Prison Architect

Prison Architect

Murgh CombiPack (outdated, use CombiPack for PA 11)
337 Comments
murgh  [author] 15 Jan, 2017 @ 1:57pm 
Updated with small bug fix in Prisoner Bus, it would spawn on the same road instead of next road when unloading mixed content. I think this will be the last update for this mod, since adding more stuff is only supported by PA 11f beta and not by PA 10. Use the link in the description above to download this modpack for PA 11f (and up) which will get additional content.
murgh  [author] 13 Jan, 2017 @ 2:49pm 
Bug http://bugs.introversion.co.uk/view.php?id=11323 seems to have been fixed in the latest beta release. But this mod is incompatible with PA 11 anyway, so it will only affect the CombiPack for PA 11 version.
murgh  [author] 5 Jan, 2017 @ 4:30am 
Nope, this mod is completely filled and adding more stuff to it will make the game engine go CTD due to some bugs. Until those game bugs have been fixed I will be unable to add more objects.
Heller 5 Jan, 2017 @ 3:27am 
Hey murgh, i found an new mod in workshop called {all-in-one Deluxe Editiom}, u think u can add some parts of it in ur pack?
murgh  [author] 4 Jan, 2017 @ 4:51am 
Updated the tesla-matic once again. This time to completely get rid of the battery ordering, which is driving me crazy. A battery would either come or not at all... so now a workman just installs a new battery without waiting for some truck which may never come to bring a new one.
murgh  [author] 3 Jan, 2017 @ 11:40am 
Update:
- Helvetica Neue font for better reading (if you don't like it just remove the font map from the mod).
- Slightly changed clock, deployment, search and topbar icons.
- Added Staff Canteen to planning tools.
murgh  [author] 1 Jan, 2017 @ 11:35am 
Updated again, fixed incorrect burntwall sprites, and a small bug in advanced roads.
murgh  [author] 1 Jan, 2017 @ 3:30am 
Mod updated!

- colour coded solitary doors added
- a filthy smelly urinal and 2 nicer toilets
- a hidden library door (wtf is going on behind this door that you want one?)
- some more devtools added for spawning/deleting prisoners
- christmas theme removed
- fix for exotic bug in advanced roads
- fix for some small bugs in tesla-matic
- added BlastDoor
murgh  [author] 24 Dec, 2016 @ 1:23am 
Unpacking presents under the Christmas Tree is now enabled! Press the Unpack button and somebody will come to unpack a present sooner or later (doesn't happen immediately).
murgh  [author] 23 Dec, 2016 @ 2:24am 
The game can crash to desktop when this mod is combined with some other mods. This is not a bug in the mod, but a game bug which has been investigated and acknowledged by the devs. A fix for this issue will be made for the next game update.

More info: http://bugs.introversion.co.uk/view.php?id=11323

Note: when running with no other mods enabled this mod runs fine and stable.
murgh  [author] 20 Dec, 2016 @ 11:13am 
Go here for a version which is compatible with update 11: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=822210927
murgh  [author] 20 Dec, 2016 @ 10:21am 
I will not update this mod, because the new PA update is an opt-in beta release and not automatically distributed.

So instead I will soon upload a separate version of this mod, compatible with the new beta PA.
Just done editing the files, testing now to see if it works.
Flaming 20 Dec, 2016 @ 9:24am 
Yea, that is also happening
murgh  [author] 20 Dec, 2016 @ 8:47am 
lol, I've just watched the update video and saw new food for staff, meaning people.png has been updated. So I'd kinda expected things like this to happen and now you post about it.
Dreamwatcher 20 Dec, 2016 @ 8:33am 
With new patch, this mod causes trucks to appear as giant female staff and random trucks to appear on the upper border. Quite humorous actually :steamhappy:
murgh  [author] 12 Dec, 2016 @ 6:55am 
Updated the Serving Table a bit. It now has a solid back and side so it looks a bit better when placed between walls. Also updated the Roadmarker, it will update the StreetManager when it is placed down or gets a reset, so the Update Road Map button is now only needed when adding/removing gates.
murgh  [author] 12 Dec, 2016 @ 4:20am 
The fences are also blocking the exit point of the map, it's all made a bit too cramped. Problem there is that the fences go all the way to the bottom.
murgh  [author] 12 Dec, 2016 @ 4:13am 
Gates and doors are always open until prisoners come. This is to prevent the need of guards while building the prison, otherwise they'd constantly have to open jail doors and such for workmen. This is a game feature.

But, I don't see problems with Hearse. When I put a new marker on the tiled lane AND update the road map, then the hearse comes on the middle lane. Same for fire engine and riot, while supply trucks do lane 1 and 3. The prisoner bus also stops corectly at the bus stop and unloads fine.

However you made a mistake with OriginX, it's set to 100 which means the spaw point will be 100 tiles to the right of the default location, waaay out of the map. When sacking the riot police or paramedics, they won't leave the map now. They can't find a route because the default spawning point is invalid (and thus the leave map point as well). When I set it back to 0 they will leave correctly.
azairvine 11 Dec, 2016 @ 5:54pm 
The gates have confuse you a bit mate because they are locked open. For some reason when there aren't any prisoners those gates lock themselves open. If you get a shipment of prisoners in you'll see what I mean.

If you have the time to test - get a few loads of prisoners in and let them starve to death - or incite a riot and you'll see what I mean. Then if you put a Road Marker in the tiled lane in between the two roads and set that for Emergency the hearses will stop - even if you add Intake into that lane just like the far right road.

Is there some kind of proximity issue with how far the road is away from rooms? That wouldn't make any sense to me.
murgh  [author] 11 Dec, 2016 @ 5:30pm 
Remember to check on the roadmarker if you see leftover authorizations on gates. You can delete vehicles with their button when they get stuck somewhere, but roadmarkers need to be reset to clear the authorizations of them. And after a roadmarker reset, the streetmanager also needs its update again, because a reset spawned a fresh roadmarker. A fresh marker will not hold the values of the previous road marker, meaning all traffic for that lane is closed by default, so you need to reopen the lane for the traffic you wish. I'll see what I can do with code to make some of the above being done without user input.
murgh  [author] 11 Dec, 2016 @ 4:57pm 
murgh  [author] 11 Dec, 2016 @ 4:43pm 
You have placed the small gates wrong. There is only one small gate needed on a single lane, and should be placed on the same X position as the roadmarker is, like in the demo map.
azairvine 11 Dec, 2016 @ 4:08pm 
I did upload it mate - that's what the link is!
murgh  [author] 11 Dec, 2016 @ 10:33am 
Pfff, this is nonsense to implement. Why make it wallmounted if you'd have to remove 3/4 of the wall again to make it work hahahah
murgh  [author] 11 Dec, 2016 @ 10:13am 
Ah ok, it works when the wall under the 4 serving spots gets removed and marked as Canteen. Yes of course, otherwise the serving table wouldn't be linked to a valid canteen since it's on a wall :p
murgh  [author] 11 Dec, 2016 @ 7:17am 
Crap. Made a nice wallmounted serving table, added all the stuff, waited for cooks to make meals... and then they refuse to put them on the new serving tables, lol. Looks like this ain't going to work afterall, bummer. Looks much sweeter this way...
murgh  [author] 11 Dec, 2016 @ 5:07am 
Oh wait, there is an or-or choice possible, hehe, never mind.
murgh  [author] 11 Dec, 2016 @ 5:05am 
@Major can you upload the prison please so I can see what's going on there.
murgh  [author] 11 Dec, 2016 @ 5:03am 
How about a ServingTable in the Canteen which is mounted like a ShopFront? I think it would be nice, but it means that the serving table can only be built on a wall, there is no and-and choice here, just or-or.
azairvine 11 Dec, 2016 @ 5:02am 
Did you add the active bus stop back into the materials.txt in the 'normal' folder?

I've done some testing, and for whatever reason my Emergency won't work on the far right road. I thought it might've been conflicting with the Intake on the same road, but when I ran Emergency in the middle (tiled) road by itself, and then with the Intake it worked both times.

When Emergency is in the far right lane (even with fences removed) it just keeps looping around and around without stopping. Then when the Intake buses turn up they get stuck at the top of the screen with a speed of -2!
azairvine 11 Dec, 2016 @ 5:02am 
I'm happy to run Emergency in the middle lane - the bigger issue for me is in the Cargo lane. I want to have two trucks in the unloading zone at any one time, and the others to wait behind the previous gate until the last truck has nearly left the unloading zone. I can't put sensors and a servo on it to close on trigger as the Advanced Roads mod ignores it. In fact I've managed to get cargo trucks to keep looping through the road without stopping.

Here's the template for you to have a look at:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=816399158
murgh  [author] 11 Dec, 2016 @ 4:19am 
Again, if you don't want the christmas stuff inside, then go to the mods folder and move the stuff inside the 'normal' folder to overwrite the stuff one folder up, and move the base-language.txt file to the language folder.
murgh  [author] 11 Dec, 2016 @ 4:16am 
... and updated once more to get rid of some wrong enum values from the christmas mod... :)
murgh  [author] 11 Dec, 2016 @ 3:49am 
Updated with Turkish Drains, a nice substitute for toilets in solitary cells...
azairvine 10 Dec, 2016 @ 4:51pm 
Sorry I didn't trouble shoot mate - It was 3am and I went straight to bed.
murgh  [author] 10 Dec, 2016 @ 11:57am 
Little adjustment in tileset, the while tile was showing dark wood, lol But since the FoW needs a blank tile there is a shortage of space now. So the white Deployment tile got moved to the default white tile from the game.
Vincent_WolfGang 10 Dec, 2016 @ 9:45am 
Thanks for the update. love the advanced roads mod. keep up the good work.
murgh  [author] 10 Dec, 2016 @ 8:55am 
Bug fixed :)
murgh  [author] 10 Dec, 2016 @ 8:47am 
I guess you haven't got a RoadMarker on that road - it doesn't check at that point if a marker exists but just reads out its value.
murgh  [author] 10 Dec, 2016 @ 8:35am 
Can you upload the map?

Script tries to get amount of bus stops at that line. Is the Intake enabled on the marker? Are there any bus stops? Were the prisoner busses already on the map when you activated the mod?
azairvine 10 Dec, 2016 @ 8:12am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=815731330

Don't think the problem is at my end. I unsubbed, deleted, then resubbed the mod and still had the error as soon as the Prison Bus arrived......
azairvine 10 Dec, 2016 @ 7:03am 
Nice one mate. I was working on my build template and it told me there was an update. Now I have to change everything again :D

Love your work!
murgh  [author] 10 Dec, 2016 @ 6:06am 
Ok, I've updated a bit sooner than 'just before Christmas' :)

Changes:

- Roadworks mod removed,
- Advanced Roads mod added
- Fixed the thick oily Fog of War
- Fixed small bug in Smart Phones
- Fixed small bug in tooltips of Utility Booths
murgh  [author] 10 Dec, 2016 @ 4:28am 
Trying to pinpoint the FoW tile(s?), they seem to be in the bottom left corner of the tileset. When I remove the carpet there the FoW isn't thick oil anymore, so those 'unused' places in the original tileset are used by the FoW (which is nowhere defined in the files, good luck finding them).
murgh  [author] 8 Dec, 2016 @ 3:29pm 
Next update on this mod will be just before Christmas. It will enable unpacking of the presents under the xmas trees, and also have the new Advanced Roads mod inorporated.

The RoadWorks mod which is currently inside will then be replaced. If you are running this mod in your curent prison, this means it's best to dismantle the RoadMakers, Road Sensors and Door Servo's mounted to Small Roadgates somwhere during the night, when there usually is no traffic.

After updating the mod, you then just need to place the new roadmarkers and configure them the way you want with their buttons.
murgh  [author] 6 Dec, 2016 @ 1:21pm 
Hmm, the new roads mod works fine in the combipack as well. I see the traffic in the demo prison is running more efficient, gates are opened sooner instead of having to wait for those road sensors. I could update this mod already, but I guess there are still some small problems to deal with, so I'm awaiting feedback on the test mod first to see how things are going.
azairvine 2 Dec, 2016 @ 10:23pm 
Cheers mate wasn't sure if it was BusStop or BusStop2.

Is there a command that can be used in code to trigger a search of a prisoner? Or is that hard coded?
murgh  [author] 1 Dec, 2016 @ 2:12pm 
Find the BusStop2 definition in the xmas materials.txt and copy that part into the other materials.txt preferably around the same spot in the file, so it shows up around the same spot in the menu from the game (if you'd copy it in the top of the file it would appear right after the Sell or Dismantle button, somewhere around there) A great tool to compare files is WinMerge, you have a quick overview of the two. http://winmerge.org/
azairvine 1 Dec, 2016 @ 1:37pm 
Hey I found that the materials.txt (or one of the others?) in the "Normal" folder is either out of date, or you accidentally deleted the bus stop out of it? I copied those files across cuz I'm a grinch, and the scripted bus stop disappeared - so I'm having to work with a bastardisation of the mod at the moment by copying the images but leaving the .txt code