(166) Escape route
ComicYou have Revia, and you can't get bloodstones from the dead, that's why.
[Edit: Apparently not true? See below.]
I'm guessing them being allowed to heal up enough to escape is just forgetfulness while managing other tasks around the colony.
Yes they can. Bloodstones can be squeezed out of corpses.
How? You can sacrifice meat for palestones, but I've never gotten bloodstones from anything but live sacrifice.
...Crap, is this one of the diffs between the HAR Revia and the Xenotype Revia?
It's in the bill list in the sacrificial circle; Sacrifice Corpse. It's in both HAR and Biotech Revia.
I'll have to try it when I get home, but if it works, you've just saved me a lot of pain. It is so hard to keep raiders alive to rank up my incomplete genome children to be big and strong 9 tail murder machines ironically incapable of sparing people.
Yeah, any humanoid corpse can be sacrificed. Endgame tribal raids are just promotions waiting to happen.
Whenever I play with Revia, I always end up with a corpse processing line. Freezer for corpses -> sacrifice -> bloodstone storage. Then next door is the tailor's, where I use another mod to recycle the tainted clothing. If I'm feeling extra spicy, I throw in Harvest Organs Post Mortem. Pop out the organs, then give the rest to Skarne. Efficiency!
If you right click on the sacrificial circle you can also sacrifice living prisoners iirc.
I figured it out. In the Revia Xenotype mod, it's under "Sacrifice humanlike."
In my game, the menu item for that doesn't show human corpses when you hover over the option, just mimes & fungal husk corpses from Alpha Animals. It doesn't tell you you can use human corpses unless you actually open up the bill Details and look at it, and there they are under the valid targets.
Given the name, I assumed that actual humans just weren't an option. Thanks for pointing this out.
You could sacrifice humanoid corpses even before the release of Biotech. As far as I know it was always a feature. You can even do it on a sacrifice spot.
And you might want to know that there is a config to have the Sacrifice also delete the gear of the targets.
Otherwise, you end up with a Revian Church filled with all the crappy tainted gear from the raiders.
Why are prisoners dumb? Why do I have prisoners?
Why do your prisoners have legs?
So they can still walk when the Imperial tribute collector shows up
That's when you reattach the pegs for their peg-legs.
1 day sedation though
If you give them the peg leg surgery early, you can just remove the peg legs leaving them legless, then give them back later, right? I don't think you need to put them under to add or remove the pegs.
I find keeping them with Calm gene is a better strategy, and it’s not even hard to get - just anger the empire, capture one genie, then send them organs of everyone else who was attacking you, now you’re even allies!
I don't keep prisoner but Biotech changed that. I want genes, hemogen & mech brain.
Not gonna lie, you are kinda wasting resources on them if you are just keeping them there to suffer. Even if it's a rimworld thing to do.
I say this after doing all those missions of keeping guests with paralytic abasia or just healthy guests on my bases, ESPECIALLY THOSE WARDEN QUESTS where I have to keep prisoner's in my makeshift prison.
My food reserves would finish faster than I expected which alarmed me since I "thought" I had a stable food system that could feed 9 people. Then I realised taking in prisoners or guests in general SUCKS unless the mission rewards are worth the trouble.
My food supply would finish so fast, it would take me like half a rimworld day to notice something was off. I thought sending hunters to get meat would fix the issue but it only took until the next day for my food supply to run low. I literally had a "wtf" moment when this happens, as I try to figure out why my food supply would finish as if Thanos(or Randy) is snapping half of my food supply out of existence.
Eventually, I came to realise having guests or prisoners in general is now a threat to my food supply. And if its winter.. rimworld turns into don't starve ;_;
Bye bye food supply and medical supply if I'm under prepared.
A hopper of rice and a paste dispenser and prisoner food is a settled issue.
For some who favor food paste, yes. I'm one of those who don't however. So can't go that route unless my playthrough includes it.
And no, eating human flesh is out of the question.
I use an easy division. Paste for prisoners, simple for everyone, fine/lavish for those with roles. Paste and simple meals are set to 100% vegetarian.
Paste in the hospital is also good. Set the sickly into paste only diet so that your doctors wouldnt have to walk all the way to the kitchen to get food.
I have 1 meatbag for blood. 1 sango for chronophagy and 1 stranger for anomaly study. The first two lost their legs somehow, the stranger needs to walk to be studied
Everyone else is put to work and might brawl for a spot in the colony or ripscanner for the losers.
Are you in the extreme temperature biome? Unless I am completely unable to grow food outdoors, I am practically always not only having enough but overproducing food.
I keep prisoners as some kind of age battery for my Vanilla Expanded chronopath pawn, and for hemogen farm. I literally just feed them alpha animals mod's disgusting nutrient paste from the slurrypede. They're basically eating haygrass.
For beating them for the bloodlust of the revia? 🤷♂️.
You need to kill to sate the bloodlust, no?
They need to bleed for some bloodlust to be sated. The more bleeding is caused, the more the need is sated
Kills do sate it more but you can cut them over and over to stave off bloodlust and get medical practice from all the infections they'll get from the cuts
Then I am mixing the bloodlust mechanic with the bloodlust trait, thanks for the explanation, even after all this time I learned something new.
I keep them to stockpile hemogen in case i ever get a vampire
Are you still running revia race in 1.5? Is it updated and how does it work compared to genes?
There is a HAR version and a version made using biotech genes. Both 1.5. I prefer the biotech version.
The biotech one has a few issues if you use certain genes and not others, but it's not from bugs, just a hediff that highlights your missing genes that are important for Revia mechanics like tails.
It's still the same mod it always was though.
Can’t find a 1.5 for the HAR version where did you find it?
Your colonists need entertainment, and sometimes it's nice to have a break from binge-watching TV to beat the snot out of some escaping prisoners.
Same as why we need organs.
Maybe for trading? Ik if my prisoners ever tried a break they aren't getting back into their beds I have endless growth on and my melee colonist goated dude btw has lopped off heads with little difficulty
I mean I guess they don't know your base layout and you'd try and escape too if you were a prisoner
Free labor (joke!)
Is it really only the prisoners? Is it really??
It's nice to see that u/Senseless0 Melee Man has taken up writing books to teach the Way of the Death Glare.
I was just thinking about that. What happened to them? I loved their videos.
Latest patreon post:
July 15th 2022
"Sorry for any lack of updates, but the next animation is being worked on. I don't have a lot to show for now, (Don't wanna spoil it, after all), but the snags Blender had this time around are solved, and I can focus on keyframes, camera positioning -- the actual animating part of the project.
I'm not good at giving ETAs, but It should be complete this month."
someone asked about it about a month ago now - Someone knows what happened to SenselessIdea and his animations?
Sometimes I don’t know why I keep prisoners either but then I remember I need them for my mechanoid army.
The true imprisonment happens when you rip their consciousness out and put it into a robot.
And only strip away the parts that can refuse your orders, leaving a mostly-functional hunan brain scan trapped in a computer that defines their waking moments of helpless agony
I like to imagine when the mech dies, the consciousness inside is finally "at rest" until we gestate it back into its waking nightmare. And that the recharging process isn't....pleasant...for the consciousness inside, but it can't refuse to charge itself.
I actually feel a little bad for the sang I have immobilized and in permanent prisoner status. I just keep copying them over and over and over for the 2nd tier core.
Just remove the parts responsible for the agony and pain
He'll happily do its job, forever
I have death rattle on meaning if I'm quick enough I can take their liver lungs kidneys and heart then put them in the ripscanner
It's funny how sometimes they have the exit a few meters away and instead of leaving, they decide that it is a better idea to break a random wall that leads nowhere
Maybe they don't want to escape after all :p
My last slave escape one of them was out of the base as she was repairing a wall. Instead of legging it she goes back into base into the armory xD
To be fair outside world is extremely dangerous if you don't have weapon. I think it would be cool if slaves could plan their escape like step 1: get weapon. This could include taking weapon from stockpile an hiding it in their room or simply crafting a bow. Step 2: get out of turret range. Step 3: run
Oooh smarter slave escapes would be an interesting mod for sure. Could also be made so you only get the notification once they step outside their allowed area, so if you aren't vigilant and you allow them to move anywhere they could just slip away quietly and disappear into the night. And like you said to make things more balanced, they could pick up a weapon, medicine and food before running away, so you have a better chance to notice the abnormal behavior....
Maybe it’s the permanent brain damage idk why tho
They're mad they aren't pawns or slaves.
Look, if you can clean and hual I'll find a place you you on my colony. Otherwise, I always need an extra kidney or lung. That's why I keep them
An actual maniac who stores all the chemfuel in wooden shelves in a single room.
Im one of them.
'Splodey buddies! High fiv- [explodes]
Bettter than it being in the general stockpile! I’ve learned that one once. Now all the FSX, promethium, and chemfuel sit on shelves deep in the mountain
Sealed off right? No doors
Nah then you can’t use it
No but you deconstruct part of the wall each time
I never thought about it.
I do have chemfuel stored in my general stockpile... I didn't think it could cause damage! This game keeps giving.
Where Potato?
Also that would have been a funny "not here" panel, just a room with Potato in it.
Potato is on the back of the kid shooting a kamehameha
Potato is on the back of the kid in the red shirt in the second to last panel : )
points at prisoner
“Hemopack here!”
- Extract hemogen
- Harvest organs
- Transfer their brains to power my robot cleaner
- Turn their lifeless body to dog food
- Sell their skin
100% efficiency. No parts wasted.
Turn their skin into clothes for extra profit
Buy slaves
Repeat
I collect prisoners to recruit them for my work camps in Vanilla Outposts Expanded
Practical lessons
Check out those angles ! And that perspective work, super slick!
The joke was sick too, hahaha.
Yesterday my prisoners broke out down a 1 tile wide hallway with my pet bear at the other end. They barely made it 2 tiles out the door...
One stray mortar shell and that storage room is gonna make the end of WW2 look like a joke.
I'm... Kinda surprised the prisoners still had all the limbs attached after this "escape".
At best mine are missing an organ and an arm at worst my powerhouse skewers their spine or lops their head off
Why don't they ever break out and just join the colony.
"Hey I know you locked me up. But how about instead of hurting me more... I start hauling the crops inside?"
Maybe if you treated them nice...
First convertion camp in a barracks with a yrapped entity.
And then nice meals in a private room. And even their own table.
They got a tv in their room maybe instead of being ungrateful pieces of waste they can enjoy their last moments until my mechanator refuels the ripscanner
I use mine for social training by having them all converted, organs if I need them, and failing that, fresh brains for my mechanoids. I'm tempted to use them for training my melee pawns but ive been having too much fun with these vehicle mods to bother.
I'm doing that too, for the social training from gardening, not harvesting organs. They are like 0.9 resistance away from being freed, giving my pawns a +2 boost. Then they decide to choose death. Playing in vanilla btw.
I see the kiddos are coming into their own.
...And that you're still rolling RWoM, huh? How does your game survive...?
How does your game survive...?
Barely! :D
It took a few raids untill I noticed that wanting to take prisoners but Fighting with a shotgun wasn't the best idea
I swear it is always Dan. Every single time one shows up he gets dropped and captured and is a problematic prisoner. Even once he’s a converted and recruited pawn he is still the damn worst. Fuck Dan.
I love that you put that little arcane bolt thing in there to keep everyone from asking what Kamehameha mod you're using
Prisoners are just friends you haven't made yet.
Yeah, but first you have to severely beat them up a few times, and maybe lock them in the dark sleeping on he cold stone floor for a month or so.
Then you can be friends later.
Time to revoke their arm and leg privileges.
Always harvest your prisoners blood. It makes them less likely to breaker out and easier to down if they do.
It's a sad day when my Muderbot gets to them 1st.
Lol 😂
W player for having the bandaged apparel mod
Glad to see the Revia twins growing up.
Prisoners are for training various skills on, testing how my freezer outside the prison works at incapacitating them, being an unwilling anomaly detector, being recruited to join the colony as a slave that cleans, hauls, and detect anomalies, emergency blood bag, emergency organ receptacle that regenerates, and thing that I can sell...my prison was full and completely dark when the angry dark time happened and was nearly empty when it finished
A nice trick for prisoners If you have vanilla vehicles expanded and the framework, you can install automatic doors at the exits of prisoners and then simply shut them down whenever there is a prison break. Then simply deal with the prisoners however you like at your own pace.
Jokes on you for not sawing off their limbs and replacing them with wood ones
It's funnier watching them think that they have a chance also I take their eyes and tongues anyways sooooooooooo
I had a prison with capacity for over 10 prisoners in a recent game to farm genes. I was building a pretty large library of genes so that each colonist would be genetically minmaxed for their passions/goals.
I also usually have a mod that includes a variety of slave collars, one of them being an electric collar (a bit expensive unless you're at late game) which you can activate from a distance, and it periodically zaps the wearer on the neck. Usually made short work of all prison breaks with barely any losses, except for hussars. Turns out that hussars will keep on banging doors until their necks get fried up.
I wish there was something in Ideology, or outside of it, that would make prisoners more/less likely to try to escape depending on how well you're "known" to treat prisoners. As well as depending on how friendly/unfriendly faction is to you (For example raiders have no reason to listean to anything you may have to say, but gentle outlanders, and even the rough ones may not like the trouble being invited by a fugitive escaping you unless you're already at war)
why do we keep them? They keep organs fresh I guess.
Just cut off their legs and one arm and you have your ploblems solved.
Not realistic they still heave legs and arms
The problem was that you left their legs attached.
A legless prisoner is a perfect juice box for your sanguophages
Prisoners are just unprocessed involuntary organ donors.
Why are prisoners dumb? Why do I have prisoners?