RimWorld

RimWorld

Ojisan Feb 27, 2018 @ 4:51am
Can you keep your prison door shut?
I don't see any menu to keep the prison doors shut during prison break event.

Before B18, prisoners would have to destroy the door or at least attack the door to keep it open so that the colony will have time to gather up.
Now, they just open the door as if it's their own base. This is so annoying because I usually make my prison cell as a maze so that each door would keep them at bay.
Now that they just open, maze is just useless and to make a good maze it takes up too much space.

Is there any option or menu to keep the door shut as previous versions of this game? or if not, Does anybody know how to handle this well?
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Showing 1-12 of 12 comments
JoeDaTomato Feb 27, 2018 @ 4:58am 
This isn't new, it's been happening since A16 (at least).

Maybe you had a mod before that stopped it?
Ojisan Feb 27, 2018 @ 5:00am 
Originally posted by JoeDaTomato:
This isn't new, it's been happening since A16 (at least).

Maybe you had a mod before that stopped it?

Nope. last year was it? I had prisoners trying to break the door open. Now they are like nope, we can go in and out as our own base kinda stuff.
JoeDaTomato Feb 27, 2018 @ 5:34am 
Originally posted by Dreamer:
Originally posted by JoeDaTomato:
This isn't new, it's been happening since A16 (at least).

Maybe you had a mod before that stopped it?

Nope. last year was it? I had prisoners trying to break the door open. Now they are like nope, we can go in and out as our own base kinda stuff.
They could've been beserking. They will do that then, but the prison brake mechanics have been that way for a while
elipod Feb 27, 2018 @ 6:04am 
Prison break means: they stole the keys. Even worse version of that is Animal psychic pulser: your pets and farm animals become manhunting and they can open all doors.
Only way to stop them in both cases is to block all passge with temporary walls.
Ashardalon Feb 27, 2018 @ 8:17am 
both are an option, sometimes they break sometimes they steal a key and no doors stop them
bullets help
=(e)= Lemonater47 Feb 27, 2018 @ 9:28am 
Deadfall traps are great.

Or a turret right on the door.

But yeah I generally just make the prison a semi decent place to live. The happier they are the less likely they are to escape. Don't even need a big area. I got 8 beds, the smallest table, 2 chairs and a flowerpot shoved in a tiny space. They got some wiggle room between the door and the table but that's about it. They're happy with that. Got heating too of course. Freeze to death in the winter otherwise. I often take their gear and they never put much back on. Only enough to not be considered naked.
Astasia Feb 27, 2018 @ 11:00am 
Ever since the Prison Break event was added it has allowed escaping prisoners to open all doors. The event has never had them attack doors, ever.

Before the event was added you only had to worry about prisoners going berserk, which used to happen fairly often, and they would attack doors and break out of the prison area to attack your colonists. That is where the idea of having multiple doors comes from.

The prisoner break event is not based on prisoner mood, it's just a random roll. Each prisoner makes a roll every X ticks, meaning larger prisons will have breaks more often.
cstoneburner Feb 27, 2018 @ 11:08am 
I don't know how you feel about mods and haven't tested this (I am new to the game and have tested few so far) but it looks like it might help http://steamcommunity.com/sharedfiles/filedetails/?id=1157085076

If there are folks here who do use it, I'd love to know if it does work re: prision breaks.
Last edited by cstoneburner; Feb 27, 2018 @ 11:09am
=(e)= Lemonater47 Feb 27, 2018 @ 12:23pm 
Originally posted by Astasia:
Ever since the Prison Break event was added it has allowed escaping prisoners to open all doors. The event has never had them attack doors, ever.

Before the event was added you only had to worry about prisoners going berserk, which used to happen fairly often, and they would attack doors and break out of the prison area to attack your colonists. That is where the idea of having multiple doors comes from.

The prisoner break event is not based on prisoner mood, it's just a random roll. Each prisoner makes a roll every X ticks, meaning larger prisons will have breaks more often.

You sure about that? Because I went from getting prison breaks all the time to essentially never seeing them when I improved the prison. It may as well be a random roll. But I swear it's influenced by the state of the prison and prisoners.
Last edited by =(e)= Lemonater47; Feb 27, 2018 @ 12:24pm
Astasia Feb 27, 2018 @ 1:50pm 
Originally posted by =(e)= Lemonater47:
You sure about that? Because I went from getting prison breaks all the time to essentially never seeing them when I improved the prison. It may as well be a random roll. But I swear it's influenced by the state of the prison and prisoners.

I am like 95% sure. The wiki goes over the mechanics briefly and doesn't mention mood, and I haven't seen anyone dig into the files and claim mood was a factor. There's very little you can even do to effect prisoner mood, they start off with a very high mood buff these days which keeps them fairly happy, and there's only a few small things which add or subtract from that.

I have had prisons where they get a tiny dark room, are stripped naked, are fed raw food, and sleep and eat on the floor. I have also had well lit prisons with fancy beds, good food, table and chair, and expensive statues boosting the room stats nearly as high as possible. I get prison breaks just about as often in each. It's not something I have "tested" in a closed environment, but observationally they appear the same to me. The only difference between those two extremes is a minor boost to recruitment chance.
Ojisan Feb 27, 2018 @ 5:58pm 
Originally posted by =(e)= Lemonater47:
Originally posted by Astasia:
Ever since the Prison Break event was added it has allowed escaping prisoners to open all doors. The event has never had them attack doors, ever.

Before the event was added you only had to worry about prisoners going berserk, which used to happen fairly often, and they would attack doors and break out of the prison area to attack your colonists. That is where the idea of having multiple doors comes from.

The prisoner break event is not based on prisoner mood, it's just a random roll. Each prisoner makes a roll every X ticks, meaning larger prisons will have breaks more often.

You sure about that? Because I went from getting prison breaks all the time to essentially never seeing them when I improved the prison. It may as well be a random roll. But I swear it's influenced by the state of the prison and prisoners.


Nope. I had two prison breaks right after another when the only thing prisoners had in mood was imprisoned and they were happy with the prison.
SumYungGuy Feb 28, 2018 @ 8:39am 
It wouldn't be much of a prison break if they couldn't open the door.

The note even says the've figured out a way past the locks.

You want to mod it, that's cool. But it's makes perfect sense as it is.
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Date Posted: Feb 27, 2018 @ 4:51am
Posts: 12