Prison Architect

Prison Architect

Advanced Roads
360 Comments
murgh  [author] 8 Sep, 2024 @ 4:57pm 
Compatible with 2018 version only.
CmdrLittlez 7 Dec, 2023 @ 1:22pm 
So uh, You cant really turn the road marker
kaylee881 12 Aug, 2023 @ 2:25am 
I'm having the exact same problem as SkulksGamer. My Gate system was working fine on Door Servos, so all automatically opened. !st Gate working fine, but all others are constantly locked shut.
I thought this would solve the issue of Prison Buses getting stuck behind all my Delivery Trucks, but it's just made a good prison unplayable
:steamthumbsdown: unitl this updates..... if it ever updates!
SkulksGamer 18 Jun, 2023 @ 2:14pm 
Not working. Cargo truck arrives at gate and the gate doesn't open, instead a guard is trying to open it while the gate keeps shut.
Grand Cheese Wedge 30 May, 2023 @ 6:57pm 
Does not appear to sadly. Gates keep locking open once you update road map.
Grand Cheese Wedge 29 May, 2023 @ 6:51pm 
This still work?
murgh  [author] 11 Dec, 2021 @ 1:26am 
Reorder your mods, put this on top.
Berszorszald 10 Dec, 2021 @ 2:54am 
Not working. Cargo truck arrives at gate and the gate doesn't open, instead a guard is trying to open it while the gate keeps shut.
Chiznich 16 Sep, 2021 @ 1:28pm 
goober, the road marker is under the objects.

i think i finally succed in how to separate the intake of inmates with deliveries. the bus station wasnt working solely so i had to put a road marker on top of existing vanilla road and marked intake as "yes". now the deliveries are going on the vanilla road while inmates intake is done on the invisbile road above the vanilla one... <3 is there any easier way in advanced roads v2 ?
BOB 4 Sep, 2021 @ 8:56pm 
WHERE IS IT, WHERE IS THE ROAD MARKER
小六 19 Jul, 2021 @ 7:37pm 
PS:为货物车辆、进气车辆和应急车辆修建单独的道路。 工作与单,双,甚至三车道,以及大和小的道路大门控制您的交通。 门可以被分组,所以你可以同时打开几个门。

这个mod不需要道路传感器来打开大门:一切都由StreetManager和路标控制。 工人,门卫,园丁,厨师和狙击手是授权的小路门,所以他们不需要等待一个警卫打开大门为他们。
murgh  [author] 25 Jun, 2021 @ 1:22pm 
In that case it's yet another new game bug and should be fixed by the devs.
Gearhammer 25 Jun, 2021 @ 10:06am 
This was not a problem until resent update or something like that. Before that everything was fine...
Gearhammer 25 Jun, 2021 @ 9:50am 
I will check but in general, all trucks with other goods pass the gates except ones with cotton seeds for some reason, just like on screenshot...
For end solution should I use Roads 2.0 or Manufactury 4.0 instead 3.0?
murgh  [author] 24 Jun, 2021 @ 2:17pm 
It could be the two large roadgates next to each other. I think it doesn't like that setup.
Check the roadmarkers if it didn't get confused and gave authorization on the wrong gate. The vehicle has a number in its tooltip, check which gate corresponds.
Gearhammer 24 Jun, 2021 @ 12:26pm 
Did you see it?
Gearhammer 22 Jun, 2021 @ 2:57pm 
Will get screenshot but its just trucks with cotton seeds that wont pass the gates and just stand in place while gates are open... I just have psych ward dlc, but I think its since new update...
murgh  [author] 22 Jun, 2021 @ 1:08pm 
Since you mention cotton seeds I assume you got it working already for a while and now some trucks won't pass a gate? Is this since the new game update? I have no idea without seeing a screenshot or the map.
Gearhammer 22 Jun, 2021 @ 12:38pm 
Got problem with this mod. Trucks with cotton seeds from Manufactury 3 mod wont pass the gate. I reset roads and update road map several times but trafic always get stuck on gates when truck with cotton seed shows up. Any help???
murgh  [author] 3 Dec, 2020 @ 1:25am 
But you can also get Advanced Roads 2.0 which has many improvements over here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2294999171
murgh  [author] 3 Dec, 2020 @ 1:22am 
Just checked and as expected it's still working fine with Rock and 2018 edition.
murgh  [author] 3 Dec, 2020 @ 1:16am 
As ar as I know this mod still works fine, perhaps you have another mod loaded which also defines vehicles, in which case you should put this one on top in the mods list to override the interfering mod.
Scarlet 3 Dec, 2020 @ 12:56am 
Don't download this mod lol. It broke my game and made it so I couldn't receive anything. Followed the instructions and it got me NOWHERE. No reason for better roads. The game has a system that works just fine.
Blaine 12 Nov, 2020 @ 5:00pm 
Loaded/activated the mod (at top of list), but no RoadMarker item is in Objects tab? There are some Road items to designate the type (Cargo, Emergency, etc.) of road, but the sprites look like people...
bsimeson17 5 Nov, 2020 @ 4:31pm 
Thanks Murgh, got it working, not sure what mod it was. Thanks for all your help and it's great to see a content creator checking on issues!
AgentAlex367 2 Nov, 2020 @ 4:25pm 
Is it possible to add an "Exports" for allowed types?
MadAsAlice 29 Oct, 2020 @ 2:54am 
Thanks for your help Murgh. I got it working. I think I was resetting/assigning the gates/markers in the wrong order or something like that.
murgh  [author] 28 Oct, 2020 @ 4:18pm 
Other mods might be the problem so reorder your mods list and put this one on top.
bsimeson17 28 Oct, 2020 @ 12:29pm 
I have put the roadmarker down and followed all the steps, but the new road isn't functioning, It says it is designated for cargo, any ideas?
murgh  [author] 25 Oct, 2020 @ 1:02am 
Check the tooltip on the roadmarker to see if that first gate still has an authorization for an old vehicle. There is a reset button on each gate to clear old authentications.
MadAsAlice 24 Oct, 2020 @ 2:46am 
Also vehicles can't pass through the locked open gates. I have to dismantle them for a vehicle to pass.
MadAsAlice 24 Oct, 2020 @ 2:44am 
OK, I'm new to using mods for this game. I've scanned the recent comment and found nothing helpful. Like a previous commenter I'm having trouble with certain gates locking them selves open. First gate is 12+ tiles away from the top of the map. Trucks seem to spawn normally. Two top gates on my original two-lane road are fine. The second gate on the right lane is locked open as soon as I update road map. I also have a single lane road and the highest gate (in line with the two-lane top gates) is locked open. Next gate on that lane is fine. It's driving me bananas. I've tried moving the gates further from the top of the map and all that did was leave extra grey bollards from the previous gates that I don't know how to get rid of and the same problem. I know I'm probably doing something stupid but any help would be greatly appreciated.
PlumpAndJuicyMe 17 Aug, 2020 @ 7:37pm 
Hey, someone may have already answered this but can the gates go horizontal?
ruslannovosad 28 Jun, 2020 @ 10:26pm 
I have 2.0 3.0 (only in the course of the new update will have problems throwing the game ) freaking Paradox Interactive
murgh  [author] 24 Jun, 2020 @ 11:42am 
@65bella sure why not.

@rustannovsad: use my many materials 2.0 mod, which has c.u.r.b. inside.
murgh  [author] 1 May, 2020 @ 9:33am 
BaronFlea 21 Apr, 2020 @ 12:22pm 
i can't see any truck, even if i update the road (used on the first roads), the left line for intakes and emergency, the dright one for cargo
LemonsterOG 15 Mar, 2020 @ 10:31am 
Oh...so when I use the roadmarkers, the default road won't spawn anything?
murgh  [author] 15 Mar, 2020 @ 10:25am 
When using roadmarkers, only the roads who have them will be used, depending on how they were set up.
LemonsterOG 15 Mar, 2020 @ 9:47am 
I guess what I was trying to do was make sure "intake" was only on the new roads I place. Is there a way to just turn off "intake" on the default road?
LemonsterOG 15 Mar, 2020 @ 9:42am 
Ahhh....thank you. :controllerThumbsUp:
murgh  [author] 15 Mar, 2020 @ 8:38am 
Edit savegame with Notepad++ and change OriginX value on top. If you make it 10 instead of 0 then the vertical 'cant build here' stroke gets moved 10 tiles to the right. -10 moves it to the left. Then you can remove the road and change the value back to 0 once done. OriginX also determines the spawning point of visitors/parole/teachers/etc.
LemonsterOG 15 Mar, 2020 @ 7:33am 
I'm a noob using this mod for the first time. I've watched the video and some on YouTube.

Do I have to keep the main road placed by the game? I can't figure out how to remove it. And, if it can't be removed, can I specify which vehicles it can spawn?

Thanks.
LemonsterOG 15 Mar, 2020 @ 6:57am 
I'm a noob using this mod for the first time. I've watched the video and some on YouTube.

Do I have to keep the main road placed by the game? I can't figure out how to remove it.
LemonsterOG 13 Mar, 2020 @ 12:14am 
@murgh -- Can you please take a look at my active mods and let me know if you see any glaring problems? Thanks a bunch!! :smileyflag: Click Here
murgh  [author] 3 Mar, 2020 @ 2:15pm 
Advanced Roads 2.0 is coming! Features:

- All vehicles have headlights, for better visibility during night.
- Vehicles can be changed into the many vehicle sprites found in the workshop.
- The Chinook mod will be merged, because:
- Deliveries Terminal can, besides Helipads, support up to 6 Cargo Stations for Trucks.
- Helipads and Cargo Stations can be mixed.
- Cargo Stations can be on single or double lane, each side can have different settings.
- They have a gantry crane to unload / load cargo, exports and garbage.
- Small and Large Roadgates with traffic lights, can be configured to allow for pedestrians to cross a road while trucks are stopped.
- Large Roadgates on double lane can open in both directions, so they slide to the right when a truck comes on the left lane, and vice versa.
- Includes Many Materials 2.0 since the materials tileset from Chinook is outdated.

Many of these features (except the cargo stations) can already be found in my CombiPack.
murgh  [author] 3 Mar, 2020 @ 2:14pm 
I'm also thinking about merging the limo garage mod, since it also uses Advanced Roads and there is just enough room in the spritesheet left to fit it all in. So the new 2.0 version has it all in one, and no separate mods with required specific loading order are needed anymore.
bunrotha 3 Feb, 2020 @ 1:21pm 
This mod makes my life *so* much easier running large (1000+ inmate) prisons, nice work!
Wojtazonix 23 Jan, 2020 @ 2:25am 
but can you do that?
i have to set "intake" and everythink work fine?