// Management · RimWorld Mod

Prisoner Sentencing

Stop micromanaging your prisoners.

Stop micromanaging your prisoners.

Every colony ends up with captives and no proper plan for them. Prisoner Sentencing gives each prisoner a sentence - a simple label that tells your wardens how to handle them automatically. It also tracks break risk for every prisoner. By default, high-risk prisoners attempt prison breaks more often. You can turn this off and keep break risk display-only if you prefer.

13 Sentence Types

Some sentence types require DLC or supported mods and are hidden when unavailable. Awaiting Judgement - fresh capture. Wardens maintain only until you decide. Temporary - hold for 2, 3, 7, 14, or 30 days, then release. Former colonists rejoin; enemy prisoners are escorted off-map. Useful for cooling off colonists after a mental break. Subdue - wardens reduce resistance through conversation, then release once broken. Former colonists rejoin; enemies walk free. Shows live resistance in the Prisoner Sentencing tab. Organ Harvest (lethal) - queues organ harvests using your harvest profile and quotas, with fatal organs last. By default, lethal harvest guarantees death. Sends a letter when finished. Organ Harvest (non-lethal) - harvests only organs this prisoner can survive losing, including checks for missing paired organs like lungs and kidneys. Hemogen Farm (Biotech) - doctors extract hemogen packs safely and keep the prisoner alive for repeat extraction. Hidden without Biotech. Life Sentence - permanent imprisonment. Wardens maintain only. No release unless you execute them or manually change the sentence. Labour (Prison Labor) - assigns prisoners to Prison Labor work. Hidden without Prison Labor. Exile - release once healthy enough to leave. Execution - sets Execution interaction and blocks chat, convert, and enslave jobs. Optional auto-harvest before executing can salvage safely removable organs first. Enslave - sets Enslave interaction and blocks execution or release. Recruit - sets Recruit interaction and blocks execution or release. With Ideology, wardens can convert first, then recruit. Salvage Augments - recovers a prisoner's bionics, archotech parts, and implants as items, then leaves them alive to be re-sentenced. Only appears for prisoners who actually have something recoverable.

Prisoner Sentencing Tab

A dedicated bottom-bar tab shows all prisoners at a glance:
  • Name
  • Sentence - click to change. Colour-coded accents or minimalist greyscale. Shows countdowns, resistance, and organ harvest info where relevant.
  • Best Skill - highest skill name and level for quick evaluation.
  • Origin - where the prisoner came from.
  • Food Policy - set per prisoner, or use Set all to point every prisoner at one policy.
  • Medical Care
Mass-assign unlocked prisoners from the Sentence header, lock individual prisoners from bulk changes, and use the gear button for quick settings without leaving the tab.

Smart Auto-Sentencing Rules

Create IF-THEN rules that sentence new prisoners on capture. Rules run top-to-bottom, and the first match wins. Conditions include: skills, traits, race, xenotype, gender, age, title, psycaster, health, pregnancy, resistance, will, unrecruitable status, prisoner count, colony count by xenotype/race/trait/title, passions, bionics/archotech parts, Prison Labor work skill, and more. Multi-condition rules let you chain up to 8 conditions. Choose ALL for AND logic or ANY for OR logic. Examples:
  • Has Trait Pyromaniac OR Bloodlust → Execution
  • Skill ≥ Medicine 8 AND Is Healthy → Recruit
  • Has Bionic / Archotech → Salvage Augments
  • Crafting ≥ 8 OR Cooking ≥ 8 → Labour
Rules are fully editable. Add, delete, reorder, enable, disable, and check live match counts from Manage Rules.

Rule Presets

Save your full auto-sentencing rule setup as a named preset and load it in any colony. Presets are stored on disk, not inside your save. You can also export and import presets through the clipboard, so setups can be shared with other players.

Organ Harvesting Tools

Organ harvesting can be customised from Mod Options or the Prisoner Sentencing tab gear menu.
  • Configurable harvest profiles
  • Per-prisoner harvest overrides
  • Lethal and non-lethal harvest sentences
  • Organ harvest quotas
  • Vanilla and EPOE-Forked part support
  • Re-queue tools for existing Organ Harvest prisoners
Quotas are optional and off by default. Set target organ stock levels, and prisoners only supply what your colony is short on.

Break Risk System

Every prisoner gets an estimated break risk percentage based on traits, resistance, health, prison conditions, and optional sentence modifiers.
  • Dangerous traits increase risk
  • Injuries and poor health reduce risk
  • Better doors and prison setup can reduce risk
  • Wardens nearby can reduce risk
  • Recaptured prisoners temporarily calm down
  • Quest prisoners are protected
By default, break risk affects vanilla prison break frequency. Turn off Enable prisoner escape attempts if you want the number shown but not used. If Sentences affect break risk is enabled, harsher sentences can raise break risk and Awaiting Judgement prisoners build anxiety over time. This setting is OFF by default.

Settings

Includes toggles for auto-sentencing, auto-setting prisoner interaction, alert letters, Ideology auto-convert, organ harvest visibility, harvest profiles, quotas, auto-harvest before execution, herbal-only auto-harvest, sentence colours, food policy column, inspect gizmo, quick settings, extended Temporary presets, break risk behaviour, escape attempts, Easy Mode, and critical risk alerts. Most settings are ON by default, with riskier or more optional features OFF by default.

Compatibility

Tested with Dubs Mint Menus, Numbers, Hospitality (Continued), More Slavery Stuff, Death-Sentence, Snap Out, Common Sense, Prison Labor, Better Pawn Control, Combat Extended, and all current DLC. Optional DLC integration includes:
  • Ideology - auto-convert before recruit and enslave, will conditions, and release conversion support.
  • Biotech - xenotype rules, pregnancy condition, and Hemogen Farm.
  • Royalty - title and psycaster rules.
  • Anomaly - security door break risk bonus.

Integrated Mod Support

  • Vanilla Skills Expanded - Critical and Natural Passion conditions appear automatically when VSE is loaded.
  • Mods that add new skills - supported automatically. New skills can appear in skill-based rules and Best Skill checks.
  • Prison Labor - adds the Labour sentence and work-skill rules when Prison Labor is loaded.
  • Snap Out - adds a calming break-risk bonus after a successful Snap Out interaction, when Snap Out's "Enable calming prisoners" setting is turned on.
  • Better Pawn Control - detected in Mod Options, with a warning that herbal medicine settings may be re-applied during organ harvesting.
  • EPOE-Forked - supported by organ harvest profiles, quotas, and expanded harvest options.
Compatibility checker - supported compatibility mods are detected at startup and shown in Mod Options → Prisoner Sentencing → Compatibility. Known conflicts: Any mod that adds its own Prisoners main tab may need a compatibility patch.

Disclaimer

I will not hide the fact that AI helped during development. The mod has still been tested by me, and I hope it is useful to the people who choose to install it. Made with the help of AI and Modmixer. Mod - v2.11