>
</JobDef>
</Defs>
12 changes: 11 additions & 1 deletion Defs/Needs.xml
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<Defs>
<NeedDef>
<defName>PrisonLabor_Motivation</defName>
<needClass>PrisonLabor.Need_Motivation</needClass>
<needClass>PrisonLabor.Core.Needs.Need_Motivation</needClass>
<label>Motivation</label>
<description>Motivation represents how motivated to work is prisoner. Motivation can be improved by colonists standing nearby.</description>
<listPriority>90</listPriority>
<major>false</major>
<showForCaravanMembers>false</showForCaravanMembers>
</NeedDef>
<NeedDef>
<defName>PrisonLabor_Treatment</defName>
<needClass>PrisonLabor.Core.Needs.Need_Treatment</needClass>
<label>Treatment happiness</label>
<description>Treatment happiness represents how prisoners are content of treatment in colony.</description>
<listPriority>89</listPriority>
<major>false</major>
<showForCaravanMembers>false</showForCaravanMembers>
<showOnNeedList>false</showOnNeedList>
</NeedDef>
</Defs>
14 changes: 10 additions & 4 deletions Defs/ThinkTreeDef.xml
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<defName>PrisonLabor_WorkThinkTree</defName>
<insertTag>Humanlike_PostDuty</insertTag>
<insertPriority>80</insertPriority>
<thinkRoot Class="PrisonLabor.ThinkNode_Labor">
<thinkRoot Class="PrisonLabor.Core.AI.ThinkNodes.ThinkNode_Labor">
<invert>false</invert>
<subNodes>
<li Class="PrisonLabor.Core.AI.ThinkNodes.ThinkNode_SeekSafeTemperature">
<subNodes>
<li Class="JobGiver_SeekSafeTemperature"/>
</subNodes>
</li>
<li Class="ThinkNode_Priority">
<subNodes>
<li Class="PrisonLabor.JobGiver_BedTime" />
<li Class="PrisonLabor.JobGiver_Diet" />
<li Class="PrisonLabor.JobGiver_Labor" />
<li Class="PrisonLabor.Core.AI.JobGivers.JobGiver_BedTime" />
<li Class="PrisonLabor.Core.AI.JobGivers.JobGiver_PickupWeapon" />
<li Class="PrisonLabor.Core.AI.JobGivers.JobGiver_Diet" />
<li Class="PrisonLabor.Core.AI.JobGivers.JobGiver_Labor" />
</subNodes>
</li>
</subNodes>
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37 changes: 37 additions & 0 deletions Defs/ThoughtsDef.xml
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<?xml version="1.0" encoding="utf-8"?>
<Defs>
<!-- Situation thoughts-->
<ThoughtDef>
<defName>PrisonLabor_VeryGoodTreatment</defName>
<workerClass>PrisonLabor.Core.AI.ThoughtWorkers.ThoughtWorker_VeryGoodTreatment</workerClass>
<stages>
<li>
<label>treated very good</label>
<description>In this prison I've been treated very well.</description>
<baseMoodEffect>15</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<ThoughtDef>
<defName>PrisonLabor_LowMotivation</defName>
<workerClass>PrisonLabor.Core.AI.ThoughtWorkers.ThoughtWorker_LowMotivation</workerClass>
<stages>
<li>
<label>not supervised</label>
<description>Nobody cares if I'm working or not.</description>
<baseMoodEffect>5</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<ThoughtDef>
<defName>PrisonLabor_FreeTime</defName>
<workerClass>PrisonLabor.Core.AI.ThoughtWorkers.ThoughtWorker_FreeTime</workerClass>
<stages>
<li>
<label>free time</label>
<description>Even tough I'm prisoner, I can still have some free time.</description>
<baseMoodEffect>5</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
</Defs>
2 changes: 1 addition & 1 deletion Defs/WorkGiverDef.xml
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<WorkGiverDef>
<defName>PrisonLabor_SupervisePrisonLabor</defName>
<label>watch prisoner</label>
<giverClass>PrisonLabor.WorkGiver_Supervise</giverClass>
<giverClass>PrisonLabor.Core.AI.WorkGivers.WorkGiver_Supervise</giverClass>
<workType>PrisonLabor_Jailor</workType>
<priorityInType>5</priorityInType>
<verb>watch prisoner</verb>
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2 changes: 2 additions & 0 deletions Languages/ChineseSimplified/Keyed/Keys.xml
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<PrisonLabor_EnableRevoltsDesc>When enabled revolts will sometimes occur instead of vanilla incidents</PrisonLabor_EnableRevoltsDesc>
<PrisonLabor_LaborAreaWarning>Labor area isn't required to make prisoners work.\n\nThis area forbids colonists from working.\n\nIt's for situations where you don't want colonists to work in certain area. Prisoners will work anywhere they can enter.</PrisonLabor_LaborAreaWarning>
<PrisonLabor_DontShowAgain>Don't show again</PrisonLabor_DontShowAgain>

<PrisonLabor_UpgradeSaveMessage>Upgrading [PrisonLabor] mod</PrisonLabor_UpgradeSaveMessage>
</LanguageData>
4 changes: 2 additions & 2 deletions Languages/ChineseTraditional/Keyed/Keys.xml
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<PrisonLabor_ColonyOnlyShort>所有人</PrisonLabor_ColonyOnlyShort>
<PrisonLabor_ColonistsOnlyShort>殖民者</PrisonLabor_ColonistsOnlyShort>
<PrisonLabor_PrisonersOnlyShort>囚犯</PrisonLabor_PrisonersOnlyShort>

</LanguageData>
<PrisonLabor_UpgradeSaveMessage>Upgrading [PrisonLabor] mod</PrisonLabor_UpgradeSaveMessage>
</LanguageData>
2 changes: 2 additions & 0 deletions Languages/Dutch/Keyed/Keys.xml
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<PrisonLabor_EnableRevoltsDesc>When enabled revolts will sometimes occur instead of vanilla incidents</PrisonLabor_EnableRevoltsDesc>
<PrisonLabor_LaborAreaWarning>Labor area isn't required to make prisoners work.\n\nThis area forbids colonists from working.\n\nIt's for situations where you don't want colonists to work in certain area. Prisoners will work anywhere they can enter.</PrisonLabor_LaborAreaWarning>
<PrisonLabor_DontShowAgain>Don't show again</PrisonLabor_DontShowAgain>

<PrisonLabor_UpgradeSaveMessage>Upgrading [PrisonLabor] mod</PrisonLabor_UpgradeSaveMessage>
</LanguageData>
37 changes: 29 additions & 8 deletions Languages/English/Keyed/Keys.xml
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<PrisonLabor_AllowAll>allow all</PrisonLabor_AllowAll>
<PrisonLabor_AllowAllWorkTypes>allow all work types</PrisonLabor_AllowAllWorkTypes>
<PrisonLabor_AllowedWorkTypesL>allowed work types:</PrisonLabor_AllowedWorkTypesL>
<PrisonLabor_Browse>browse</PrisonLabor_Browse>
<PrisonLabor_Browse>Browse</PrisonLabor_Browse>
<PrisonLabor_MotivationMechanics>Motivation mechanics (!)</PrisonLabor_MotivationMechanics>
<PrisonLabor_MotivationWarning>When checked prisoners need to be motivated.\n\nWARINING: Needs reloading save.</PrisonLabor_MotivationWarning>
<PrisonLabor_MotivationIcons>Inspiration/Motivation Icons</PrisonLabor_MotivationIcons>
<PrisonLabor_MotivationIconsDesc>When enabled icons will be displayed above prisoners heads. Blue icon for inspiration, and green icon for gaining motivation by other factors.</PrisonLabor_MotivationIconsDesc>
<PrisonLabor_CanGrowAdvanced>Prisoners can grow advanced plants</PrisonLabor_CanGrowAdvanced>
<PrisonLabor_CanGrowAdvancedDesc>When disabled prisoners can only grow plants that not require any skills.</PrisonLabor_CanGrowAdvancedDesc>
<PrisonLabor_RestartInfo>Restart then re-save your game.</PrisonLabor_RestartInfo>
<PrisonLabor_RestartInfo2>After this steps you can safely disable this mod.</PrisonLabor_RestartInfo2>
<PrisonLabor_DisableMod>Disable mod</PrisonLabor_DisableMod>
<PrisonLabor_DisableModDesc>When enabled, worlds that are saved are transferred to 'safe Mode', and can be played without mod.</PrisonLabor_DisableModDesc>
<PrisonLabor_Version>Version: </PrisonLabor_Version>
<PrisonLabor_Difficulty>Difficulty: </PrisonLabor_Difficulty>
<PrisonLabor_Defaults>Defaults</PrisonLabor_Defaults>
Expand All @@ -42,15 +38,40 @@
<PrisonLabor_LaborAreaDesc>Labor area is area where only prisoners can work. No colonist's work allowed here except warden type jobs.</PrisonLabor_LaborAreaDesc>
<PrisonLabor_ClearLaborArea>Clear Labor Area</PrisonLabor_ClearLaborArea>
<PrisonLabor_ExpandLaborArea>Expand Labor Area</PrisonLabor_ExpandLaborArea>
<PrisonLabor_ColonistsOnly>Colonists only</PrisonLabor_ColonistsOnly>
<PrisonLabor_PrisonersOnly>Prisoners only</PrisonLabor_PrisonersOnly>
<PrisonLabor_ColonyOnly>Colony only</PrisonLabor_ColonyOnly>

<PrisonLabor_EnableRevolts>Enable revolts</PrisonLabor_EnableRevolts>
<PrisonLabor_EnableRevoltsDesc>When enabled revolts will sometimes occur instead of vanilla incidents</PrisonLabor_EnableRevoltsDesc>
<PrisonLabor_LaborAreaWarning>Labor area isn't required to make prisoners work.\n\nThis area forbids colonists from working.\n\nIt's for situations where you don't want colonists to work in certain area. Prisoners will work anywhere they can enter.</PrisonLabor_LaborAreaWarning>
<PrisonLabor_DontShowAgain>Don't show again</PrisonLabor_DontShowAgain>
<PrisonLabor_ShowTreatmentHappiness>Show treatment happiness</PrisonLabor_ShowTreatmentHappiness>
<PrisonLabor_ShowTreatmentHappinessDesc>When enabled treatment happiness will be shown in Needs tab.</PrisonLabor_ShowTreatmentHappinessDesc>

<PrisonLabor_ColonyOnlyShort>Everyone</PrisonLabor_ColonyOnlyShort>
<PrisonLabor_ColonistsOnlyShort>Colonists</PrisonLabor_ColonistsOnlyShort>
<PrisonLabor_PrisonersOnlyShort>Prisoners</PrisonLabor_PrisonersOnlyShort>

<PrisonLabor_ColonyOnly>For everyone</PrisonLabor_ColonyOnly>
<PrisonLabor_ColonistsOnly>Limit to colonists</PrisonLabor_ColonistsOnly>
<PrisonLabor_PrisonersOnly>Limit to prisoners</PrisonLabor_PrisonersOnly>

<!-- 0.10 -->
<PrisonLabor_RecruitButtonLabel>Recruit</PrisonLabor_RecruitButtonLabel>
<PrisonLabor_RecruitButtonDesc>Ready to join colony</PrisonLabor_RecruitButtonDesc>

<PrisonLabor_Alert_EscapingPrisoners_Title>Prisoners can escape</PrisonLabor_Alert_EscapingPrisoners_Title>
<PrisonLabor_Alert_EscapingPrisoners_DefaultExplanation>Prisoners can reach end of map and escape. They will run unless colonist will keep an eye on them.</PrisonLabor_Alert_EscapingPrisoners_DefaultExplanation>
<PrisonLabor_Alert_EscapingPrisoners_ExplanationFormat>Those prisoners can escape:\n\n{0}\nThey will run unless colonist will keep an eye on them.</PrisonLabor_Alert_EscapingPrisoners_ExplanationFormat>

<PrisonLabor_ButtonRemoveModFromSave>Select Save</PrisonLabor_ButtonRemoveModFromSave>
<PrisonLabor_ButtonRemoveModFromSaveDesc>Remove Prison Labor mod from save</PrisonLabor_ButtonRemoveModFromSaveDesc>

<PrisonLabor_ButtonBackup>Backup</PrisonLabor_ButtonBackup>
<PrisonLabor_ButtonProceed>Proceed</PrisonLabor_ButtonProceed>

<PrisonLabor_UpgradeSaveProcessMessage>Upgrading [PrisonLabor] mod</PrisonLabor_UpgradeSaveProcessMessage>
<PrisonLabor_UpgradeSaveDialogMessage>You are going to remove Prison Labor mod from save. After this operation you will be able to play without the mod.</PrisonLabor_UpgradeSaveDialogMessage>
<PrisonLabor_BackupSaveDialogMessage>Please backup your file with button below.</PrisonLabor_BackupSaveDialogMessage>

<PrisonLabor_ReplayTurorialsButton>Tutorials</PrisonLabor_ReplayTurorialsButton>
<PrisonLabor_ShowTutorialButton>Show</PrisonLabor_ShowTutorialButton>
</LanguageData>
2 changes: 2 additions & 0 deletions Languages/French/Keyed/Keys.xml
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<PrisonLabor_EnableRevoltsDesc>When enabled revolts will sometimes occur instead of vanilla incidents</PrisonLabor_EnableRevoltsDesc>
<PrisonLabor_LaborAreaWarning>Labor area isn't required to make prisoners work.\n\nThis area forbids colonists from working.\n\nIt's for situations where you don't want colonists to work in certain area. Prisoners will work anywhere they can enter.</PrisonLabor_LaborAreaWarning>
<PrisonLabor_DontShowAgain>Don't show again</PrisonLabor_DontShowAgain>

<PrisonLabor_UpgradeSaveMessage>Upgrading [PrisonLabor] mod</PrisonLabor_UpgradeSaveMessage>
</LanguageData>
4 changes: 3 additions & 1 deletion Languages/Polish/Keyed/Keys.xml
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@@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8" ?>
<?xml version="1.0" encoding="utf-8" ?>
<LanguageData>
<PrisonLabor_PrisonerWork>Zmuś do pracy</PrisonLabor_PrisonerWork>
<PrisonLabor_WorkAndRecruit>Praca i próba rekrutacji</PrisonLabor_WorkAndRecruit>
Expand Down Expand Up @@ -49,4 +49,6 @@
<PrisonLabor_EnableRevoltsDesc>When enabled revolts will sometimes occur instead of vanilla incidents</PrisonLabor_EnableRevoltsDesc>
<PrisonLabor_LaborAreaWarning>Labor area isn't required to make prisoners work.\n\nThis area forbids colonists from working.\n\nIt's for situations where you don't want colonists to work in certain area. Prisoners will work anywhere they can enter.</PrisonLabor_LaborAreaWarning>
<PrisonLabor_DontShowAgain>Don't show again</PrisonLabor_DontShowAgain>

<PrisonLabor_UpgradeSaveMessage>Aktualizacja modyfikacji [PrisonLabor]</PrisonLabor_UpgradeSaveMessage>
</LanguageData>
1 change: 1 addition & 0 deletions Languages/Russian/Keyed/Keys.xml
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<PrisonLabor_EnableRevoltsDesc>Если включить то бунт может случатся в качестве случайного события.</PrisonLabor_EnableRevoltsDesc>
<PrisonLabor_LaborAreaWarning>Зона работ не обязательна для того чтоб заключенные работали. \n\n Зона работ запрещает поселенцам работу в указанных местах.\n\n Она создана для тех случаев, когда вы не хотите чтобы поселенцы работали в указанном месте. Заключенные же будут работать там, куда у них есть доступ.</PrisonLabor_LaborAreaWarning>
<PrisonLabor_DontShowAgain>Больше не показывать</PrisonLabor_DontShowAgain>
<PrisonLabor_UpgradeSaveMessage>Upgrading [PrisonLabor] mod</PrisonLabor_UpgradeSaveMessage>
</LanguageData>
2 changes: 2 additions & 0 deletions Languages/Spanish/Keyed/Keys.xml
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<PrisonLabor_EnableRevoltsDesc>When enabled revolts will sometimes occur instead of vanilla incidents</PrisonLabor_EnableRevoltsDesc>
<PrisonLabor_LaborAreaWarning>Labor area isn't required to make prisoners work.\n\nThis area forbids colonists from working.\n\nIt's for situations where you don't want colonists to work in certain area. Prisoners will work anywhere they can enter.</PrisonLabor_LaborAreaWarning>
<PrisonLabor_DontShowAgain>Don't show again</PrisonLabor_DontShowAgain>

<PrisonLabor_UpgradeSaveMessage>Upgrading [PrisonLabor] mod</PrisonLabor_UpgradeSaveMessage>
</LanguageData>
2 changes: 2 additions & 0 deletions Languages/Swedish/Keyed/Keys.xml
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<PrisonLabor_EnableRevoltsDesc>When enabled revolts will sometimes occur instead of vanilla incidents</PrisonLabor_EnableRevoltsDesc>
<PrisonLabor_LaborAreaWarning>Labor area isn't required to make prisoners work.\n\nThis area forbids colonists from working.\n\nIt's for situations where you don't want colonists to work in certain area. Prisoners will work anywhere they can enter.</PrisonLabor_LaborAreaWarning>
<PrisonLabor_DontShowAgain>Don't show again</PrisonLabor_DontShowAgain>

<PrisonLabor_UpgradeSaveMessage>Upgrading [PrisonLabor] mod</PrisonLabor_UpgradeSaveMessage>
</LanguageData>
2 changes: 1 addition & 1 deletion README.md
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</p>
<p align="center">
<a href="https://github.com/Aviuz/PrisonLabor/releases">
<img src="https://img.shields.io/badge/version-0.9.11-orange.svg?style=flat" alt="v0.9.11" />
<img src="https://img.shields.io/badge/version-0.10.0[DEV]-orange.svg?style=flat" alt="v0.10.0[DEV]" />
</a>
</p>

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