RimWorld

RimWorld

Nonbinary Aug 16, 2019 @ 7:40am
prisoners have outdoor needs, how to deal with this properly?
my first thought was setting up a "courtyard" next to the prison, making a closed in wall and disallow roofs. i put up a door and had to keep it open after use, but this cooled down the prison and i had to set up more heating. which made me realize this could have been fixed if you could make windows. people can open them up and peek out to satisfy their outdoor need with a small limit, and the room wouldnt get cooled down too much meanwhile

im assuming because prisoners have outdoor needs in vanilla, theres a better way to deal with this vanilla style. does anyone have any good method?
Last edited by Nonbinary; Aug 16, 2019 @ 7:41am
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Showing 1-15 of 29 comments
corisai Aug 16, 2019 @ 7:45am 
Originally posted by vilju norkedof (performer):
im assuming because prisoners have outdoor needs in vanilla, theres a better way to deal with this vanilla style. does anyone have any good method?

Harvest their or... ahem. Ignore their needs? They're prisoners after all. And more rebels/berserks - more exp for your doctors, you know.
Nonbinary Aug 16, 2019 @ 7:48am 
Originally posted by corisai:
Originally posted by vilju norkedof (performer):
im assuming because prisoners have outdoor needs in vanilla, theres a better way to deal with this vanilla style. does anyone have any good method?

Harvest their or... ahem. Ignore their needs? They're prisoners after all. And more rebels/berserks - more exp for your doctors, you know.

well i havent experienced a rebellion yet, so i must be too kind to my prisoners. but still it would be nice to know how to deal with it should you need the extra mood boosts. could be one of the prisoners have a relation with one of your colonists and you want them recruited asap, and definitely not take a "my relative has died" hit on the mood because of berserk?

i have really only used the prison as a purpose to recruit extra colonists, especially after losing a few of my own
Last edited by Nonbinary; Aug 16, 2019 @ 7:49am
Cronn Aug 16, 2019 @ 8:12am 
I don't know of any good vanilla method to solve this problem, but you may want to try the mod "locks" that can be found in the workshop. It allows you to unlock doors so that prisoners can pass through them without the need to keep them open all the time.
corisai Aug 16, 2019 @ 8:39am 
Originally posted by vilju norkedof (performer):
i have really only used the prison as a purpose to recruit extra colonists, especially after losing a few of my own

Luxury food, arts & great decor + ligh in his room usually are enough. Maybe some jonts or beer. Sooner or later you would recruit everyone.

IMHO better not waste too many resources on prisoners - dump them into your colonists. AFAIK inspired recruitment can proc on every happy colonist that have at least few levels in Social. I found it's far better method for recruitment of someone with 0.5-2% recrutiment chance.
Morkonan Aug 16, 2019 @ 8:40am 
Originally posted by vilju norkedof (performer):
...im assuming because prisoners have outdoor needs in vanilla, theres a better way to deal with this vanilla style. does anyone have any good method?

Interesting question... I'm not sure there's an easy way to counter that. I'd have to check, but you can try removing a roof tile for a few minutes, then placing it back. Yes, the room will be exposed to the elements, but at least you get a quick boost and if you give it a heater/cooler and it's double-walled it should warm/cool rapidly.

You can also reassign the Prisoner to another bed that requires your Warden to walk them through a path that takes them outside. The Outside requirement gets satisfied fairly quickly, IIRC. (ie: The only bed they're now eligible for is in another room across the compound. A lot of micromanagement, though.)

I don't build a lot of colonies in mountains or in one giant labyrinth of a building, so don't encounter the issue very frequently with regular colonists. I haven't noticed any prisoners revolting/attacking/breaking because of bad conditions due to Outside requirements, though. (I tend to keep them happy.)
grapplehoeker Aug 16, 2019 @ 8:52am 
Meh, I have an easy solution... I don't take prisoners ;)
I try not to leave their corpses outside and I will bury a few in the early game but from there on I'll cremate them all. The dead don't complain.
Last edited by grapplehoeker; Aug 16, 2019 @ 8:54am
Morkonan Aug 16, 2019 @ 8:57am 
Originally posted by grapplehoeker:
Meh, I have an easy solution... I don't take prisoners ;)
I try not to leave their corpses outside and I will bury a few in the early game but from there on I'll cremate them all. The dead don't complain.

By leaving their corpses outside, you've satisfied any "Outside" needs they may have! Win/Win
corisai Aug 16, 2019 @ 8:58am 
Originally posted by Morkonan:
I haven't noticed any prisoners revolting/attacking/breaking because of bad conditions due to Outside requirements, though. (I tend to keep them happy.)

>_<

Guys... Throw all prisoners that you don't need in Special Prison - small, cramped, dark, overfilled with chunks and blood, with only nutrient paste dispenser that filled once in a week.

Ofk - everyone of them will get a peg leg(-s) installed so they don't move a lot around.

Recommend - harvesting excess organs as mood penalty for that AFIAK have low hard cap like only -15 or -20.

Then sooner or later they will either try to escape or gonna berserk and beat each other.

And with every events happened in that Special Prison - your doctors will get some exp.

P.S. Bonus points for installing security turrets and freezer with human bodies for animals nearby.
M.K. (Banned) Aug 16, 2019 @ 9:04am 
Easiest: one every 5 days or so, just "remove roof" from the prison. Leave for 3-4 hours, then rebuild roof. fast enough.

real-life prisons either ignore their prisoners' needs, or have a *vast* employee count for the needed guards, wardens, outside security, etc.etc.etc.

Some real prisons have a worker-to-prisoner ratio of 2.
Yes, 2 prison worker for each inmate.

Last edited by M.K.; Aug 16, 2019 @ 9:05am
grapplehoeker Aug 16, 2019 @ 9:04am 
Originally posted by Morkonan:
By leaving their corpses outside, you've satisfied any "Outside" needs they may have! Win/Win
LOL yeah, that's what I thought too... but then one of my pawns thought it looked ugly and threw a fit. She had to be hit over the head and detained for 24 hours in the only secure room I have for just such a situation. So, I need that room to be kept vacant at all times, just in case and if that means no prisoners, then so be it... for the colony! So say we all! ;)
Last edited by grapplehoeker; Aug 16, 2019 @ 9:08am
Preechr Aug 16, 2019 @ 9:13am 
I could be wrong, but I was always under the impression that prison revolts were on a timer rather than something that you could avoid with mood management. It may be that happier prisoners take longer to revolt, extending the timer out, but even delighted prisoners will try to escape eventually.

To answer the question, though, the only way to provide outdoor time for prisoners without removing roofs and stuff like that would be to use the Locks mod. All doors will start locked and you can decide which ones to unlock. You can also lock for visitors, which can help in early game when traders insist on grazing their dirty damn muffalos right in the middle of your rice fields and then raid your kitchen on their way out.
Kangaroo Salesman Aug 16, 2019 @ 9:15am 
Who needs happy prisoners, they are all just hats in the end.
Nonbinary Aug 16, 2019 @ 9:23am 
Originally posted by corisai:
Originally posted by vilju norkedof (performer):
i have really only used the prison as a purpose to recruit extra colonists, especially after losing a few of my own

Luxury food, arts & great decor + ligh in his room usually are enough. Maybe some jonts or beer. Sooner or later you would recruit everyone.

IMHO better not waste too many resources on prisoners - dump them into your colonists. AFAIK inspired recruitment can proc on every happy colonist that have at least few levels in Social. I found it's far better method for recruitment of someone with 0.5-2% recrutiment chance.

i see what you mean, but to be fair if it was in the game to have a yard for prisoners, then that problem solves itself as the prisoners go about their lives. having to prepare luxury food for them, use your arts in their prison and spend resources on the room and furniture requires so much more, both in time and resources. when i saw the outdoor need i immediately thought of a courtyard like in real prisons lol

i will try the lock mod everyone mentions. i think having a yard made of a simple wall they can wander into as they please would be a nice way to boost their mood further without having to keep attention
Last edited by Nonbinary; Aug 16, 2019 @ 9:34am
grapplehoeker Aug 16, 2019 @ 9:45am 
Originally posted by vilju norkedof (performer):
a simple wall they can wander into as they please
That's brilliant! That would save having to knock the crap out of them ;)
Delle(DK) Aug 16, 2019 @ 10:46am 
I am not sure i understand the question 100% ... But i just build a perimeter fence and make a yeard with some grass and no roof.. And then i install a brown door that everyone can open/close that goes into my prison.
All my prisoners can them self walk out to the yard when they are have freetime .
Alternative i install an automatic door that my guards can open close.

It might be a good idea to have more than one perimeter fence.. one arround the yard, and another that surround this with some distance inbetween just in case someone get out then they properbly will NOT get over two fences before cought. ;-)
Also then people cannot throw things into the yeard = less illegal items in the prison.
Last edited by Delle(DK); Aug 16, 2019 @ 10:47am
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Date Posted: Aug 16, 2019 @ 7:40am
Posts: 29