Prison Architect

Prison Architect

Customizable Control Booths
219 Comments
guy 26 Jan, 2024 @ 1:46pm 
does the mod still work?
CmdrLittlez 25 Jan, 2024 @ 5:58pm 
literally breaks my game
Krieger 18 Jan, 2024 @ 2:09pm 
breaks game
Inquisition Time! 28 May, 2022 @ 3:34am 
So, what does the obey control booth do?
John Helldiver 19 Sep, 2021 @ 7:50am 
Hi, I can see the Switch above the Control Booth, any way to fix that?
murgh  [author] 28 Jan, 2021 @ 1:19pm 
Mod update:

- made compatible for Glasshouse & Going Green DLC
- added legacy objects(2018).png file if you need this mod with the Anniversary 2018 edition.
murgh  [author] 13 Mar, 2020 @ 12:10pm 
Invisible lights are intentional as explained below. With some objects the default lights will fight with the renderdepth thus creating a flickering effect.
Xico26 13 Mar, 2020 @ 11:29am 
@LemonsterOG How do I organize this? Any suggestion?
Thanks for your help :D
1: https://i.imgur.com/yoR9VbW.png?1
2: https://i.imgur.com/8Y0vDyG.png?1
Xico26 13 Mar, 2020 @ 11:26am 
Lights with the mod: https://i.imgur.com/6hx2pX5.png
LemonsterOG 13 Mar, 2020 @ 9:41am 
Side Note: I've asked @murgh to take a look at my active mods list to make sure I don't have any conflicting mods. I'm waiting to hear back.
LemonsterOG 13 Mar, 2020 @ 9:40am 
@Xico26 — (Message 2 of 2)

2) Things may may change the game "slightly".
- Kitchen Stack Size Increase
- Staff Food Profit
- etc.

3) Game changing mods.
- Modern UI 3.0
- Advanced Roads
- etc.

I have all my active mods in a workshop collection in the same order as I have them activated in the game. My collection list looks identical from top to bottom as my active mod list in the game.
Click Here to See My Active Mod List

You’ll see some of the mods in my list don’t follow the placement suggestions I made. That’s because I discovered that some of the mods I thought were “insignificant” actually need to be at or near the top of the list.

I hope this helps.
LemonsterOG 13 Mar, 2020 @ 9:40am 
@Xico26 -- (Message 1 of 2)

I had my lights knocked out (LOL) a while ago too. After I rearranged my active mods everything worked ok again.

I know you can move the mods up/down once they're activated, but I try to do them in a "logical" order. Here's how I activate my mods. I start with none activated, then look through the list I've subscribed to and start activating what appears to me as the least important mods (ones I could do without if I needed to). Each mod you activate gets put on top of the previous ones, so the least important first, followed by the more important ones, then finally, the most important ones.

I activate them in the following order.

1) Things that will be added to the game without changing anything.
- Ping Pong Table
- New Barbed Wire
- etc.

....continue to message 2....
murgh  [author] 13 Mar, 2020 @ 9:15am 
So they don't annoy when a table or chair or other object is placed on top of them.
Xico26 13 Mar, 2020 @ 8:27am 
Thanks but why the light icons disappear? I feel uncomfortable with that 😢
murgh  [author] 12 Mar, 2020 @ 11:55am 
Indeed, the water and power icons are smaller - this was a feature requested long ago and to be honest I like it much better this way.
Xico26 12 Mar, 2020 @ 11:35am 
With this mod on, my icons of Water and Hot Water get smaller and the lights disappear, but there is still illumination. :steamsad:
a.v.scaletta 15 Feb, 2020 @ 4:38pm 
By the way is there any mod for security? Like if i build cctv monitor or door control system i always have there cooks.. I need somehow force guards doing it
a.v.scaletta 15 Feb, 2020 @ 4:34pm 
I will try thanks
murgh  [author] 15 Feb, 2020 @ 4:22pm 
Try my Combipack for sneezer, I haven't seen cooks on door controls in my prison - perhaps this is because I've modded all staff.
a.v.scaletta 15 Feb, 2020 @ 4:17pm 
guys will this fix coock bug on door control system? i have cooks operate it not guards. and if i build another kitchen and canteen they are done with it even if i hire 100 more cooks :( please help.. i have no idea what to do.. i have full game with criminally insane and so on :)
LemonsterOG 13 Feb, 2020 @ 11:02am 
@murgh -- Thanks for the extremely quick response. I really appreciate the info. Now I know.
murgh  [author] 13 Feb, 2020 @ 10:17am 
Moving scripted objects is something you shouldn't do. Rather dump them and place a new one. Probably none of the scripted mods I made are capable of dealing with moving an object since this was never needed.
LemonsterOG 13 Feb, 2020 @ 10:03am 
@murgh -- The other day when I was test some mods (I'm a noob to PA), when I placed the large unit (3 wide) and then attempted to move it to a new location, a debug screen popped up. If it happens again, how do I provide you with the log file? Thanks.
murgh  [author] 28 Jan, 2020 @ 4:36am 
Mod update:

- 'area covered' sprites now delete themselves after a few moments
- updated Workshop definitions with OakTable
murgh  [author] 21 Nov, 2019 @ 1:54am 
Mod update:

- updated the complaints spritebank with new needs



This mod is compatible with Sneezer.
Leonineus 21 Nov, 2019 @ 1:33am 
Early bug report: with the latest game update/Psych Ward release, CCB distorts need bubbles on prisoners pretty badly.
AncientGatekeeper 12 Oct, 2019 @ 9:28am 
Ah. Thanks man! Glad to hear it’s received an update. Currently trying to figure out which mod in my extensive modpack has caused my new issue. All the doors (even the pre slammer doors) have disappeared from the build menu lol.
murgh  [author] 12 Oct, 2019 @ 1:00am 
Mod update:
-made compatible with Slammer 1.03
murgh  [author] 12 Oct, 2019 @ 12:55am 
Invisible light is part of this mod, not a bug. But the objects.png needs a little update, I'll get to it now.
AncientGatekeeper 12 Oct, 2019 @ 12:51am 
Was able to fix it by deleting the objects.png and objects_old.png. Just wanted to let you and others know how they can fix it.
AncientGatekeeper 11 Oct, 2019 @ 6:45pm 
This mod causes the old ceiling light to render invisible when running the slammer update.
murgh  [author] 21 Sep, 2019 @ 7:30am 
Needs update, but may still work if you don't rotate workshop saw/press, let me know.
Josh 3 Jul, 2019 @ 12:31am 
Thank you very much! And quickly, too.
Everything appears to be back to normal in my game.
murgh  [author] 1 Jul, 2019 @ 4:19pm 
Mod update:

- made compatible with newest PA release.

If you are still playing with PA Update 17, then go into the mods folder and replace the objects.png with the backup file of the prior objects.png found inside this mod
murgh  [author] 28 Jun, 2019 @ 1:42am 
Note:

Due to the new game update, this mod has become slightly incompatible, resulting in some mismatching sprites. I will update as soon as possible.
Gruisman 28 Jun, 2019 @ 1:33am 
just want to let you know with the new update its shows the weight benches as gas bottles with this mod
murgh  [author] 5 Jun, 2019 @ 1:12am 
Just tested with an empty map, cheats enabled and only this mod enabled. I put a booth with some panels and they both get installed without any problem. So I can't reproduce.
Leonineus 4 Jun, 2019 @ 11:11am 
Tried that, they don't do anything with them. They just leave them on the floor next to the booth.
murgh  [author] 3 Jun, 2019 @ 3:19pm 
Display panels are only for creating eyecandy booths with no function. If you want workmen on call, then put a workman pager and a x10, x20, x50, or x100 pager panel.
Leonineus 3 Jun, 2019 @ 11:11am 
Am I doing something wrong? I put the utility booth down and the display panels, and the workers put the panels in, then they just leave the pager panels I wanted lying on the floor. Am I just being stupid about this?
groovybluedog 15 Dec, 2018 @ 3:00pm 
+ Shamei t's not easy to move booths, or get a partial refund when deleted ;P
groovybluedog 7 Dec, 2018 @ 1:44pm 
That's a shame, maybe one of the recent updates has fixed it?

Another option could be to use soldiers that come with some of the dispatch/callout mods, which don't seem to rely on any object being on the map.
murgh  [author] 7 Dec, 2018 @ 1:31am 
That's because armed guards didnt like to get spawned I think. There was something about them which made me not implement them. Perhaps it's the guard locker, I forgot.
groovybluedog 6 Dec, 2018 @ 5:43pm 
Thank you so much for your quick response and fix, it's very much appreciated!

My only suggestion would be if you could please add armed guards as a pager option. You've got every other role covered - cleaners and doctors being very helpful - but find it odd that you're missing armed guards. Since you have cooks, snipers wouldn't go amiss either.

Thanks!
murgh  [author] 6 Dec, 2018 @ 2:47pm 
Oh that's possible, I guess I didn't update the guard and workman definitions with wages.

Mod updated, should be ok now. I also updated the objects.png while on it.
groovybluedog 6 Dec, 2018 @ 1:29pm 
I have identified that this mod, on its own, will remove the guard and workmen wages.
murgh  [author] 6 Nov, 2018 @ 9:58am 
Yes funky stuff can happen with the game :)
DarkVoid 6 Nov, 2018 @ 9:53am 
Thanks for the advice - that has fixed the issue. Seemed to be a very wierd bug considering it only occurred with certain mods enabled.
murgh  [author] 4 Sep, 2018 @ 12:43am 
Those values are stored in the prisoners Bio, which cannot be accessed for modding, sory.
Equipmonk 3 Sep, 2018 @ 11:18pm 
any way to have a sorter that sets deadly, volatile, legendary, etc. to supermax?