Difference between revisions of "Prisoner"
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There are many ways to 'get rid of' unwanted prisoners.<br>''<nowiki>*Has a negative impact on one or more of your colonists.</nowiki>'' | There are many ways to 'get rid of' unwanted prisoners.<br>''<nowiki>*Has a negative impact on one or more of your colonists.</nowiki>'' | ||
− | ; Organ removal* : You can remove one kidney and lung without prisoner dying, so these are freebies, | + | ; Organ removal* : You can remove one kidney and lung without prisoner dying, so these are freebies. You can also harvest legs, arms and eyes. Removing important body parts(like heart) will kill the prisioner. Killing a prisoner in this way will give all colonists a negative mood modifier. |
; Starvation : Set 'gets food' to the false (x) and wait. | ; Starvation : Set 'gets food' to the false (x) and wait. |
Revision as of 18:48, 6 February 2016
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Prisoners are people, usually raiders or hostile tribals, 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. You should also notice that your colonists won't interact with objects in the prisoner's cell, so if you turn e.g. a recently-mined-out compacted steel vein into a cell, but there is still some metal on the ground, your colonists won't haul it away.
Taking a Prisoner
In order to take a prisoner, the following must be present:
- An area that you want the prisoner(s) to stay.
- A bed or sleeping spot for the prisoner(s) to sleep on. (In order to make it a prisoner's bed, you need to click the bed/sleeping spot and click the button that says "Set for prisoners". The bed will turn orange with an orange outline of the room indicating what will be considered a cell.)
To take a prisoner, first select a drafted colonist, then right-click the target to arrest, and select 'Try to 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. 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. 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.
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", "Try to recruit", "Doctors care", and "Gets medicine" 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.
Gets food
Wardens will provide food to the prisoner if available. When this option is unchecked a prisoner may eat meals left in a stockpile in the room or from a nutrient paste dispenser, if one is accessible and stocked.
Doctors care
Your doctors will heal this prisoner.
Gets medicine
If doctors care is chosen doctors will use medicine if available to heal this prisoner.
No interaction
Wardens will not interact with the prisoner, causing no effect to mood.
Friendly chat
Wardens will have a conversation with the prisoner, causing an increase in mood.
Chat and 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.
Release
This will release the prisoner giving +15 goodwill with the faction once they leave the map. However you will receive no goodwill bonus from releasing the prisoner if the current goodwill level with the faction is -50 or worse.
Releasing an arrested colonist will have them rejoin your colony.
Note: Colonists are unable to release a prisoner who is incapacitated; you either have to heal them before releasing them, or simply kill them.
Execution
The warden will kill the prisoner, causing a -8 mood debuff for the entire colony (10.0 days).
Unwanted Prisoners
There are many ways to 'get rid of' unwanted prisoners.
*Has a negative impact on one or more of your colonists.
- Organ removal*
- You can remove one kidney and lung without prisoner dying, so these are freebies. You can also harvest legs, arms and eyes. Removing important body parts(like heart) will kill the prisioner. Killing a prisoner in this way will give all colonists a negative mood modifier.
- Starvation
- Set 'gets food' to the false (x) and wait.
- Selling To Slaver*
- If combined with organ removal this gets you the most silver. Selling a prisoner will give all colonists a negative mood modifier.
- Heat Or Cool Room To Hostile Temperature
- "Would you rather burn to death or freeze to death ;)"
- Execution*
- The execution in the prisoner interaction menu allows this. Killing a prisoner in this way will give all colonists a negative mood modifier.
- Release
- Can be the best option as you get free goodwill without negative mood effects.
- Manually killing them
- You can draft a soldier and order them to kill the prisoner by clicking b and selecting the prisoner.