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边缘真香Prisoner Good Treat Voluntary Join

I. Progress Requirements & Calculations The total progress required depends on the prisoner's "A-Value" (the sum of their Will and Resistance). The higher the A-Value, the more progress is needed. The system uses a fixed conversion ratio that caps the maximum waiting time at approximately 6 days, ensuring you aren't waiting indefinitely. Reducing a prisoner's Resistance or Will via vanilla methods will automatically lower their required A-Value. II. Progress Gains & Losses Progress is calculated once every 24 hours (60,000 ticks). Changes depend on the prisoner’s traits and mood. 1. Base Rules (By Personality Type) Malicious (Psychopath, Pyromaniac, Bloodlust, Cannibal): Mood > 50%: +0.5 progress/day. Mood < 35%: -0.25 progress/day. Mood 35%–50%: No change. Virtuous (Kind, Gay, Optimist, Sanguine): Mood > 50%: +1.0 progress/day. Mood < 35%: -0.5 progress/day. Mood 35%–50%: +0.25 progress/day. Neutral (All others): Mood > 50%: +0.75 progress/day. Mood < 35%: -0.75 progress/day. Mood 35%–50%: No change. 2. Additional Modifiers Masochist Bonus: If the prisoner is a Masochist, they gain extra progress based on their pain level (stacks with base rules): Pain > 80%: +1.0/day Pain 40%–80%: +0.75/day Pain 15%–40%: +0.5/day Pain 1%–15%: +0.25/day Mental Break Penalty: If the prisoner suffered a mental break within the last 24 hours, all progress changes (gains or losses) are halved. III. Completing Recruitment Once the target progress is met, an Orange Envelope will appear. Accept: The prisoner joins your colony immediately. Reject: The prisoner remains a prisoner; the envelope will reappear once progress targets are met again. Outcome: Success grants a mood buff to the new colonist; rejection results in a corresponding mood debuff. Gemini said Here is the English translation of the mod description, formatted for clarity and technical accuracy suitable for the RimWorld community. RimWorld Mod: Flexible Prisoner Recruitment By providing high-quality hospitality, prisoners will eventually request to join your colony once their mood remains high for a certain duration. A notification envelope will appear, allowing you to accept, reject, or postpone their request. This mod introduces a more dynamic recruitment system. Instead of relying solely on the vanilla recruitment success rate, it calculates progress based on the prisoner’s traits, mental state, and health. Once enough progress is gathered, you can recruit them directly—even "Unwaveringly Loyal" pawns. Note: This mod may lean towards the "overpowered" side (balanced for fun/convenience). Use with caution! I. Progress Requirements & Calculations The total progress required depends on the prisoner's "A-Value" (the sum of their Will and Resistance). The higher the A-Value, the more progress is needed. The system uses a fixed conversion ratio that caps the maximum waiting time at approximately 6 days, ensuring you aren't waiting indefinitely. Reducing a prisoner's Resistance or Will via vanilla methods will automatically lower their required A-Value. A-Value (Will + Resistance) Conversion Ratio Max Wait Time < 10 3.0 ~3 days 10 – 20 4.9 ~4 days 20 – 30 6.4 ~4.5 days 30 – 40 7.9 ~5 days 40 – 50 9.3 ~5.5 days 90 – 100 15.0 6 days > 100 18.5 6+ days II. Progress Gains & Losses Progress is calculated once every 24 hours (60,000 ticks). Changes depend on the prisoner’s traits and mood. 1. Base Rules (By Personality Type) Malicious (Psychopath, Pyromaniac, Bloodlust, Cannibal): Mood > 50%: +0.5 progress/day. Mood < 35%: -0.25 progress/day. Mood 35%–50%: No change. Virtuous (Kind, Gay, Optimist, Sanguine): Mood > 50%: +1.0 progress/day. Mood < 35%: -0.5 progress/day. Mood 35%–50%: +0.25 progress/day. Neutral (All others): Mood > 50%: +0.75 progress/day. Mood < 35%: -0.75 progress/day. Mood 35%–50%: No change. 2. Additional Modifiers Masochist Bonus: If the prisoner is a Masochist, they gain extra progress based on their pain level (stacks with base rules): Pain > 80%: +1.0/day Pain 40%–80%: +0.75/day Pain 15%–40%: +0.5/day Pain 1%–15%: +0.25/day Mental Break Penalty: If the prisoner suffered a mental break within the last 24 hours, all progress changes (gains or losses) are halved. III. Completing Recruitment Once the target progress is met, an Orange Envelope will appear. Accept: The prisoner joins your colony immediately. Reject: The prisoner remains a prisoner; the envelope will reappear once progress targets are met again. Outcome: Success grants a mood buff to the new colonist; rejection results in a corresponding mood debuff. IV. How to Use Capture: Simply down and capture prisoners as usual. The mod automatically begins tracking data. Monitoring Progress: Currently, there is no custom UI. To check progress, press F4 to open the Debug Log and search for the keyword "边缘真香". This will show the prisoner's name, mood, current progress, daily change, and classification. Maintenance: Focus on keeping their mood high. If a prisoner escapes and is recaptured, their progress resets to zero. V. Technical Details Update Intervals: Will/Resistance values update every 0.5 days (30k ticks). Pain and recruitment progress update every 1 day (60k ticks). Save Compatibility: Progress is saved within your save file. Safe to add mid-game, but removing it mid-save is not recommended. Performance: Long detection intervals ensure minimal impact on TPS/Performance. Known Issues: High mood does not currently prevent escape attempts (pair with other mods for this). Bugs may exist in early versions; please report them in the comments. Update (Mar 29): New Feature: When a prisoner submits a request to join your colony, their culture will automatically be converted to match your colony's culture. This feature is DLC-safe and will not affect players without the Ideology DLC. The mod includes a built-in check to automatically disable the culture conversion feature if the DLC is not active. We've prioritized maximum compatibility and minimized prerequisites, ensuring this mod works seamlessly for all players—whether you own the DLC or not.

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Harmony

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