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Prison Architect Discussion

1246

Comments

  • Registered Users, Registered Users 2 Posts: 5,317 ✭✭✭gavmcg92


    Taylor365 wrote: »
    Some reason doors on my solitary cells never shut...?

    Yeah I had that issue too. I think it just sort of fixed itself. When someone was sent to solitary, the guard would put them in the cell and the door would close behind them. Sometimes it didn't, so I guess it might be a bug.


  • Registered Users Posts: 2,994 ✭✭✭Taylor365


    wnolan1992 wrote: »
    Also cell doors stay open during the day unless your prisoners have nothing on in their regime, just in case that's what's happening.
    That doesn't include solitary surely?


  • Registered Users, Registered Users 2 Posts: 14,009 ✭✭✭✭wnolan1992


    Taylor365 wrote: »
    That doesn't include solitary surely?

    Oh well if you've a prisoner in there then no, they stay shut, but if they're empty I think they open.


  • Registered Users, Registered Users 2 Posts: 5,317 ✭✭✭gavmcg92


    wnolan1992 wrote: »
    Oh well if you've a prisoner in there then no, they stay shut, but if they're empty I think they open.

    Yeah I've had a good few problems with doors recently. Sometimes my solitary cell doors stay open with prisoners in them. Another thing, the odd time I see a door with the green always open logo on them. When I click on them to check, thinking that I've left them open, they are on normal :confused:


  • Registered Users, Registered Users 2 Posts: 14,009 ✭✭✭✭wnolan1992


    I'm having serious performance issues. I'm trying to build a fairly large prison so planned it all out then laid the foundations for the shell of the building and now it's chugging horribly. I'm hoping when the work is done it'll return to normal... :\


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  • Registered Users, Registered Users 2 Posts: 14,009 ✭✭✭✭wnolan1992


    The performance did pick up, turns out it just really starts to chug when you've a lot of things queued up for workmen.

    Having a new issue now: My generators keep tripping. I'm trying to power a set of 5 workshops and it tripped. I then installed a second one, full capacitors and made sure there was no crossover with the cable and now both are tripping. Any ideas as to what I could try? I already have 6 generators in this prison...


  • Registered Users, Registered Users 2 Posts: 8,799 ✭✭✭MiskyBoyy


    wnolan1992 wrote: »
    The performance did pick up, turns out it just really starts to chug when you've a lot of things queued up for workmen.

    Having a new issue now: My generators keep tripping. I'm trying to power a set of 5 workshops and it tripped. I then installed a second one, full capacitors and made sure there was no crossover with the cable and now both are tripping. Any ideas as to what I could try? I already have 6 generators in this prison...

    Did you remember to restart all the capacitors as well as the generator (last)?


  • Registered Users, Registered Users 2 Posts: 14,009 ✭✭✭✭wnolan1992


    DaLad wrote: »
    Did you remember to restart all the capacitors as well as the generator (last)?

    Bollox! Now that I did forget! :\

    Hopefully that sort it...


  • Registered Users, Registered Users 2 Posts: 8,799 ✭✭✭MiskyBoyy


    wnolan1992 wrote: »
    Bollox! Now that I did forget! :\

    Hopefully that sort it...

    I had the exact same problem, was going mad trying to get it sorted. Was after cutting off half my prison from the power grid and it still didn't work. When I remembered I needed to switch on all the capacitors individually as well, I had a total face palm moment! lol


  • Registered Users, Registered Users 2 Posts: 5,317 ✭✭✭gavmcg92


    Do any of you guys use the power switch? I haven't tried it out but it might be handy as a diagnostics tool. Stick it along the track and switch them on step by step? Not even sure if that's possible.


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  • Registered Users, Registered Users 2 Posts: 14,009 ✭✭✭✭wnolan1992


    gavmcg92 wrote: »
    Do any of you guys use the power switch? I haven't tried it out but it might be handy as a diagnostics tool. Stick it along the track and switch them on step by step? Not even sure if that's possible.

    Good idea.

    I've only ever been tempted to use it as a punishment device. (eg: if you riot, you lose electricity and get get locked in your cells for a day. :P


  • Registered Users, Registered Users 2 Posts: 19,976 ✭✭✭✭humanji


    I break my electrics down to sections, so each cell block would have its own cable from the generator, for example. And I have a switch on each one. In general I don't need them, but it can be handy for diagnostics, as said above.


  • Registered Users, Registered Users 2 Posts: 14,009 ✭✭✭✭wnolan1992


    How many machines do you put in a workshop?

    I have a few 30X8 workshops and when I fill them with machines I can only power two with a fully maxed generator. I have like 8 workshop spaces (building a massive prison with 600+prisoners) and I really don't want to be dealing with loads of generators if possible because I already have 6 powering the rest of the prison.


  • Registered Users, Registered Users 2 Posts: 5,317 ✭✭✭gavmcg92


    wnolan1992 wrote: »
    How many machines do you put in a workshop?

    I have a few 30X8 workshops and when I fill them with machines I can only power two with a fully maxed generator. I have like 8 workshop spaces (building a massive prison with 600+prisoners) and I really don't want to be dealing with loads of generators if possible because I already have 6 powering the rest of the prison.

    I can't remember exactly but for my last prison I had two 240 square workshops and the rest of the prison working on two full generators.


  • Registered Users Posts: 517 ✭✭✭Dothehustle


    any idea what will be coming out in new update ???
    Hope they sort out some of the performance issues


  • Registered Users, Registered Users 2 Posts: 5,317 ✭✭✭gavmcg92


    any idea what will be coming out in new update ???
    Hope they sort out some of the performance issues

    Sniffer dogs / Guard Dogs, prisoners leave in normal clothes and are picked up by cars. Other than that (which is a bit of a guess) I'm not sure.

    gavmcg92 wrote: »
    I've seen people put more than one in a "cell" (more than one cell in a room), sort of like an open plan type thing, but currently more than one prisoner per cell isn't supported.

    You can use holding cells instead of cells if you want to have more than one prisoner per room.

    Looks like we have our sniffer dogs :)

    HrT7UMU.png

    undercover police cars, regular cars and robbery vans?

    Ncxu0nP.png


  • Registered Users, Registered Users 2 Posts: 14,009 ✭✭✭✭wnolan1992


    Another thing that's probably on the way is the ability to divide your guards into squads. (I hope this isn't actually in there already and I just have totally missed it)

    The Security Room description says "A place for your officers.", and when I built it originally there was no way to assign officers. It's also in the save file "BEGIN SQUADS".



    Now, does anyone know how to turn off that ****ing Fog of War? I really hate it.


  • Registered Users, Registered Users 2 Posts: 19,976 ✭✭✭✭humanji


    In what way do you mean split up the guards into squads? Deployment lets you decide where gets patrolled.


  • Registered Users, Registered Users 2 Posts: 14,009 ✭✭✭✭wnolan1992


    humanji wrote: »
    In what way do you mean split up the guards into squads? Deployment lets you decide where gets patrolled.

    I've no idea really. But imagine being able to split your guards up into day and night shifts, having to have one bunch in bed while the others are patrolling, or having another squad on standby for shakedowns or riots, maybe one squad who tries to stop the flow of contraband.

    That sort of stuff.


  • Registered Users, Registered Users 2 Posts: 19,976 ✭✭✭✭humanji


    Ah yeah, I get you. I'm hoping they'll add in some sort of regime for the guards like that.


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  • Registered Users, Registered Users 2 Posts: 19,976 ✭✭✭✭humanji


    Just saw a Tweet by Introversion ( @IVSoftware )
    Today's bug. Prisoner tunnelled out of perimeter wall and rather than running to freedom, stopped and handcuffed himself.

    So it looks like we may be getting breakouts in the update.


  • Registered Users, Registered Users 2 Posts: 5,317 ✭✭✭gavmcg92


    humanji wrote: »
    Just saw a Tweet by Introversion ( @IVSoftware )


    So it looks like we may be getting breakouts in the update.

    I don't know where I've seen it but I've seen a video showing the prisoner breakouts. I thought it was one of IV's videos but I can't seem to find it again.


  • Moderators, Society & Culture Moderators Posts: 12,534 Mod ✭✭✭✭Amirani


    When is this scheduled to reach beta?


  • Registered Users, Registered Users 2 Posts: 19,976 ✭✭✭✭humanji


    When is this scheduled to reach beta?
    They've no time set yet. They're still deciding what to implement. I'd say it's a fair while off.


  • Registered Users Posts: 214 ✭✭shaneb92


    wnolan1992 wrote: »
    Another thing that's probably on the way is the ability to divide your guards into squads. (I hope this isn't actually in there already and I just have totally missed it)

    The Security Room description says "A place for your officers.", and when I built it originally there was no way to assign officers. It's also in the save file "BEGIN SQUADS".



    Now, does anyone know how to turn off that ****ing Fog of War? I really hate it.

    To turn the fog of war off just open your save faile in a text editer and change the true in "enabledvisability = true" to false, then save and reload the file


  • Registered Users, Registered Users 2 Posts: 23,137 ✭✭✭✭TheDoc


    Friend was talking to me about this, looks REALLY interesting, bit pricey though for an Alpha, although I get the point.

    Will keep a close eye


  • Registered Users, Registered Users 2 Posts: 14,009 ✭✭✭✭wnolan1992


    Anyone got any advice about Regime?

    Mine at the moment is:

    11pm-7am: Sleep
    7am-9am: Shower
    9am-11am: Eat
    11am-3pm: Work
    3pm-5pm: Freetime
    5pm-7pm: Yard
    7pm-9pm: Freetime
    9pm-11pm: Eat

    I've only had prisoners for three days at the moment so not sure how it'll run in the long run, but I feel like 4 hours work isn't enough.

    So any improvements I could make to that and what does your guys' regime look like?


  • Registered Users, Registered Users 2 Posts: 7,182 ✭✭✭Genghiz Cohen


    I've pretty much removed anything except sleep, freetime and work. Inmates take care of their own needs during freetime.


  • Registered Users, Registered Users 2 Posts: 5,317 ✭✭✭gavmcg92


    5 hours is what I give for sleep. Doesn't cause any problems.


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  • Registered Users Posts: 2,994 ✭✭✭Taylor365


    I've pretty much removed anything except sleep, freetime and work. Inmates take care of their own needs during freetime.
    Yard is good for grouping them in 1 place though so you can build something or shakedown a few cells :P


  • Registered Users, Registered Users 2 Posts: 7,182 ✭✭✭Genghiz Cohen


    I do all my building at night. Use fences to keep the inmates out of places they shouldn't be.


  • Registered Users, Registered Users 2 Posts: 14,009 ✭✭✭✭wnolan1992


    I just built my entire prison before letting inmates in. :P

    200 workmen can build and fit out a Large Prison in about 7 in game days. :P


  • Registered Users Posts: 214 ✭✭shaneb92


    I think the update will be out before Friday, usually comes out around this time...


  • Registered Users, Registered Users 2 Posts: 5,317 ✭✭✭gavmcg92


    Yeah fences are great for keeping prisoners out of an area you're building. Normally make quite a large holding cell so as to use that before the cell blocks are done.


  • Registered Users, Registered Users 2 Posts: 14,009 ✭✭✭✭wnolan1992


    So here's my first functioning large prison:

    46D145EA42E5A572E5EE65A79B8DC65BA9CFCBC8

    Has:
    • 5 Cellblocks allowing 582 capacity.
    • 3 Cellblocks with luxury cells (have a bookshelf :P)
    • Solitary Block where prisoners have just enough room to fit in their cells.
    • 6 offices for administration (top right)
    • Morgue, Infirmary and Cleaning cupboard (under the offices)
    • Execution Chamber, Holding Cell and storeroom (Bottom right)
    • Massive dining hall, shower room, kitchen, yard and common room.
    • One Laundry and six Workshops. Each workshop contains 20 machines.
    • Takes seven power stations and two water pumps to keep the place functioning.


    Funny thing happened there, prisoners had freetime and I followed a few of them to see what they'd do...

    BA297E0FE71E9463C2A3484056C200CB1AE5DB19

    Guess they were just hangin' out... :P


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  • Registered Users Posts: 214 ✭✭shaneb92


    Thats unreal..does it not lag like f###? If mine goes over about 120 it starts to lag


  • Registered Users, Registered Users 2 Posts: 14,009 ✭✭✭✭wnolan1992


    shaneb92 wrote: »
    Thats unreal..does it not lag like f###? If mine goes over about 120 it starts to lag

    Hasn't started to lag yet. But I've only 60 prisoners atm.

    TBH, most of the fun for me is designing and building the prison. Actually running it long term isn't my goal at all.


  • Registered Users, Registered Users 2 Posts: 8,799 ✭✭✭MiskyBoyy


    wnolan1992 wrote: »
    Hasn't started to lag yet. But I've only 60 prisoners atm.

    TBH, most of the fun for me is designing and building the prison. Actually running it long term isn't my goal at all.


    HOLEY MOLEY that's some prison! :eek: Talk about a supermax!

    Lol the boys just hanging out in the execution chamber xD

    Yeah I was about to ask/say. That for me at least, the best part is designing and building the prison. After that it gets a little boring (for now) but then again I do suppose it's called Prison Architect not Prison Simulator.


  • Registered Users Posts: 214 ✭✭shaneb92




  • Registered Users, Registered Users 2 Posts: 5,317 ✭✭✭gavmcg92


    Policy table is really cool.


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  • Registered Users, Registered Users 2 Posts: 14,009 ✭✭✭✭wnolan1992


    Policy table is really cool.

    Unfortunately, this update means I have to tear down my prison and begin again... Damn tunnels! :P



    Lads, I'm getting a weird situation here. My prison has a Low danger risk from 5pm - 7am. But then as soon as they wake up in the morning, it starts rising incredibly rapidly and almost always ends in a riot. I don't get it, I've given them FreeTime to do what they need to do, but they don't seem to do it fast enough to prevent a riot...


  • Registered Users, Registered Users 2 Posts: 10,751 ✭✭✭✭degrassinoel


    this is 40% off on steam atm too :)


  • Registered Users Posts: 214 ✭✭shaneb92


    Its -40% on steam atm for the people that dont have it...word of advice, get it


  • Registered Users Posts: 214 ✭✭shaneb92


    They released a hot fix today that :

    - Fixed: Critical bug with deployment system, resulting in a failure to subdivide the map into sectors.
    This caused most pathfinding within the game to fail, grinding the prison to a halt.

    - Fixed: Punishments maxed out at five hours, regardless of what you set in the Policy screen

    - Fixed: Patrol positions were not being saved properly

    - Fixed: Bug in the laundry system that prevented prisoners from changing into clean uniforms

    - There is now a tooltip in the Patrols screen, to make it clearer how to assign guards to patrols


  • Registered Users, Registered Users 2 Posts: 19,976 ✭✭✭✭humanji


    I've gone back to V12. I'm having too much trouble with V13. The patrols don't work and as a direct result, I can't station guards at control panels and so my cameras are of no use. Workers are constantly getting stuck in walls. Prisoners rush to which ever room they're scheduled to be in, but then just mill about the entrance, which means they rarely eat. And if I've to now deal with tunnels, there just seems to be no point updating until the guard dogs arrive.

    Anyone else having trouble, or am I really just that unlucky?


  • Registered Users, Registered Users 2 Posts: 14,009 ✭✭✭✭wnolan1992


    humanji wrote: »
    I've gone back to V12. I'm having too much trouble with V13. The patrols don't work and as a direct result, I can't station guards at control panels and so my cameras are of no use. Workers are constantly getting stuck in walls. Prisoners rush to which ever room they're scheduled to be in, but then just mill about the entrance, which means they rarely eat. And if I've to now deal with tunnels, there just seems to be no point updating until the guard dogs arrive.

    Anyone else having trouble, or am I really just that unlucky?

    Yeah, I'm having issues with people getting stuck in walls too. Workmen and Janitors always get caught in corners when trying to go through a door and you've to select them and move them to free them.

    Rather annoying.

    Hopefully the fix shaneb outlines fixes that.


  • Registered Users, Registered Users 2 Posts: 19,976 ✭✭✭✭humanji


    I've downloaded the fixed version and I've the same problems.


  • Registered Users, Registered Users 2 Posts: 15,403 ✭✭✭✭Vicxas


    GAH!

    They fcuking made it mandatory to have cell doors now. My prison is ruined. FML.


  • Registered Users, Registered Users 2 Posts: 14,009 ✭✭✭✭wnolan1992


    Vicxas wrote: »
    GAH!

    They fcuking made it mandatory to have cell doors now. My prison is ruined. FML.

    How were you doing it without cell doors? :eek:


  • Registered Users, Registered Users 2 Posts: 15,403 ✭✭✭✭Vicxas


    Cells used to work fine without the cell doors, and I had one main door that lead out to the corridor. But now all cells need to have a cell door for it to be considered a cell.


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