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When capturing prisoners, they appear to be randomly assigned prisoner beds. However, after I have perused their stats, I usually want to manually assign them more appropriate rooms in order to provide medical care and/or recruit them.
For normal beds (for the colonists), there is the 'set owner' option. How do I do this for prisoners?
TormodTormod
2 Answers
Here is a trick for moving prisoners to specific beds.
- Mark all non-occupied prisoner beds for colonists, except the one you want to move them into.
- Mark the prisoner's current bed as for colonists.
- A warden should come move the prisoner to their new bed shortly.
- For a room with more than one prisoner, manually order a warden to take the prisoner to bed. Then you can turn the room back into a prison cell for the remaining prisoner(s).
- A constructor can move the prisoner's bed, and then a warden will come to move them.
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If they are still injured, I haven't found a way to move them, but once they are healthy, you can kick them out of their current bed by marking it for Medical, and then a colonist will come along and escort them to a different (still random) bed.
By marking all of the Unoccupied beds as Medical except for one, you can force the prisoner into that particular bed.
MaarxMaarx
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Rimworld is a city building, resource management game developed by Ludeon Studios. I reviewed it here and it has sucked huge wodges (technical term) of time out of my life since I found it. It’s a fairly complex game with random change playing a huge part in the gameplay and as you play you think I could have done that better or why did I start with that combination of characters. Well, I’m here to impart the benefit of my experience on to you, so you don’t have to make the same mistakes I have with these useful Rimworld Tips.
Don’t be so Hard on Yourself
Out of all these Rimworld tips, the first and easiest way to make RimWorld easier for you is to of course, decrease the difficulty level. Ok, kinda obvious but a good point. If you’re struggling with the difficulty and the sheer brutal level of events, then don’t be a martyr. Don’t be afraid to try again on a different difficulty, ok you’ll lose the progress you’ve made but in those first few games while you’re learning you can begin again using what you’ve learned.
Get the Right Sort of People
When it comes to character selection there are a few things that you can do to make it easier for yourself within the game.
- Try not to have any colonists with things that they won’t do. It’s only going to cause you difficulties when you desperately need someone to do something. Deliberately adding issues is not going to make it easier.
- Try and keep clicking until you get a fair split of skills among all the colonists, specifically try to get at least one person who is either good or at worst just enthusiastic about the following Medicine, Research and Social. This will ensure that your colonists can be effectively healed, research new things and talk to traders and recruit new followers.
- Try to have them as young as possible; starting a colony with three people aged 60+ is only adding extra difficulties in regards to arthritis, hauling and plain old life expectancy.
Of all the RimWorld Tips this one is the hardest to achieve as you’re just clicking on a random button over and over until you get a result you want. A good outcome is possible for those with the patience.
Start in the Right Place
Where you crash is randomly determined but you can move people away. Sure if you move far away it can be a pain moving the crash resources but you only have to do this once. In order to get your town in the best place look for the following and try to set up within a reasonable distance.
- Stone / Mountains – this are a good source of stone and metal, which you’ll need to move your base past the highly flammable wood.
- Soil and growing land – You’ll need somewhere to plant your crops and grow your food.
- Existing Buildings / Ruins – Good idea to use these, they are already there after all and most of them are stone.
- Indigenous lifeforms – Being near a herd of animals that can provide meat, leather and wool is not a bad idea either. Oh, and best not to start building too near a herd of boomrats.
Food for Thought… and Survival
Once your colonists have somewhere to rest their head, get your crops planted. You have some food packs already but they won’t last very long. I’d advise at least three different crops, two foods and one cotton. The cotton means you can make your own cloths with the tailoring bench, very handy for when Winter comes along. Have one food a quick-growing low yield food to fulfill the need now, and the other a longer term plant with a higher yield to cover you long-term.
“I’ve Got the Power!”
Unlike other games of this type, you can build technology straight away. In the crash there are enough components and steel for you to build your own power station. You don’t need much power, a solar panel and a wind turbine attached to two batteries should do you for now.
Make sure the batteries are housed in a building with a roof so they don’t short out when it rains. Cut down all the trees in front and behind of the wind turbine to increase its effectiveness. Most electrical items will connect automatically when within range of the power supply or cabling. If not you may have to build more, but they don’t cost much steel and you’ll need it for the next bit.
It’s Getting Cold Inside
Once you have a power supply you can look at creating a freezer room to allow you to keep all your food (prepared and raw) fresh and usable for months and not a few days. All you need to do is build a room, stone works better but wood is fine.
Attach a freezer unit to the wall with the red part outside and the blue part inside and then set the temperature using the dials at the bottom. -10 degrees is about right. Change the inside of this room to be a storeroom zone that accepts only food, and change any other storerooms to not accept food. Now all your hunted rat and squirrel will last for ages.
Kill Small, and Tame Big
If the idea of taming all the animals you come across to set your colonists up as a cross between Xavier’s School for the Gifted and Dr Doolittle seems appealing, try to stem those tendencies. Smaller animals are generally not worth taming at this point, taming a rat at best ends up with a tame rat that eats food and can attack people but nowhere near as effectively as a chap with a club.
Smaller animals should just be hunted and with a butchery table turned into meat and leather. Larger animals, I would generally just ignore until your colony is established, sure some provide wool and others are great for hauling stuff or defending your colony but until food, space and beds aren’t as hard to come by, I’d ignore them (or hunt them and hope they come back)
Wanna Get Big? Get Converting?
At some point you’re going to have to think about adding more people to your colony and for that generally you need prison beds of hospitals depending on your chosen route. So, make sure that you have two beds each with their own room; one stated as a hospital bed the other a prisoner bed. Make the prison room as attractive as you can. Add a nice bed, pot plants, good lighting and ensure that any prisoners you get are well looked after, healed and well fed.
At the earlier stages I would rescue people from other colonies rather than capture as you don’t want to be at war with them and the good will is always useful. Any raiders or pirates can be captured and put in your nice pretty prison. With a colonist with a high enough social skill you’re ranks will soon be swelling with pirate and raider converts.
So, these are my RimWorld Tips that I’ve picked up by playing and making mistakes in many different colonies. If you have any hints and tips for RimWatch don’t be shy, drop them in the comments. I’m always looking for more ideas.
Share this:
Rimworld is a city building, resource management game developed by Ludeon Studios. I reviewed it here and it has sucked huge wodges (technical term) of time out of my life since I found it. It’s a fairly complex game with random change playing a huge part in the gameplay and as you play you think I could have done that better or why did I start with that combination of characters. Well, I’m here to impart the benefit of my experience on to you, so you don’t have to make the same mistakes I have with these useful Rimworld Tips.
Don’t be so Hard on Yourself
Out of all these Rimworld tips, the first and easiest way to make RimWorld easier for you is to of course, decrease the difficulty level. Ok, kinda obvious but a good point. If you’re struggling with the difficulty and the sheer brutal level of events, then don’t be a martyr. Don’t be afraid to try again on a different difficulty, ok you’ll lose the progress you’ve made but in those first few games while you’re learning you can begin again using what you’ve learned.
Get the Right Sort of People
When it comes to character selection there are a few things that you can do to make it easier for yourself within the game.
- Try not to have any colonists with things that they won’t do. It’s only going to cause you difficulties when you desperately need someone to do something. Deliberately adding issues is not going to make it easier.
- Try and keep clicking until you get a fair split of skills among all the colonists, specifically try to get at least one person who is either good or at worst just enthusiastic about the following Medicine, Research and Social. This will ensure that your colonists can be effectively healed, research new things and talk to traders and recruit new followers.
- Try to have them as young as possible; starting a colony with three people aged 60+ is only adding extra difficulties in regards to arthritis, hauling and plain old life expectancy.
Of all the RimWorld Tips this one is the hardest to achieve as you’re just clicking on a random button over and over until you get a result you want. A good outcome is possible for those with the patience.
Start in the Right Place
Where you crash is randomly determined but you can move people away. Sure if you move far away it can be a pain moving the crash resources but you only have to do this once. In order to get your town in the best place look for the following and try to set up within a reasonable distance.
- Stone / Mountains – this are a good source of stone and metal, which you’ll need to move your base past the highly flammable wood.
- Soil and growing land – You’ll need somewhere to plant your crops and grow your food.
- Existing Buildings / Ruins – Good idea to use these, they are already there after all and most of them are stone.
- Indigenous lifeforms – Being near a herd of animals that can provide meat, leather and wool is not a bad idea either. Oh, and best not to start building too near a herd of boomrats.
Food for Thought… and Survival
Once your colonists have somewhere to rest their head, get your crops planted. You have some food packs already but they won’t last very long. I’d advise at least three different crops, two foods and one cotton. The cotton means you can make your own cloths with the tailoring bench, very handy for when Winter comes along. Have one food a quick-growing low yield food to fulfill the need now, and the other a longer term plant with a higher yield to cover you long-term.
“I’ve Got the Power!”
Unlike other games of this type, you can build technology straight away. In the crash there are enough components and steel for you to build your own power station. You don’t need much power, a solar panel and a wind turbine attached to two batteries should do you for now.
Make sure the batteries are housed in a building with a roof so they don’t short out when it rains. Cut down all the trees in front and behind of the wind turbine to increase its effectiveness. Most electrical items will connect automatically when within range of the power supply or cabling. If not you may have to build more, but they don’t cost much steel and you’ll need it for the next bit.
It’s Getting Cold Inside
Once you have a power supply you can look at creating a freezer room to allow you to keep all your food (prepared and raw) fresh and usable for months and not a few days. All you need to do is build a room, stone works better but wood is fine.
Attach a freezer unit to the wall with the red part outside and the blue part inside and then set the temperature using the dials at the bottom. -10 degrees is about right. Change the inside of this room to be a storeroom zone that accepts only food, and change any other storerooms to not accept food. Now all your hunted rat and squirrel will last for ages.
Kill Small, and Tame Big
If the idea of taming all the animals you come across to set your colonists up as a cross between Xavier’s School for the Gifted and Dr Doolittle seems appealing, try to stem those tendencies. Smaller animals are generally not worth taming at this point, taming a rat at best ends up with a tame rat that eats food and can attack people but nowhere near as effectively as a chap with a club.
Smaller animals should just be hunted and with a butchery table turned into meat and leather. Larger animals, I would generally just ignore until your colony is established, sure some provide wool and others are great for hauling stuff or defending your colony but until food, space and beds aren’t as hard to come by, I’d ignore them (or hunt them and hope they come back)
Wanna Get Big? Get Converting?
At some point you’re going to have to think about adding more people to your colony and for that generally you need prison beds of hospitals depending on your chosen route. So, make sure that you have two beds each with their own room; one stated as a hospital bed the other a prisoner bed. Make the prison room as attractive as you can. Add a nice bed, pot plants, good lighting and ensure that any prisoners you get are well looked after, healed and well fed.
At the earlier stages I would rescue people from other colonies rather than capture as you don’t want to be at war with them and the good will is always useful. Any raiders or pirates can be captured and put in your nice pretty prison. With a colonist with a high enough social skill you’re ranks will soon be swelling with pirate and raider converts.
So, these are my RimWorld Tips that I’ve picked up by playing and making mistakes in many different colonies. If you have any hints and tips for RimWatch don’t be shy, drop them in the comments. I’m always looking for more ideas.
Share this:
Early access games on Steam have been a topic of debate. Majority of the early access titles died down during the development or developers stopped working on them completely. But luckily, there are a couple of developers that truly give their best to communicate with their community and develop the game based on the players’ response, creating a unique masterpiece on the way. Darkwood, Streets of Rogue, Slay the Spire, so on and so forth. Rimworld is on the list too, and it is really high up there. It currently sits on the 2nd place amongst all early access titles, with 20,000 reviews with %97 of them being positive, just below Factorio. Today, we will list some of the rimworld best mods.
Ludeon Studios’ sci-fi colony simulator has been a huge hit, with detailed, funny, unique gameplay that changes everytime you play it, random events, crazy AI storytellers and much more. Given the love for the game and how simple it is to mod it, there are already tons of mods for the game for different desired outcomes. From the quality of life improvements to complete overhauls, there are a lot of mods.
Best Rimworld Mods of 2018
1. EdB Prepare Carefully
This best mod for rimworld lets you choose your starting colonists’ name, stats, traits, appearance, equipment, everything. It also lets you choose your starting pets and resources. You can limit what you can choose if you are adventurous, or remove the limit to try that starting squad you always wanted.
2. Glitter Tech
This mod for Rimworld extends upon the worlds that are mentioned in the game called “glitter worlds”. It gives you a lot more, highly-advanced end-game items such as high-tech energy weapons and armor, advanced bionic limbs and organs, advanced recipes and resources, powerful turrets and automatic mortars, wall lights, windows and blast doors and much more. It also adds a number of factions from these glitter worlds. But of course, these expensive technologies often catch the attention of big corporations, and given the fact that you’ll have really high-tech stuff, they are extremely powerful as well. With this, you’ll have richer end-game experience, with better end-game gear and more powerful end-game enemies.
3. Hospitality
Except for kidnapping enemies, buying slaves and some random event here and there, you won’t see a lot of new faces in your colony in Rimworld. Except for reproduction of course, but that takes time. Ever wondered what you can do with those visitors that wander around your base? With Hospitality mod, you can build guest rooms and beds for visitor and can even convince them to join your colony. These visitors can even help you enhance your relationships with other factions if you take care of them.
4. Less Arbitrary Surgery
RNG can be a devil in games. You have a sniper with %98 accuracy and %99 critical hit chance, and he manages to miss entirely. It is super cringy sometimes.
Rimworld uses a fair bit of RNG, but one of the most annoying areas can be surgery. Even the best colonists with high medicine skills can perform a “ridiculous” surgery failure and manage to completely annihilate your already-injured colonist. This Rim World mod reduces the RNG factor and makes surgeries less arbitrary (hence the name of the mod). If they fail the first time, it gives the surgeon a second chance to try again with non-lethal injuries. If they fail an implant, they will give you that body part back instead of completely deleting it. If your real life RNG is not that strong and you do not want to lose it during game’s surgeries, this mod is a good choice for your sanity.
Windows 98, especially in it's second edition (also known as Windows 98SE), handles USB fairly well, however there are no generic/universal mass storage device drivers preinstalled in the operating system, so you will need to install some additional drivers for it. Vcds usb device not recognized. This way all you need to do is plug the drive in, Windows will recognise it and you will automatically see the drive in My Computer. Fortunately, there are some generic Windows 98 USB mass storage device drivers available that work with most such devices. Some manufacturers do however, provide the Windows 98 drivers on CD, others have them available to download, and others simply do not have them available at all.If you are using Windows 98, and you do not know the manufacturer of the storage device, or you can't find the drivers, what can you do?
5. Dubs Bad Hygiene
While Rimworld does a great job creating a realistic gameplay system with tons of details on skills, moods, character traits, resource management et cetera, it misses one odd yet obvious point: toilets and showers!
Yes, there are no toilets, sinks and showers in the vanilla game. There is a reason for this, since adding a new mechanic without changing other activity times will make the harder by making a day shorter, since your colonists will ned 1 hour to shower, pee etc. So using this Best Rimworld mod will give a lot more trouble, but if you are after that true realism, this mod adds a lot of hygiene options.
6. Realistic Rooms
While your colonists’ needs, complaints and traits make the game more fun, some of their unrealistic and outright annoying needs can become tedious sometimes. Such as how they want big bedrooms for their certain needs. We are trying to survive in a random planet here, not going on a holiday.
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Realistic Rooms reduces the required room sizes to better match realistic sizes of a house which makes things more manageable.
7. Hand Me That Brick
Do not get fooled by the funny name of this mod. It actually fixes a small-yet-serious problem about the building mechanism of the game. Normally, your builder both carries the resources and build the thing. With this mod, you can make Haulers deliver resources to blueprints and construction frames, making building much less tiring experience for your builders.
8. ModSwitch
Mass effect fallout 4 mods. We talked about a lot of mods, mainly the more essential ones; but whether you downloaded overhauls or quality of life improvements for the game, not all of them are compatible and changing between them manually can be tiring or sometimes completely crash your saves. A mod switcher comes very hand in this situation. ModSwitch allows you to restore a saved list of mods, save the current list of active mods and load a ModSet from a savegame and much more.
9. Colony Manager
In a colony sim like Rimworld, the more time you spend, the bigger your colony becomes. Sure, you start with a couple of people but that changes drastically, fast. Manually controlling literally hundreds of people, animals and mechanics can be overwhelming. Colony Manager adds hunting, forestry and livestock jobs and lets you set certain target values for those workers, leaving you unworried about manually hunting, designating a lumber and taming/butchering your livestock. Plus, you can set certain colonists as managers, and they can assign new jobs and check if the assigned designations are still up-to-date, and make changes or delete designations where required. They do not touch manually set designations, so you are still the boss, do not worry. Since it adds new jobs, it requires a new save.
10. Defensive Positions
Rimworld Multiple Colonies
Defending your base is an important part of the game. Afterall, you spent hours building it and now raiders are coming to get it. If you have a lot of colonists, this can be a bit tedious. You have to place them one by one tactically for maximum efficiency. With Defensive Positions, your colonists will remember their position during a base defense. You can send them to their positions with a single click. You can also designate keys to quickly create and select groups of colonists. You can save up to 4 defensive positions so if your base has multiple entrances or you have to fall back during a defense.
Conclusion:
While a lot of mods are created and are still being created for this masterpiece, we decided that these 10 best mods for Rimworld will help you the most when you are just starting to mod. Now get to modding and start enjoying one of the most fun colony simulators ever made!
Check out some Free Games like Rimworld
Colony Manager allows you to make colonists do the more tedious parts of managing a colony, making sure you're never out of vital resources again*.
Requires a new save game.Adds a worktype, which is stored in the world, which means you need to start a new game after adding/removing this mod.
BETA VERSIONThis is the first release on B18, and there were a lot of changes. The Production and Import & Export tabs are still disabled due to a lack of time.
Hunting jobs
- Set a target for meat, and never worry about designating hunting manually again!
- Set an area to clear of all predators - keep your home area safe!
Forestry jobs
- Set a target for wood, and never worry about designating lumber manually again!
- Automatically clear wind turbine catchment areas to ensure they're working at maximum efficiency.
- Set an area to clear of all vegetation - make sure there's no possible cover or retreat for any hostiles that dare attack you.
Livestock jobs
- Set a target for animals (for four separate age/sex combinations), and pawns will auto-butcher and/or tame to manage your herd.
- Restrict animals to specific areas (for example to separate male/female animals and prevent breeding).
- Auto-butcher, tame and train according to your specifications.
Overview
- Clear overview of all jobs
- Show stock and designated levels for the last day, month and year
- Show pawns capable of a job, and set work status
- Prioritize jobs, the manager will handle prioritizing jobs on worktables (however standard priority ordering across worktables still applies).
Import & Export coming back soon(tm)
You can manually set jobs in the new Manager tab on the bottom of the screen. Once set, a colonist with the manager skill and worktype enabled will go to a manager station to figure out the best way to assign designations.Periodically, the manager will check if the assigned designations are still up-to-date, and make changes or delete designations where required. The manager will not touch designations that are set manually, nor will managers create jobs. You're still the overlord.In theory there is no real limit to the number of manager jobs that can be created.
- Requires a new save. Adds a worktype, which in my tests gave errors on old savegames. If you also have my Work Tab mod, you should be able to add this mod in an ongoing save.
- KapTaiN KaVerN: Minifiable research benches
- Moumix3: Research tweaks
- duduluu: Chinese translation
- Kirill:
- MossieuLeBlanc: French translation
- Lauri7x3: German translation
- Well-sp: Russian translation (update)
- Alex TD: Bugfix in forestry jobs, implement suspend button
- Firty: Portuguese (Brazilian) translation
- Suh. Junmin: Korean translation
- harrisongarya: Research tab
- rw-chaos: German translation (update)
- Marcos Villar: Portuguese (Brazilian) translation (update)
Please read this guide before creating a bug report,and then create a bug report here
All current and past versions of this mod can be downloaded from GitHub.
All original code in this mod is licensed under the MIT license. Do what you want, but give me credit.All original content (e.g. text, imagery, sounds) in this mod is licensed under the CC-BY-SA 4.0 license.
Parts of the code in this mod, and some content may be licensed by their original authors. If this is the case, the original author & license will either be given in the source code, or be in a LICENSE file next to the content. Please do not decompile my mods, but use the original source code available on GitHub, so license information in the source code is preserved.
Show your appreciation by buying me a coffee (or contribute towards a nice single malt).
This is version 4.8.445, for RimWorld 1.0.2231.