If you need to capture a pawn, then sleeping spots can be used to instantly create a prison and bed space anywhere indoors. This includes transport pod crashes, if they happen to be part of an existing faction. If you attempt to capture a pawn from a neutral or allied faction, the faction will immediately turn hostile. Arrests will not end the run wild or catatonic breakdown mental breaks. This mood penalty will not occur if the colonist is instead re-recruited. When released, colonists will get the −6 Was imprisoned moodlet for 12 days. This immediately ends most mental breaks, without catharsis. ![]() Colonists can be captured even during a mental break, except for berserk.Pawns with the dead calm gene always have a 100% success chance, regardless of arrester stats, and thus will never go berserk when arrested. If the arrest fails, the target will go berserk. Arrest success chance largely depends on Social skill, but is negatively affected by Manipulation penalties. The chance of success depends on their Arrest Success Chance, and will be displayed on the prompt. The colonist will then walk up to the target and attempt a capture. To arrest a colonist, guest, ally, or slave, you need to draft a colonist and select the target to capture.Raiders in particular have a chance to die whenever they are downed from pain but not other causes, such as psychic shock lance, blood loss, etc.Raiders, berserk pawns, and former prisoners in a prison break are unable to be captured directly.Select a colonist, and right click the future prisoner. Downed pawns can be captured with 100% success, without drafting a pawn.The gameplay steps required to capture a pawn depends on their state: 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). Enemies will also target prisoners if their factions are enemies. If the caravan enters a loaded map (such as an ambush), the prisoner will wander around idily, and may walk into the crossfire. When inside a caravan, the prisoner will never try and escape unless its part of a mental break. If they can walk, they can carry 35 kg worth of items, like your colonists. Unwavering loyalty can be disabled in the storyteller settings. They are otherwise the same as regular prisoners, including the ability to become a slave. In addition, they are unable to be converted to a different ideoligion. Unwaveringly loyal prisoners are unable to be recruited to your colony, and do not have resistance to lower. Colonists assigned to either Warden or Doctoring can feed a prisoner in medical rest. A prisoner's medical settings, as well as defaults for all prisoners, can be adjusted in their Health tab.Ĭolonists assigned to Warden can interact with a prisoner in multiple different ways, including delivering food and recruitment. Otherwise, wardens will bring any food allowed by their food restrictions. Mobile prisoners can use a nutrient paste dispenser that faces into their prison. They eat the food with the best mood buff that they can reach, ignoring food restrictions. A prisoner that can move will wear the most comfortable clothing placed in their cell. While inside your colony, they will try to leave if there is an opening, such as a hole in the wall or a held open door, including if it is held open because of an item inside. ![]() Prisoners cannot open doors if not undergoing a prison break. ![]() Prisoners retain their faction allegiance imprisoned colonists who are released will immediately rejoin the colony, while other prisoners will try and leave the map. They are confined to their cell, and will not do work. This includes a need for food and the chance for mental breaks. They have no Recreation needs, but all other needs and most moodlets apply to them. Prisoners "neutral" will have a want to escape if they'll healthy but if they're "content" i'm pretty sure they rarely escape.Prisoners are ordinary pawns under restraint. Don't put your prisoners next to your armory or give them an easy escape route. It's a easy mechanic to deal with.ĭon't use prison barracks use prison bedrooms only (so only one prisoner will be able to break out). Prisoner breaks are part of the vanilla game. I have already killed about half of my prisoners because of this. Which is quickly becoming impossible with all these breaks. And to finish it all off, the more relaxed and comfortable they are the higher chance you have of a break? Shouldnt it be the other way around?! Im attempting to have a prison colony build. I could see if they try to break down the doors, but they magically get to bypass every locked door in your entire base? Also, the only way to stop it is by killing about half of them. Originally posted by AnEnticingSquid:Are they part of the base game? Or are they part of a mod? Because I cant stand this mechanic.
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