Prison Architect

Prison Architect

Guards On-Call
45 Comments
ultragun6 24 Jul, 2024 @ 1:07pm 
Sir, have you tried just, I don't know, meeting their needs and shooting them with a soldier?
the dewmaster 28 Nov, 2021 @ 5:56pm 
:title: -Chief- Warden, we are sending 10000000 guards to the one prisoner with a spoon. Also calling in backup with 10000 Armed Guards.
Bobbanz 6 Feb, 2018 @ 11:34pm 
Its like security from star trek the next generation with spoilers




Miles obrien shouting "WE NEED MORE SECURITY TO THE TRANSPORTERS!!!"
J∀SθN♣  [author] 12 Jun, 2017 @ 12:18pm 
@brenoECBB sorry. remember it wrong. Go to utilities and select the armed guard version of Guard Pager
brenoECBB 12 Jun, 2017 @ 12:08pm 
what research:
J∀SθN♣  [author] 12 Jun, 2017 @ 4:29am 
@brenoECBB finish the research and build the armed guard version of Guard Pager like the normal one
brenoECBB 11 Jun, 2017 @ 4:54pm 
how i spawn armed guards?
J∀SθN♣  [author] 30 Aug, 2016 @ 2:43am 
@Domchu Yes. But may have some compatibility issue with other mods.
Domchu 29 Aug, 2016 @ 1:33pm 
Still working?
TNDKing 15 May, 2016 @ 8:37am 
@Jason, i fixed the incompatability of skin mods. Mine works now i had to go into the file there a error being generated. I cant get the SW mod to work but i did get a total conversion to work its not the SW mod. As the SW mod used diffrent config files that causes errors & loops to happen in the script.
J∀SθN♣  [author] 14 May, 2016 @ 2:44pm 
This mod don't compatible with mods which are changing the skin of guards.
It's a bit difficult for me to make it compatible with the star war mod as it needs to combine the files and change the skin of the guards to star war one(the source of the compatible problem). If you want to do it yourself, you need to combine materials.txt, base-language.txt, (whatever is repeated)...[Move it if it's not repeated] Then edit the sprites.png (combine and replace the skin of this mod's guard). Adjust the coordinates of the stuff in materials.txt on each object with sprites.
TNDKing 14 May, 2016 @ 12:02pm 
It dosent work....
Phantom X 14 May, 2016 @ 11:15am 
hey can you make this compadble with the star wars mod?
groovybluedog 9 May, 2016 @ 10:19am 
Okay I'll figure it out myself.

Blade, think about this. Firstly, Jason has given credit on the first line of the description, secondly, have you seen Sambot's mod? It was last updated in 2015 and the author is nowhere to be seen in recent comments, so those asking for a guards version there is unlikely to recieve a response anytime soon.

By Jason using Sambot's work in part, it's a credit to Sambot. Since this isn't made for credit, or for profit, Sambot would probably embrace it as a not only is everything left for him but how his work was good enough that it "inspired" someone else.
Miss Mocha 9 May, 2016 @ 8:40am 
so basically you ripped another guy off instead of asking him to do this not cool
J∀SθN♣  [author] 9 May, 2016 @ 3:36am 
I did the 50 and 100 one. The armed guard will only walk away when they are depolyed or have a riot. If you depoly too much, the prisoners:prisoner: would not be pay attention in lessons and work & walk slow. I don't change the colour because I usually see an armed guard with black or grey. It look strange for other colour. I will not do the worker version as there is no value for both exsisting. It's not good to replace the Sambot's one.
bellwoody 9 May, 2016 @ 1:02am 
Agent Smith: More!

I've subscribed this, it looks funny. (?)
Women aren't real 9 May, 2016 @ 12:38am 
:guard:
groovybluedog 8 May, 2016 @ 7:12am 
Absolutely; I'm building a VERY big prison (hence putting at least one of these in every "ward"/section, so that amount could be necessary for something like a large canteen where activating multiple sets of 20 would be inconvenient. Colour isn't the biggest issue either but it would be good. As for the others, I don't need them urgently, but it would be nice to have. If it's too much to ask then just ignore me :P - I might be able to figure out what information to change myself
J∀SθN♣  [author] 8 May, 2016 @ 2:39am 
Do you really need that much armed guards...? They are more powerful than normal guards..:guard: OK, may be I change the colour of it's hat. How come you need the workers urgently...
groovybluedog 8 May, 2016 @ 12:58am 
Beautiful! Works fantastic! The only thing left now is 50 and 100 versions of Armed Guard! Any way to change a colour of the armed guard like you made the red hats with the standard guards? That made is so easy to identify who's permanent and not. If you have the time you should definitely work on a workman, doctor and a dog handler version!

I know there is a mod for workman however if your code mostly came from that, then it probably has the same problems with things like the "urgent" selection not working for a while and with the guards hanging around for too long. Thank you so much for everything though.
J∀SθN♣  [author] 7 May, 2016 @ 5:06am 
I declare a local variable "homeExists" twice in the same scope... A really silly mistake...
groovybluedog 7 May, 2016 @ 3:39am 
(Have not tested yet)
out of curiosity what was the issue?
J∀SθN♣  [author] 7 May, 2016 @ 2:21am 
Thank you. The problem is fixed!
groovybluedog 6 May, 2016 @ 11:14pm 
I can confirm it still is an issue even with this update, including in new maps. Very odd!
groovybluedog 6 May, 2016 @ 9:06pm 
That's fine that you can't do anything; I appriciate that you can only do what the game allows you to do and I cannot thank you enough for your efforts so far. Do armed guards automatically come with tasers? If that's the case then that would be the ultimate solution. It's an odd disappearing issue; I'll try in new maps and by completely removing the mod from appdata; are you getting that issue on your end?
J∀SθN♣  [author] 6 May, 2016 @ 7:03am 
For the taser, I can do nothing about it. But, I think it's better to make an armed guard version to solve this. For the disappering issue, I still testing it. For now, my temp guard still all here for a few in-game days.
groovybluedog 5 May, 2016 @ 6:08pm 
I have not had a chance to test it properly with the additional ones, however the default 4 seem to have the guards disappear 1 by 1 every second or so even when the power is still on.
groovybluedog 5 May, 2016 @ 2:52pm 
I love you.
That solves that issue; thanks! I love how it's seperate so I can change it depending on what items I have unlocked; I'm sure I can figure out myself how to tidy up the names =D
One last thing.... tasers... any way to give those guards tasers without them having to join the course but without affecting normal spawned guards through the menus?
I appriciate that it's probably outside of the game's capabilities but worth asking ;D
J∀SθN♣  [author] 5 May, 2016 @ 5:42am 
@groovybluedog See if it is what you want.:guard:
groovybluedog 4 May, 2016 @ 2:37pm 
I definitely need to do that then... I already have the space for a forestry and my understanding is wood gets moved to exports *unless* there is a workshop, then it gets moved there to be made in to planks and beds and stuff :P

Thanks for looking in to this; I really hope you can find a way!
J∀SθN♣  [author] 4 May, 2016 @ 2:35pm 
Because the price of the guard is the price you pay for when hiring them. As guards are spawned, so the price don't appiled. I'm trying to find a way now. But it's not a bad choice to build more workshops to make a high income prison XD. I have 4 workshops and get 3x,xxx profit everyday...
groovybluedog 4 May, 2016 @ 2:20pm 
I could easily add a trainer or grands mod to cover the cost, but doing that every time and then the thought that I could click it one more time and cheat is inconvenient. Guess I can't use this mod then, which is a shame... thanks for all of the help and fixing it up but without negating that cost, I'm stuffed. How come modifying the price of the guard in the file doesn't negate it? :S
J∀SθN♣  [author] 4 May, 2016 @ 2:11pm 
Oh I see, it really cost a lot and need to pay for it every time...:guard: But now, I can't find a way to change the cost of it. May be it's a better way to build more workshop and let more prisoner to work in it. Make the prison more income. Or just go to the save file and find & edit the Balance.
groovybluedog 4 May, 2016 @ 12:53pm 
Ahhh bummer, the trouble is my plan was to have these all over the prison as it's huge and has different "wards". I was planning to have one in each ward so if shit went down I can spawn them individually and they're already in the right area; if I had to buy armour for all of those I would be out of money, so that is a complete bummer. Does it even save if the item is dismanted and replaced to a new spot? The taser is helpful but I can manage without it if I have to; having to pay for the body armour is the bigger issue. No way around that?
J∀SθN♣  [author] 4 May, 2016 @ 1:52am 
After you finish researching(Bureaucracy), the guards will automaticly spawn with body amour. For the body amour, you just need to buy once. After you dismiss the guards, The body amour will store some where. If you add a line like that, in game would show Wear StabVest, Equipment StabVest. It will duplicate. Also, If you add Equipment Tazer to the guard, the old guard passed the course will take 2 tazer but 1 equipment less(I think it's the Baton). BTW, there is no "BodyArmour" in material.txt(the official original one).
groovybluedog 4 May, 2016 @ 12:52am 
Update: Remembering I have zero modding experience but I am not an idiot, I opened materials.txt and I have tried changing the price under Guard to -600 to negate the cost. Unfortunately this doesn't work.

As I had also just added Equipment Tazer to the materials.txt guard, I tried guessing some equipment strings for body armour. I tried these:

Equipment StabVest
Equipment BodyArmour
Equipment Vest
Equipment Armour
Properties StabVest
Properties Vest
Properties BodyArmour
Properties Armour

Unfortunately no luck there. Any ideas of how I can make them spawn with body armour, or otherwise negate the 100 per guard cost for the vests?
groovybluedog 4 May, 2016 @ 12:34am 
Slight issue... just spawned some guards - 100 - and they took 10k of body armour because I have that option on... any way to disable?
groovybluedog 3 May, 2016 @ 9:18pm 
No words can express how much love I have for you right now.

On a more serious note, I can now select the item and prioritise it perfectly. I've tested it in busy conditions with only one guard and he will drop anything and make the call as expected. The call time itself is also a lot more reasonable and I'm not sure if you've done something but they seem to go sooner too?
J∀SθN♣  [author] 3 May, 2016 @ 1:39pm 
Just see if it's better now.
groovybluedog 3 May, 2016 @ 12:00pm 
Okay as for the priority job, it does work, but the job only spawns on to the machine about 15 in-game minutes past when the power was turned on. How come it isn't immediate? Thanks (:
groovybluedog 3 May, 2016 @ 11:54am 
Thanks for your prompt response. Unfortunately the priority job feature doesn't work on either the switch or the booth thingy for me, on a new map. They do go away now I've been more patient. Any way to reduce the call time too? In an emergency it's already dealt with by the time they spawn :P
J∀SθN♣  [author] 3 May, 2016 @ 1:58am 
In Update 6, you can just hold Ctrl + left click on the Guard Pager to make it to priority job. I place it in a Security Room, so the guards nearby(controlling CCTV) will come immediately. For going away, it may take some time to let them disappear. How long did you wait and it still here?
groovybluedog 2 May, 2016 @ 11:17pm 
Dang it, it appears to be broken in this last update. Such a shame! When the item is placed and connected, the guards go and spam call. The call is also added to the bottom of the queue so if there is a riot, the riot must finish BEFORE the guard will call. Finally, they don't always go away when the power is turned off. I really hope you could fix this!
John Walker 30 Apr, 2016 @ 6:00am 
Awesome! :2015cookie: