Provide a table and chair for prisoners to sit at.This can be done in several ways, but here are some common and easy ones: To counter this, you can provide them with conditions that boost their mood. Prisoners, just like your colonists, are more likely to have a mental break if they are in a bad mood. Prisoners without their own rooms will suffer a mood penalty, the same as colonists. Multiple prison beds can be built in the same prison room, so several prisoners can be held in one room for "compact prisoner storage", but if the door or wall is broken or one of them decides to break out they will all escape at the same time. If the cell is broken, the prisoner will make an attempt to escape but can only be recaptured if the Taking a Prisoner conditions are met.Ī solution to instantly meeting the conditions can be to convert one or more of the colonists' beds (provided the colonist have a private room with a claimed sleeping spot or bed) into a prison bed, and if necessary add enough sleeping spots in the same room to house all prisoners, while the real prisons are being built. Prisoners, like colonists, require food and medical attention or they may die. Sometimes, you may arrive back home near bedtime and your colonists will "wisely" choose to sleep first and then escort prisoners to their cells, but leaving them outside gives them a valuable chance to escape, so make sure no prisoner is left unattended. 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. Prisoners can be marked as 'guilty' through some actions, such as attacking the colony, killing/downing a colonist 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. To arrest a non-hostile: first draft a colonist, then right-click the target to arrest, and select 'Try to arrest '.Incapacitated pawns can be captured, without the need to draft a colonist.This will order the colonist to drag the raider to an unclaimed prison bed or prisoner sleeping spot.
Raiders cannot be captured until you incapacitate them first (downed), then right-click on them and select 'Capture '.Also, 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 can as well result in the death of the outsider. Cells cannot be shared with non-prisoners. Setting one bed for prisoners will set all beds in that room as prison beds. The bed will turn orange, with an orange outline of the room indicating what will be considered a cell. In order to make a prisoner's bed, 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. They are unable to leave their prison barracks and can only use facilities (such as a food dispenser or shelf) on their own if they are placed inside the prison barracks.Ĭolonists generally will not take food from prisoners' cells. Prisoners are people, usually raiders, hostile tribals, or your own colonists undergoing a mental break, who have been taken captive. 3.2 Other things on the Prisoner Interface.