Prison Architect

Prison Architect

Metro Stations
65 Comments
Sargento Ignacia 16 Aug, 2022 @ 7:32am 
Hi!
Just wanted to inform you of something funny then ask you something
Information: I messed with the mod files (only changed the language stuff, dw, I didn't break your mod lmao) to change the names of stuff to make sense with the total overhaul mod I'm using! I'll provide a few lines of code for you to appreciate

object_MetroStationExecutionSmallSpawner Metro EXECUTION
buildtoolbar_popup_obj_MetroStationExecutionSmallSpawner A small metro station of the public transport system.\n\nPlace it near Public Executions. Only Execution Ticketholders will use this Metro Station. If this station is not placed, they will get out at the SECTOR Metro Station instead.\n\nYou can only use 1 EXECUTION Metro Station.

Question: If I add the Metro 2.0 version... will it... be compatible with this one? And if not, can I just remove this one without messing with my current save file? (If the Metro 2.0 immediately changes the stations to ones from their mod that would also be useful lol)
murgh  [author] 31 Dec, 2019 @ 3:53am 
murgh  [author] 17 Dec, 2019 @ 12:53am 
This mod is being worked on.

New features include:
- rotatable metro stations,
- compatibility with both cemetery mods,
- a Delete button on the stations,
- a Toggle button to show/hide the metro beacon,
- semi transparent metro roof,
- roof objects from never used material tiles to spice up the metro roofs,
- the possibility to have more than 1 station of a certain type, entities will choose nearest station!
murgh  [author] 22 Jun, 2019 @ 2:19am 
Thanks for the notice!

I see where the problem is after spitting through the source code.
The metro stations only 'know' how to deal with visiting friends from my first Cemetery mod.
I'll need to update this mod so it also knows how to deal with friends from the newer Cemetery mod. In my latest CombiPack this has already been adjusted, but I can't simply copy/paste that metro script inside here, because that one only knows how to deal with the newer Cemetery which is baked into CombiPack, lolz.

Not sure when I'll be able to update this mod, but this bug will be taken are of, no worries.

What you can do for now is grab the combipack via manual download (see guide above) and then copy/paste its MetroStation.lua and MetroStationSmall.lua files to overwrite the ones inside this mod. I guess that should work (most likely only for new arriving friends, not the ones already on the map)
Minvi 21 Jun, 2019 @ 1:47pm 
Cemetery visitors are unable to leave via the metro
RagingRumskullian 5 Jul, 2018 @ 12:53pm 
Why didn't I realize that this mod was a thing earlier??
murgh  [author] 2 Jun, 2018 @ 7:13am 
When you have a big prison where a lot of visitors / parole has to spawn, then it's best to use the larger metro stations, so there is more room beneath to spawn many people.
ksymicek 2 Jun, 2018 @ 5:59am 
Does size matter? There are large ones and small ones. Is there a difference or is it just a physical thing?
HamishWHC 19 Apr, 2018 @ 1:07am 
Thanks!
murgh  [author] 19 Apr, 2018 @ 12:51am 
Mod updated with a tool in the staff menu to remove all stations.

@HamischWHC I've merged the tool from the CombiPack mod to do this for you.
HamishWHC 19 Apr, 2018 @ 12:06am 
How can i demolish and move metro station?
murgh  [author] 30 Jan, 2018 @ 3:18pm 
Mod update:
- on escape maps, the Exit MetroStation will now provide a legal way to escape. Simply walk into the metro, wait a few, and it will zap you to the map edge.
murgh  [author] 26 Jan, 2018 @ 2:09am 
Mod update:
-The Metro Station Beacon on top of the map can now be dumped in case you want to expand the land. Follow the steps mentioned in the description above.
murgh  [author] 11 Jan, 2018 @ 2:27pm 
Did you expand the land? It is not designed to deal with that.
torch4jesus 11 Jan, 2018 @ 2:19pm 
so this mod worked great 4 awhile, but after a few days the script debugger kept openning. after troubleshooting 4 about half an hour i found out it was this mod causing the problems. not sure what's wrong with it but plz fix, this mod is great
Schwups 2 Jan, 2018 @ 4:02am 
ok thanks
murgh  [author] 1 Jan, 2018 @ 6:44am 
Only when you use a PRISON station as main entry and not dedicated stations for them. Prisoners always use exit when released.

Example:
Map has 1 prison station, 1 parole metro station, and 1 exit station. Results:
- All people except parole members will use the prison station to enter and exit station to leave.
- Parole members enter and leave via the parole station.
Schwups 1 Jan, 2018 @ 6:07am 
do teachers and people like that use the prision exit station?
murgh  [author] 20 Dec, 2017 @ 12:42am 
Indeed. This is by design, and not a bug.
groovybluedog 19 Dec, 2017 @ 3:26pm 
Can't delete them once placed???
wtxe__ 11 Nov, 2017 @ 3:38am 
super:steamhappy:
MichaelBruce83 25 Oct, 2017 @ 6:20am 
thanks sooo much.. You saved me from having to move my Low sec prison towarcs the top...
that would have been a lot of work..lol
murgh  [author] 25 Oct, 2017 @ 1:16am 
Yes this mod was made with that in mind. Instead of walking down the road and through the whole prison, teachers will spawn at the classroom metro instead. So if you have that station nearby the classrooms, they will be able to teach in no time.
MichaelBruce83 24 Oct, 2017 @ 5:22pm 
can i use this to hurry my teachers, and visitors to my classrooms. They never make it on time since i built my classrooms far away. Would this mod help with that?
Goodgun 2 Sep, 2017 @ 2:01am 
ok
murgh  [author] 2 Sep, 2017 @ 1:55am 
Then you have an interfering mod, place this mod on top of the modslist to overrule it.
Goodgun 2 Sep, 2017 @ 1:43am 
The metro stations don't function, people spawn form usuaal spawn and not the station
ishoni1019 1 Sep, 2017 @ 1:11am 
oh got it, Thanks =]
murgh  [author] 1 Sep, 2017 @ 12:29am 
The mod was designed for island maps which you usually never expand, thus it's following the KISS rules (= keep it simple and stupid) instead of being very hightech. It's coded so simple and stupid that it's using minimal resources to function and lacks constant checking for unlikely map expansions.

Besides the metro stations, there is a metro station beacon at the peoples' spawning point on top of the map. It makes a list of x/y points of the stations on creation and has no script running afterwards.

The only way to get it working again is to edit the savegame with notepad++ and find/replace MetroStationBeacon with None. When loading the map again, the beacon is then deleted and a new one will spawn as soon as new visitors arrive.

You might also want to find/replace TeacherClone, SpiritualLeaderClone, ParoleOfficerClone, ParoleLawyerClone, AppealsLawyerClone, AppealsMagistrateClone and MetroGuard with None.
ishoni1019 31 Aug, 2017 @ 8:09pm 
hello Murgh, thanks for creating this useful mod. I have been using your Combi Pack.
I found the Visitor's metro bugged after I expanded my prison. The guards keep coming and grap each vistor, but they won't disappear when they arrived to the station.
Then, I del the station and place a new one. I found the guards spawn at the old station's location. The new station seems like it doesn't function normally.
murgh  [author] 8 Aug, 2017 @ 6:07am 
Update:
I noticed a tired Visitor walking somewhere... His MetroStation didn't delete him on time, so the mod got updated to spawn a new MetroGuard to fetch him. Also decreased the interval at MetroStations when to search or people who want to leave.
God's Drunkest Driver 7 Aug, 2017 @ 7:22am 
hmmmmm..... good job i love it.
knighthawker1 5 Aug, 2017 @ 8:58pm 
I didn't know that I needed this untill I had it.
murgh  [author] 5 Aug, 2017 @ 1:04pm 
A little hotfix: execution witnesses would not be removed
murgh  [author] 5 Aug, 2017 @ 6:42am 
I've adjusted the island template demo maps with a little trick. The bottom right edge has 1 tile of normal Water to break the BorderWater. The tile next to it to the right is where released prisoners will spawn when they entered the EXIT metro station. This is a Road tile (to have faster walking speed than the BorderWater). They tend to roam to the left for a moment, then bounce off the normal Water which blocks movement. This somehow makes themhurry to the right and leave the map quicker.
murgh  [author] 5 Aug, 2017 @ 6:04am 
The delete-after-teleport trick doesn't work, so it stays as it is now...
Odin 5 Aug, 2017 @ 5:57am 
this looks brilliant. :D
murgh  [author] 5 Aug, 2017 @ 3:43am 
Hmm, I have the idea that the release bonus is paid out as soon as the prisoner is teleported to the map edge, so perhaps I can delete him right after that to prevent him roaming back in again. Needs some testing, hopefully that will work because I dislike prisoners roaming on the map edge...
murgh  [author] 4 Aug, 2017 @ 4:33pm 
Mod updated, issue fixed.
murgh  [author] 4 Aug, 2017 @ 3:11pm 
I just noticed an issue with the released prisoners. While I thought it would be ok to just delete them when they are in the Exit station since they are released anyway, it turns out that they are not counted on the Prison Grading screen... Bummer. So this means I have to teleport them from the station to the map edge so they can walk off the map. It's the only way to get the early release bonus and the grading to work :(

It won't look as neat as it is now, because when they get moved to the edge the game engine needs a few moments to calculate a new route for them to leave the map. So they are roaming for a few before they walk off.

An update will come soon to fix this issue.
被白毛吸血鬼骗财骗色 3 Aug, 2017 @ 7:58pm 
That is so cool, I will try it. Thanks.:steamhappy:
murgh  [author] 3 Aug, 2017 @ 2:30pm 
Thanks :) ...and besides funny it can also make entity traffic way more efficient: people will have to walk less and reach their destination much sooner.
Sargento Ignacia 3 Aug, 2017 @ 2:14pm 
Near, not inside of
Though I must say, this mod is funny
murgh  [author] 3 Aug, 2017 @ 2:00pm 
I must add a note though, in Amsterdam there is metro station Spaklerweg, right next to a prison (which is now a shelter for refugees I think). So even in real life there are actually metro lines to be found near them.
murgh  [author] 3 Aug, 2017 @ 1:58pm 
However I guess that Calvin Heller connected the Exit metro line to the ghetto of the town. He doesn't believe in great reform I think, so he just sends the scum back to where he picked them up in the first place.
murgh  [author] 3 Aug, 2017 @ 1:56pm 
No, it doesn't make sense at all, so try to make your prison design not too weird by placing the stations right in the heart of the prison hahahaha

BUT... it was the only way to make visitors etc not spawn at the road, but somewhere on the map so you can make an island without roads. Spawning them just out of the blue on the beach would even be... you get the point. So they HAVE to come out of something which hides them being spawned, hence a Metro Station was the most logical solution to make this happen.
As for the comic factor it matches the rest of the funny style of the game, so who cares afterall :p
Sargento Ignacia 3 Aug, 2017 @ 1:49pm 
A prison with a metro system incorporated

Makes sense..................................................................................................................................

At least it doenst connect to main metro system of the city, right? Right?
Djy13 3 Aug, 2017 @ 8:22am 
where do you find the station, what is it under??
murgh  [author] 3 Aug, 2017 @ 12:35am 
No. They come either by bus or chinook. But they can leave at the exit station.
Alex 2 Aug, 2017 @ 4:46pm 
Hi Murgh! To clarify, incoming (new) prisoners will also arrived through the general prison station? Thanks!