Difference between revisions of "Prisoner"
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Prisoners are [[people]] who have been taken captive by a [[Colonist]]. They are unable to leave their prison room and are unable to use facilities (such as a food dispenser or equipment rack) on their own. | Prisoners are [[people]] who have been taken captive by a [[Colonist]]. They are unable to leave their prison room and are unable to use facilities (such as a food dispenser or equipment rack) on their own. | ||
− | + | ==Taking a Prisoner== | |
− | |||
− | =Taking a Prisoner= | ||
In order to take a prisoner, the following must be present: | In order to take a prisoner, the following must be present: | ||
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First select the drafted colonist, then right-click the target to arrest, and select arrest <name>. This will order the colonist to chase after, then escort, the target person. This does not work on [[Raiders]] without incapacitating them first. While the colonist is drafted, their stats will decrease which may cause the a mental break to occur at which point the colonist will leave the prisoner | First select the drafted colonist, then right-click the target to arrest, and select arrest <name>. This will order the colonist to chase after, then escort, the target person. This does not work on [[Raiders]] without incapacitating them first. While the colonist is drafted, their stats will decrease which may cause the a mental break to occur at which point the colonist will leave the prisoner | ||
− | =Hosting a Prisoner= | + | ==Hosting a Prisoner== |
A prisoner will require a bed or sleeping spot and food like a colonist or they may die. If the cell is broken, the prisoner will make an attempt to escape but can only be recaptures if the Taking a Prisoner conditions are met. | A prisoner will require a bed or sleeping spot and food like a colonist or they may die. If the cell is broken, the prisoner will make an attempt to escape but can only be recaptures if the Taking a Prisoner conditions are met. | ||
− | =Prisoners Interaction= | + | ==Prisoners Interaction== |
Only wardens will interact with prisoners as stated how in the Prisoner Interface. In the situation a prisoner is incapacitated, a doctor is required to feed the prisoner. | Only wardens will interact with prisoners as stated how in the Prisoner Interface. In the situation a prisoner is incapacitated, a doctor is required to feed the prisoner. | ||
− | ==Prisoner Interface== | + | ===Prisoner Interface=== |
[[File:PrisonerInterface.png|200px|thumb|right|The prisoner interface]] | [[File:PrisonerInterface.png|200px|thumb|right|The prisoner interface]] | ||
The prisoner tab is shown on any captive person, and allows interaction with the prisoner via a Warden colonist. Actions that inspire fear or happiness can be selected, or no action at all. | The prisoner tab is shown on any captive person, and allows interaction with the prisoner via a Warden colonist. Actions that inspire fear or happiness can be selected, or no action at all. | ||
− | ===Gets food=== | + | ====Gets food==== |
Wardens will provide food if available. | Wardens will provide food if available. | ||
− | ===Try to recruit=== | + | ====Try to recruit==== |
Wardens will try to convince the prisoner to join the colony but will only succeed at a certain percentage when the loyalty of the prisoner is above the recruitment threshold. | Wardens will try to convince the prisoner to join the colony but will only succeed at a certain percentage when the loyalty of the prisoner is above the recruitment threshold. | ||
− | ===No interaction=== | + | ====No interaction==== |
Wardens will not interact with the prisoner causing no increase or decrease in Happiness or Fear thoughts. | Wardens will not interact with the prisoner causing no increase or decrease in Happiness or Fear thoughts. | ||
− | ===Friendly chat=== | + | ====Friendly chat==== |
Wardens will have a conversation with the prisoner causing an increase in Happiness thoughts. | Wardens will have a conversation with the prisoner causing an increase in Happiness thoughts. | ||
− | ===Mild beating=== | + | ===Mild beating==== |
Wardens will mildly beat the prisoner causing a decrease in Happiness thoughts and an increase in Fear thoughts. | Wardens will mildly beat the prisoner causing a decrease in Happiness thoughts and an increase in Fear thoughts. | ||
− | ===Vicious beating=== | + | ====Vicious beating==== |
Wardens will viciously beat the prisoner causing a decrease in Happiness thoughts and an increase in Fear thoughts. | Wardens will viciously beat the prisoner causing a decrease in Happiness thoughts and an increase in Fear thoughts. | ||
− | ===Execution=== | + | ====Execution==== |
The warden will kill the prisoner. | The warden will kill the prisoner. |
Revision as of 17:32, 15 November 2013
Prisoners are people who have been taken captive by a Colonist. They are unable to leave their prison room and are unable to use facilities (such as a food dispenser or equipment rack) on their own.
Taking a Prisoner
In order to take a prisoner, the following must be present:
- A cell
- A bed/sleeping area marked for prisoner use in the cell (select and toggle 'Prisoner Use' to mark for prisoners - the bed/area will turn orange)
First select the drafted colonist, then right-click the target to arrest, and select arrest <name>. This will order the colonist to chase after, then escort, the target person. This does not work on Raiders without incapacitating them first. While the colonist is drafted, their stats will decrease which may cause the a mental break to occur at which point the colonist will leave the prisoner
Hosting a Prisoner
A prisoner will require a bed or sleeping spot and food like a colonist or they may die. If the cell is broken, the prisoner will make an attempt to escape but can only be recaptures if the Taking a Prisoner conditions are met.
Prisoners Interaction
Only wardens will interact with prisoners as stated how in the Prisoner Interface. In the situation a prisoner is incapacitated, a doctor is required to feed the prisoner.
Prisoner Interface
The prisoner tab is shown on any captive person, and allows interaction with the prisoner via a Warden colonist. Actions that inspire fear or happiness can be selected, or no action at all.
Gets food
Wardens will provide food if available.
Try to recruit
Wardens will try to convince the prisoner to join the colony but will only succeed at a certain percentage when the loyalty of the prisoner is above the recruitment threshold.
No interaction
Wardens will not interact with the prisoner causing no increase or decrease in Happiness or Fear thoughts.
Friendly chat
Wardens will have a conversation with the prisoner causing an increase in Happiness thoughts.
Mild beating=
Wardens will mildly beat the prisoner causing a decrease in Happiness thoughts and an increase in Fear thoughts.
Vicious beating
Wardens will viciously beat the prisoner causing a decrease in Happiness thoughts and an increase in Fear thoughts.
Execution
The warden will kill the prisoner.