Difference between revisions of "Prisoner"

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(Added text about nutrient paste dispenser.)
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====Gets food====
 
====Gets food====
Wardens will provide food to the prisoner if available.
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Wardens will provide food to the prisoner if available. When this option is unchecked the prisoner may get their own meals from a [[nutrient paste dispenser]], if one is accessible and stocked.
  
 
====Doctors care====
 
====Doctors care====

Revision as of 16:53, 14 November 2015

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Pawns Menu Character Properties Character Types
Character Types Colonists Animals Mechanoids Prisoners Raiders Visitors

Prisoners are people who have been taken captive by a Colonist. They are unable to leave their prison room and can only use facilities (such as a food dispenser or equipment rack) on their own if they are placed inside the prison cell, therefore its a bad idea to build a weapon rack in the prison cell, and a good idea to build a food dispenser in the prison cell, because then the prisoners can feed themselves which gives the colonist times to do more important things than hauling food. You should also notice that your colonists won't interact with objects in the prisoners cell, so if you turn e.g. a recently mined out iron ore vein into a cell, but there is still some metal on the ground, your colonist won't haul it.


Taking a Prisoner

In order to take a prisoner, the following must be present:

- An area that you want the prisoner(s) to stay.

- A bed or sleeping spot for the prisoner(s) to sleep on. (In order to make it a prisoner's bed, you need to click the bed/sleeping spot and click the button that says "Set for prisoners". The bed will turn orange with an orange outline of the room indicating what will be considered a cell.)

First select the drafted colonist, then right-click the target to arrest, and select 'Try to arrest <name>'. This will order the colonist to chase after, then escort, the target person. This does not work on Raiders without incapacitating them first. Sometimes the target will 'refuse to be arrested' (with a top of screen message) and your colonist will not reattempt to capture the pawn unless you direct them to do so. While the colonist is drafted, their food and rest meters will decrease. This may cause a mental break to occur, at which point the colonist will drop the prisoner, who will attempt to escape if not incapacitated.

Hosting a Prisoner

A prisoner will require a bed or sleeping spot and food like a colonist or they may die. If the cell is broken, the prisoner will make an attempt to escape but can only be recaptured if the Taking a Prisoner conditions are met.

A solution to instantly meeting the conditions can be to convert one or more of the colonists bed (provided the colonist have a private room and eg. is not sleeping outside) into a prison bed, and if necessary add enough sleeping spots in the same room to house all prisoners, while the real prisons are being built.

Multiple prison beds can be built in the same prison room, so several prisoners can be held in one room for "compact prisoner storage", but if the door or wall is broken they will all escape at the same time.

Prisoners Interaction

Only wardens can interact with prisoners. How the warden(s) interact with the prisoner(s) is determined by the options selected in the Prisoner Interface. Other than the "Gets food", "Try to recruit", "Doctors care", and "Gets medicine" options, only one interaction in the Prisoner Interface may be selected at a time. If a prisoner is incapacitated, a doctor is required to feed the prisoner.

Gets food

Wardens will provide food to the prisoner if available. When this option is unchecked the prisoner may get their own meals from a nutrient paste dispenser, if one is accessible and stocked.

Doctors care

Your doctors will heal this prisoner.

Gets medicine

If doctors care is chosen doctors will use medicine if available to heal this prisoner.


No interaction

Wardens will not interact with the prisoner, causing no effect to mood.

Friendly chat

Wardens will have a conversation with the prisoner, causing an increase in mood.

Chat and recruit

Wardens will try to convince the prisoner to join the colony, but will only succeed a certain percentage of the time, and only if the loyalty of the prisoner is above the recruitment threshold.

Release

This will release the prisoner giving +15 goodwill with the faction once they leave the map. However you will receive no goodwill bonus from releasing the prisoner if the current goodwill level with the faction is -50 or worse.

Releasing an arrested colonist will have them rejoin your colony.

Note: Colonists are unable to release a prisoner who is incapacitated; you either have to heal them before releasing them, or simply kill them.

Execution

The warden will kill the prisoner, causing a -8 mood debuff for the entire colony (10.0 days).

Unwanted Prisoners

There are many ways to 'get rid of' unwanted prisoners.
*Has a negative impact on one or more of your colonists.

Organ removal*
You can remove one kidney and lung without prisoner dying, so these are freebies, but removing anything more than that will kill them in process. Killing a prisoner in this way will give all colonists a negative mood modifier.
Starvation
Set 'gets food' to the false (x) and wait.
Selling To Slaver*
If combined with organ removal this gets you the most silver. Selling a prisoner will give all colonists a negative mood modifier.
Heat Or Cool Room To Hostile Temperature
"Would you rather burn to death or freeze to death ;)"
Execution*
The execution in the prisoner interaction menu allows this. Killing a prisoner in this way will give all colonists a negative mood modifier.
Release
Can be the best option as you get free goodwill without negative mood effects.
Manually killing them
You can draft a soldier and order them to kill the prisoner by clicking b and selecting the prisoner.