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From my limited experience: always individual rooms. (but you figured that out already as well.)
Other than that, I tend to put my prison cells fairly centrally located, near areas where there's a high chance some of my colonists will be close by at all times. And when one tries to break out, I draft the nearest pawn or two and make them melee attack the prisoner rather than gun them down.
Haven't had any major trouble yet like that, but then I do tend to have only 1 or 2 prisoners at a time and significantly more than 6 colonists.
Normally every single prisoner you have makes a check like every day to see if they are going to escape or not, so having 4 prisoners means you are 4 times as likely to get a prison break event as having only 1. When one of them triggers a break, every prisoner in the same room as them is included in the break event, if you have them in separate rooms then there's only a chance the other prisoners will join. So to minimize prison breaks you want to keep prisoner number low, and keep them separated, but you can never reduce it to 0% and it's always going to be a regular event to prepare for.
I think the biggest mistake you made was you used guns to deal with those prisoners. When a prison break happens involving prisoners I want to recruit, the first thing I do is start dropping weapons so I can send my colonists in with bare-hands to safely down those prisoners. Clubs/maces are also an option if you feel you need a weapon to keep the upper hand. Blunt damage doesn't cause internal damage or infections.
They might also appreciate a nice statue in their cell to look at. Generally I put the ones dealing with murder, enslavement of my enemies or organ murder in their cells to really make them appreciate the accommodations I have been giving them.
Making an air vent might also help. I always put my barn in the center of my prison cells and ventilate the air flow into the barn. The barn is heated and cooled because I am not a monster but I do not provide air fresheners so the prison cells always have a faint aroma of ♥♥♥♥♥♥♥♥ in them. And if they try to escape they are greeted with witnessing the dirtiest floors they have ever seen in their lives... and also the gnashing of my wolves' teeth.
Oh. And I have someone feed them every do often. They get cranky when they're hungry.
As for guns I tend to use range weapons to prevent any of my pawns from getting injured, and in one case there was only one pawn nearby with an assault rifle versus 4 of them, I didnt want to risk them.
I thought about placing turrets in there but I didnt want explosions if they destroyed it and it would have been a constant power drain.
I had a table in the main room they were all staying, didn't have any in the individual rooms yet. I would have also used a statue but I haven't started with making them yet. Also I didnt even realize I had forgotten to place the air vents, thanks for mentioning that lol
Well then, that pool table and chess table are doing nothing for your prisoners other than adding to room score. Like I said they have no recreation stat and will not use recreation objects.
The thing with breakouts is the prisoners don't have weapons either, as long as you don't give them access to any, so if you send a single colonist in to stand in a choke point and punch away until other colonists arrive, there's minimal risk for injury. Move the door to your prison so it's much further away from the exit from your base so you have more time to react and send your guys in.
Whoa, whoah there.
You tryin' be a good person or something?
How dare you utter "prison" and "recreation" in the same sentence.
1. Never get outnumbered. Unless you're trying to recruit literally any and every pawn you come across this shouldn't be an issue.
2. Build the prison in a smart place. Central, so they can't run, far away from weapons. Construct it so they only have one place to run... then secure that place.
3. Station your 'guards'. Keep night shifts and day shift pawn bedrooms nearby so you can always respond no matter when they break. Maybe keep shelves in those rooms with wooden maces. Just make sure you can get to the weapons before they can...
4. If all else fails keep wooden traps in place on the route you think they will run. They will slow them down enough you can get to them easily. Sometimes they even turn around and try to break a wall after hitting a trap which gives PLENTY of reaction time.
I've never had much of a concern with these in mind. Even when they breakout in the middle of a raid the traps are usually sufficient. Might have to switch to guns for them tho
I broke rule 1 when I downloaded simple slavery. I have way too many prisoners.
I tend to have a lot of prison breaks. If they're healthy, comfy, and have numbers, they will attempt breakouts. If I'm worried about converting them into colonists and don't want to murder them, I had found a mod for a tranquilizer gun and I use those. Now I *could* use those gund for most everything.. but they feel a teeny bit OP. With Cassandra and my urge for more colonists I need them though because as the softcap on colony # gets blown out of the water they die from broken toes. A couple of colonists carrying tranq guns seems to stop the insta-death, and those are all the rallied colonists who function as prison guards.
This is my current setup, though I will likely create a separate outbuilding eventually. (most of my maps I build modularly like this.) https://steamcommunity.com/sharedfiles/filedetails/?id=1807182502
So its just - hospital, barracks, toilet (dubs bad hygeine is running). The only "entertainment" my prisoners get is if I'm feeling mean I'll give prisoner lovers a double bed, and the pregnancy and children mod I have on can lead to babies being born in jail.