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aubergine10 edited this page Oct 27, 2015 · 2 revisions

##Overview

Rooms Cell

The Cell room provides long-term accommodation for prisoners.

##Modding

See Rooms - Modding for details on how to change menu, icon, sprites and settings.

For reference here is the definition of this Room:

BEGIN Room

END

###Scripting

It's not currently possible to script the actual rooms themselves.

data/scripts/

##Notes

Each [Prisoner entitie](Prisoner (Entity)) needs a Cell room. If they can't find a suitable cell (see .FailedToFindCell for more info), they will instead be taken to a [HoldingCell room](HoldingCell (Room)).

The more LikelyObject items you place in the Cell, the higher its room quality will be. A high quality Cell will cater to a vast range of Prisoner .Needs as listed in the scripting section above.

The Bed statics will require a [PrisonerUniform consumable](PrisonerUniform (Consumable)) per day (only if a Prisoner entity is likely to be sleeping in it that night), reducing the Prisoner .Needs.Clothing.

If a prisoner is on "Lockdown" then [Guard entities](Guard (Entity)) will deliver food to them to reduce their .Needs.Food.

If the Prisoner is determined to escape, they may start digging an escape Tunnel underneath the Toilet in their Cell. To detect the Tunnel, Guard entities will need to search the room, and ideally specifically search the Toilet, or alternatively a [Dog](Dog (Entity)) will need to detect it while on .Patrol. The exposed Tunnel can then be removed using the [RemoveTunnels command](RemoveTunnels (Material)).

If a cell looks properly enclosed but displays an error about not being enclosed:

  • Make sure the cell 'room' covers all tiles in the room (but not under the door)
  • Make sure there isn't a tunnel under the cell

##See Also

  • Rooms:
    • [Deliveries](Deliveries (Room)) - new PrisonerUniform consumables delivered here
    • [Laundry](Laundry (Room)) - existing PrisonerUniform consumables come from here
    • [Solitary](Solitary (Room))
    • [SuperiorCell](SuperiorCell (Room))
  • Other Sites:

^ Open "Pages" to Search



Prisoner Intake:

  • [Intake](Intake (Room)) (Reception)
  • [HoldingCell](HoldingCell (Room))
  • [Shower](Shower (Room))

Prisoner Cells:

  • [Cell](Cell (Room))
  • [SuperiorCell](SuperiorCell (Room))
  • [Solitary](Solitary (Room))

Prisoner Leaving:

  • [ParoleRoom](ParoleRoom (Room)) - freedom!
  • [Execution](Execution (Room)) - murder!
  • [Morgue](Morgue (Room)) - more murder!

Services:

  • [Chapel](Chapel (Room))
  • [Classroom](Classroom (Room))
  • [CommonRoom](CommonRoom (Room))
  • [Library](Library (Room))
  • [MailRoom](MailRoom (Room))
  • [Shop](Shop (Room))
  • [Visitation](Visitation (Room))
  • [Yard](Yard (Room))

Food:

  • [Canteen](Canteen (Room))
  • [Kitchen](Kitchen (Room))

Healthcare:

  • [MedicalWard](MedicalWard (Room)) (Infirmary)
  • [Morgue](Morgue (Room))

Cleaning:

  • [CleaningCupboard](CleaningCupboard (Room))
  • [Laundry](Laundry (Room))

Resources:

  • [Storage](Storage (Room))
  • [Exports](Exports (Room))
  • [Deliveries](Deliveries (Room))
  • [Garbage](Garbage (Room))

Workshop:

  • [Forestry](Forestry (Room))
  • [Workshop](Workshop (Room))

Staff:

  • [Office](Office (Room))
  • [Staffroom](Staffroom (Room))

Security:

  • [Security](Security (Room))
  • [Armoury](Armoury (Room))
  • [Kennel](Kennel (Room))

Commands:

  • [ClearRooms](ClearRooms (Room))
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