RimWorld

RimWorld

Maa De Griff Nov 11, 2024 @ 5:07am
How do you prevent released prisoners from getting weapons?
I run a lot of mods so if this isn't a normal issue I can probably take a look at my modlist.

I've been releasing lots of prisoners lately since I don't need anything from them + more faction rep is always nice, but it REALLY bothers me that after they get released they suddenly have free reign to walk back into my base, all the way into my armory and grab whatever the strongest weapon is- Sometimes I catch it and re-capture them but it seems like it happens every time. Is there a way to prevent this? I would legitimately rather just execute them if releasing them means I lose a valuable piece of gear.
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Showing 1-15 of 19 comments
spekt3r Nov 11, 2024 @ 5:29am 
https://steamcommunity.com/sharedfiles/filedetails/?id=1157085076
allows to lock door and/or assing them to pawns.
apud.harald Nov 11, 2024 @ 5:43am 
Have an armory room for the weapons with a security door.
That ought to fix it without modding.
MadArtillery Nov 11, 2024 @ 9:03am 
I've never seen this behaviour
Quill Nov 11, 2024 @ 9:41am 
When I release prisoners they just leave the map and don't grab anything

So either you're doing something that's causing them to be Escaping rather than leaving or a mod issue
Goldtooth™ Nov 11, 2024 @ 11:35am 
Mod issue as vanilla prisoners do nothing but walk to the map edge, other than tending themselves if they have wounds

The mod is giving them colonist-like code, possibly Hospitality
Last edited by Goldtooth™; Nov 11, 2024 @ 11:36am
Zairev Nov 11, 2024 @ 11:39am 
This ussually happend to me, when i had weapons in a room that had permanently opened doors. When i closed doors, they stopped doing this.
Raymond Nov 11, 2024 @ 11:45am 
you don't. The moment they pick their weapon they forfeit all their human right decreed by the Geneva convention.
Zairev Nov 11, 2024 @ 11:47am 
Originally posted by Raymond:
you don't. The moment they pick their weapon they forfeit all their human right decreed by the Geneva convention.

Did you mean Geneva suggestion?
Steelfleece Nov 11, 2024 @ 2:06pm 
I've considered setting up a single-space storage zone for wood right outside the prison cells. Yeah, let them take the first weapon they see. Good luck, suckers.
Goldtooth™ Nov 11, 2024 @ 2:27pm 
Originally posted by Steelfleece:
I've considered setting up a single-space storage zone for wood right outside the prison cells. Yeah, let them take the first weapon they see. Good luck, suckers.

Jokes on you, Wood is a great weapon with a stun modifier
Steelfleece Nov 11, 2024 @ 2:47pm 
Originally posted by Discotooth™:
Originally posted by Steelfleece:
I've considered setting up a single-space storage zone for wood right outside the prison cells. Yeah, let them take the first weapon they see. Good luck, suckers.

Jokes on you, Wood is a great weapon with a stun modifier

If the definition of 'great' is 'slightly better than a bare fist', maybe. Keeps them from searching for a better weapon, and if your colonists can be taken down by naked or near-naked prisoners wielding wood, perhaps you shouldn't be keeping that many imprisoned neanderthals and hussars in a colony staffed by genies and highmates.
Goldtooth™ Nov 11, 2024 @ 3:33pm 
Originally posted by Steelfleece:
If the definition of 'great' is 'slightly better than a bare fist', maybe. Keeps them from searching for a better weapon, and if your colonists can be taken down by naked or near-naked prisoners wielding wood, perhaps you shouldn't be keeping that many imprisoned neanderthals and hussars in a colony staffed by genies and highmates.

If the definition of 'great' is 'slightly better than a bare fist', maybe. Keeps them from searching for a better weapon, and if your colonists can be taken down by naked or near-naked prisoners wielding wood, perhaps you shouldn't be keeping that many imprisoned neanderthals and hussars in a colony staffed by genies and highmates. [/quote]


See you say all that and its great fun, but then an average joe with a log destroys your chef brain and knocks off the hand of your crafter.

Can't tell you how many times a low melee joker has beaten a high melee fighter with a piece of wood because of the hitstun and random chances, or beaten something like an ostrich without taking any damage. I'd rather just knock them unconcious with a hemogen extract and then "carry" them outside of my base and drop them there than risk a maniac with a wood log walking around my base.

Yours truly, a naked brutality only player.

Last edited by Goldtooth™; Nov 11, 2024 @ 4:01pm
Goldtooth™ Nov 11, 2024 @ 4:02pm 
Originally posted by 🌦SunsetRain🌦:
I've been misquoted
Though you make a great point, if you hemogen extract the prisoners, which doesnt anger factions, you can make them severely handicapped for a prison break

Edited to correct, and yeah its helpful.
Steelfleece Nov 11, 2024 @ 5:48pm 
Originally posted by Discotooth™:
See you say all that and its great fun, but then an average joe with a log destroys your chef brain and knocks off the hand of your crafter.

Can't tell you how many times a low melee joker has beaten a high melee fighter with a piece of wood because of the hitstun and random chances, or beaten something like an ostrich without taking any damage. I'd rather just knock them unconcious with a hemogen extract and then "carry" them outside of my base and drop them there than risk a maniac with a wood log walking around my base.

Yours truly, a naked brutality only player.

That sounds like the result of 1v1 engagements. If you're piling on them, stunlocking one of your people won't make that large a difference, and that's assuming they manage to score head hits every time (to get repeated stuns with a body hit from a piece of wood, you have to be crazy unlucky or have someone with low torso HP). Rimworld melees are about defeat in detail, not 1v1 duels. I've seen one pawn successfully beat another pawn with higher skill, but don't tend to see the beat two pawns with higher skill.

If you have enough healthy prisoners that you can't easily outnumber them with armed pawns (and why would any who are capable of violence be unarmed in the first place?), you may have done something wrong already.

You say you play naked brutality, and that's the game mode that taught me the most about prisoner management. Back when I first started playing, one of my early games was an unmodded naked brutality start. Tropical forest (bad idea: diseases) and Randy (bad idea: jerk). In the first month and a half, he sent five raids after my survivor, all singles - having made enough shortbows to get a good one and some traps, he managed to beat each of them with minor injuries at most via kiting. One of the raiders had something like 18 melee and Brawler, can't remember what weapon she had, but one leg hit is all it takes to make the kiting win inevitable. End result: managed to save all 5 of them. My guy had a bad Social skill, though. 5 prisoners... He wound up with no time to do anything else but cook and warden. Even a win was a loss there. Wound up learning the value of managing the prison population. If they weren't up to par but were from a faction I could curry favor with, they were gone as soon as they hit 50% movement and no immediate issues like infections or starvation. If they weren't up to par and were from a permanently hostile faction, they were a sacrifice to the local predators. Only kept the worthwhile prisoners, and decided from then on my starter always needed to have at least some social skill.

Anyway, long story short, if you have enough prisoners at full health to be that much of a threat, you probably have too many. Don't have to be fully healed to release for faction rep, just enough to make it to the border without untreated injuries. Don't have to take everyone as a prisoner - sometimes they'll have to sit out there and be eaten or tossed in a creek. Shouldn't leave them with any protective gear when they're in jail - especially with Ideology, if you want to convert them first, strip them nude. They'll usually convert faster. Leave some cheap cloth tribalwear in the jail cell so they can throw it on when they're healed - it won't protect them much, and it's cheap. If they get to that point, you'd better be planning to recruit them. Selling them to slavery rarely seems worthwhile - if you just want the money, you can sell them in pieces and not worry about the risk of prison riot.

Back to the weapons above - every colonist should be armed. I'm partial to ranged weapons for non-frontliners, and even making melee attacks with a ranged weapon is pretty comparable to using a piece of wood. Even on naked brutality shortbows are 20 wood and a brief bit of work to make. Clubs are also superior to chunks of wood if you want to go that route. If you go Vanilla Expanded with the tools for noncombatants, hell, a normal quality wooden hammer is half again as good as a piece of wood. Get a good or better one for more fun. Combine that with using whatever leather you can scrounge up to make protective clothes - or stealing any good clothes from the prisoners - should give your people an edge against them early on. Late-game, there's no excuse at all, devilstrand dusters or good leather parkas can be mass produced and when combined with other sturdy clothes and simple/flak helmets and flak vests, even your noncombatants are moderately armored.

Again, this also means they'll accept the wood as a weapon and won't try to reach any other weapons.
MdErroR Nov 12, 2024 @ 2:41am 
they mostly do that when your armory is close to prison and they only grab high tech weapons yeah its annoying so just cut their arms :D
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Date Posted: Nov 11, 2024 @ 5:07am
Posts: 19