Prison Architect

Prison Architect

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Combipack 11 Test Facility
   
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3.145 MB
30 Apr, 2017 @ 8:52am
15 May, 2017 @ 1:10pm
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Combipack 11 Test Facility

Description
This map demonstrates 40+ mods in a medium sized prison with staffneeds and cheats enabled.

Use it together with the huge CombiPack mod found over here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=822210927



A few handy things to know:

The game starts at 7:45 when a new batch of fresh prisoners arrive.
At reception a guard pager booth will spawn 100 guards to bring all prisoners to their cells quickly.
You should turn off the power switch on that booth somewhere around noon when the guards are finished with that job.


A Snitch Sorter is controlled by the road sensors on the intake lane, so it only turns on when a prisoner bus arrives.


Below the StaffRoom at the main entrance are two utility booths, linked to doortimers. One will call 100 guards for shakedowns plus 20 janitors to take care of prisoner uniforms during the night. Normally a guard would have to open every jail door, but now the jaildoors will be opened by an evacuation test alarm for demonstration purposes. As soon as the guards are called at night, press the shakedown button to turn the place upside down during the following 3 hours. The shakedown should be completed just before the doortimer shuts the booth down again.

The other booth will call 20 more workmen during the day, you can specify at which times with the doortimer attached to it. Observe the daily business to see when you need some extra horsepower.


Should you need to evac the main building, then click on the booth at the evacuation area and set Test Alarm to no. This will enable actual evacuation instead of just sounding the alarm and opening doors. Do not evacuate unless prisoners have Freetime, otherwise hell will summon...


Events are not enabled, but when you do the power station could overload and shut down. In case that happens, the backup generator will be enabled automatically. You can turn the main power station back on once it's fixed and the circuit isolator will switch back to default by itself. Should a power-outage occur and blow a fuse on the utility booth controlling the lights in the jail building, then click the booth and press Update Power.


Also when events are enabled and a fire in the kitchen occurs, the kitchen staff will be evacuated to the cleaning cupboard until the fire is gone and the kitchen is safe again.


The Limo Garage will get filled when you click on the Roadmarker on top of the lane and set Garage to YES.
In case the Limo Garage fks up due to some timing error (if you set the game speed to faster than fast), you can click on the left crane rail and press Reset. This will remove the thing and create a new garagespawner. Click on it to let it build a new garage.


There is a doortimer in the Security room which enables some fun at night while the prisoners are asleep... Keep an eye on the Needs tab while this happens.


You can control the temperature of the main cellblock with the doortimer attached to the boiler (above the kitchen). Currently it will only heat the cells during the night. When it gets summer you'll probably want to switch it off during the night as well. The game stars in wintertime when it's the toughest season. Comfort and clothing needs will be high but these will settle down once springtime arrives.


Do not use shower time to wake prisoners. Instead use freetime so they can fulfill their needs on the alternate toilets/wallsinks and be in time for the Roll Call program which starts soon after.


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

Non-Steam users: follow this guide to download manually.
9 Comments
Brandjuh[NL] 19 Aug, 2017 @ 11:16am 
Awesome.
murgh  [author] 28 May, 2017 @ 4:01am 
There is also an extended version of this map with a separate Rehab area for addicts: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=934605893
murgh  [author] 16 May, 2017 @ 3:46am 
As you can see it takes a little bit longer to reach the same 4% reoffending rate (50 prisoners must be release instead of 44 to bring the number down). The extra suppression impacts the punishment and security rating in a good way, but health will go down a little bit... probably because the health rating is bugged, so we shouldn't pay attention to that number anyway.
murgh  [author] 16 May, 2017 @ 3:04am 
Ok another screenshot with gradings has been uploaded for comparison.
murgh  [author] 15 May, 2017 @ 5:12pm 
The reoffending rate of 4% was achieved with Parole Cutoff set to 0% and only 1 armed guard at the visitation room.

The map is currently set to Parole Cutoff at 2% and during the night 4 armed guards will do a patrol route to add suppression to all the prisoners. How this impacts the grading will be posted when I have the results of 44 prisoners being released.
Mace 14 May, 2017 @ 3:48pm 
Very nice!
Vincent_WolfGang 30 Apr, 2017 @ 12:21pm 
Yea i love the kitchen design. I guess it's time to rebuild my kitchens then :)
murgh  [author] 30 Apr, 2017 @ 12:17pm 
yea, this kitchen design is nice, it also prevents immense heat from spreading into the canteen due to the little trench in the foundation.
Vincent_WolfGang 30 Apr, 2017 @ 10:19am 
Wow going to use some of your building ideas like the office and kitchen design as they are very nice. I also did not really get into the whole logistics system but lights out at night. That is cool.