I haven't watched your whole arsenal of videos yet, but what I would like to watch a "mods that compliment each other well" series, such as the vehicles mod pairing well with either VE: chemfuel or rimerfeller
Another thing with Prisoners in specific, Stone Beds! Prisoners cant stage breakouts while asleep, and worse quality stone beds lead to prisoners being asleep for longer, due to the worse quality of the bed, and the fact that they're sleeping on bricks.
no way, i always gave prisoners stone beds cuz it just fit my prisons a bit better than a concrete block with wooden beds, but thats cool how its actually beneficial, also helps get rid of stone, because i always have too much
That's pretty clever. If you're attempting to recruit that pwn maybe you still want decent beds for the beneficial mood. Interesting. I see it going either way. Debatable
It's also easy just to revoke pawn kneecap permissions. Why deal with a prison break when you can remove their legs and ensure that they can't move? When recruited, give them peg legs and eventually bionic legs
@@DautFromXbecause there's no leg options that are just as good as regular ones so it's best to invest in the resources to give them better ones. I however don't cut off their legs as it's a waste of resources and time when you could just build a good prison
my usual go to is to just install and remove a bionic spine for a period of time. takes more work to care for but make me feel better after they've had a breakdown and decided to destroy all the advanced components I've been saving up
My mole person colony has "The Pit" a single cell with 10 beds a legendary jade sculpture wash basin mushroom only shelf and a toilet. No lights in the pit or connecting hallway. It is directly below the "Singularity" killbox and our tirage center. Prisoners love it because of the jade sculpture and due to no lights can hardly fight any wardens if there is a prison break.
I had a colony where i captured 2-3 sangophages and i kept them barely alive (hemogen starved, no limbs, and everything except brain removed) so that i could farm their genes to my liking
I used to give them seperate areas, nice food, flowers and so on. Sadly it increased they will to break out and they often lost a limb or eye. Nowadays I give them a simple wooden bed with hey floor and survival meals in the corner. This means I can use the rooms for prisoners, slaves, guests and quest soldigers dynamically, which is much better.
Since slaves have a market value you can increase, I've been trying to flip unskilled raiders into trained slaves as an investment with mixed results. 😅
@@mirjanbouma So far it helps if you can get them to feed themselves, produce some valuables while you train them up, but it doesn't really help or might even intensify a skill issue situation. 🤣
@@Swordofswordom Slaves are a long term investment in my eyes, you get manpower that can do the more menial stuff while retaining colonists for more sensitive tasks, and in a pinch they can always be used sub optimally as emergency raider fodder. Or as food...I doubt my colonists would mind some long pig from time to time.
The food investment needed to slowly increase their skills is not worth it. Organs are a much better, and quicker return on investment. You can outright buy pawns from slave traders, quickly harvest their organs, and then make a huge profit from that same trader.
@@mirjanboumatoo time consuming to be worthwhile, unless you are power leveling social. Personally you could make more money growing psychoid in your hydroponics lab
I really appreciated Noobert explaining the adblock thing. I kind of forget a lot of the time that I'm doing that to people, and I think it's more than fair to give my money directly to the people creating the content im watching, rather than the ad companies they're forced to promote. Thanks! I'll be signing up for that patreon :)
As it should be, when I enslave then I made them dig their own 3x3 hole in the nearest mountain, even if the pawn has no mining skill I will work them until they collapse, and when they wake up continue, rinse and repeat until the room is done. Also no bed and a single torch so they don't freeze to death
If you ever run out of ideas for tutorials, you could try just sharing random stories from your time on the rim. I'm sure you've seen some crazy shit in your playthroughs. Thank you for the video, it was hilarious and educational
Common room? Hospital? Statues? A flipping pool table?? Do you have any idea what all of that costs, Noobert? They should be happy I'm not feeding them to my animals! A crappy hovel right next to the garbage will have to do. Sure, they might get a little rowdy from time to time but nothing a few guards with tasers and stun batons can't handle. Just make sure your prison isn't next to the weapons storage and you'll be fine.
One prisoner decided to flipp out right in front of my lasersword wielding Sanguophage with a melee skill of 20. Let's just say, the guy was dead before the message had even properly arrived. :D (et my Sanguophage to aauto-attack hostiles) Luckily it wasn't a particularly good prisoner, but i did intend to use him as a bloodbank after converting him. The other prisoners never rebelled afterwards. Guess they were too scared of my scary vampire. He's not even the most dangerous pawn in the colony though...
@@angelwest2398 My female brawler Archon that also has a 20 melee skill and a way cooler sword and a fuckton of Magic. :D The two of them together can hold off hoardes of hundreds of enemies if they get a decent enough chokepoint. The vampire can cast stun, berserk (and area berserk, which is VERY funny) while the archon can use mass-skip and the totally not op ice-laser from psycast expanded. (seriously, that one is straight up broken) and because i did have the BG3-fever at the time, they got aptly named Astarion and Lae'zel. :3
Currently running a medieval colony of vamps and yea...yea...we have a hall closet of 10 beds in 1x3 "rooms" for our blood bags. The actual slaves get slightly larger rooms in a different end of the colony near the quarries and mending stations. Now you could argue that slaves being kept near weapons and armor is a bad idea, and you'd be right; but between 12 skull-spikes, nearly all slaves being converted to our ideology prior to enslavement and all wearing collars and straps I've yet to suffer rebellion. The ones that do get uppity, the few unwaveringly loyal ones, either get forced converted via ritual or beaten senseless should they mental break. So far it works great. Trying to acquire more slaves so I can both quarry continuously and meditate at the anima tree to farm psycast levels for expanded. I want all my vamps to be nigh unstoppable warlords and wage war against the Empire eventually.
I have a tip. Everyone suggests legless prisoners (and sure, it can be done in an early colony if you don't want to recruit them) but it takes a lot of labor as the warden have to feed them. What I do instead is a nutrient paste dispenser in the prison (really cuts down on warden work). But prison breaks? I give all my prisoners a learning assistant when I first capture them, and the prison have a stone door and a shelf of EMP-grenades nearby. So breaks happen, but can be easily shut down.
I wish I could share my prison. I’ve only had one prison escape. I’ve had several mood breaks. I started giving my prisoners smokeleaf joints and that seems to chill them out. But don’t give teetotalers drugs cause they will go berserk
Ohhh!!! I haven't seen a vid of yours in a while. Might get back into RimWorld. About time for me to return and give my pawns horrible experiences. Love you Noobert❤❤❤
wow Just at this moment I was watching your prisoner video from 3 years ago because I'm doing a game with all vampires and I need a lot of prisoners, then you upload this video, what a coincidence
I have a lot of things to say about this topic so I'm gonna put it as a list of points. Feel free to include any or all of them in a future video if you want to. 1. Neither slave rebellion nor prisoner break out can happen if your slave/prisoner doesn't have any walkable path to the edge of the map. Slave will still show a mbt to rebellion in their slave tab, but it's a lie, it will never happen, you can't even force a rebellion using dev mode. 2. Temporarily enslaving prisoners can be useful. Prisoner initial resistance will be a random value between two numbers based on the role they had when you capture them. Sometimes, this value can be quite high. But if you enslave them then imprison them again, a new value will be picked using the "member" role (which has a range of something like 12-20 iirc). Consequently, it can sometimes be easier to enslave a prisoner first before your try to recruit them. In addition, if your ideology has the "Slavery: honorable" precept, you will gain 1 development point from enslaving a pawn for the first time and the enslaver will gain +10 mood for 6 days. Finally, slave are normally considered to have 2 factions, their original faction and their slaver's faction. If a prisoner had faction when they got enslaved (which can sometimes happen with captured quest pawns), your colony will become their main faction, at which point you can just imprison them then release them and they will become a normal colonist (though they will initially have an imprisoned mood debuff). 3. I disagree with your writer with regard to crisis of belief. Prisoners who aren't part of your faction can only have 2 mental breaks due to poor mood: crisis of belief and berserk (They may have different mental breaks due to conditions like dementia but that's another story). Berserk can be completely disabled with the deadcalm gene, which also completely prevents prison breaks. Since genies come with the deadcalm gene from the get go, you can easily just pluck them in a tiny prison and wait until they convert into your ideology on their own. More optimally, if they switch ideoligion due to a crisis of belief but their living condition remain awful, they should have another crisis of belief in a few days, at which point their certainty will be reset to near zero (basically whatever certainty they accumulated since their last crisis of belief). 4. You can easily deal with a berserk prisoner by building a wooden wall behind their prison door. Berserk prisoners will try to knock down doors to get to other pawns but their won't destroy walls. So you can just wait for their berserk break to resolve on its own. 5. Several traits as well as the apostasy precepts will make prisoner conversion much slower. With enough of them are stacked up, it can become impossible to convert a prisoner the normal way. Basically, even with a level 20 moral guide, their amount of certainty you can take out can be minuscule. In this situation, the crisis of belief method might be the easiest way to concert them. Note that the wimp and the kind traits both double the conversion rate, so another approach could be to give both corresponding genes to your prisoner to quadruple their conversion rate (it will also suppress the psychopath and corrosive traits which both halve conversion rate). Another method would be to use the conversion ritual and hope for a masterful result, which will convert any pawn regardless of their initial certainty. It helps to enslave them first since slaves have lower expectation and the target's expectation has an impact on a conversion ritual's results. There is also a tiny chance to instantly convert any attendee after an inspirational speech, though the chance is too low to really be worth aiming for. 6. Prisoners who were previously slaves or colonists will remember their schedule. It only has a few effects on their behaviors though. Notably, prisoners won't sleep (except through exhaustion) if they are on work schedule, or alternatively they will sleep very frequently if on sleep schedule. 7. Prisoners with a psylink will meditate to maintain their psyfocus if their schedule allows it. If you enclose the anima tree inside your a prison barrack, then tribal prisoner can slowly anima grass for you. They will only meditate enough to maintain their focus though so don't expect them to produce a lot unless you have a tone of prisoners. If you put their bed/sleeping spot close to their anima tree, even legless prisoners will contribute since they can meditate from their bed. This combines well with the blindsight meme. When you blind a pawn, they have a chance to get a psylink (up to 50% at 100% ritual quality). So you could enslave tribals you don't want to recruit, blind them and then either harvest them or imprison them with the tree depending on the result (either remove their legs, give the deadcalm gene or wall in their prison barrack to prevent breakouts). 8. Imprisoning then releasing a colonist sets their recreation to 50%. The malus from being imprisoned is less then that of having 0 recreation. This can be useful in a pinch. 9. Prisoners are hostile to factions that are hostile to both you and their original faction. There are a few ways to exploit this. For example, in a 3 tiles prison cell with a bed, a prisoner will be forced to spend all their awake ours on the 3rd tile (the one without a bed). You can use the corner punch exploit to force your prisoner to attack incoming raiders before their reach your killbox. 10. If prisoners are set to eat only nutrient paste and they don't have any dispenser in their room, wardens will automatically produce and deliver nutrient paste. If their prison cell is also a pen, animals can eat their nutrient paste. In other words, prisoners can be a way to automate nutrient paste production, though very inefficiently.
Trying to force an ideoligion break with poor conditions is sometimes worth it. If the pawn is steadfast or otherwise super resistant to conversion, for instance
I actually never thought to make a giant prison complex. Now I'm going to do a whole playthrough where I make a huge prison complex and have them make stones for no reason. Lol
im gonna keep it real with you. i will die before i turn off my adblocker. but, im gonna check out some more of your videos. this one was very helpful. if they are all this good i will strongly consider donating to support you. so you can make money and i dont have to watch ads. (its the principle more than the ads)
Maces can most certainly destroy body parts only helps prevent bleeding out or infection in the aftermath. Communal prisons just aren't worth it what ever your saving by the prisoners getting their own food (warden will bring that when they go to interact) is lost in more prison breaks only increasing the chances of recruiting a scared up stump.
fun fact for building high quality rooms with minimum space in rimworld a bedroll doesnt subtract walking space in a room, thus allowing for more space points in a smaller room, allowing for 2,3 wooden rooms to be easily become mediocre + with just a decent wooden statue.
Gotta get Dead Calm. Prevents prison breaks and they can feed themselves. Giving Kind and Extra Pain genes to prisoners can help with Conversion speed too.
Tip: You can't give your slaves weapons without them rebelling. But they can still be useful in combat. Slaves can use mortars. And slaves with shield belts can act as field medics.
I always run luxury prison complexes because I intend to have prisoners for a while and many of them but I only usually like to dedicate 1 or 2 wardens in a playthrough so having the pawns luxuriantly comfortable means they almost never prison break. Takes longer to establish but it makes up for it for the ammount of benefit you can get out of your prisoners with minimal risk. I’ve even ran beloved farns where they never prison breaked
Lot of useful info, thanks! Also...it took me a moment to realize some of the random Discord noises were coming from the video and not my own Discord...
my Warden has the tough trait and high social with roughly 5 levels in melee. which will give a lots of opportunity to punch the imprisoned pawn. in the 1 person cell with only room for the imprisoned pawn. which yes they have a lot of mental breaks but levels up the melee of the pawn without putting them in danger. the doors are granite and close enough for him to wake up and do his job. conversion is made ez. if you reduce the recruitment / slave then convert when it's low.
Stone beds, vents for heat and cooling so no fixtures are in the room, no furnature, and an adjacent room with wood and oil and a vent to the prison.... Just in case we need to purge... Stone beds dont burn.
I just discovered the Crisis of Faith event when I forgot to cool my external prison during a heat wave lol. I also almost lost all of my prisoners to heat stroke 😂
thank you for noting the great opportunity for social grinding that wardening represents. while a skilled social pawn can really speed up the process, I find it rewarding to put my 0-skill pawn with abrasive, annoying voice, creepy breathing, etc on wardening to save them a few teeth and myself a few social breaks.
My best prison experience was when I captured a predator on the AVP mod and 3 days later 5 predators drop prodded into the Center of my base, naturally the assumption was they were the rescue crew and did not hesitate to take revenge against me for capturing one of them
I use mods, so I temd to stick to the good 'ol Nerve Staples. Quick forced employment and no trade disputes in future due to the immediate brain electrocution when an uprising happens.
I use adblock but also have RUclips premium so I don't see ads on RUclips but creators still get compensated, and I don't have to deal with the annoying intrusive ads other sites use
Since you asked nicely, I turned off adblock, but if you were able to make a 1.5 playlist that I could just roll through in the background with my adblock turned off that'd be awesome.
I just store my prisoners with legs, arms and eyes cut away while do some other organ harvest. Or, when using fences mod, build a big room with a fenced turret on each corner just to deal with rebellions
Yeah, especially early on, when you might not have choice of good social characters, it can be nigthmarish or almost impossible to convert them, because they gain faith back faster than you can take it off. One alternative I have tried (though not in my current run) is simply to have a small conversion cell to make them unhappy while converting, and then a more traditonally better prison cell they get transferred to for recruitment etc.
You can also use Tribal slaves to grow anima grass, as meditation isn't theoretically considered recreation. Thus you can have a crap ton of slaves meditating while your tribal psycaster colonist does something else. Once you've got a max lv psycaster, you can... dismiss... your work squad
we have a video in the upcoming project list called raising the perfect pawn. keep an eye out for it. for now we only have our ideology guide. and my own personal mod everyone can work.
I think quarry mod is perfect for using prison Labour for free materials There is also Concrete/brick making And farms Simple byt lovely For me Prisoners probably hate being 24/7 in a dark mountain eating nutrient paste and walking naked in a pile of rocks
I usually just give the pawn the necessities based on what i will do with them. Are they going to join, then i put him in the nicest cell i have. I am keeping them because of a quest i accepted or slaves, then i will make sure they have enough to survive the stay. Are they hemogen farm, then they get to lose their legs privileges.
just make the escape route for prisons extremely long. then use airconditioners to put the escape route temperature to -273 degrees. that should cause hypothermia and freezing of limbs which will keep them immobile. another alternative is to research bionics, then create a bionic spine, then implant the bionic spine and then remove that spine immediately. that should cause the prisoner to be spineless and therefore unable to move anymore forever.
good vid, but quick question. i have mods that puts guns/armor in the game but i don’t want other settlements to get them you know anyway to stop this?
We are here to serve the tutorials you crave! Comment what you want to learn next down below!
Rimworld of Magic. There's a ton of stuff in it.
Not much you haven't covered yet.
I haven't watched your whole arsenal of videos yet, but what I would like to watch a "mods that compliment each other well" series, such as the vehicles mod pairing well with either VE: chemfuel or rimerfeller
Dude, did you just forgot to add background music to your video?
nah. I didn't do it this time because people complain about the audio so much
Another thing with Prisoners in specific, Stone Beds! Prisoners cant stage breakouts while asleep, and worse quality stone beds lead to prisoners being asleep for longer, due to the worse quality of the bed, and the fact that they're sleeping on bricks.
no way, i always gave prisoners stone beds cuz it just fit my prisons a bit better than a concrete block with wooden beds, but thats cool how its actually beneficial, also helps get rid of stone, because i always have too much
You guys are giving your prisoners beds?
Cant recruit or convert while they are alseep
I recently gave my prisoners their first fire. I had too, because the nuclear winter was going to freeze them to death!
That's pretty clever. If you're attempting to recruit that pwn maybe you still want decent beds for the beneficial mood. Interesting. I see it going either way. Debatable
It's also easy just to revoke pawn kneecap permissions. Why deal with a prison break when you can remove their legs and ensure that they can't move? When recruited, give them peg legs and eventually bionic legs
Why bionic?
@@DautFromXbecause there's no leg options that are just as good as regular ones so it's best to invest in the resources to give them better ones. I however don't cut off their legs as it's a waste of resources and time when you could just build a good prison
@@shoelessbandit1581 Or just leave them with peg legs so they can't run away...
my usual go to is to just install and remove a bionic spine for a period of time. takes more work to care for but make me feel better after they've had a breakdown and decided to destroy all the advanced components I've been saving up
@ThatOneGuyJet, you missed the “after they has been recruited” bit.
My mole person colony has "The Pit" a single cell with 10 beds a legendary jade sculpture wash basin mushroom only shelf and a toilet. No lights in the pit or connecting hallway. It is directly below the "Singularity" killbox and our tirage center. Prisoners love it because of the jade sculpture and due to no lights can hardly fight any wardens if there is a prison break.
I had a colony where i captured 2-3 sangophages and i kept them barely alive (hemogen starved, no limbs, and everything except brain removed) so that i could farm their genes to my liking
Glad I'm not the only monster here. Peg leg release 5 years on, because mercy.
I used to give them seperate areas, nice food, flowers and so on.
Sadly it increased they will to break out and they often lost a limb or eye.
Nowadays I give them a simple wooden bed with hey floor and survival meals in the corner.
This means I can use the rooms for prisoners, slaves, guests and quest soldigers dynamically, which is much better.
Since slaves have a market value you can increase, I've been trying to flip unskilled raiders into trained slaves as an investment with mixed results. 😅
What are your findings?
For science, of course
@@mirjanbouma So far it helps if you can get them to feed themselves, produce some valuables while you train them up, but it doesn't really help or might even intensify a skill issue situation. 🤣
@@Swordofswordom Slaves are a long term investment in my eyes, you get manpower that can do the more menial stuff while retaining colonists for more sensitive tasks, and in a pinch they can always be used sub optimally as emergency raider fodder. Or as food...I doubt my colonists would mind some long pig from time to time.
The food investment needed to slowly increase their skills is not worth it. Organs are a much better, and quicker return on investment.
You can outright buy pawns from slave traders, quickly harvest their organs, and then make a huge profit from that same trader.
@@mirjanboumatoo time consuming to be worthwhile, unless you are power leveling social. Personally you could make more money growing psychoid in your hydroponics lab
I really appreciated Noobert explaining the adblock thing. I kind of forget a lot of the time that I'm doing that to people, and I think it's more than fair to give my money directly to the people creating the content im watching, rather than the ad companies they're forced to promote.
Thanks! I'll be signing up for that patreon :)
@@Le_Voile_Music Based asf
Cool. Now I need part 2 with prison labor and dub's bad hygiene (aka how to turn Rimworld into Prison architect).
Please.
You treat your prisoners better than I treat my colonists. All my prisoners live in 1 by 2 rooms without heating.
As it should be, when I enslave then I made them dig their own 3x3 hole in the nearest mountain, even if the pawn has no mining skill I will work them until they collapse, and when they wake up continue, rinse and repeat until the room is done. Also no bed and a single torch so they don't freeze to death
@@eduardcardenas9736 personally I find the touch little to much man treating them nice I see
I bet you have them break doors all the time
A new pearl of wisdom from my favorite teacher of the Rim
I will always leave my prisoner with a 2x2 with nothing but a bed, its about sending a message when I release them.
If you ever run out of ideas for tutorials, you could try just sharing random stories from your time on the rim. I'm sure you've seen some crazy shit in your playthroughs. Thank you for the video, it was hilarious and educational
Common room? Hospital? Statues? A flipping pool table?? Do you have any idea what all of that costs, Noobert? They should be happy I'm not feeding them to my animals! A crappy hovel right next to the garbage will have to do. Sure, they might get a little rowdy from time to time but nothing a few guards with tasers and stun batons can't handle. Just make sure your prison isn't next to the weapons storage and you'll be fine.
One prisoner decided to flipp out right in front of my lasersword wielding Sanguophage with a melee skill of 20.
Let's just say, the guy was dead before the message had even properly arrived. :D (et my Sanguophage to aauto-attack hostiles)
Luckily it wasn't a particularly good prisoner, but i did intend to use him as a bloodbank after converting him.
The other prisoners never rebelled afterwards. Guess they were too scared of my scary vampire. He's not even the most dangerous pawn in the colony though...
@@Aurirang 😂
I know right. His "prison" looks more like a 5-star hotel/resort lol.
@@Aurirang so if a LEVEL 20 MELEE SANGUOPHAGE isn't your most deadly pawn Im afraid of whatever is
@@angelwest2398 My female brawler Archon that also has a 20 melee skill and a way cooler sword and a fuckton of Magic. :D
The two of them together can hold off hoardes of hundreds of enemies if they get a decent enough chokepoint. The vampire can cast stun, berserk (and area berserk, which is VERY funny) while the archon can use mass-skip and the totally not op ice-laser from psycast expanded. (seriously, that one is straight up broken)
and because i did have the BG3-fever at the time, they got aptly named Astarion and Lae'zel. :3
Currently running a medieval colony of vamps and yea...yea...we have a hall closet of 10 beds in 1x3 "rooms" for our blood bags. The actual slaves get slightly larger rooms in a different end of the colony near the quarries and mending stations. Now you could argue that slaves being kept near weapons and armor is a bad idea, and you'd be right; but between 12 skull-spikes, nearly all slaves being converted to our ideology prior to enslavement and all wearing collars and straps I've yet to suffer rebellion. The ones that do get uppity, the few unwaveringly loyal ones, either get forced converted via ritual or beaten senseless should they mental break. So far it works great.
Trying to acquire more slaves so I can both quarry continuously and meditate at the anima tree to farm psycast levels for expanded. I want all my vamps to be nigh unstoppable warlords and wage war against the Empire eventually.
Nah, you get 2×1 room or nothing.
Take the room or take the bullet
I have a tip.
Everyone suggests legless prisoners (and sure, it can be done in an early colony if you don't want to recruit them) but it takes a lot of labor as the warden have to feed them.
What I do instead is a nutrient paste dispenser in the prison (really cuts down on warden work).
But prison breaks?
I give all my prisoners a learning assistant when I first capture them, and the prison have a stone door and a shelf of EMP-grenades nearby.
So breaks happen, but can be easily shut down.
I wish I could share my prison. I’ve only had one prison escape. I’ve had several mood breaks. I started giving my prisoners smokeleaf joints and that seems to chill them out. But don’t give teetotalers drugs cause they will go berserk
Ohhh!!! I haven't seen a vid of yours in a while. Might get back into RimWorld. About time for me to return and give my pawns horrible experiences. Love you Noobert❤❤❤
Another option for battle slaves is to give them drill arms. They provide more damaging natural weapons than logs and also slow the pawn by 8% each
DAAAAAAAAAAAAAAAAAAAAAAMN, just as i was enjoying hell divers 2, i watch a noobert video and i'm ready to start another colony lol
Only your videos invoke as much laughter as astonishment over the incredibly well researched topics. Thank you very much.
wow Just at this moment I was watching your prisoner video from 3 years ago because I'm doing a game with all vampires and I need a lot of prisoners, then you upload this video, what a coincidence
it's like magic 🪄
Love you vids, man I hope the channel keeps a float. I think yall should do an episode on archeotech stuff, including vinnala expanded and other mods.
I have a lot of things to say about this topic so I'm gonna put it as a list of points. Feel free to include any or all of them in a future video if you want to.
1. Neither slave rebellion nor prisoner break out can happen if your slave/prisoner doesn't have any walkable path to the edge of the map. Slave will still show a mbt to rebellion in their slave tab, but it's a lie, it will never happen, you can't even force a rebellion using dev mode.
2. Temporarily enslaving prisoners can be useful. Prisoner initial resistance will be a random value between two numbers based on the role they had when you capture them. Sometimes, this value can be quite high. But if you enslave them then imprison them again, a new value will be picked using the "member" role (which has a range of something like 12-20 iirc). Consequently, it can sometimes be easier to enslave a prisoner first before your try to recruit them. In addition, if your ideology has the "Slavery: honorable" precept, you will gain 1 development point from enslaving a pawn for the first time and the enslaver will gain +10 mood for 6 days. Finally, slave are normally considered to have 2 factions, their original faction and their slaver's faction. If a prisoner had faction when they got enslaved (which can sometimes happen with captured quest pawns), your colony will become their main faction, at which point you can just imprison them then release them and they will become a normal colonist (though they will initially have an imprisoned mood debuff).
3. I disagree with your writer with regard to crisis of belief. Prisoners who aren't part of your faction can only have 2 mental breaks due to poor mood: crisis of belief and berserk (They may have different mental breaks due to conditions like dementia but that's another story). Berserk can be completely disabled with the deadcalm gene, which also completely prevents prison breaks. Since genies come with the deadcalm gene from the get go, you can easily just pluck them in a tiny prison and wait until they convert into your ideology on their own. More optimally, if they switch ideoligion due to a crisis of belief but their living condition remain awful, they should have another crisis of belief in a few days, at which point their certainty will be reset to near zero (basically whatever certainty they accumulated since their last crisis of belief).
4. You can easily deal with a berserk prisoner by building a wooden wall behind their prison door. Berserk prisoners will try to knock down doors to get to other pawns but their won't destroy walls. So you can just wait for their berserk break to resolve on its own.
5. Several traits as well as the apostasy precepts will make prisoner conversion much slower. With enough of them are stacked up, it can become impossible to convert a prisoner the normal way. Basically, even with a level 20 moral guide, their amount of certainty you can take out can be minuscule. In this situation, the crisis of belief method might be the easiest way to concert them. Note that the wimp and the kind traits both double the conversion rate, so another approach could be to give both corresponding genes to your prisoner to quadruple their conversion rate (it will also suppress the psychopath and corrosive traits which both halve conversion rate). Another method would be to use the conversion ritual and hope for a masterful result, which will convert any pawn regardless of their initial certainty. It helps to enslave them first since slaves have lower expectation and the target's expectation has an impact on a conversion ritual's results. There is also a tiny chance to instantly convert any attendee after an inspirational speech, though the chance is too low to really be worth aiming for.
6. Prisoners who were previously slaves or colonists will remember their schedule. It only has a few effects on their behaviors though. Notably, prisoners won't sleep (except through exhaustion) if they are on work schedule, or alternatively they will sleep very frequently if on sleep schedule.
7. Prisoners with a psylink will meditate to maintain their psyfocus if their schedule allows it. If you enclose the anima tree inside your a prison barrack, then tribal prisoner can slowly anima grass for you. They will only meditate enough to maintain their focus though so don't expect them to produce a lot unless you have a tone of prisoners. If you put their bed/sleeping spot close to their anima tree, even legless prisoners will contribute since they can meditate from their bed. This combines well with the blindsight meme. When you blind a pawn, they have a chance to get a psylink (up to 50% at 100% ritual quality). So you could enslave tribals you don't want to recruit, blind them and then either harvest them or imprison them with the tree depending on the result (either remove their legs, give the deadcalm gene or wall in their prison barrack to prevent breakouts).
8. Imprisoning then releasing a colonist sets their recreation to 50%. The malus from being imprisoned is less then that of having 0 recreation. This can be useful in a pinch.
9. Prisoners are hostile to factions that are hostile to both you and their original faction. There are a few ways to exploit this. For example, in a 3 tiles prison cell with a bed, a prisoner will be forced to spend all their awake ours on the 3rd tile (the one without a bed). You can use the corner punch exploit to force your prisoner to attack incoming raiders before their reach your killbox.
10. If prisoners are set to eat only nutrient paste and they don't have any dispenser in their room, wardens will automatically produce and deliver nutrient paste. If their prison cell is also a pen, animals can eat their nutrient paste. In other words, prisoners can be a way to automate nutrient paste production, though very inefficiently.
Trying to force an ideoligion break with poor conditions is sometimes worth it. If the pawn is steadfast or otherwise super resistant to conversion, for instance
I’ve done this without even meaning to do it. Sometimes the pawns just purposely starve the prisoners lol
I actually never thought to make a giant prison complex.
Now I'm going to do a whole playthrough where I make a huge prison complex and have them make stones for no reason. Lol
I love rimworld and your guides have made playing it much more fun! Thank you for the content!
Hope you're doing well Noorbert
thanks i appreciate it. i got a part time job here to keep things up and ive been doing a lot better. i appreciate the thought :)
@@Noobert❤❤❤
the freaking skits this channel makes 🤣 i love the jokes that come from this channel! keep it up!
Good tip on the shields not being tainted :)
The legless option is priority nr 1 when I get temporary prisoners from other factions, and they aren't paralyzed through the entire visit
How to deal with prisoners you aim to recruit:
>give them peglegs
>remove peglegs
>recruit
>give bionic legs
easy
Install and remove bionic spine is my goto like that.
@@MacClay8That's a waste of the good meds. Peglegs can be done with herbal
@@MacClay8thats better if u got the medicine, but u can do peg legs with herbal meds
Noobert! You are a big boss RUclipsr! You will find great success I know it! Do it for the rest of us who do not have the opportunity
im gonna keep it real with you. i will die before i turn off my adblocker. but, im gonna check out some more of your videos. this one was very helpful. if they are all this good i will strongly consider donating to support you. so you can make money and i dont have to watch ads. (its the principle more than the ads)
speaking as a Whip player in KOF, I really appreciate that opening.
Maces can most certainly destroy body parts only helps prevent bleeding out or infection in the aftermath.
Communal prisons just aren't worth it what ever your saving by the prisoners getting their own food (warden will bring that when they go to interact) is lost in more prison breaks only increasing the chances of recruiting a scared up stump.
fun fact for building high quality rooms with minimum space in rimworld
a bedroll doesnt subtract walking space in a room, thus allowing for more space points in a smaller room, allowing for 2,3 wooden rooms to be easily become mediocre + with just a decent wooden statue.
"How to Efficiently Imprison and Enslave Different Races"
By Noobert
just got into this game and i REALLY appreciate your videos!
"Yes, we consider slaves on the same levels as prisoners around here" - so does the US, so no worries.
13:10 [chuckles in Soviet design bureaus]
Nice and comprehensive guide, thanks!
Gotta get Dead Calm. Prevents prison breaks and they can feed themselves.
Giving Kind and Extra Pain genes to prisoners can help with Conversion speed too.
Tip: You can't give your slaves weapons without them rebelling.
But they can still be useful in combat. Slaves can use mortars. And slaves with shield belts can act as field medics.
You can also give them flak full flak armor without any suppresion issues as well
The video itself mentioned EMP and smoke grenades.
In all cases, slaves are better off not wearing belts and just being used as utility haulers.
You should have an armory for weapons honestly and then have the slave zones far away from it.
@@JoshSweetvaleor block makers/joint rollers
@@303Thatoneguy During combat?!
I always run luxury prison complexes because I intend to have prisoners for a while and many of them but I only usually like to dedicate 1 or 2 wardens in a playthrough so having the pawns luxuriantly comfortable means they almost never prison break. Takes longer to establish but it makes up for it for the ammount of benefit you can get out of your prisoners with minimal risk. I’ve even ran beloved farns where they never prison breaked
I wish we had a deployment feature. Double eleven knows how to do it with prison architect. I just want pawns to go on patrol
mods for that mhm
the discord alert sound at about 15:48 had me rattled. "who is messaging me?!"
Lot of useful info, thanks!
Also...it took me a moment to realize some of the random Discord noises were coming from the video and not my own Discord...
my Warden has the tough trait and high social with roughly 5 levels in melee. which will give a lots of opportunity to punch the imprisoned pawn. in the 1 person cell with only room for the imprisoned pawn. which yes they have a lot of mental breaks but levels up the melee of the pawn without putting them in danger. the doors are granite and close enough for him to wake up and do his job. conversion is made ez. if you reduce the recruitment / slave then convert when it's low.
Lol “demonetized from life” love it.
Good video, comment for engagement 👍Hopefully the rough patch is over soon
Fingers crossed!
Stone beds, vents for heat and cooling so no fixtures are in the room, no furnature, and an adjacent room with wood and oil and a vent to the prison.... Just in case we need to purge...
Stone beds dont burn.
All prisoners go into a 3x2 room with a bed, nutrient paste feeding trough, and no light. My conversion and recruitment rates are pretty solid.
I just discovered the Crisis of Faith event when I forgot to cool my external prison during a heat wave lol. I also almost lost all of my prisoners to heat stroke 😂
the bloop at 16:21 had me checking for messages !
16:19 this discord ping in video had me checking my discord until i realised
yeeeeep
thank you for noting the great opportunity for social grinding that wardening represents. while a skilled social pawn can really speed up the process, I find it rewarding to put my 0-skill pawn with abrasive, annoying voice, creepy breathing, etc on wardening to save them a few teeth and myself a few social breaks.
My best prison experience was when I captured a predator on the AVP mod and 3 days later 5 predators drop prodded into the Center of my base, naturally the assumption was they were the rescue crew and did not hesitate to take revenge against me for capturing one of them
1:15 adorable axes😍
I use mods, so I temd to stick to the good 'ol Nerve Staples.
Quick forced employment and no trade disputes in future due to the immediate brain electrocution when an uprising happens.
I ain't blocking your ads, I'm skipping them when thr options appears
I use adblock but also have RUclips premium so I don't see ads on RUclips but creators still get compensated, and I don't have to deal with the annoying intrusive ads other sites use
Highmates are very persuasive.
They have 2 massive reasons prisoners should join or 1 massive reason prisoners should join
I'm afraid this isn't so comprehensive anymore since they released the Anomaly DLC.
That said Noobert has created a separate guide for that.
Since you asked nicely, I turned off adblock, but if you were able to make a 1.5 playlist that I could just roll through in the background with my adblock turned off that'd be awesome.
100%. all our vanilla guides playlist is still valid for 1.5
I just store my prisoners with legs, arms and eyes cut away while do some other organ harvest. Or, when using fences mod, build a big room with a fenced turret on each corner just to deal with rebellions
The entrance should be two deep so you can send melee man in to beat up the prisoners and fight them one at a time
Happy prisoners gain faith in there ideologon though. Really hard to convert them
But your warden gets levels in social too.
Just send in the priest every 3 days and they will convert eventually.
@@molybdaen11
Nope
Yeah, especially early on, when you might not have choice of good social characters, it can be nigthmarish or almost impossible to convert them, because they gain faith back faster than you can take it off. One alternative I have tried (though not in my current run) is simply to have a small conversion cell to make them unhappy while converting, and then a more traditonally better prison cell they get transferred to for recruitment etc.
Just realized with 1.5 the peg leg shenanigans wont work anymore
You can also use Tribal slaves to grow anima grass, as meditation isn't theoretically considered recreation.
Thus you can have a crap ton of slaves meditating while your tribal psycaster colonist does something else.
Once you've got a max lv psycaster, you can... dismiss... your work squad
HERE TO HELP
Dear noobert. Can you please put Turkish subtitles on the videos?
I just got back from an ad when you started talking about ads. Would be funny if that's intentional.
Do you have a guide for babies and all stages pre adult? And mods on the subject? If not just an idea 😊
we have a video in the upcoming project list called raising the perfect pawn. keep an eye out for it. for now we only have our ideology guide. and my own personal mod everyone can work.
My fav is just enslave, force them to absorb sanguo xenogerm and harvest all part.
Wooooo!!!! Let's goo!!!!
commenting cuz i felt guilty for not watching ads >.>
I think quarry mod is perfect for using prison Labour for free materials
There is also
Concrete/brick making
And farms
Simple byt lovely
For me
Prisoners probably hate being 24/7 in a dark mountain eating nutrient paste and walking naked in a pile of rocks
I usually just give the pawn the necessities based on what i will do with them.
Are they going to join, then i put him in the nicest cell i have.
I am keeping them because of a quest i accepted or slaves, then i will make sure they have enough to survive the stay.
Are they hemogen farm, then they get to lose their legs privileges.
16:48 Discord goes off
Slaves as melee blockers, because your doctor has to level up somehow...
I love your videos
just make the escape route for prisons extremely long. then use airconditioners to put the escape route temperature to -273 degrees. that should cause hypothermia and freezing of limbs which will keep them immobile. another alternative is to research bionics, then create a bionic spine, then implant the bionic spine and then remove that spine immediately. that should cause the prisoner to be spineless and therefore unable to move anymore forever.
You can also install peg legs and then remove them
Just install a brain implant and have your wardens wielding EMP bombs.
I find it funny to control a break by using the god mode go to the pawn and just make there heart disappear…
Nice video
Not me forcing amputation on both legs so I can keep farming their sweet red juice. Without risk of prison break.
Me, a Canadian: "Survivors?"
good vid, but quick question. i have mods that puts guns/armor in the game but i don’t want other settlements to get them you know anyway to stop this?
I rather make my own robocops than trying to keep an angry one contained. Hussars are kill on sight every time.
Don't stop making vids!
i would LOVE TO HAVE THIS PROBLEM
Past me was a fool for not subscribing.
the bloodbag strat has been nerfed a bit in 1.5 unfortunately, if the pawn can still use their hands they will try and crawl about
yup
I miss the background music.
Rimworld:
Prisoner = Slave / Free Organs / Doctor training / Social training / Melee training/ So much more
I keep seeing "Ryu" and...I have to check, because I forgot if my in game pawn is named Ryu as the name that shows for short or not.
RIMWORLD MERCH!
Thanks!
I appreciate the support thanks a bunch ☺️
LETS GO
Impids prison breaks are the worst, they set everything on fire and run very fast
NGL, the prison in the video may be bigger than some of my bases XD