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Een vertaalprobleem melden
A few things.
1. Keep valuable items far away from them. There should be a separate room for your valuable items, such as the shock lance I see there. That's dangerous leaving that there out in the open.
2. The room immediately outside the prison(s) should be small, and not contain any valuables. Smaller rooms means it takes them longer to move around your base and out to the wilds. Larger rooms means they can wander about that big open space anywhere.
3. If any of those prisoners do decide to escape they're going to be in the big room quite fast. There should be a small hallway between your prison and the rest of the base so your colonists have time to respond. That or some turrets, depending on how many resources you can spare. I suppose pet animals would work too. Sure it's next to their bedrooms but prison breaks can happen during raids so you want the base design to help buy your colonists time to respond.
4. You don't need to keep all prisoners in high value rooms. Unless you plan to recruit all of them, they do not need all that nice gear you have in their rooms. Chess tables and bedside cabinets seem excessive even for those you're interested in. I suppose you do reduce the risk of breakouts due to higher mood but I think chess tables are excessive to say the least.
5. Some food supplies should be kept nearby. Doesn't matter if it's meals or raw food. A nutrient paste dispenser is not a bad idea either. I don't see the whole map so it's possible there's one to the bottom of the screen? Just purely for efficiency. You're going to be ferrying food to them quite a lot.
5. On the base design itself. I see a lot of wood there. A fire could wipe your colony out. Fires can catch on doors, and given the design of the building with 1 big room in the middle, if you need to get your people out in an emergency they're all going to get very hot very fast. And all those prisoners you have locked away are going to have an open route to freedom.
Lots of smaller interconnected rooms are safer. Firefoam poppers are too expensive for your go-to fire plan. Unless you're doing very well on resources.
At the very least the most valuable items should not be kept on top of a wooded floor or near anything else that might burn or explode. Even on dirt is fine.
6. I see 10 colonists and 4 prisoners, that's a fairly high ratio of prisoners honestly. It's not a problem except for the long term. I would err toward a 10:2 ratio for prisoners at most. (it's just a lot of work looking after all those extra mouths to feed)
Unless you plan to sell a lot of them off quite soon, they're going to eat a lot of your food. And if you're recruiting them that's even more time spent for your wardens going back and forth to talk to each of them.
Your current approx 3K food stores will vanish in no time. That's 300 meals.
In 30 days your colonists alone will eat through all of them. With 4 more prisoners that's...roughly 21 days of food.
Which is okay if you have a lot of farms but, it's going to be a burden on your colony. You probably want more pemmican and even kibble around.
Prisoners can eat kibble just fine, they will hate you for it but it lasts better than regular food and is a good emergency backup.
Either way some sort of backup meals are essential. There's plenty of events in rimworld that can ruin harvests and threaten your food supplies. Even just a lot of diseases going around at once can do it.
7. 88 meds isn't a terrible amount of meds but I would personally bring that number higher. Not sure if it's mostly herbal or regular meds but in any case. that's about 9 meds per colonist. You will go through that in about 4-5 regular raids or a couple of nasty ones. Maybe 8-10 raids if you have a very safe setup. But with the recent addition of scarier mech drops and those darn sappers it's harder to make killboxes work as well now. So raids are more dangerous.
And if/when your prisoners decide to escape you might end up using more of those meds to patch your people up.
Another reason to bump up the med supplies is you probably want a small single tile of meds for the prisoners you bring in from raids, they will tend to have some life threatening gunshot wound in my case. It's also useful if you plan to sell or release those prisoners later on. replacing one of their legs with a pegleg is a good insurance policy if they decide to come back to haunt you in a future raid.
But that's only if you have a lot of meds to spare.
8. Don't know if you have any helmets lying around on shelves or something but I would get some basic simple helmets on all of your colonists asap. It only takes 1 permanent brain injury to turn one of your colonists into a bedridden casualty. or just straight up dead. headshots do happen in rimworld, and it can happen with the first shot of a raid.
At the very least a tuque or a cowboy hat is worth keeping on their precious skulls.
9. Oh as far as i'm aware prisoners don't tend to break through walls. Though it's not a bad idea having traps around them in case a mech tries to break into their cells from that direction. Man that's a lot of wooden traps. It's usually through the cell door they break out from.
10. 4 cells is probably more than enough, I wouldn't use more than that myself. You can always add a sleeping spot to one of those large rooms you keep them in anyways. They can live with the barracks debuff if necessary.
Last would-be escapee lasted about 2 seconds once she pried her granite cell door open.