RimWorld
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Restraints
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
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29 nov. 2018 à 22h54
24 mars à 13h33
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Restraints

Dans 1 collection faite par bdew
bdew's mods
52 objets
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 commentaires
P00TiZ 6 juil. à 6h36 
Can you please add an option to disable steel requirement?
Mur Derer 6 juil. à 2h26 
Nice indeed
麻奥萨玛 5 juil. à 20h59 
nice mod
Nepenthe 7 mai à 22h53 
@Madlark you should be able to remove the restrained hediff either with dev mode or a mod like Character Editor.
Madlark 28 avr. à 11h18 
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 mars à 15h34 
@Big Cheese How? I don't see the option
Big Cheese 16 févr. à 16h06 
@Nindrian Download Character Editor and change the ingredients needed to craft
Nindrian 4 oct. 2023 à 0h59 
Could you please make a medieval overhaul patch? As that mod takes away steel from the game.
盜愺 24 sept. 2023 à 2h36 
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 mars 2023 à 12h10 
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.