RimWorld

RimWorld

x May 20, 2024 @ 4:10am
Ideas for prisons
Hi,

So basically the title. I usually have a "barracks" with some beds and a table (now also a toilet and shower with Dubs Higiene).
But every time there is a prison break, they can open the door just like that. Who the hell makes those flimsy locks? haha

Anyway, I think I've read somewhere that prisoners don't join a prison break if the "prisons" are more than 20 squares away but I don't really like the idea of having a few prison rooms around the colony.

I tend do not have prisoners for too long and not have too many. I oversize my prison just in case of an event where I need to "house" a lot of people (and sometimes will even place extra sleeping spots just so that I can imprison them for further analysis. I mostly heal/release them and keep the ones that I think I might want to recruit, but I am picky, so not too many.

Since my people tend to have good armor towards end game, I most just get into a fist fight with the prisoners I want to keep. That way I avoid killing them.

I've used prison commons but at the time I didn't like it much.

Anyone ever do a "prison" colony? That might be fun, actually.

Any ideas?
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Showing 1-15 of 18 comments
Vilhjalmr May 20, 2024 @ 5:08am 
I always took the suddenness of the door opening to be the result of the prisoner pre-planning and finding a way to initiate the prison break. It didn't just happen - they finally got the means to do it.

Usually I build my prisons in layers. Cells, Prison Yard, Outer wall. So it's not just one door between them and freedom. That being said, I use about 200+ mods that include guard towers and stuff... so your mileage may vary.
Jaggid Edje May 20, 2024 @ 5:22am 
I think the idea is that they stole a key, or picked the lock...or something, that's why they can open the door.

I believe the 20 tile range for joining a prison break is accurate, it is listed on the wiki as well. I only ever accounted for that once in my game, and had individual cells spread all over. I didn't like it...it messed with my idea of organizing and ordering things. LOL

In my current game I just have one big prison cell that can hold up to 24 prisoners. Now that's a real bad idea when it comes to prison breaks. But I'm doing it anyway. So far, the most prisoners I've had actually inside of it when they do a prison break is 5 though.

Like you, I don't tend to keep prisoners around long once they are healthy and recovered. Though I am up to having 4 genies that I'm keeping long term to drain their blood regularly (genies never prison break). I also have the option to implant a xenogerm in any prisoner with the "Dead Calm" gene if I really want to...that gene also makes the pawn never prison break.
Last edited by Jaggid Edje; May 20, 2024 @ 5:22am
Steelfleece May 20, 2024 @ 5:37am 
Just remember, long-term prisoners don't have leg rights, they have leg privileges. If they aren't going to be actively converted/recruited ASAP or released as soon as they can safely get to the border, it may be time to get some medicine and wood at the ready.
Tohtori Leka May 20, 2024 @ 6:56am 
They don't need to be 20 tiles away to not join the prison break. All rooms within 20 tiles have a chance of joining the prison break but they don't automatically do so. If you keep all of them in the same room there's a 100% chance they all escape but if you keep them in separate rooms next to each other the chance for them all joining the prison break is smaller.

My basic prison is a 13x13 structure with six 3x3 prison cells and a 3x11 corridor in the middle.
Jaggid Edje May 20, 2024 @ 7:03am 
Originally posted by Tohtori Leka:
They don't need to be 20 tiles away to not join the prison break. All rooms within 20 tiles have a chance of joining the prison break but they don't automatically do so.
That's what he was referring to. The "chance" to join the prison break. HIs comment in the original post was "prisoners don't join a prison break if the "prisons" are more than 20 squares away". And that's accurate. Less than that and they "might" join, which is not the same as "don't" join.
MadArtillery May 20, 2024 @ 7:07am 
Never underestimate the power of an autobong in a barracks prison. I do usually prefer individual or double cells to reduce prison break size though.
Tohtori Leka May 20, 2024 @ 10:52am 
Originally posted by Jaggid Edje:
Originally posted by Tohtori Leka:
They don't need to be 20 tiles away to not join the prison break. All rooms within 20 tiles have a chance of joining the prison break but they don't automatically do so.
That's what he was referring to. The "chance" to join the prison break. HIs comment in the original post was "prisoners don't join a prison break if the "prisons" are more than 20 squares away". And that's accurate. Less than that and they "might" join, which is not the same as "don't" join.
Yes, but the both of you are acting like it's not worth building separate prison cells because you would have to build them 20 tiles away, which isn't true at all and it's always better to have them separate, especially if you have dozens of prisoners, in which case the chance of all of them joining the prison break become extremely small (like winning the lottery small) while keeping them in the same room has a 100% chance for that and makes it extremely stupid.
Jaggid Edje May 20, 2024 @ 11:05am 
Originally posted by Tohtori Leka:
...all of them joining the prison break become extremely small (like winning the lottery small) while keeping them in the same room has a 100% chance for that and makes it extremely stupid.
Separate prisons are not the only way to deal with that...your failure to understand that while at the same time calling people who do know and use those other ways "stupid" is kind of ironic.

I personally consider having a single large prison as incentive to keep my doctors trained up in the medical skill. I am on year 10 of my current playthrough and have had only a single prison break (and that was only because I was housing a bunch of prisoners from multiple quests and didn't want to damage them).
Last edited by Jaggid Edje; May 20, 2024 @ 11:06am
fractalgem May 20, 2024 @ 11:20am 
You can just give each of them a 2 tile bedroom, or 4 or 6 tile barracks if you REALLY need to save space. Well, I guess MAYBE a 6 tile barracks with 2 beds and a toilet and maybe one other thing because of the hygeine mod? More than that is not worth the added space efficiency. It took a while for me to come to that conclusion. I'm not sure there's much benefit to subdividing the prison itself into multiple blocks to guarantee that a prison break will hit at most half or a third of the prisoners, when the odds of a nearby cell being included in a prison break are pretty low; simply dividing the prison into proper cells mitigates prison breaks so much all on its own.


Prison breaks come in two flavors: keys, and no keys. Sounds like you got unlucky and had a LOT of keys prison breaks.


Remember: prisoner rooms don't NEED to be comfy, especially for prisoners you're only keeping around to train your trader-and in fact, the worse kept the prisoner, the more exp your trader will get before their resistance is gone. You can have a special comfy cell for prisoners you actually want to recruit ASAP i guess.
Last edited by fractalgem; May 20, 2024 @ 11:25am
di eshor ribly May 20, 2024 @ 8:19pm 
The prisoner management mod combo I'm currently using is Prisoners Dont Have Keys, Prison Commons and Vanilla Nutrient Paste Expanded.

My entire prison takes up the handy standard 13x25 building template. I have 8 cells built on the east and west walls (4 cells per side) that are each 2x5, with a single bed and a nutrient paste drip. In the center 11x11 room is another nutrient paste dispenser, a couple tables and stools, heater/ac combo, and a shelf for tribalwear and a shelf for medicine. There is also a short airlock leading into the central chamber.

If they're in their cells when they decide to escape they'll beat on the inner airlock door. If they're in the commons room they'll walk into the airlock and beat on the outer door. That usually gives me time to let Mr. Fisto the prison councilor and his friends get into position at the door for a 3x1 beat down as the prisoners try to exit.

Long term prisoners, like say, hemogen farms for medical or sanguophage purposes either get implanted with the Dead Calm gene or get their legs removed. I generally tend to grab people with shattered spines for hemogen farms because... well... they're pre-cooked nuggets. No gene therapy or surgeries required.
Keep the general prisoner population in one spot, and your recruit targets and VIPs in another far away from them. Put both behind multiple layers of walls.

The former you fill with daylight if they get unruly, the latter you give a gentle correction. Or use Dead Calm, that works too.

Never keep too many for too long; I sometimes release those who're patched up enough not to bleed out on my lawn just so I don't have to keep housing and feeding them.
x May 21, 2024 @ 3:15am 
I find it quite comforting that we can recruit prisoners, but I would also like to have join requests. Just imagine some raider gets brutally injured and we patch him up, treat him well, nice food, chatty. Hell, he would be an idiot not to want to stay. Add that he might be a traitor later on and blow up the nuclear reactor.... kinky.

And, we take unconscious enemies, stuck them in an enclosed prison and they still know we have a great dining room. Sneaky SOBs...
Jaggid Edje May 21, 2024 @ 6:34am 
Despite not feeling a need for separate prison cells (that's what leg removal is for), this thread inspired me to take the time to finally build a proper prison block. All of my doctors except one are up to medical skill of 20, so I really don't need to keep practicing their skills with leg removals.

https://steamcommunity.com/sharedfiles/filedetails/?id=3251443750
x May 21, 2024 @ 6:43am 
Originally posted by Jaggid Edje:
Despite not feeling a need for separate prison cells (that's what leg removal is for), this thread inspired me to take the time to finally build a proper prison block. All of my doctors except one are up to medical skill of 20, so I really don't need to keep practicing their skills with leg removals.

https://steamcommunity.com/sharedfiles/filedetails/?id=3251443750

Do you manually get them to do surgery or is there a mod to do it automatically?

Now that is a proper prison. I've had something similar before but have to admit I have not had the will to do it as of late.
This one time I had a prison "cell block", big common room for food and rec, a yard, prison uniforms, a med bay...
Jaggid Edje May 21, 2024 @ 6:52am 
Originally posted by x:
Do you manually get them to do surgery or is there a mod to do it automatically?

Now that is a proper prison. I've had something similar before but have to admit I have not had the will to do it as of late.
This one time I had a prison "cell block", big common room for food and rec, a yard, prison uniforms, a med bay...
Depends on what you mean. I have to manually set up all the bills for each prisoner, but after that the doctors will go do it on their own.

Even just setting up the bills is kind of a pain, because I was doing so many. in addition to installing peg legs (and then removing them), I also was installing dentures, doing surgical inspections, harvesting a few organs, and neutering them all.

I was doing it for the xp. I now have 7 highly trained doctors in the colony (with a total adult pawn count of 18). That's more doctors than I normally would have, but I kept getting decent pawns where one of their passions was medical in this playthrough.
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Date Posted: May 20, 2024 @ 4:10am
Posts: 18