Prison Architect

Prison Architect

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Advanced Roads 2.0 (bug bash release)
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30 Apr, 2020 @ 2:14am
28 Aug, 2020 @ 2:52pm
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Advanced Roads 2.0 (bug bash release)

Description
The most advanced cargo distribution system for Prison Architect.
Place a Traffic Terminal & Cargo Stations / Helipads to deliver and export stuff.
This mod allows you to deliver sorted goods, food and prisoners to the areas of your choice.
Gone is the limitation of having only 1 Deliveries area!


OVERVIEW
  • Incoming prisoners / cargo gets collected by a Traffic Terminal which sorts items.
  • Cargo Stations / Helipads in your prison can be configured with buttons.
  • You can have several Deliveries / Exports / Garbage / Intake / Emergency spots.
  • Trucks / Chinooks can handle up to 16 items to deliver or take away.


USAGE
Read no further and first take a few moments of your time to watch the demo video above.
This will give you a global idea.



NEW STAFF
All objects are found in the Staff Menu to allow immediate placement without construction.
  • TRAFFIC TERMINAL
    Required on the map to create a functional distribution system.
    Use its buttons to toggle delivery and the intake:
    • =D= toggles between Auto delivery and Suspend delivery.
      While suspended, the terminal will just collect and sort cargo, but not distribute. This gives you the opportunity to (re)configure any cargo stations / helipads on your map to match your desires when the prison is growing.
    • =I= toggles between Auto / Suspend prisoner intake.
      While suspended, prisoners stay shackled below the terminal and their needs get reset regularly until you decide it's time to let them arrive at a specific wing.


  • CARGO STATION / HELIPAD
    A station with a little 3x5 area to deliver or export stuff. The truck driver uses a Gantry Crane to fill / empty his truck, so workmen can do other things meanwhile. A LOT of incoming cargo can be stored in this small area, since the crane dumps stuff on random locations and doesn't rely on 1 tile per item. You can place various cargo stations on the same road lane, or use separate roads for each station. When a road doesn't exist, it will automatically be spawned for you.

    Use the buttons on the Cargo Station to decide what it will do. You can toggle its Type etcetera while no truck is on route. To enable / disable a station, toggle the ENABLE button. When both the Terminal AND a station for Deliveries have been enabled, trucks will start to bring the specified stuff to this spot. This should be obvious, but might not be for first-time users. There are 3 types to build:

    • Cargo Station (Double Road)
      Spawns a cargo station for the default road on the map. Has two independent sides which you can configure with its buttons. Toggle between LEFT SIDE and RIGHT SIDE to determine what each road side does.
    • Cargo Station (Unload Left) & (Unload Right)
      Spawns a small station on a single road lane, to have a very compact spot on the map. After placement, you can mirror the station to the other side of the lane with the LEFT/RIGHT side button. This might become handy lateron, when you've expanded your prison and find out its initial placement was a bad choice.
    • CARGO HELIPAD
      Basically the same as a Cargo Station, but used by Chinooks instead of Cargo Trucks.
      You can toggle between COMPACT/LARGE size if you want.
      Large helipads are needed for Intake, but can also be used for Exports.


  • CALL-OUT HELIPAD
    Used by Emergencies as a way point. When calling for Chinook emergencies, you can sometimes specify their equipment. When calling normal Emergencies, they will walk from the nearest Emergency Station to this way point.


  • ROAD GATE (Small)
    A road gate for a single road lane. It spawns a wall on each side and puts Road Posts on top.Can be used on normal road: when placed adjacent they automatically adjust the direction.
    • Staff Scan will automatically open the gate for known staff and arriving customers who come for a limo garage (NOT Visitors, they need a Door Servo!).
    • When Traffic Lights are enabled, you can use Pressure Pads nearby to trigger them. Wire up the pressure plates to the traffic lights. People walking on the plates will trigger the gate to be closed, so they can safely cross the road. It requires some trial and error to find the sweet spots in your layout to where these plates must be placed.

  • ROAD GATE (Large)
    Works the same a a small roadgate, except this one is designed for a normal road with two lanes. It can open in both directions and has a quicker response time than the default Road Gate from the game. Existing default Road Gates on the map will be turned into this type of gate by the street manager.

  • Street Manager
    A little control next to the Traffic Terminal which you can click to change all vehicle skins. This mod offers many truck skins found in the Steam Workshop and you can set up each truck type to have the skin you want.


ROOMS
The room size to mark a station is 3x5 tiles, for helipads it's 7x7 or 20x9 tiles.
  • DELIVERIES (renamed to TRAFFIC TERMINAL)
    - This room definition changed and now requires a Traffic Terminal.
    - You can have only 1 terminal on the map, and thus only 1 Deliveries area.
  • GARBAGE AREA A required room for Cargo Stations / Helipads which collect Garbage.
  • EXPORTS AREA A required room for Cargo Stations / Helipads which collect Exports.
  • CARGO AREA An optional room for Cargo Stations / Helipads which accept Deliveries.
    - Once you've finished the grant you can mark it as STORAGE for idle Workmen.
  • EMERGENCY ST. An optional room for Emergency stations / helipads.
    - Dead people are brought here, and Emergency Call-Outs will arrive here.
    - Once you've completed the grant, this zone is no longer required.
  • INTAKE AREA An optional room for stations / helipads which handle prisoner intake.
    - Once you've completed the grant, this zone is no longer required.


GRANTS
Once you've started a new map, you should immediately start with the Advanced Roads grants to walk you through the steps to set up your desired distribution system. You MUST place a Traffic Terminal as soon as possible, because the default Deliveries / Garbage zones on the fresh map have new Room Requirements and default Supplytrucks will not stop.


MERGED MODS
  • Updated version of Chinook, now featuring several chinook types.
  • Updated version of Many Materials 2.0, since the tileset from Chinook was outdated.
  • Updated version of Limo Garage 2.0, the older limo garage mods will NOT work.
Disable the old Advanced Roads / Chinook / Limo Garage / Many Materials mods if you have them, they will NOT be compatible with this mod.


CHEATS
This mod enables Cheats and Immediate Materials to be able to zap the whole Deliveries room full of stuff, instead of waiting for Supplytrucks. You never need to start a new map with Fast Deliveries mutator or Cheats/Devtools, instead just press F1 to toggle Immediate Foundations/Objects on or off if you desire.


Please don't forget to press the Like button if you like this mod.
Feel free to check out my workshop with tons of handy mods!

Non-Steam users: follow this guide to download manually.
Follow this guide to remove mods. This mod is in folder 2079010429.
Popular Discussions View All (2)
46
30 Jun, 2020 @ 2:56am
Known issues / bug reports
murgh
0
29 Jan, 2021 @ 3:18am
COMPATIBILITY
murgh
159 Comments
murgh  [author] 22 Nov, 2020 @ 1:55am 
=== The 'final' version of this mod has been released! ===
Find it over here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2294999171

This preview version stays online for archive reasons, but still contains some bugs which got fixed in the final version. This preview will no longer be maintained and is now considered obsolete.
murgh  [author] 11 Oct, 2020 @ 12:46am 
Ok so to deal with it in the next update I'll introduce some dummy boxes for Deliveries and Exports:

When a cargo station is ready to accept goods, they will be kept apart at the traffic terminal, and some dummy boxes will be brought to the cargo station by the truck. When the gantry crane starts to unload, those boxes get swapped by the real deliveries - this also prevents workmen from grabbing stuff from an arriving deliveries truck.

Exports will be similar - the crane grabs the products from the floor and immediately gets rid of the stuff, so exports are sold while the crane is active. It will put some dummy export boxes on the truck to let it appear as if the truck is taking them away.
murgh  [author] 9 Oct, 2020 @ 12:06pm 
I've tried some things to deal with this issue and think I found a solution. Coming in next update.
Songbird🐦 3 Oct, 2020 @ 10:56am 
I turned off the couple of other mods I had running and started a new map. The mod I'm actually using is your Combi-pack. The things that seem to be an issue are things like the smart-phones and other objects that have a process object. The workers bring the box to the table, then bring it to exports. when the truck arrives and gets loaded, the workers immediatly grab the boxes and bring them back to the tables, starting the cycle over. This does not happen if I don't use the cargo-stations. I can switch to chinhooks or go without the terminal without issues. Just thought you ought to know.
Swjunkie 29 Sep, 2020 @ 3:54pm 
maybe steam didn't download everything as that happend to me once
J 29 Sep, 2020 @ 2:47pm 
I have no idea what I'm doing wrong.. The staff terminal isn't showing up, it's just showing an invisible staff. No buttons, no visual, nothing in logistics. I'm using Combipack Rock and Solar Station XL
steve 27 Sep, 2020 @ 2:23am 
How do i make it that prisoners and materials come by truck's?
murgh  [author] 6 Sep, 2020 @ 12:05pm 
You should reorder the mods list and put the offending mod lower so its rules get overwritten by the pack. That should solve it.
murgh  [author] 6 Sep, 2020 @ 11:48am 
Sounds like some other mod interfering, almost like a production rule which is telling them to store stuff onto exports even though its loaded.
Songbird🐦 6 Sep, 2020 @ 9:19am 
Not sure what I'm doing wrong. I'm using the Combi-Pack(Rock), but having an issue with the cargo station exports. The station loads the export truck, but workers then immediately start unloading it as the truck drives off. I tied placing the station on either side of the road, at the bottom of the road and on it's own road. If I place it at the bottom, at least the workers have little chance of getting the boxes off, but they still chase it and often get one or two before it leaves the station. Any ideas?