Prison Architect

Prison Architect

Not enough ratings
CombiPack 12b Demo Map
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
4.551 MB
11 Jul, 2017 @ 11:18am
17 Mar, 2018 @ 4:08am
11 Change Notes ( view )

Subscribe to download
CombiPack 12b Demo Map

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

Use it together with the huge CombiPack mod for PA12b found over here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=952547581


Disaster has struck: the bridge leading to the facility has collapsed, so SupplyTrucks and the Prisoner Bus won't be able to come to the prison. The army has deployed a Chinook Helipad platform in the lake where intake will be possible. They also deployed Deliveries and Exports helipads on top of the nonfunctional road in order to keep the prison running.



A few handy things to know:


The game starts around 8:00 when a new batch of fresh prisoners arrive by Chinook at the platform in the lake. The Snitch Sorter at the landing platform will sort out Snitches, but also Drugs/Alcohol addicts, which will go to the Rehab area on the right side of the road.


Below the StaffRoom at the main entrance are two utility booths, linked to doortimers. One will call 200 guards for shakedowns plus 50 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 booths 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 big cellblock, 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.


The canteen of the Rehab Minsec area has a TeslaMatic to help cure addicts from their drugs/alcohol needs while eating.


You can control the temperature of the main cellblock with the doortimer attached to the boiler (above the kitchen). When it's summer you'll probably want to switch it off, and when it's winter it can be on all day. Comfort and clothing needs will be high during winter 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.


When you drop off the Chinook Firebrigade, please do it on a free area. They need to be able to put their hose back, and if that area is obstructed, they will just stand around and you can't cancel the callout anymore.


If you are using my Default Power Station mod together with the CombiPack then please disable it, because this map relies on one Solar Power station instead of tons of small power stations.


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.
7 Comments
murgh  [author] 5 Jan, 2018 @ 12:46pm 
Updated Roll Call / Chinook landing zone areas (was broken due to changes in the mod).
murgh  [author] 5 Jan, 2018 @ 12:21pm 
Updated with a little coffin workshop.
murgh  [author] 20 Jul, 2017 @ 10:46am 
Updated so normal emergencies can take the sidewalk on the broken bridge
murgh  [author] 19 Jul, 2017 @ 1:41pm 
Updated with a little cemetery above the limo garge. It's the perfect spot :)
Vincent_WolfGang 11 Jul, 2017 @ 12:20pm 
Oh ok. Cool to kown.
murgh  [author] 11 Jul, 2017 @ 11:54am 
The BorderChanger helped a bit, and editing the savegame as explained somewhere else.
Vincent_WolfGang 11 Jul, 2017 @ 11:47am 
Nice map. Also how did you manage to build over the main road?