RimWorld

RimWorld

339 ratings
Restraints
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
501.787 KB
29 Nov, 2018 @ 10:54pm
24 Mar @ 1:33pm
9 Change Notes ( view )

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Restraints

In 1 collection by bdew
bdew's mods
52 items
Description
Adds ability to restrain prisoners and colonists from moving. A more humane version of cutting off both legs.

To restraint or free a pawn, select another pawn and right click the one you want to restrain/free.

Restraining costs 1 piece of steel and can be applied to your own colonists (that aren't in a mental break) or prisoners.

Restraining a pawn that isn't already downed has a high chance to have them go berserk.

Restraining will apply a -35 moodlet while restrained, and -30 for 5 days after removing the restraitns.

Requires HugsLib - https://steamproxy.net/workshop/filedetails/?id=818773962
87 Comments
P00TiZ 6 Jul @ 6:36am 
Can you please add an option to disable steel requirement?
Mur Derer 6 Jul @ 2:26am 
Nice indeed
麻奥萨玛 5 Jul @ 8:59pm 
nice mod
Nepenthe 7 May @ 10:53pm 
@Madlark you should be able to remove the restrained hediff either with dev mode or a mod like Character Editor.
Madlark 28 Apr @ 11:18am 
Anomaly-related bug (SPOILERS): if a prisoner is restrained then ghoulified, the resulting ghoul remains restrained and cannot be un-restrained because apparently some interactions with ghouls are forbidden by default. Removing the mod only causes the game to become confused - the ghoul is no longer resrtrained, but still "incapacitated" despite no injuries and "cannot walk":.
Bacon 31 Mar @ 3:34pm 
@Big Cheese How? I don't see the option
Big Cheese 16 Feb @ 4:06pm 
@Nindrian Download Character Editor and change the ingredients needed to craft
Nindrian 4 Oct, 2023 @ 12:59am 
Could you please make a medieval overhaul patch? As that mod takes away steel from the game.
盜愺 24 Sep, 2023 @ 2:36am 
Well... I can't seem to order a character to tie up a character with a nervous breakdown
Are you interested in adding some settings? please:steamthumbsup:
Evil Azrael 6 Mar, 2023 @ 12:10pm 
Just a guess, I have no modding experience. It seems that the issue is reserving the steel stack A pawn already carrying steel is unaffected, but pausing and giving two pawns the same command causes the first one to lose the command. In the debugger I see switching the stack from the first to the second.