Prison Architect

Prison Architect

Murgh CombiPack for PA 18
311 Comments
kostya_hirurg 16 Oct, 2020 @ 12:51am 
@murgh OK
murgh  [author] 16 Oct, 2020 @ 12:18am 
@kosta this mod is only for PA version Clink_1.0. Do not use it for other versions of the game.
kostya_hirurg 15 Oct, 2020 @ 11:59pm 
Проблемы с прохождением компании. багует предметы, отсутствуют нужные. быстрые постройки глючат
murgh  [author] 18 Oct, 2019 @ 1:36am 
I still see people subscribing to this mod which is not compatible with Slammer 1.03.
Please use the link below and subscribe to the updated CombiPack instead.
murgh  [author] 11 Oct, 2019 @ 2:47pm 
This version of CombiPack is no longer maintained, delete it and use the new one:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1886668388
Brandjuh[NL] 11 Oct, 2019 @ 2:45pm 
Yes it is.
Huitzilopochtli 11 Oct, 2019 @ 2:35pm 
So the mod is totally ready and playable (the version you provided in that last link)?
azairvine 9 Oct, 2019 @ 4:34pm 
OK so that was entertaining. But how about the mod? XD
murgh  [author] 9 Oct, 2019 @ 4:13pm 
How about a GIANT SOUVLAKI WRAP?
https://www.youtube.com/watch?v=QkI7CMXWEL8
azairvine 9 Oct, 2019 @ 1:17pm 
I love the idea.....but the busted stuff....is it fixed? Can I has cheezeburger?
murgh  [author] 8 Oct, 2019 @ 1:59pm 
Just to tease, no hard feelings :lunar2019coolpig:
murgh  [author] 8 Oct, 2019 @ 1:57pm 
Added two screenshots of the idea I have in mind. What you see is just an image, for now there hasn't been written a single line of code to make that crane move to the truck, grab the box and put it at the storage area.
murgh  [author] 8 Oct, 2019 @ 1:10pm 
@jtgibson: with a bit of luck we get cargo gantry cranes for several roads.
@Hana: I think for archive reasons I will release a new version, instead of updating this one.
@Aleron: download the mod manually with guide above and clean up the mods folder. Recycling desk is working properly.
@Irie009: hey, not a LOT, just a few things are broken slightly, ok? :)
@azairvine: using this mod already gives you an A+
jtgibson 7 Oct, 2019 @ 1:22pm 
I still don't understand what Introversion were thinking when they designed the vehicles not to have the ability to drive in all four directions, allowing roads leading into the complex. In addition to making the prisons a lot more realistic and having much less wasted space -- let alone prisoners running across the main access of the prison several times a day -- it would have probably made a lot of stuff simpler just to have a Simutrans-style "instant flip" to the correct drive lane when the vehicle wants to leave. Would have made traffic management like this easier at the very least!
Hana ✿ 7 Oct, 2019 @ 12:57pm 
@murgh When you make the updated version, will it be here or will you make a new mod page for it (PA 19)?
Irie 7 Oct, 2019 @ 10:21am 
@Aleron - A lot of things in the mod are currently broken, wait for the update to use this mod.
Aleron 6 Oct, 2019 @ 12:28pm 
Might be me, but it seems like that the recycling tables don't 'deploy' once they're placed. I have followed the tool tip, but it seems that there isn't an option to spawn in the tables proper.
azairvine 5 Oct, 2019 @ 7:06pm 
Crikey I'm gonna need a degree to figure out how to get everything working with this mod when it's ready! Will there be a template prison with an advanced roads setup on it to start out?
murgh  [author] 5 Oct, 2019 @ 3:05pm 
But first let me fix the prisoner bus, because putting headlights on them and thus needing to put two prisoners in a full bus onto another one was easier said than done.
murgh  [author] 5 Oct, 2019 @ 3:03pm 
By accident I found out that an ambulance won't be able to drop off the paramedics if the vehicle is forced to drive at a certain speed. for 'ease of use reasons' I needed a speed limiter for the new gates, and instead of setting the speed back to 3 when it is higher than 3, I set it to pump it up to 3 if it's not 3. If this works with supplytrucks as well, I can script it so it will ignore deliveries and keep on driving on several lanes like the prisoner bus already can do in this mod. Just need some Truck Stops in addition to the Bus Stop signs. This results in finally being able to have more deliveries areas on a map, spread over several roads. When I grab some code from the chinooks, it can also bring sorted cargo, so kitchen stuff to one deliveries area, and workshop stuff to another.
Huitzilopochtli 5 Oct, 2019 @ 9:35am 
Murgh, keep the good work!!! Cant wait to use the updated version!!!
azairvine 5 Oct, 2019 @ 7:17am 
They haven't put you on the payroll yet? :o
Angler 4 Oct, 2019 @ 1:24pm 
Murgh thank you so much for all of your hard work on this. I've been using your modpack for some time and can't wait to see the new update. You're really making this a better game for many of us.
murgh  [author] 4 Oct, 2019 @ 1:20pm 
Then make them :p
I didn't find any dutch ones, but perhaps I didn't search enough.

The sheet is now 6144 x 4096 and will grow up to 8192 x 4096 when needed. :lunar2019coolpig:
Brandjuh[NL] 4 Oct, 2019 @ 12:51pm 
No dutch vehicles! :-( anyway amazing! How much space left on the modspirit?
murgh  [author] 4 Oct, 2019 @ 11:47am 
Hold yer horses, update is not far from being released.

I thought it would be nice to have some variety in the vehicles, so I added the PoW trucks as well. Then I thought hey let's search the workshop if there are perhaps a few more types to add...
Take a look at the last screenshot omfg. So all vehicles will now get a button in order to pick the one you like the most. The type will then be saved at the roadmarker for new incoming vehicles. Pick a chinese truck or a german police car? All fine, got you covered! :steamhappy:
Lord Raccoon 3 Oct, 2019 @ 4:23am 
hey! As far as i understand the bug with broken new stuff cant be fixed manually? Should we wait for an update? It's just impossible to play at the moment, when, for instance, guards booths are showed up as a box :/
murgh  [author] 3 Oct, 2019 @ 2:15am 
Note to self: now that they've implemented Visitor Doors which can't be modded yet, visitors might want to try to avoid those gates at all cost, destroying my little plan.... sight... This needs testing.
murgh  [author] 3 Oct, 2019 @ 2:06am 
Uhh, forget about those pressure pads on the vertical lane, since the gates already scan for people and opens automatically. (I'm not awake enough yet lol) I just need to let the right traffic light act like the missing roadmarker on that lane.
murgh  [author] 3 Oct, 2019 @ 2:03am 
Added another screenshot for clarity.

The pressure pads on the horizontal stone path are connected to a bridge next to the gate, which is connected to the 4 traffic lights on the linked gates. When the pressure pads detect a person, it will send a signal to the traffic lights, and lock the two gates, so no trucks will pass while people are crossing the street.

The pressure pads on the vertical lane would be connected to the right traffic light on that large gate, so it knows when to open halfway to the left for visitors, or halfway to the right for vehicles.
murgh  [author] 3 Oct, 2019 @ 1:49am 
Yea two lights are better, and an extra truck won't hurt for the Exports anyway. I could perhaps make it so that trucks only spawn lights during the night -> I noticed the lights create shadows when the sun is shining pfff :s

The new large roadgates can most likely get another new feature. While they are supposed to be used on a double road, it could also be placed on a single lane with a pedestrian path next to it. The gate then covers 'half' a road and a sidewalk, it would open to the left or right depending on if a vehicle or visitors pass. Since I've already implemented crosswalks for visitors passing horizontally, just need to expand the code a bit to also handle visitors walking from north to south.
Huitzilopochtli 2 Oct, 2019 @ 9:23pm 
I think 2 lights would be better in appearance, as nysndguy said: you will end with 2 trucks anyways.
Brandjuh[NL] 2 Oct, 2019 @ 8:04pm 
2 lights looks better, maybe change the default truck to another truck, so it doenst look like its loseing spots.
NYSNDGUY 2 Oct, 2019 @ 5:14pm 
I think both options look pretty cool. If 1 is already going to necessitate a second truck, might as well do 2. Most people have more than a single truckload of garbage/exports at a given time anyway, I assume.
murgh  [author] 2 Oct, 2019 @ 2:58pm 
Might as well steal 2 slots then, and have two headlights instead of one... see last screenshot above.
murgh  [author] 2 Oct, 2019 @ 2:32pm 
For this trick to work, I need to steal a cargo slot and put it in front of the truck. This means 1 cargo item less to import/export, which leads to an extra truck being spawned for the last item which was on the truck in order to deliver a full truckload. Other options would be delete that last imported item, or let it sit on top of the road. So it has some downsides as well...
murgh  [author] 2 Oct, 2019 @ 2:28pm 
Since we can make a prison with Permanent Night mutator, would it be nice to have vehicles with headlights, so you can see them driving on the map during the night?

I've uploaded a screenshot above with trucks at night. Personally I've always liked the idea of being able to see trucks driving in the night time, so it's up to you guys. The headlight is pulsing a bit when the truck is moving (due to how the game builds the light map I guess), so I'm not sure if I'll implement this.Let me know in the comments.
murgh  [author] 2 Oct, 2019 @ 9:57am 
Very hard. People don't read nowadays, they just blatantly ask over and over again.:steamsad:
azairvine 2 Oct, 2019 @ 8:07am 
How hard is it to literally scroll down 5cm and read the latest post by the dev?

Great work murgh! <3
OrdinBeta 2 Oct, 2019 @ 7:43am 
Im getting the same stuff.
Pure 1 Oct, 2019 @ 8:18pm 
There is all kinds of little bugs going on that are making it unplayable with this mod right now. The staff rooms are not working properly. Is there something I am doing wrong?
Rookj 1 Oct, 2019 @ 4:17pm 
This mod is crashing in the loading screen on a fresh install.
NYSNDGUY 1 Oct, 2019 @ 12:09pm 
Cheers. Thanks for all the hard work.
murgh  [author] 1 Oct, 2019 @ 12:06pm 
Good question. I thought I was kinda done with the advanced roads scripts when some stupid exotic bug showed up. It forced me to think twice about implementing things in a little different way to work around the issue. Current tests are looking good, but I need to be absolutely sure the supply chain is not broken, so I won't rush it for some deadline. I managed to crash the game a few times with some scripting bugs which didn't trigger an error in the script debugger, but simply made the game ctd. Things like that make you pull your hairs out... lol

Anyway, I think progress is made, 95% of what I want it to do seems to be working allright. Now I was just thinking about adding custom report windows to the street manager (the remaining 5%), to be able to put some hints and screenshots there on how to set things up properly. Not sure though - we'll see. I hope the mod can be updated within a few days or a week. Depending on how busy I need to be in real-life.
NYSNDGUY 1 Oct, 2019 @ 11:19am 
Any rough time frame for the update? Just trying to figure out when I'll be able to continue my game.
azairvine 29 Sep, 2019 @ 1:17am 
I'm in the holding pattern too!
murgh  [author] 28 Sep, 2019 @ 4:57pm 
It takes some more time than expected. Rewriting the Advanced Roads mod is a very tough nut to crack. But progress is made, and things are looking good. We will get large gates opening in both directions and pedestrian traffic lights... :steamhappy:
Irie 27 Sep, 2019 @ 8:46pm 
Ok, will wait for the update, cant play this game without your mod anymore lol
murgh  [author] 26 Sep, 2019 @ 11:49pm 
In my unpublished update it works fine, no worries.