Difference between revisions of "User:Hordes/Prisoner"

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*[[Downed]] pawns can be captured with 100% success, without drafting a pawn. Select a colonist, and right click the future prisoner.
 
*[[Downed]] pawns can be captured with 100% success, without drafting a pawn. Select a colonist, and right click the future prisoner.
 
*[[Raider]]s, [[berserk]] pawns, and former prisoners in a  [[prison break]] are unable to be captured directly. They must first be [[downed]]. Raiders in particular have a chance to die whenever they are downed from [[pain]].
 
*[[Raider]]s, [[berserk]] pawns, and former prisoners in a  [[prison break]] are unable to be captured directly. They must first be [[downed]]. Raiders in particular have a chance to die whenever they are downed from [[pain]].
*To ''arrest'' a colonist, [[slave]]{{IdeologyIcon}}, guest, or ally, you need to [[draft]] a colonist and select the target to capture. The colonist will then walk up to the target and attempt a capture. The chance of success depends on their [[Social]] skill. If it fails, the target will go [[berserk]]. Colonists can be captured even during a [[mental break]], except for [[berserk]] and run wild.
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*To ''arrest'' a colonist, [[slave]]{{IdeologyIcon}}, guest, or ally, you need to [[draft]] a colonist and select the target to capture. The colonist will then walk up to the target and attempt a capture. The chance of success depends on their [[Social]] skill. If it fails, the target will go [[berserk]]. Colonists can be captured even during a [[mental break]], except for [[berserk]].
  
 
If you attempt to capture a pawn from a neutral or allied [[faction]], the faction will immediately turn hostile. Note that [[transport pod]] crashes can be either unaffiliated, or be with an existing faction.
 
If you attempt to capture a pawn from a neutral or allied [[faction]], the faction will immediately turn hostile. Note that [[transport pod]] crashes can be either unaffiliated, or be with an existing faction.

Revision as of 20:06, 23 November 2022

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Prisoner preview.png

Prisoners are people who have been taken captive. This usually includes raiders, but colonists can be imprisoned too.

Capturing prisoners

In order to capture any prisoner, you need a valid prison, which is enclosed and has an open bed or sleeping spot (See #Prisons below).

The gameplay steps required to capture a pawn depends on their state:

  • Downed pawns can be captured with 100% success, without drafting a pawn. Select a colonist, and right click the future prisoner.
  • Raiders, berserk pawns, and former prisoners in a prison break are unable to be captured directly. They must first be downed. Raiders in particular have a chance to die whenever they are downed from pain.
  • To arrest a colonist, slaveContent added by the Ideology DLC, guest, or ally, you need to draft a colonist and select the target to capture. The colonist will then walk up to the target and attempt a capture. The chance of success depends on their Social skill. If it fails, the target will go berserk. Colonists can be captured even during a mental break, except for berserk.

If you attempt to capture a pawn from a neutral or allied faction, the faction will immediately turn hostile. Note that transport pod crashes can be either unaffiliated, or be with an existing faction.

Prisons

Creation

A prison must be desiginated in a fully enclosed room, closed off with walls and other impassable objects like doors and coolers. Prisoners cannot be captured unless the prison is enclosed, and mobile prisoners will walk of out the map if an opening exists.

In order to actually form a prison, at least 1 bed or sleeping spot must be placed. Selecting the bed allows you to "Set for Prisoners". Colonists and slavesContent added by the Ideology DLC may not share the same room as a prisoner; when 1 bed is set to prisoners, all beds will be converted to prison beds. The beds will turn orange to signify this, and the whole room gains an orange outline when selected. In order to actually capture a prisoner, there must be an open sleeping area for them to stay.

General

A prison is called a prison cell if there is 1 bed available, or a prison barracks if there are multiple beds.

Prisoners can only use items that are in their cell. Food, beds, and nutrient paste dispensers placed inside a prison are reserved for prisoner use. While a colonist can be ordered to eat food placed in a prison cell, they will not automatically do so.

Summary

Prisoners are ordinary pawns. They have no Recreation or Outdoors need, but all other needs and most moodlets apply to them, including the chance for mental breaks. They are confined to their cell, and will not do work. Prisoners retain their faction allegiance; imprisoned colonists who are released will immediately rejoin the colony, while other prisoners will try and leave the map.

Colonists assigned to Warden can interact with a prisoner in multiple different ways, including recruitment. Colonists assigned to either Warden or Doctoring can feed a prisoner in medical rest. See #Interaction for more details.

Unwaiveringly loyal

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Interaction

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Resistance