Cell (Room)
##Overview
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
-
Name
Cell
-
Capturable
true
-
BEGIN
Requirement
Type
MinimumSize
x 2
y 3
END
-
BEGIN
Requirement
Type
Enclosed
END
-
BEGIN
Requirement
Type
Indoor
END
-
BEGIN
Requirement
Type
Object
Id
[Bed
](Bed (Object))END
-
BEGIN
Requirement
Type
Object
Id
[Toilet
](Toilet (Object))END
-
BEGIN
LikelyObject
Id
[JailDoor
](JailDoor (Object))END
-
BEGIN
LikelyObject
Id
[Bookshelf
](Bookshelf (Object))END
-
BEGIN
LikelyObject
Id
[Tv
](Tv (Object))END
-
BEGIN
LikelyObject
Id
[Window
](Window (Object))END
-
BEGIN
LikelyObject
Id
[Radio
](Radio (Object))END
-
BEGIN
LikelyObject
Id
[OfficeDesk
](OfficeDesk (Object))END
-
BEGIN
LikelyObject
Id
[Chair
](Chair (Object))END
-
BEGIN
LikelyObject
Id
[ShowerHead
](ShowerHead (Object))END
-
BEGIN
LikelyObject
Id
[Drain
](Drain (Object))END
END
###Scripting
It's not currently possible to script the actual rooms themselves.
.AssignedRoom
.BookInCell
.Cell
.CellId
.CellIdTimer
.FailedToFindCell
.Hidden
.IsNewIntake
.Naked
-
.Needs
:.Bladder
.Bowel
.Clothing
.Comfort
.Family
.Food
.Freedom
.Hygiene
.Literacy
.Privacy
.Recreation
.Sleep
.RequiredCellType
.Shackled
.TimeOfLastMisconduct
.Walls
##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)) - newPrisonerUniform
consumables delivered here - [
Laundry
](Laundry (Room)) - existingPrisonerUniform
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))