RimWorld

RimWorld

Vi-El Nov 19, 2022 @ 2:00pm
Prison Riot - How to stop prisoners from escaping?
I am at a bit of a loss here to say the least. I played modded so much to the point where Locks and Locks 2 had become a neccesity but now I find myself at a point where I dont wanna take the easy Mod route and... Prison Riots just let Prisoners open the door, no turrets shooting at them or anything.

Am I doing something wrong here?
Originally posted by Paroe:
Originally posted by Black Puppet:
I am at a bit of a loss here to say the least. I played modded so much to the point where Locks and Locks 2 had become a neccesity but now I find myself at a point where I dont wanna take the easy Mod route and... Prison Riots just let Prisoners open the door, no turrets shooting at them or anything.

Am I doing something wrong here?

Yes. Prisoners escaping event gives them the keys or something similar, UNLESS you have a mod that stops it.
Personally, i just use "Prisoners dont have keys" and "Prison commons", because prisoners dont have keys means they can still break walls and doors to escape while prison commons lets you set up aesthetically pleasing prison compounds.

That being said... You have to manually attack those prisoners, because turrets only target "enemies" and escaping prisoners are not "enemies".
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Paroe Nov 19, 2022 @ 2:14pm 
Originally posted by Black Puppet:
I am at a bit of a loss here to say the least. I played modded so much to the point where Locks and Locks 2 had become a neccesity but now I find myself at a point where I dont wanna take the easy Mod route and... Prison Riots just let Prisoners open the door, no turrets shooting at them or anything.

Am I doing something wrong here?

Yes. Prisoners escaping event gives them the keys or something similar, UNLESS you have a mod that stops it.
Personally, i just use "Prisoners dont have keys" and "Prison commons", because prisoners dont have keys means they can still break walls and doors to escape while prison commons lets you set up aesthetically pleasing prison compounds.

That being said... You have to manually attack those prisoners, because turrets only target "enemies" and escaping prisoners are not "enemies".
Vi-El Nov 19, 2022 @ 2:15pm 
Originally posted by Paroe:
Originally posted by Black Puppet:
I am at a bit of a loss here to say the least. I played modded so much to the point where Locks and Locks 2 had become a neccesity but now I find myself at a point where I dont wanna take the easy Mod route and... Prison Riots just let Prisoners open the door, no turrets shooting at them or anything.

Am I doing something wrong here?

Yes. Prisoners escaping event gives them the keys or something similar, UNLESS you have a mod that stops it.
Personally, i just use "Prisoners dont have keys" and "Prison commons", because prisoners dont have keys means they can still break walls and doors to escape while prison commons lets you set up aesthetically pleasing prison compounds.

That being said... You have to manually attack those prisoners, because turrets only target "enemies" and escaping prisoners are not "enemies".
Ah gotcha, in that case I guess Ill install Prison Commons again. Seems like a much more interesting solution overall. Might just need to make a proper prison area FAR AWAY from the entrance.

Cheers!
Dr.Acula Nov 19, 2022 @ 3:05pm 
Usually when I build a prison I build a room in front of the prison cells where I can place a sentry turret. If they try to escape they won't get far.
HidesHisFace Nov 19, 2022 @ 4:05pm 
You may also replace their legs with wooden pegs and after that is done remove the peg legs. If they can't move, they won't try escaping.
Obviously, that may present a bit of a problem if you plan on recruiting such... guests, unless you have a bionics production set up.
Cynddelw Nov 19, 2022 @ 4:43pm 
Imagine having prisoners with legs. Couldn't be me.
Rosario Nov 19, 2022 @ 8:44pm 
What annoys me most about this now is if a prisoner escapes and you send pawns after them, the prisoner always feels faster now, ever since the last DLC, and they always escape. I've had to arrest my own pawns during particularly bad mental breaks, and have had them escape before re-recruiting them. Really you should be able to just release them after they calm down and have them auto-rejoin you, but last time I tried that, they just walked off the map. Things like this make me question my choice to stay vanilla for now.
Robo Nov 19, 2022 @ 9:34pm 
Originally posted by Rosario:
What annoys me most about this now is if a prisoner escapes and you send pawns after them, the prisoner always feels faster now, ever since the last DLC, and they always escape. I've had to arrest my own pawns during particularly bad mental breaks, and have had them escape before re-recruiting them. Really you should be able to just release them after they calm down and have them auto-rejoin you, but last time I tried that, they just walked off the map. Things like this make me question my choice to stay vanilla for now.
Release them instead of trying to recruit them. When you release them, they will automatically join the colony again, which is a vanilla feature.
Rosario Nov 19, 2022 @ 9:36pm 
Originally posted by Robo7988143:
Originally posted by Rosario:
What annoys me most about this now is if a prisoner escapes and you send pawns after them, the prisoner always feels faster now, ever since the last DLC, and they always escape. I've had to arrest my own pawns during particularly bad mental breaks, and have had them escape before re-recruiting them. Really you should be able to just release them after they calm down and have them auto-rejoin you, but last time I tried that, they just walked off the map. Things like this make me question my choice to stay vanilla for now.
Release them instead of trying to recruit them. When you release them, they will automatically join the colony again, which is a vanilla feature.
Last time I did he just walked off the map, never to be seen again.
Limdood Nov 19, 2022 @ 10:10pm 
Originally posted by Rosario:
Last time I did he just walked off the map, never to be seen again.
There is a difference between escaping and releasing

A member of your faction who is a prisoner who is released will immediately rejoin (with a negative mood penalty from being imprisoned)

A member of your faction who is imprisoned and escapes will flee the map. This can be abused to "get rid" of an undesirable pawn with no mood penalty. No banishing or losing during caravan or killing or selling to slavery mood penalties. Simply imprison them and then "accidentally" leave the door open with a clear path off the map!

A member of your faction who is imprisoned and then recruited thru the prisoner options (reducing resistance, etc.) Will join your faction without the "was imprisoned" mood penalty
Rosario Nov 19, 2022 @ 10:17pm 
Originally posted by Limdood:
Originally posted by Rosario:
Last time I did he just walked off the map, never to be seen again.
There is a difference between escaping and releasing

A member of your faction who is a prisoner who is released will immediately rejoin (with a negative mood penalty from being imprisoned)

A member of your faction who is imprisoned and escapes will flee the map. This can be abused to "get rid" of an undesirable pawn with no mood penalty. No banishing or losing during caravan or killing or selling to slavery mood penalties. Simply imprison them and then "accidentally" leave the door open with a clear path off the map!

A member of your faction who is imprisoned and then recruited thru the prisoner options (reducing resistance, etc.) Will join your faction without the "was imprisoned" mood penalty
Part 1 - Pawn started throwing a tantrum and started hammering some vital items in storage
Part 2 - I arrest pawn before he destroys it
Part 3 - I immediately set the pawn that arrested the tantruming pawn to release him
Part 4 - The former tantruming pawn is released, expected to rejoin, he wanders of the map never to be seen again.
I'm not speaking Greek here.

I'm not disputing that they're SUPPOSED to rejoin, but in this instance, my pawn didn't, something I never had happen before Biotech, so I don't know if there's just a chance of that happening now, if the game bugged, I don't know why it happened, all I know is that it did.
Robo Nov 20, 2022 @ 12:39am 
Originally posted by Rosario:
Originally posted by Limdood:
There is a difference between escaping and releasing

A member of your faction who is a prisoner who is released will immediately rejoin (with a negative mood penalty from being imprisoned)

A member of your faction who is imprisoned and escapes will flee the map. This can be abused to "get rid" of an undesirable pawn with no mood penalty. No banishing or losing during caravan or killing or selling to slavery mood penalties. Simply imprison them and then "accidentally" leave the door open with a clear path off the map!

A member of your faction who is imprisoned and then recruited thru the prisoner options (reducing resistance, etc.) Will join your faction without the "was imprisoned" mood penalty
Part 1 - Pawn started throwing a tantrum and started hammering some vital items in storage
Part 2 - I arrest pawn before he destroys it
Part 3 - I immediately set the pawn that arrested the tantruming pawn to release him
Part 4 - The former tantruming pawn is released, expected to rejoin, he wanders of the map never to be seen again.
I'm not speaking Greek here.

I'm not disputing that they're SUPPOSED to rejoin, but in this instance, my pawn didn't, something I never had happen before Biotech, so I don't know if there's just a chance of that happening now, if the game bugged, I don't know why it happened, all I know is that it did.
I would advise starting a new debug save and run an experiment five or more times, which is to spawn several pawns, build a prison room and imprison a pawn for five times then release them. If it happens once, it might be a new feature added to the game (Though I recommend looking into the changelogs to confirm it). If it happens more than once, try to check your mod list and find the culprit.

Speaking of modlist, what mods do you have?
Last edited by Robo; Nov 20, 2022 @ 12:39am
Rosario Nov 20, 2022 @ 9:08am 
Purely Vanilla, I like to do that with new DLCs.
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Date Posted: Nov 19, 2022 @ 2:00pm
Posts: 12