Difference between revisions of "Prisoner"
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==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 | + | 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 recaptured if the Taking a Prisoner conditions are met. |
A solution to instantly meeting the conditions can be to convert one or more of the colonists bed (provided the colonist have a private room and eg. is not sleeping outside) into a prison bed, and if necessary add enough [[sleeping spot]]s in the same room to house all prisoners, while the real prisons are being built. | A solution to instantly meeting the conditions can be to convert one or more of the colonists bed (provided the colonist have a private room and eg. is not sleeping outside) into a prison bed, and if necessary add enough [[sleeping spot]]s in the same room to house all prisoners, while the real prisons are being built. |
Revision as of 17:36, 4 September 2014
Prisoners are people who have been taken captive by a Colonist. They are unable to leave their prison room and can only use facilities (such as a food dispenser or equipment rack) on their own if they are placed inside the prison cell, therefore its a bad idea to build a weapon rack in the prison cell, and a good idea to build a food dispenser in the prison cell, because then the prisoners can feed themselves which gives the colonist times to do more important things than hauling food. You should also notice that your colonists won't interact with objets in the prisoners cell, so if you turn e.g. a recently mined out iron ore vein into a cell, but there is still some metal on the ground, your colonist won't haul it.
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 food and rest meters will decrease. This may cause a mental break to occur, at which point the colonist will drop the prisoner, who will attempt to escape if not incapacitated.
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 recaptured if the Taking a Prisoner conditions are met.
A solution to instantly meeting the conditions can be to convert one or more of the colonists bed (provided the colonist have a private room and eg. is not sleeping outside) 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.
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 they will all escape at the same time (obviously).
Prisoners Interaction
Only wardens can interact with prisoners. How the warden(s) interact with the prisoner(s) is determined by the options selected in the Prisoner Interface. Other than the "Gets food" and "Try to recruit" options, only one interaction in the Prisoner Interface may be selected at a time. If 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 one could choose to take no action at all.
Gets food
Wardens will provide food to the prisoner if available.
Try to recruit
Wardens will try to convince the prisoner to join the colony, but will only succeed a certain percentage of the time, and only if the loyalty of the prisoner is above the recruitment threshold.
No interaction
Wardens will not interact with the prisoner, causing no effect to Happiness or Fear thoughts.
Friendly chat
Wardens will have a conversation with the prisoner, causing an increase in Happiness thoughts.
The "pleasant environment" bonus from Carpets and Plant pots might help to recruit the prisoner, although it still needs testing and confirmation.
Execution
The warden will kill the prisoner, resulting in an increase in Fear (40) and a decrease in Happiness (8) for the entire colony (10.0 days).