RimWorld

RimWorld

How to release my (colonist-)prisoner?
She was starting fires (was in a happy mood, no idea why) so I arrested her. But how do I release her the next day?

I tried to open the door (she will escape) and right clicking her with a warden in both draft and non-draft mode. No option.

How do I do this? Or is there a predefined fixed time for this?
Last edited by Squirting Elephant; Feb 15, 2017 @ 7:14am
< >
Showing 1-15 of 17 comments
Brassqund Feb 15, 2017 @ 7:21am 
You wanther her as colonist or you want her to quit your colony?
Delthea Feb 15, 2017 @ 7:24am 
The best option you have for weeding out bad colonists is euthanizing them. it's a small mood penalty for those not related to the pawn.

I think there might also be some bug where you can make a caravan with the pawn, send 'em off, set up a new colony, then abandon the colony to make him disappear or something like that? If that's your sort of thing, you might wanna look it up.
Lawlzer Feb 15, 2017 @ 7:24am 
Click on her, then in one of the tabs (prisoner I beliebe) you can set her to be released.
Originally posted by AFK (Lawlzer):
Click on her, then in one of the tabs (prisoner I beliebe) you can set her to be released.
Thanks.

She seems to have the pyromaniac trait... But I need her so I'll just imprison her whenever it is required I guess. I just hope the frequencies won't get worse. Even a few hours/night in prison solve the problem at the cost of a prison debuf.
Last edited by Squirting Elephant; Feb 15, 2017 @ 7:27am
Delthea Feb 15, 2017 @ 7:29am 
I thought releasing an imprisoned colonist simply allowed them back onto the team? That's actually really nifty if I'm wrong.
Lawlzer Feb 15, 2017 @ 7:30am 
Originally posted by Squirting Elephant:
Originally posted by AFK (Lawlzer):
Click on her, then in one of the tabs (prisoner I beliebe) you can set her to be released.
Thanks.

She seems to have the pyromaniac trait... But I need her so I'll just imprison her whenever it is required I guess. I just hope the frequencies won't get worse. Even a few hours/night in prison solve the problem at the cost of a prison debuf.
OH! WAIT WAIT
Lawlzer Feb 15, 2017 @ 7:33am 
I missread that , and thiught it was a prisoner you didn't want. Sorry!
You have to re-recruit them, if someone is going crazy I'd reccomend forcing colonists to unarmed-melee them, due to low-death chance from that.
My question is already solved but here is what happened/I did:
- While everyone was sleeping, and while she was happy, she started going on a 'pyromania spree'.
- I woke someone up, put out fires, but there was no end to it.
- Woke 2 others up, arrested her with 3 colonists around her, she went willingly (she was one of the few armed colonist so phew).
- next morning I clicked on her > prisoner tab > release prisoner and clicked on the warden to force the action right away. She is now fully okay again but 4 colonists have disturbed sleep and 1 has a prison debuf...

Doesn't seem to be anything against those traits. Just NEVER invite junkies and pyromaniacs into your colony unless you are desperate. I also have an addicted one... So I locked all my chemicals like wake-up into a small storage with a locked door. Didn't had an addiction problem ever since :)
Brassqund Feb 15, 2017 @ 7:49am 
Originally posted by Squirting Elephant:
My question is already solved but here is what happened/I did:
- While everyone was sleeping, and while she was happy, she started going on a 'pyromania spree'.
- I woke someone up, put out fires, but there was no end to it.
- Woke 2 others up, arrested her with 3 colonists around her, she went willingly (she was one of the few armed colonist so phew).
- next morning I clicked on her > prisoner tab > release prisoner and clicked on the warden to force the action right away. She is now fully okay again but 4 colonists have disturbed sleep and 1 has a prison debuf...

Doesn't seem to be anything against those traits. Just NEVER invite junkies and pyromaniacs into your colony unless you are desperate. I also have an addicted one... So I locked all my chemicals like wake-up into a small storage with a locked door. Didn't had an addiction problem ever since :)
Pyromania spree stop by himself after a time.
When I have to do iy, I simply drawned someone and keep
him near the pyro one. When the pyro draw his weapon, that mean he
is going to make a fire so I put the drawed pawn near where the pyro point
and will beat up the fire before it does even 1 of damage.

I do that until his spreed is done and go back as normal after that.
BlackSmokeDMax Feb 15, 2017 @ 7:57am 
Originally posted by Squirting Elephant:
So I locked all my chemicals like wake-up into a small storage with a locked door. Didn't had an addiction problem ever since :)

Locked door won't matter if they go into a binge. They ignore locked door status at that point. The only way to truly hide drugs from pawns that will go after them in a break is behind a built wall. Which of course is a real PITA.
You are right... I just saw her do it again... Okay that is even more annoying than pyromania...
Brassqund Feb 15, 2017 @ 8:42am 
Originally posted by Squirting Elephant:
You are right... I just saw her do it again... Okay that is even more annoying than pyromania...
That's why I never get drugs in my colony.
Also, except if you use mod, you didn't "lock" the door.
You forbid it.
This is not the same thing :p

If all your drugs are in the same room and there is nothing else there,
you can always put a wall to block the door.
Zhorge Feb 15, 2017 @ 8:51am 
Pyro's aren't that bad as long as they're on the day-shift. With a dozen other colonists to put out fires plus foam poppers near all the critical equipment there's generally no issue. My current game has a pyro who goes off at least once a season. Has yet to wreck a single thing.

Now a night-owl pyro can be a problem. But I tend to only take night owls that are otherwise very stable. Especially if they're psychically deaf or have the optimist trate.
Bryan=0101 Feb 15, 2017 @ 9:47am 
Originally posted by Zhorge:
Pyro's aren't that bad as long as they're on the day-shift. With a dozen other colonists to put out fires plus foam poppers near all the critical equipment there's generally no issue. My current game has a pyro who goes off at least once a season. Has yet to wreck a single thing.

Now a night-owl pyro can be a problem. But I tend to only take night owls that are otherwise very stable. Especially if they're psychically deaf or have the optimist trate.
Don't imprison so this
LIMP BISQUICK Feb 15, 2017 @ 11:47am 
Prisoner tab, select release. If I want that person gone asap then I make them a prisoner, and open the door for them to escape.

Pyros aren't hard to deal with. I usually just draft another colonist and follow the pyro. when the pyro set fire I undraft the colonist and they will automatically stomp the fire out. Then repeat. The fires don't spread, no one gets hurt, and it's pretty fast process. I don't recommend making them a prisoner if you're planning on keeping them.
< >
Showing 1-15 of 17 comments
Per page: 1530 50

Date Posted: Feb 15, 2017 @ 7:13am
Posts: 17