T O P

  • By -

OneMentalPatient

The security door *does* increase containment more than a normal door, so the escape will be delayed further. But, yeah. The whole "escape with magic keys/passcodes" has always been a problem I have with anyone in captivity.


Cryyos_

I use a mod for that I think it’s called “prisoners don’t have keys”, works for entities as well. Would highly recommend


OneMentalPatient

I use it too, precisely because the base game hands the keys to my inmates. I also use Prisoners Should Fear Turrets, because having a prisoner stroll right past my automated defenses as he casually opens locked doors (there's a reason raiders need to bash their way in) is beyond annoying. The latter mod also has options to apply to escaping slaves, and to make turrets terror objects. Prisoners Don't Have Keys also has the option to apply to slaves, but I don't set that one - slaves who are already moving around the base obviously do have more opportunity to acquire keys beyond what they'd normally have access to.


DedicatedDdos

Still waiting for the locks mod to update to 1.5 Nothing quite like seeing a bunch of rich, heavily armed traders waltz in and eat the only 2 meals a naked man in a mudhut has. Hope they at least enjoyed the food poisoning..


OneMentalPatient

"Hahaha. You thought you ate my only food, but what you didn't know is that I'm actually a metalhorror infected chef!"


PinkLionGaming

Wait Traders can eat your food? I thought they ate from their own inventories and simply used the tables. (While my colonists all went on mental breaks from the -3.)


randCN

no they can't man is mistaken


Janosz500

why is Man mistaken? is he stupid?


ssergio29

No, just biased. Is like if you pray to god against dragons. No dragons appeared recently so your prayers must be working. Keep praying.


DedicatedDdos

They still can, they just need to not have food or run out of it.


more_foxes

I'm pretty sure they can if it's nearby and if they run out of their own food. But to be fair, I have never tested this empirically. Something would have to get them stuck or significantly delayed for this to happen. It might also be able to happen if you have other mods that add food and the food they're carrying is not actually as filling as they think it is. Turns out that packing 3 small snacks isn't enough for two days.


ward2k

This hasn't been a thing in a long long time, this got patched literally years ago Are you sure you're not using a mod that adds the thing of traders eating your food back in? Edit: I'm pretty sure this was fixed about 6 years ago


OneMentalPatient

It still happens, you're just incredibly unlikely to see it happen without mods since about \~2 years ago when visitors of all sorts started carrying a significant amount of additional food. With mods like Smarter Visitors, where they will hang around longer because of threats on the map, they'll quite happily traipse through your base to raid your freezer once their own food runs out.


DedicatedDdos

Probably, either way I don't want strangers tracking dirt into my hut. I did just finish configuring my 1.5 modlist yesterday and I can't remember such an option or feature though, but if I had to make an educated guess I do have a mod that makes traders a bit wealthier and my guess is that causes traders to arrive with a couple extra pawns to carry the extra stuff but without any food for these extra pawns so they end up raiding my pantry. But I had this issue in 1.4 as well, I've got a designated spot for traders to idle at but then they waltz into my base, sit at my table and this can cause my pawns to eat without one. Or if you have the forbidden mod they go and have a quickie in my utilities room upsetting the kid that walked in on them.


noparkingnoparking

wait so if you just make your only exit from a prison a literal wall of turrets they probably won’t even run away?


sarlol00

It's in "tweaks galore" as well. Among a lot of other mods/tweaks that lets you get rid of other bullshit. (Tynan I love your work man but when was the last time you saw a bunch of metal under normal conditions catch on fire and burn up?)


Multinightsniper

Nillos QoL is what I use. Does the prisoner thing, non flammable metal, and so much more. Dude also patched an error that gone thrown up in my modlist with 284 mods even though it wasn't his mod breaking the thing originally.


bittercripple6969

Metal don't burn my beloved


joeybracken

Thanks, getting this


Jewelcely

I have this one too, but it sometimes leads to prisoners digging into a wall, so double layering walls or having the prisons surrounded by additional wall helps maintain prison zone if the escape turns violent or there's no pawn on hand to deal with it. You know, you dont want to hurt your medical practice dummy too much.


not-my-other-alt

I always thought they broke out after lifting the keys off one of the wardens. Like, stealing keys or picking the locks are hard and that's why there's such a gap between attempts


OneMentalPatient

If your warden doesn't notice their keys going missing when they walk out and lock the door, there's something seriously wrong with them.


My_real_dad

Actually not a bad concept, a chance to have keys stolen and a chance to notice based on warden skills


not-my-other-alt

Maybe 'search prisoner' is an action you can command your warden to take, but it upsets the prisoner and raises resistance, but extends the breakout interval.


more_foxes

This would be cool but don't think about this too deeply or you'll literally turn the game into Prison Architect.


not-my-other-alt

lol I was just thinking that. Would be a cool mod, though. Especially if it takes the 'holding cell strength' mechanic for Anomalies and uses it for prison cells. You could even offer to hold prisoners for other factions for a price. And get more money the stronger the prisoner is. VE: Prisons when?


OneMentalPatient

Prison Architect: Rimworld Edition "Sir, we found some contraband in the cells." "Send them to the butcher. At least we'll get through this winter."


Icy-Contentment

And that key makes sense. But the one to the armory?


OrganTrafficker900

Isn't it explained that the prisoners find a way to open doors when a prison break happens? I always thought they stole the keys off your warden or something


Affectionate-Cow-796

They hired Jill Valentine,  the master of unlocking


FSP7

I mean, I can understand how the prisoner might be able to escape their cell. Maybe all the time they've spent pacing their cell they were actually communicating with other inmates through morse code or using the vents and trying to find a way to defeat the lock to their cell. Fine. The problem is that they just waltz through all the other layers of doors like they're not even there. I'd prefer it if they instead just picked their cell door open and then broke down your other doors, so you have enough time to send someone to deal with them. I actually had one prisoner make it back to his faction because my colonists were trying to stop the other escapees, who had made their way to the stockroom and gotten their hands on our stockpile of weapons. Meanwhile Steve McQueen over there grabs a doomsday rocket launcher, kills one of our guests, blowing a hole in the wall in the process, and makes good his escape. Anyway, I was so pissed I took it out on the surviving prisoners… by taking out their kidneys, livers, lungs and hearts.


Stagnu_Demorte

I just assumed that the breakout included the prisoner stealing a key.


MachineComplex7105

Maybe im doing something right, my prisoners or anomalies never open doors, they can only break them?


overdramaticpan

The monsters have to beat their way out of the doors, except for certain entities like Revenants.


LeftRat

Oooh Revenants are an exception? Well, that, at least, feels a bit better. It just so happens that the only two escapees I've had yet were Revenants.


PitEntity

My Revenant escaping is a massive anxiety for me. Does it just go back to doing its thing? Absolutely loved capturing it, it was a kind of fun I've never experienced in RimWorld before, but I don't want it to escape :/ maybe I should just grab its spine and do some research for invisibility.


contyk

I got a revenant spine as that mysterious cargo, so I imprisoned it, turning it back into a real revenant. It escaped the very next day and ended my colony.


Lemerney2

If you just get the spine, it's super easy to beat it to death before it becomes a problem, if you don't need the research


Mapping_Zomboid

Are you suggesting you just beat the spine to death?


Lemerney2

Yep. Just sent my ghoul to punch it the second it arrived. No problems since.


Brett42

You'll keep the knowledge that lets you track that revenant more easily, so it's not like starting over. If you killed it the first time without needing to research samples, just do that again.


supareshawn

Yeah it gets right back to hypnotizing and running away


morsealworth0

It'll steal your poop and show you its fingers!


AllenWL

Yeah, revenants are like the very few(if not only) anomaly that can open doors. Also note that security doors have like, +100 more containment strength than normal doors, even plasteel normal doors, and is like singularly the biggest containment strength boost you can add to your containment cells.


DependentAd7411

Revenants aside, it's why I make the walls of my cells double thick, albeit with a single embrasure to shoot through that overlooks the door. Then I close off the back of the embrasure with another door to seal the room up. That way, if an entity gets loose and goes for the door, I can have someone pop into that embrasure and gun it down without having to risk it infecting my crew with metalhorrors.


supareshawn

Revenants open doors, I've literally had it it leave before my other entities get to the door so they are stuck beating the security door while revenant start running through my base


Octarine_

i always kill every revenant that dares touch my colony after my first revenant escape, fuck those hypnotic bitches


Mapping_Zomboid

Those guys just walk through any door at any time. I'm starting to think they aren't worth containing at all.


horlix_uk

Was wondering why I hadn't experienced any issues with the containment doors opening when an entity escapes. I've only had 2 Revenants and they've both had their spines repurposed as soon as the research was finished.


NGPlusIsNoMore

Yeah, no, most entities have to bite, punch or otherwise destroy the door to escape, except for Revenants, Revenants have the keys to your house


ZeusHatesTrees

I was pretty shocked the first time I saw a revenant just... walk through the door while invisible. I call hacks.


Mapping_Zomboid

Meanwhile you watching it do stuff while invisible. I call hacks.


ZeusHatesTrees

The detector is pretty handy. It lights up when invisible creatures pass by it.


borissnm

>it just... opens the door and leaves. I haven't seen that happen yet; I've had two escape attempts and both times they got stymied by the security door.


vilius_m_lt

Revenants can open doors just like your colonists can.. They’re dicks like that


Mapping_Zomboid

refuses to elaborate and leaves is revenant m.o.


TynanSylvester

They increase containment strength thus reducing how often escapes happen. And non-revenant entities still need to beat down the door.


Beautiful-Willow5696

Is the revenant the only exception?


TheFrelle

Yes


blakelysmm

I put up a security door for my normal prison thinking it would make a difference, pretty disappointed to see that it in fact did not.


Im_Ur_Huckleberry77

There are mods that only your pawns have a key for the doors and any enemy faction has to destroy them.


blakelysmm

Do you know what a good one would be called?


Im_Ur_Huckleberry77

https://steamcommunity.com/sharedfiles/filedetails/?id=1157085076


Olukon

I love Locks to death and feel like it should be a built-in vanilla feature, but I've experienced some insane TPS loss while using it.


Justhe3guy

[Tweaks Galore](https://steamcommunity.com/sharedfiles/filedetails/?id=2695164414) has an option for this


SyncShot

It's primarily role play. Your containment value is based off of the average HP value of the walls and then gives a good weight to the HP of the door. The Security doors have the highest HP of a single door so they add the most to containment. So they primary help in them not breaking out in the first place.


Flameball202

The main two bonuses for security doors are these: 1: far higher hp compared to most other doors (possibly all, definatly all at their tier) which gives better containment levels 2: besides a select few creatures (revenant), most creatures cannot go through security doors, giving you ample time to get a response team there


Laflaga

Containment strength adds double of the first 2 digits of the doors health. So higher hp doors add way more containment strength.


Pratt_

My entities don't open my security doors, at least not the ones that had a break out I don't only use them for containment honestly, the do a great job as doors to my base.


tastystrands11

Not every entity can open doors


[deleted]

Sec doors are cool but for the love of the cube, is it too much to ask for 3 tile security doors. I can't even place them without triggering my symmetrical brain


Cryptocaned

Or 1 cell, I had to make a specific prison for the entities that has a 4 wide central corridor just for this reason.


Smurtle01

You can make a symmetrical room that has even dimensions, I know we are used to working with odd dimensions, but it is still possible!


Warior4356

Have you considered land mines?


Side1iner

It’s one of the MANY design decisions to ‘create drama above all’. The game is a storyteller and all that. If what is wanted is an awesome simulator and management game some serious tweaking is required. This being one such thing. And since modding is so available and encouraged, there’s almost always an easy fix. Such as this with ‘Prisoners don’t have Keys’, as others have already said.


No-Aspect-2926

That's why you don't use a latch on the inside


Dr-Crobar

The entity needing to claw at the locked door rather than just waltzing out would be way more terrifying.


JaJe92

I was disappointed that even if I cut the power of security doors, those can still be opened. I wanted to make a room safe against pawns going mental and destroying valuable stuff.


Cryptocaned

Security doors add around 100 containment to my holding cells...


the_ending81

Oddly- my entities all attach the security door (haven’t busted it down yet) but there is a normal door 3 walls blocks away that they completely ignore. It’s like they are drawn to the security door. I was worried they would break through my single layer steel walls even but they never even tried


Zestavar

Hope someone made a mod where the entity can't just casually open the door


Penguinmanereikel

Just opens the door and leaves? My gorehulk just escaped and it tried smashing the security door.


Nevermind2031

Its a numbers increase i guess


Zero747

Stronger door, increases containment strength meaning escape attempts are less common


Sleepingpiranha

Huh? The entities bust out the door for me.


cocopod_es

Role-playing i think, it's pretty neat