

Leaving them outside allows them a chance to escape, so make sure all prisoners are properly secured one way or another. Sometimes, a caravan will arrive back home near bedtime and, by necessity, your colonists may choose to sleep first and not immediately escort prisoners to their cells. Those you imprisoned by attacking others will be taken with the return caravan and will also be used to load your spoils of war. The 'guilt' marker lasts 24 hours.ġ The nutrient paste dispenser counts as a wall for the purpose of enclosing a cell. During these times, executing that prisoner incurs a lesser mood penalty.
#RIMWORLD IDEOLOGY SLAVE TRIAL#
Prisoners can be marked as 'guilty' through some actions, such as attacking the colony, killing/downing a colonist, a successful conviction from the Leader's Trial ability or attempting escape. Arresting any non-hostile pawn has a chance for success determined by the arresting pawn's Arrest Success Chance stat. This action can be done on colonists as well as visitors, as well as mental breaking pawns to minimize damage they inflict, though they may fight to prevent being arrested. Be careful with Transport pod crash events, as some of the occupants may already belong to a friendly faction which you may not want to upset. While conducting an arrest, if the drafted colonist has a mental break, the colonist will release the prisoner allowing an attempt to escape if not incapacitated. Sometimes the target will 'refuse to be arrested' (with a top of screen message) and your colonist will not reattempt to capture the pawn unless you direct them to do so again. This will order the colonist to chase after, then escort the target person.

This setting can be reversed later if you wish to re-purpose this room.Īlso, note that changing bed settings while a colonist is already carrying a captive may cause your pawn to release the other and generate the need to recapture, which may entail another fight. Setting one bed for prisoners will set all beds in that room as prison beds, as non-prisoners cannot share a barracks with a prisoner. The bed will turn orange along with the entire room that it's in an orange outline of the room indicates what is then labeled a " prison cell" or (if more than one bed) a " prison barracks". In order to designate a bed for a prisoner, you need to click the bed/sleeping spot and click the button that says "Set for prisoners". In order to take a prisoner, you first need a fully enclosed cell 1 where you want the prisoner(s) to stay and at least one unclaimed bed or sleeping spot per prisoner.

However, colonists experiencing a "food binge" mental break may steal food from anywhere they can reach, including forbidden areas.Īnimals that are allowed to venture into prison cells will occasionally eat food left for prisoners. 3.2 Other things on the Prisoner InterfaceĬolonists generally will not take food from prisoners' cells.
