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RimWorld => General Discussion => Topic started by: Shurp on July 28, 2016, 11:57:02 PM

Title: Arrest mechanics
Post by: Shurp on July 28, 2016, 11:57:02 PM
OK, just how am I supposed to do this?  I have a colonist whose mood has plummeted to -20 and it's just a matter of time before she breaks and goes on a rampage.  So I wanted to lock her up until I can research beer and get her good and drunk.  I tried arresting her; of course she resisted, so my other colonist beat her senseless with wooden logs.

Now she's lying on the ground incapacitated.  I want to dump her in a prisoner bed but no option comes up when I left click on her.  I just get a "rescue" option to carry her off to her bed.  I don't want to repeatedly beat her down.  How do I get her into a prisoner bed while she's still incapacitated?
Title: Re: Arrest mechanics
Post by: Shurp on July 29, 2016, 07:29:53 AM
No, even while drafted my pawns lack an "arrest" option for a downed colonist.
Title: Re: Arrest mechanics
Post by: Kagemusha12 on July 29, 2016, 09:02:41 AM
Quote from: Shurp on July 29, 2016, 07:29:53 AM
No, even while drafted my pawns lack an "arrest" option for a downed colonist.

Do you ha<ve a free prison bed?
Title: Re: Arrest mechanics
Post by: cultist on July 29, 2016, 05:07:26 PM
You can't arrest (specifically arrest) downed pawns (of any faction). The option you want is capture, but it's not possible to capture someone who is a member of your own faction. Not sure if this is intentional or an oversight.
Title: Re: Arrest mechanics
Post by: Shurp on July 29, 2016, 06:30:22 PM
It occurs to me it's actually not relevant -- even if I do lock her up, I'll still have to beat her senseless again when she has her next psychotic break.  So arresting her brings no benefit anyway.  I should just draft her, tell her to go stand in the corner of her bedroom, and beat her when she tires of it.

I really need to finish researching beer.
Title: Re: Arrest mechanics
Post by: blongo on July 29, 2016, 06:51:38 PM
This is where Cryosleep pods come in handy. Nighty night Forever =D
Title: Re: Arrest mechanics
Post by: RemingtonRyder on July 29, 2016, 11:21:10 PM
I can just about imagine a colonist being carried to the sleep pod, all the while kicking and screaming all the way, 'I hate you all!' Then they wake up, about to resume the rage, when they see the most beautiful sight ever.

99 million bottles of beer, stuffed into the ancient ruins in crates from floor to ceiling, take one down and... oh.
Title: Re: Arrest mechanics
Post by: ChimpX on July 30, 2016, 03:54:01 AM
Quote from: Shurp on July 29, 2016, 06:30:22 PM

I really need to finish researching beer.

I'm carrying out some experiments as we speak.

Cheers Shurp buddy!
Title: Re: Arrest mechanics
Post by: b0rsuk on July 30, 2016, 06:49:37 AM
I think you can arrest people without resistance if you do it before their mood drops too low.

You can still wall her in with pemmican and wait for the -20 to expire.
Title: Re: Arrest mechanics
Post by: DoomBudgie on July 30, 2016, 09:25:00 AM
Put a bunch of food in her room. Stick her in there and wall off the door until you're ready for her to come out.
Title: Re: Arrest mechanics
Post by: Shurp on July 30, 2016, 12:08:08 PM
Yeah, walling her off with food while waiting for the beer to finish brewing seems to be the best solution.  BTW, I have beer now, so the disaster has been averted :)
Title: Re: Arrest mechanics
Post by: Shurp on July 31, 2016, 02:28:22 PM
Uh oh, here we go again.  This colonist is such a pain in the ass.  Her boyfriend broke up with her so now she's walking around with a -17 mood penalty for the next 30 days.  Gah.  I tried keeping her drunk but even with 5 beers in her I wasn't getting enough mood bonus to keep her active.  And she was cleaning out my beers.

*whack whack whack*

Wooden logs to the rescue.  She's safely tucked away in bed.  I should quick dump some food and wall her in :)

[Edit]

Ida's fury is now safely contained (see below).  And I can link the cooler to my fridge in a few months.

[attachment deleted by admin - too old]
Title: Re: Arrest mechanics
Post by: Shurp on August 03, 2016, 07:17:11 PM
Update: Ida finally got over her breakup!  Hooray!

But I still have a little problem:

Catharthis                     20
Low expectations           10
Ate fine meal                  5
Ate cooked insect meat  -3
In darkness                   -3
Feeling bad                   -4
Slept in the cold            -4
Ate without table           -4
Cramped environment   -5
Awful bedroom              -5
Pessimist                       -6
Cabin fever (serious)     -15
Hideous environment    -15
Totally joy-deprived      -20

Total:                           -49

This is what happens when you leave your colonist in solitary confinement for two seasons in a hole in the wall... I guess I'll have to wait for her to go berserk again, then try to rehabilitate her after.  Another beating will probably be required too.
Title: Re: Arrest mechanics
Post by: Boston on August 03, 2016, 07:36:37 PM
"The beatings will continue until morale improves!" has never been more applicable.
Title: Re: Arrest mechanics
Post by: Taint on August 03, 2016, 07:48:16 PM
People like this I like to give clubs to attack raiders. Maybe after all the berserk rages they've had they'll beat them bad guys. Usually they end up dead though. Shame...
Title: Re: Arrest mechanics
Post by: Kagemusha12 on August 04, 2016, 01:34:48 AM
Quote from: Shurp on August 03, 2016, 07:17:11 PM
Update: Ida finally got over her breakup!  Hooray!

But I still have a little problem:

Catharthis                     20
Low expectations           10
Ate fine meal                  5
Ate cooked insect meat  -3
In darkness                   -3
Feeling bad                   -4
Slept in the cold            -4
Ate without table           -4
Cramped environment   -5
Awful bedroom              -5
Pessimist                       -6
Cabin fever (serious)     -15
Hideous environment    -15
Totally joy-deprived      -20

Total:                           -49

This is what happens when you leave your colonist in solitary confinement for two seasons in a hole in the wall... I guess I'll have to wait for her to go berserk again, then try to rehabilitate her after.  Another beating will probably be required too.

Perhaps putting a horseshoe pin or a chess table into her cell would have helped with the joy deprivation
Title: Re: Arrest mechanics
Post by: Shurp on August 04, 2016, 06:26:33 AM
Quote from: Boston on August 03, 2016, 07:36:37 PM
"The beatings will continue until morale improves!" has never been more applicable.

LOL, exactly.

"Get your act together, or we're all going to club you down like a baby seal!"

Good news: Ida is back to work and has made a complete recovery.  I force fed her some beer when I let her out and she had a good sit down in front of the TV before wandering outside for a bit.  Now she's plugging pirates with .50 cal sniper rounds again like in the good ole days.

I have noticed that colonists always stand 5 squares away from the horseshoe pin, so I don't think my cell would have been large enough.  The chess table could work.  Maybe a door to a small outside courtyard would help too.
Title: Re: Arrest mechanics
Post by: Limdood on August 04, 2016, 04:15:48 PM
I've seen some really annoying sudden mood hits too.

#1: had a boomrat manhunter pack heading in from the far side of the map.  didn't want to risk dealing with the 25+ of them with only 4 shooters and 2 turrets, so i placed 2 walls at my doors, restricted everyone in, and had plenty of food and projects to wait it out.

Then an escape pod landed and the game decided it was the CURRENT lover of a colonist who fell in love, got married, and got divorced to another colonist all earlier this game.  Needless to say, i was completely unable to go out and rescue the pawn.  since if i didn't want to deal with them inside my base, i certainly didn't want to deal with them in a 1 square doorway.  -17 lover died mood for the next several seasons.....on my nudist....during winter...when he had to wear a parka.

#2, similar situation....trade caravan shows up with a lover of another colonist (seriously, when are these colonists having these sordid affairs?).  Trade caravan leaves and when its just outside my base, a pirate raid with immediate attack hits....from the direction the caravan is heading.

Annoyed by the sudden, unavoidable, contrived mood penalties.  #2 was impossible to stop...i couldn't even have run my pawns into the pirates before they reached the traders no matter what.  #1 BECAME impossible due to other choices I made....but it all happened before the pod landed, so there was no predicting it.
Title: Re: Arrest mechanics
Post by: Shurp on August 05, 2016, 07:08:29 AM
#2 was stoppable, you just needed to gun down the trade caravan before it left :) 

But yes, with the new mood penalties, creating solitary confinement cells for mad colonists is increasingly unavoidable.