Stop Prison Breaks Forever: RimWorld Door Materials & Security Mechanics Decoded

🚀In a Nutshell

In RimWorld, prisoners cannot open doors on their own unless a Prison Break event triggers – at which point they magically act like they’ve found the keys and can slip through any door. Normally, prisoners stay put behind closed doors, but an open door or breached wall means an escape attempt. Recent updates haven’t changed this core mechanic, though patches tweaked escape chances and Ideology introduced slaves (who can open doors). Mods like Prison Labor or Locks offer more control. Unexpected escapes are usually due to prison breaks, open doors, or mod settings. This guide dives deep into vanilla and modded mechanics, changes, issues, and tips for an escape-proof prison.

🏗️Prison Cell Block Layout in RimWorld

Prison cell block layout in RimWorld

A well-designed prison layout featuring individual cells, common areas, and strategic security measures to prevent escapes.

Quick Reference (TL;DR)

Can prisoners open doors in vanilla?

Vanilla Behavior: Prisoners cannot open doors normally. They treat closed doors as impassable. The only time a prisoner opens doors freely is during a Prison Break event. If a prisoner goes berserk, they don’t unlock doors; they bash them down.

What triggers prisoners escaping?

  • Prison Break Event: Random event where prisoners "defeat the door lock" and can open all doors to escape.
  • Opportunistic Escape: If a door is left on "Hold Open" or a wall is breached, prisoners will attempt to flee.
  • Berserk Rampage: A berserk prisoner will attack and punch down doors, effectively creating an exit by force.

Do recent versions/patches change this?

The basics remain: only during prison breaks do prisoners operate doors. Patch 1.3 increased prison break chances with multiple cell exits and made escaping prisoners more dangerous (they'll grab weapons). Recent 1.4/1.5 updates mostly fixed bugs. Slaves (Ideology 1.3) can open doors normally as they are considered part of your colony.

Special cases when prisoners can open a door:

  • During a Prison Break event (all doors become passable).
  • If a door is set to Hold Open or otherwise already open.
  • If assigned work outside via mods like Prison Labor, requiring door access.
  • Slave pawns (Ideology DLC): Have full door access unless zoned.

Why did my prisoner just walk through an AutoDoor?

Because they were in a prison break! AutoDoors open for any pawn allowed through. During a breakout, the prisoner is temporarily "allowed," so powered doors slide open. Normally, AutoDoors stay shut to prisoners.

🛠️Mods That Change Prisoner vs Door Behavior

  • Prisoners Don’t Have Keys: Forces prisoners to always break doors during escapes.
  • Locks mod: Comprehensive door locking system to set who can use doors.
  • Doors Expanded: Adds new door types like Jail Doors and prisoner-passable doors.
  • Prison Labor: Lets you put prisoners to work; door management is key.
  • Other relevant mods: Restraints, Prisoner Arena, Simple Slavery.

Common Player Issues & Solutions

“My prisoner escaped without a prison break alert!”

Cause: Door left on Hold Open or a gap in the wall.

Solution: Ensure prison doors are closed; consider an airlock system. Always double-check door status.

“Prisoner opened two/three doors in a row and vanished!”

Cause: During a Prison Break, any door is no obstacle.

Solution: Use high-security doors, responders, or the Prisoners Don’t Have Keys mod. Don't rely on door quantity alone.

“My slave pawn walked out and turrets ignored them!”

Cause: Slaves in Ideology are colonists; turrets won't target them by default during rebellion.

Solution: Use the Locks mod for slave door access, keep suppression high, or be ready to manually arrest.

“I have multiple prisoners – does more prisoners = more escapes?”

Cause: Yes, more prisoners mean more chances for a prison break event. A single break can cascade.

Solution: Invest in better security for large prison populations; consider Royalty DLC implants for control.

🧱Base Design TL;DR: Preventing Escapes

For comprehensive base layout strategies that complement prison design, check our colony design guide.

📐Optimal Prison Cell Layout - Technical Blueprint Guide

Optimal Prison Cell Layout - Technical Blueprint Guide

Technical blueprint showing optimal prison cell dimensions, door placement, and security considerations for maximum containment efficiency.

  • Use one sturdy door per cell as the only way out. Multiple exits increase escape attempts.
  • Avoid hold-open doors anywhere in the prison.
  • Keep the prison deep inside your base, not on the map border.
  • No weapons or danger items near prisoners.
  • Use "airlock" double doors for extra security (careful with "exit" count).
  • Have a plan for mental breaks (e.g., reinforced doors, quick-build walls).
  • Consider non-lethal defenses (tame animals as distractions, blunt weapons for wardens).
  • For extreme cases: leg removal (brutal), Dead Calm gene (Biotech), or mods like Restraints (handcuffs/shackles).

⚙️Understanding Vanilla Mechanics: Prisoners vs Doors

Before layering on mods or fancy designs, it’s crucial to understand exactly how RimWorld’s vanilla (unmodded) system handles prisoners and doors. The game’s rules here are a bit “game-y” to balance challenge vs. tedium, which can confuse new players.

🏢Real Prison Layout Example

An example of a RimWorld prison layout, showing sleeping quarters, cryosleep caskets and bloodstains

A real-world example of a RimWorld prison featuring sleeping quarters, cryosleep caskets, and evidence of past security incidents. Note the strategic layout and containment measures.

Prisoners in Normal State (No Active Event)

In normal day-to-day gameplay, prisoners are completely unable to open doors. The RimWorld Wiki explicitly states:

“Prisoners cannot open doors if not undergoing a prison break.”
This means if you have a prisoner locked in a room, they will stay in that room indefinitely, unless something changes.

Pathfinding:

A prisoner’s pathfinding AI treats closed doors as if they were solid walls.

What if the door is open?

If a door is held open or wedged open, the prisoner sees a path and will attempt to flee. This isn’t an official “Prison Break” incident.

Multiple prisoners and common areas:

Prisoners can mingle within any continuous prison-designated area but won’t pass a closed door to a non-prison area. Without mods, they can't open internal doors themselves.

Friendly vs hostile status:

Prisoners are considered hostile. If they escape, colonists' Threat Response will kick in.

Interaction with colonists:

Prisoners only interact with colonists through warden jobs. Patch 1.5 fixed a bug where prisoners could start social fights with non-prisoners.

Feeding and deliveries:

Wardens open doors for tasks and shut them automatically. Prisoners don’t try to dart past during these moments in vanilla.

Fences and Unroofed Areas:

Fences act like walls for prisoners. A closed fence gate is like a closed door (impassable).

So, under normal conditions, you can treat a closed prison door as absolutely secure.

Prison Break Events (Organized Escapes)

Prison Break is a special event influenced by prisoner numbers, cell exits, and traits/genes. It's not triggered by low mood.

When a prison break event fires:

  • Doors become passable: All doors separating the prisoner from freedom unlock for them, including AutoDoors.
  • Multiple prisoners coordination: Prisoners in the same room join; nearby rooms have a chance to join.
  • Immediate goals of escapees: Head for map edge, may attack obstacles, will seek and equip weapons.
  • No door is sacred: They can open any door, regardless of type or forbidden status.

How to stop a break:

Confront with drafted colonists (melee/blunt preferred), use "Arrest" command if possible, EMPs, Shock/Insanity lances (Royalty), or psycasts.

What not to do:

Don’t ignore a prison break. Avoid high-damage weapons unless you accept killing them (potential mood debuffs).

Aftermath:

Downed/recaptured prisoners are returned to prison. Door "free pass" is revoked. Repair damages.

One more nuance: Berserk vs Prison Break:

A berserk prisoner (low mood) attacks anyone and smashes doors as obstacles, not a planned escape. A Prison Break is organized and goal-driven (escape).

Escape Frequency and Patch Changes

As of 1.3, prisoner escape chance is multiplied by the number of exits (doors) from their room. More doors = higher break risk.

Another factor: prisoner’s Moving capacity:

Slower prisoners (injuries, peg legs, old age) have a lower break chance. Healthy, fast pawns (or aggressive genes) have higher chance.

Mood and break chance:

Prisoner mood is not directly tied to prison break chance (which is an event). Mood affects mental breaks like berserk.

Suppression (Ideology):

Suppression is a stat for slaves. Normal prisoners don't have it, but can be intimidated by guards/animals.

One more fun tidbit:

If you capture one of your own colonists and leave the door open, they will escape and leave the map (self-banishment exploit).

Summary of Vanilla Behavior

Normally, prisoners stay put and cannot operate doors. They only get out if you allow it or during a special "escape mode" (prison break, berserk rage). During a prison break, they temporarily gain colonist-like door-opening powers.

🔧Common Issues and How to Solve Them (Troubleshooting)

Issue 1: “Prisoner X just walked out of his cell with no warning!”

Likely Cause: Unintended opening (door left open, wall destroyed, item blocking door).

Solution: Pause, check prisoner status. Arrest them. Fix the opening. Be vigilant about doors. Consider an airlock.

Issue 2: “Prison break! I had three doors... they still escaped easily.”

Cause: During prison break, all doors are passable. Multiple doors might have increased break chance (Patch 1.3).

Solution: One strong door is better. Consider Prisoners Don’t Have Keys mod or delaying tactics outside doors (traps, winding corridors).

Issue 3: “My turrets and traps don’t react to escaping prisoners effectively.”

Cause: Turrets target hostiles (escaping prisoners usually are). Slave rebellions are different (slaves remain colony faction). Traps are indiscriminate.

Solution: Ensure clear path to traps/turrets. Manually target turrets during breaks if needed. For slaves, use Locks mod or manual intervention. Use release-animals or restricted trap hallways.

Issue 4: “A prisoner got out during a caravan or transfer...”

Cause: Bug (fixed in 1.4 for reformed caravans), or moments of non-enclosure during transport.

Solution: Transfer one at a time with drafted guard. When reforming caravan, pause and secure prisoners. Use pawns with Arrest ability.

Issue 5: “Visitors opened my base doors and a prisoner bolted through.”

Cause: Friendly visitors can open non-forbidden doors, potentially creating escape routes.

Solution: Use Locks mod to restrict visitor access. Separate prison from guest zones. Use secondary forbidden doors as failsafe.

Issue 6: “I want prisoners to have a common room, but they can’t open cell doors...”

Cause: Vanilla prisoners can't open internal doors.

Solution: Doors Expanded mod (prisoner-passable doors). Vanilla: hold cell doors open (micro-intensive) or use one large dormitory.

Issue 7: “Why don’t my colonists automatically try to stop escaping prisoners?”

Cause: Colonist Threat Response setting (Ignore, Flee, Attack).

Solution: Set relevant colonists to "Attack" mode. Be cautious with non-combatants. Micro-managing (drafting) is usually better.

🧩Modding Prisoner Door Mechanics: Enhancements & Fixes

Prisoners Don’t Have Keys (by Mlie)

Ensures escaping prisoners must break doors down instead of magically unlocking them.

Features:

  • Prisoners attack doors to destroy them during escapes.
  • Option to allow opening only their initial cell door.
  • Options to extend logic to Ideology slaves and other modded scenarios.

Compatibility:

Updated through 1.4/1.5. Supports Doors Expanded. Lightweight and complements other mods like Locks or Prison Labor.

Gameplay Impact:

Turns prison breaks into "prison riot" sieges, giving more time to respond. Door strength matters.

Locks (by Avius/Hazzer)

Adds a "Lock" command to doors with various settings to fine-tune access.

Key Features:

  • Customize door access (Unlocked, Locked to specific groups like Enemies/Prisoners).
  • Visitor mode to exclude visitors.
  • Pet doors for small animals.
  • Assign doors to specific colonists.
  • High-priority "Flick" job for locks.

Using Locks for Prison Scenarios:

Create multi-zone prisons (e.g., cells -> common room -> colony). Unlock internal doors for prisoners, lock external doors to them. Ensure common areas are also marked as prison zones.

Gotchas:

Ensure latest version for bug fixes (e.g., pen issues). No specific "prisoner" checkbox; use Unlocked/Locked states. Slaves counted as colonists by the mod.

Compatibility:

Generally compatible. Works with Doors Expanded. Useful with Prison Labor for controlled workshop access.

Doors Expanded (by Jecrell/various contributors)

(Details for this mod were incomplete in the provided text. It generally adds new door types, including larger doors and specialized prison doors like "Jail Doors" or "Prisoner Passable" doors, offering more complex prison designs.)

🗺️How to Build an Escape-Proof Prison (Step-by-Step)

🚪Door Material Comparison for Prison Security

Door Material Comparison for Prison Security

Comprehensive comparison of different door materials showing their durability, security ratings, and effectiveness against prisoner escape attempts. Choose materials based on your security needs and available resources.

Step 1: Pick the Right Location

  • Center of Your Base: Deep inside, not on the perimeter.
  • Avoid Map Borders: At least one ring of defenses/hallways around.

Step 2: Design the Cell Layout

  • Single Exit: Only one door leading out of the prison complex.
  • Individual Cells vs Barracks: Individual cells for better control.
  • Option – Common Room: Place behind cell doors, with its own single exit.

Step 3: Choose Strong Materials

  • Walls: Stone blocks (non-flammable, high HP).
  • Doors: Steel or Plasteel recommended. Avoid wood. AutoDoor for convenience, but fast for escapees.

Step 4: Secure the Doorway

  • No Line-of-Sight to Outside: Door opens into a corridor.
  • “Airlock” Antechamber (Optional): Small room with two doors; antechamber not part of prison zone.
  • Traps & Obstacles: Floor traps, deadfall traps, or barricades after the prison door.
  • Lighting: Well-lit area for combat accuracy and mood.

Step 5: Equip the Interior

  • Beds and Comfort: Bed per prisoner, table, stool. Good mood helps prevent berserks. For treating injured prisoners, see our medical care guide.
  • Nutrient Paste Dispenser: Accessible from prison side for self-feeding.
  • No Weapons or Tools: Keep cell inventory to food, clothes, recreation.
  • Recreation: Chess table, punching bag. Avoid fire sources.
  • Cleanliness: Keep prison clean to improve mood and health.

Step 6: Manage Access and Schedules

  • Dedicated Warden: High Social skill. Limit access for other colonists. For optimal warden selection, check our traits guide to identify pawns with social-related traits.
  • Feeding/Interaction Times: Schedule during calm periods.

Step 7: Emergency Measures

  • Response Team: Fighters on standby.
  • Non-Lethal Weapons: Tasers, shock lances, blunt weapons.
  • Turret Overwatch: Mini-turret covering prison door, manually activated.
  • Manhunters as Guards: Trained attack animals zoned near prison.

Step 8: Final Check and Test

  • Walls complete? Door closes properly (not Held Open)?
  • Room is a Prison (designated bed, orange outline)?
  • No forbidden spots or pathing issues?
  • Draft-Dummy Test: Simulate a break to check escape routes.

FAQ: RimWorld Prisoner & Door Behavior

Q1: Can prisoners open doors in RimWorld by default?

A: No – only during a Prison Break event or if a door is left open.

Q2: What about berserk prisoners? Can they open the door?

A: Berserk prisoners bash doors down; they don't open them.

Q3: A prison break happened and prisoners opened every door... Is that normal?

A: Yes, vanilla prison breaks give them a temporary "skeleton key." Use Prisoners Don’t Have Keys mod to change this.

Q4: Do more doors or double doors help contain prisoners?

A: Not in vanilla; multiple exits increase break chance. During a break, they open all. One tough door is better.

Q5: My prisoner got out through an autodoor – it opened for them! Why?

A: During a prison break, AutoDoors open for escaping prisoners as if they were colonists.

Q6: Installed Locks mod. How to use for common room but not escape?

A: Set door between cells and common room to "Unlocked" (allows prisoners). Set door from common room to outside as "Locked to prisoners/enemies." Ensure common room is prison-zoned.

Q7: Way to give prisoners freedom of movement without supervision in vanilla?

A: "Hold open doors" trick for internal doors (micro-intensive). Mods (Locks, Doors Expanded) are better. Or use one large room.

Q8: My slaves (Ideology) walk through doors and rebel out. How to handle?

A: Slaves are colonists until full rebellion. Use Areas, Locks mod, high suppression, or manual arrest/turret targeting.

Q9: Best door material for a prison?

A: Steel (standard), Plasteel (great HP, faster open). Wood is bad. Uranium (highest HP, slow open). Non-powered tough doors are arguably safest against bashing.

Q10: Raiders can’t open doors, but prisoners can during breaks – fair?

A: RimWorld logic: raiders bash, prisoners on break are "clever." Use Prisoners Don’t Have Keys for parity.

Q11: Bug where prisoner says “escaping” but just stands there?

A: Known pathfinding glitch. Nudge with colonist, or save/reload. Check mod conflicts.

Q12: Can I use traps or deadly force without colonists getting upset?

A: No mood debuff if guilty prisoner dies escaping. Innocent prisoner death can cause debuffs (ideology dependent). Traps are indirect. Non-lethal is better for recruitment.

Q13: My arrested colonist escaped out a door – what?

A: Yes, if an imprisoned colonist escapes (e.g., door left open), they leave map (banishment exploit). Release via prisoner menu to rejoin colony.

Q14: Do prison breaks happen more often now (after recent patches)?

A: Yes, if many prisoners or multiple cell exits (since 1.3). Biotech genes (hyper aggressive) can also increase individual risk.

Q15: Any tips for preventing prison breaks completely?

A: Immobilize (remove legs - cruel; constant anesthetic - risky). Dead Calm gene/implant (Ideology). Mods (straightjackets, shock collars). Peg legs then remove. Brain Shock implant (Royalty) or Shock Lance for active breaks.

🕰️Patch History: Prisoners & Door Mechanics (Last 18 Months)

July 2021 – RimWorld 1.3 Update (Ideology DLC)

Escape chance scales with cell exits. Escaping prisoners equip weapons. Slavery introduced (slaves can open doors).

Sept 2021 – Update 1.3.xx Hotfixes

Escaping prisoners no longer able to equip bladelinked or biocoded weapons.

Late 2022 – RimWorld 1.4 (Biotech DLC)

Unwaveringly Loyal prisoners added. Bug fix: Captured prisoners escaping from reformed caravans.

April 2024 – “Doors Expanded” Mod update for 1.5

RimWorld 1.5 (testing) changed internal door mechanics (MultiTileDoor class), improving moddability for large doors.

Ongoing 2023-2025 Tweaks

Minor updates, bug fixes (e.g., quest prisoners spawning on door tiles). Core rules from 1.3/1.4 remain.