Skip to content

Commit

Permalink
version 1.5.1 (#270)
Browse files Browse the repository at this point in the history
  • Loading branch information
Hazzer authored Jun 20, 2024
1 parent b84e040 commit 85c4940
Show file tree
Hide file tree
Showing 14 changed files with 14 additions and 6 deletions.
Binary file modified 1.5/Assemblies/PrisonLabor.dll
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file modified 1.5/Kijin/Assemblies/PrisonLaborKijinCompatibility.dll
Binary file not shown.
Binary file modified 1.5/Quarry/Assemblies/PrisonLaborQuarryCompatibility.dll
Binary file not shown.
Binary file modified 1.5/Therapy/Assemblies/PrisonLaborTherapyCompatibility.dll
Binary file not shown.
2 changes: 1 addition & 1 deletion About/About.xml
Original file line number Diff line number Diff line change
Expand Up @@ -36,7 +36,7 @@
</modDependencies>

<description>
Version 1.5.0
Version 1.5.1

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 Down
2 changes: 1 addition & 1 deletion README.md
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,7 @@
</p>
<p align="center">
<a href="https://github.com/Aviuz/PrisonLabor/releases">
<img src="https://img.shields.io/badge/version-1.5.0-orange.svg?style=flat" alt="v1.5.0" />
<img src="https://img.shields.io/badge/version-1.5.1-orange.svg?style=flat" alt="v1.5.1" />
</a>
</p>

Expand Down
7 changes: 6 additions & 1 deletion Source/Core/Interrogation/Ritual/NonColonyPrisonerRole.cs
Original file line number Diff line number Diff line change
Expand Up @@ -17,7 +17,7 @@ public override bool AppliesToPawn(Pawn p, out string reason, TargetInfo selecte
{
return false;
}
if (p.IsPrisonerOfColony && !p.Faction.IsPlayer)
if (p.IsPrisonerOfColony && NonPlayerFaction(p))
{
PrisonerComp prisonerComp = p.TryGetComp<PrisonerComp>();
if (prisonerComp == null)
Expand All @@ -43,6 +43,11 @@ public override bool AppliesToPawn(Pawn p, out string reason, TargetInfo selecte
return false;
}

private bool NonPlayerFaction(Pawn p)
{
return p.Faction == null || !p.Faction.IsPlayer;
}

private void PrepareReason(string baseReason, bool skipReason, out string reason)
{
reason = skipReason ? null : baseReason;
Expand Down
3 changes: 2 additions & 1 deletion Source/Core/Meta/Version.cs
Original file line number Diff line number Diff line change
Expand Up @@ -90,6 +90,7 @@ public enum Version
v1_4_7,
v1_4_8,
v1_4_9,
v1_5_0
v1_5_0,
v1_5_1
}
}
4 changes: 2 additions & 2 deletions Source/Core/Meta/VersionUtility.cs
Original file line number Diff line number Diff line change
Expand Up @@ -5,8 +5,8 @@ namespace PrisonLabor.Core.Meta
{
public class VersionUtility
{
public const Version versionNumber = Version.v1_5_0;
public const string versionString = "1.5.0";
public const Version versionNumber = Version.v1_5_1;
public const string versionString = "1.5.1";

public static Version VersionOfSaveFile { get; set; }

Expand Down
2 changes: 2 additions & 0 deletions changelog.txt
Original file line number Diff line number Diff line change
@@ -1,4 +1,6 @@
Changelog:
1.5.1
- Interrogation fix for prisoners without faction
1.5.0
- Update for Rimworld 1.5
- Almost all of mod's prisoner interactions were removed
Expand Down

0 comments on commit 85c4940

Please sign in to comment.