RimWorld

RimWorld

Prisoner Exchange
32 kommentarer
Quartino 27 sep @ 2:44 
Any issues with adding this mod mid save?
qux 31 aug @ 10:54 
Hi, can you add translation keys for mod option please
Adda 16 aug @ 13:19 
What a wonderful idea for a mod. I think this could be further extended with a variant of the exchange quest where you get an information from a friendly faction that there is a (newly spawned) enemy outpost of said faction in the world nearby where a prominent figure of said faction resides. Like an official-type person or something. The quest is to go and capture this person, and only then initiate the release (basically, as soon as the person is captured and taken from the outpost (from the tile), the exchange quest for this captured official could be started).
Yakubian Tricknologist  [skapare] 15 aug @ 6:17 
no
stzzl 15 aug @ 2:29 
Does this also work for enslaved pawns?
Zestavar 8 aug @ 8:36 
No way, this is so niche i thought there would be no mod for it. Thanks bro :steamthis:
watersofchaos 4 aug @ 3:00 
what kind of tricknology is this
cringeybabey 2 aug @ 12:20 
praise yakub :steamhappy::steamhappy:
Yakubian Tricknologist  [skapare] 31 jul @ 2:59 
oops. fixed.
Nilran 30 jul @ 16:57 
70mb?
TheFirmMin 23 jul @ 11:18 
S tier picture for this mod
crampoes 17 jul @ 14:05 
wow! a quest that i will actually accept:steamhappy:
TSense 12 jul @ 2:45 
oh good, thanks.
Modlist go BEEG
Yakubian Tricknologist  [skapare] 11 jul @ 15:53 
yeah there's a settings menu. probably should have put that in the description.
TSense 11 jul @ 14:59 
pretty cool idea, but what exactly is "may receive"? Or "higher chance" if it is a faction leader?
Is there a way to change the numbers.
Kidnapping is already pretty rare (one guy close enough to raiders + not outright die or bleed out + not in range of my snipers) and I don't want to add to my oversized modlist for something that might not end up doing anything.

I would like it if the time WHEN the quest comes up is the biggest factor, like right the next day or if I have to wait a season (15 days), but not if the quest doesn't come up at all or not.

I suppose there is no config or easy-to-edit text file?
Yakubian Tricknologist  [skapare] 8 jul @ 9:33 
maybe some day. i already tore my hair out once trying to get the quest scripting to work.
llunak 8 jul @ 9:25 
EDIT: Thinking more about it, it should not be a responsibility of this mod to handle how factions treat the pawns they have kidnapped. I see that the mod properly checks a list of kidnapped pawns for factions, so scratch that part. It'd be still nice if the mod did more than just plain 1-to-1.
llunak 8 jul @ 0:59 
Can this be made to apply more logic to the exchange, such as pawn value or things like cannibals not being very likely to have a pawn around for long? This seems way simplistic if it's just 1-to-1 (and even harming the prisoner not making a difference).
Yakubian Tricknologist  [skapare] 6 jul @ 17:42 
nah just one for one. captured enemy faction leaders have a higher chance of triggering the event.
fyodord 6 jul @ 16:59 
Do this count pawn monetary values? Do I have to exchange 5 pawns in exchange of my kidnapped doomslayer?
Ragin' Ramen 20 jun @ 19:35 
add a chance influenced by the condition of the prisoner relased where they don't give back the kidnapped pawn (idk if this is possible)
THE TABLE 19 jun @ 3:43 
neat
Lama man 13 jun @ 2:11 
@Kirboh i do think it's safe to add to a new save
DisgracedDairy 12 jun @ 16:30 
Impossible.. A rimworld mod that follows the geneva convention?
Kirboh 12 jun @ 15:40 
Safe to add to a new save?
Sock 12 jun @ 15:16 
Genius
Yakubian Tricknologist  [skapare] 11 jun @ 0:38 
as long as they can walk off the map, yes
[岗] Señiorita woofers 10 jun @ 21:18 
Can you chop off all their limbs and harvest their organs before the exchange?
The Blind One 8 jun @ 8:54 
This is brilliant
qux 8 jun @ 1:42 
Very good idea thanks
N/A 7 jun @ 18:05 
@LZIM then you can trade all their bits for your pawn's bits
LZIM 7 jun @ 17:49 
what if you dont take prisoners as a rule since their meat and hides and bones are lucrative for trade and crafting materials.