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Version 3.0
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Aviuz committed Jul 12, 2017
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288 changes: 0 additions & 288 deletions .gitignore

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33 changes: 33 additions & 0 deletions About/About.xml
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<?xml version="1.0" encoding="utf-8"?>
<ModMetaData>
<name>Prison Labor (Alpha)</name>
<author>Avius</author>
<targetVersion>0.17.0</targetVersion>
<description>Version 0.3

This mod force prisoners to work if Prisoner Interaction is set to "Work".
Prisoner must be fed, and rested, or he(she) will refuse to work. Currently prisoners can only cook, mine, cut plants, craft, haul, and clean.
Attention! He can run away if he mine a way out.

Prisoners need to be watched by wardens, or they will get lazy.

This is early alpha version, and it can be buggy.

To make prisoners work you must meet these conditions:
- Prisoner is safe, and don't need medical assistance.
- Prisoner don't need to recover from injury/sickness in bed.
- Prisoner can't escape.
- Prisoner can reach work (best way to do that is leaving open doors to work area).
- Prisoner is fed, and rested.
- Prisoner interaction is set to "Work" (no "Chat and Recruit", or "Friendly Chat").

Changelog:
0.3
- added work of Warden type that supervise prisoners
- prisoners will get lazy
- added version checker
- added stat laziness
- added "Work" prisoner interaction mode
0.2a
- added tutorial in "LearningHelper"</description>
</ModMetaData>
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1 change: 1 addition & 0 deletions About/PublishedFileId.txt
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9 changes: 9 additions & 0 deletions Defs/Job.xml
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<?xml version="1.0" encoding="utf-8"?>
<Defs>
<JobDef>
<defName>PrisonerSupervise</defName>
<driverClass>PrisonLabor.JobDriver_Supervise</driverClass>
<reportString>watching prisoner TargetA.</reportString>
<alwaysShowWeapon>true</alwaysShowWeapon>
</JobDef>
</Defs>
18 changes: 18 additions & 0 deletions Defs/ThinkTree.xml
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<?xml version="1.0" encoding="utf-8"?>
<ThinkTrees>
<ThinkTreeDef>
<defName>PrisonLabor_WorkThinkTree</defName>
<insertTag>Humanlike_PostDuty</insertTag>
<insertPriority>300</insertPriority>
<thinkRoot Class="PrisonLabor.ThinkNode_ConditionalIsForced">
<invert>false</invert>
<subNodes>
<li Class="ThinkNode_Priority">
<subNodes>
<li Class="PrisonLabor.JobGiver_Labor" />
</subNodes>
</li>
</subNodes>
</thinkRoot>
</ThinkTreeDef>
</ThinkTrees>
13 changes: 13 additions & 0 deletions Defs/Tutor.xml
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<?xml version="1.0" encoding="utf-8"?>
<Defs>
<ConceptDef Class="PrisonLabor.ConceptDef_PrisonLaborInstruction">
<defName>PrisonLabor</defName>
<label>Prison labor</label>
<priority>45</priority>
<needsOpportunity>True</needsOpportunity>
<highlightTags>
<li>ITab-Prisoner-Closed</li>
</highlightTags>
<helpText>You can force your prisoners to labor.\n\nTo do so you must select "No Interaction" option from "Prisoner" pane\n\nAlso, you must ensure your prisoners are fed and rested. You can check this in 'Needs' tab.\n\nPrisoners will work on orders and bills that are in allowed area.\nThey can only cook, mine, cut plants, haul and clean.\n\nHINT: If you put a stove in a prison cell make sure they can reach raw food.\n\nHINT: You can let prioners moving through doors by leaving them open.</helpText>
</ConceptDef>
</Defs>
20 changes: 20 additions & 0 deletions Defs/Tutorials/Tutor.xml
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<?xml version="1.0" encoding="utf-8"?>
<Defs>
<ConceptDef Class="PrisonLabor.ConceptDef_PrisonLaborInstruction">
<defName>PrisonLabor</defName>
<label>Prison labor</label>
<priority>45</priority>
<needsOpportunity>True</needsOpportunity>
<highlightTags>
<li>ITab-Prisoner-Closed</li>
</highlightTags>
<helpText>You can force your prisoners to labor.\n\nTo do so you must select "Work" option from "Prisoner" pane\n\nAlso, you must ensure your prisoners are fed and rested. You can check this in 'Needs' tab.\n\nPrisoners will work on orders and bills that are in allowed area.\nThey can only cook, mine, cut plants, haul and clean.\n\nHINT: If you put a stove in a prison cell make sure they can reach raw food.\n\nHINT: You can let prioners moving through doors by leaving them open.</helpText>
</ConceptDef>
<ConceptDef>
<defName>LazyPrisoner</defName>
<label>Lazy Prisoner</label>
<priority>100</priority>
<needsOpportunity>True</needsOpportunity>
<helpText>One of yours prisoners got lazy.\nHe won't work any longer, unless he get motivated.\nMake sure you have enough wardens (check "Work" tab), or draft one of your colonist and order him to stand around your prisoners.</helpText>
</ConceptDef>
</Defs>
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