Prison Architect

Prison Architect

Advanced Roads 2.0 (bug bash release)
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?
murgh  [author] 3 Sep, 2020 @ 12:09am 
Unsub/resub/clean up mods\2079010429 folder if your download got corrupted.
This mod is working fine.
murgh  [author] 28 Aug, 2020 @ 11:36am 
Mod update:

- added Station tiles in the Walls and Floors menus to create train station platforms.

The ones in the Walls menu are to create the edge of a train station.
The ones in the Floors menu are to create platform tiles and stairs leading up to the platform.
murgh  [author] 24 Aug, 2020 @ 4:30am 
Mod update:

- updated tileset for compatibility with Railways mod
- fixed bug in Callout-Helipad
murgh  [author] 16 Aug, 2020 @ 8:09am 
Ok :lunar2019coolpig:
Breezer 16 Aug, 2020 @ 7:58am 
I found the solution, wasnt aware of i have missed out on one zoning property :)
awesome mod btw :)
murgh  [author] 14 Aug, 2020 @ 3:02pm 
Can you share the map?
Breezer 14 Aug, 2020 @ 12:27pm 
i have set everything up according to the video and grants in-game, but still no incomming prisoners, every other requirements are met. so what could be missing or what am i doing wrong, i have the terminal and set Intake to Auto.
Slye_Fox 13 Jul, 2020 @ 2:26pm 
Is there a way to build on the road?
Book 10 Jul, 2020 @ 4:57pm 
It's working now....had it on pause. Thank you for your help.
Book 10 Jul, 2020 @ 4:19pm 
Ok. Thank you.
murgh  [author] 10 Jul, 2020 @ 3:44pm 
I've just verified the fils on Steam, the mod is fine. You might need to retry a few times, Steam can be nasty. Or just grab it manually with the other guide. When placing the terminal the game should not be paused, the object can only spawn when unpaused.
Book 10 Jul, 2020 @ 3:35pm 
I found the mod in mod\2079010429. I did delete everything in the folder and resubbed and it still does not work.
Swjunkie 10 Jul, 2020 @ 11:04am 
I find it funny and kinda sad that this mod (THATS IN BETA!) is what most call better then the island DLC witch is "compleate".:0face:
murgh  [author] 9 Jul, 2020 @ 4:00pm 
You subbed and resubbed but didn't say you cleaned up the corrupted mod folder.
It's in mods\1594328642
Book 9 Jul, 2020 @ 2:04pm 
I subbed and resubbed but still the same problem. If I hover over the area, a pop up says to double left-click to follow the traffic terminal but you can't see they terminal. So it's still just taking my money.
murgh  [author] 8 Jul, 2020 @ 11:40pm 
Unsub/resub and clean up the corrupted mod download.
Book 8 Jul, 2020 @ 5:26pm 
I can't place the traffic terminal. I get the green block to place it , but when I click to place it down, it just takes my money. I did delete the original delivery and garbage zones.
吓我一跳释放忍术 6 Jul, 2020 @ 1:15pm 
okey....
Hope can fix it in the future.
and thanks
murgh  [author] 6 Jul, 2020 @ 1:06pm 
It will happen with normal walk speed as well, as the video shows. Not much that can be changed there.
吓我一跳释放忍术 6 Jul, 2020 @ 12:40pm 
I found a weird problem, If u select the staff 2x walk speed, that cause the workers can catch up the truck, and pick the item back to the export zone.
So can u put on a setting about trucks speed? Maybe can solve the problem.
Huge thank for u made this nice mod!!
(Sorry for my poor English XDDDDDDD)
TheEisbaer ♥ Squad 3 Jul, 2020 @ 5:57am 
Thats what you get when new devs take over rubbish code, but you are doing gods work with your mods <3
murgh  [author] 1 Jul, 2020 @ 2:26pm 
This new renderdepth stuff keeps to be a pain in the rear. I've been busy whole day with fiddling around via trial & error to get to the small update list below... It's really a great pleasure when no documentation is available for new game features which behave like wtf... And it STILL doesn't look the way it used to be before this new system was introduced by the devs. ffs. :steamfacepalm:
murgh  [author] 1 Jul, 2020 @ 2:08pm 
Mod update:

- added some more Fences
- adjusted the cost of all dlc walls to be the same as the other walls
- adjusted new floors to use FloorMaterial as well

- fixed bug in Traffic Terminal where it would not teleport prisoners from another Traffic Terminal
- fixed renderdepth on intake truck
- adjusted renderdepth on cargo stations
- streetmanagar and traffic terminal are now a bit taller, so you can click them easier
- arriving prisoners will be sorted beneath their little panels at the traffic terminal
- fixed bug in intake truck where it would not teleport prisoners back when truck gets deleted
murgh  [author] 30 Jun, 2020 @ 8:06am 
Enabling cheats seems to completely stop any objects/materials arriving.
-> If you already have a map and nothing comes in, do this:
Press F1, deselect these 5 options: ImmediateFoundations, ImmediateObjects, ImmediateMaterials, ImmediateTerrain, CheatsEnabled, save the map, reload game.

Stuff should be coming in to your prison again.
alez81 30 Jun, 2020 @ 7:45am 
will this mod fix the problem with the new update/dlc. because i get no food in to the prison...
murgh  [author] 30 Jun, 2020 @ 3:04am 
Note that something has changed to the firemen callouts in the game, so they no longer want to load themselves back on a chinook or on the fireman equipment object at the emergency station. They now just leave the map which seems hardcoded, so I can't change that. A firebrigade chinook which has landed now stays on the map until the firemen walked to the map edge, instead of leaving with the firemen on board. Emergency station will quit the callout routines when they walked from the map - until then you can't call new firebridage callout (you'll see the fire equipment sprite changing from no hoses to hoses being put back when it's ready).
murgh  [author] 30 Jun, 2020 @ 2:55am 
Mod update:
- fixed incorrect renderdepth issues with cargo stations and trucks
- fixed chinook exports hook staying behind on chinook helipad
- fixed fireman callout on emergency station error (#548)
- fixed grant checkers not being exported from chinook helipad
- fixed landing lights from the helipad shining through chinook when landing
- streetmanager has Show Truck Skin button to show all skins without needing to change one
- all truck skin previews are now displayed when changing skins on the streetmanager
- fixed hose being connected to left map side when a chinook firebrigade is called
- fixed firemen not walking to waypoint when emergency station+callout helipad is used
murgh  [author] 30 Jun, 2020 @ 1:00am 
@TesoMayn you're not supposed to place single road stations on a double road and vice versa.
@mat go into the mod folder 2079010429 and delete the Dialogs folder containing control-toolbar.txt
Mafhuzala 29 Jun, 2020 @ 6:36pm 
Hello, just started using mods in the game and this is the first one ive installed (and only one right now). When the mod is activated, the graph viewer button in the top left if replaced by a main menu button. Is there a way to get the graph viewer back because I really enjoy looking at that kind of stuff. Thanks!
FastDust 29 Jun, 2020 @ 5:19pm 
I think it works fine, you place wrong station/in wrong place, this is how mod work it create road for station when placed (over the default if exist) the problem is that stations could be named "cargo station one way road left" (or something like that) new player could think it's just station for the left site of the road
TesoMayn 29 Jun, 2020 @ 3:44pm 
Basically, if I place a cargo station (unload left or right) over the default road, it deletes the road and places a new one, and if I delete the station and place a double cargo station, it doesn't spawn a new road.

Screenshots:
Left unload: https://prnt.sc/t8rnj6
Left unload deleted: https://prnt.sc/t8rnrv

Double unload: https://prnt.sc/t8ro39
murgh  [author] 29 Jun, 2020 @ 3:26pm 
I don't quite get what you mean, could you post some screenshots to show?


Mod update is coming soon, to fix the damn renderdepth issues with the cargo stations and trucks, which occured after the game update.
TesoMayn 29 Jun, 2020 @ 3:21pm 
Cargo station broke the road... placing a cargo station (double road) doesn't place the road on the right automatically.
tonimark 28 Jun, 2020 @ 10:55am 
how to built one traffic terminal
murgh  [author] 26 Jun, 2020 @ 10:15am 
Something has changed to the renderdepth in the game, so trucks all the sudden show up with lights and engine block on top, and cargo beneath the truck skin...
R.J MacReady 25 Jun, 2020 @ 1:12am 
I'm not able see the truck skin selection in the Traffic Terminal.
Gaatxiiar 24 Jun, 2020 @ 1:47pm 
Holy cow this is just 10/10 it just hurts my brain
jtgmerk 18 Jun, 2020 @ 9:17pm 
never mind. found one of your videos that demo it.
jtgmerk 18 Jun, 2020 @ 5:45pm 
how to add a new road?