Prison Architect

Prison Architect

Murgh CombiPack for PA update 11
323 Comments
Squeaky Squeak 9 Aug, 2018 @ 8:25am 
i missed this mod a lot
murgh  [author] 13 Jul, 2018 @ 2:00am 
This version is very outdated and incompatible with PA Update 14. Please get the latest version of this mod, it adds a lot more!
Teirdalin 13 Jul, 2018 @ 12:58am 
With this mod you can actually live your dream of having a prison of busses.
5/5
WookZombPrincess 25 Jun, 2017 @ 10:28pm 
understandable, thank you for the info ^_^
murgh  [author] 25 Jun, 2017 @ 4:11pm 
Well, to add the objects, that would be no problem, but the walls and floors can't be added anymore. Making a separate version of this mod would require too much maintanance hassle and can introduce bugs, so I'd like to keep only one version of this mod under development. :)
WookZombPrincess 25 Jun, 2017 @ 3:53pm 
do you think you could do a version where you add the textures of this mod? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=943387018
i love all of your mods already and having them all work together in this new combo is AMAZING! but i also really love the dark and moddern textures of the other mod, it would be heaven if the two could some how be combined. again LOVE this mod! GREAT JOB!!! please dont stop adding new things! :steamhappy:
murgh  [author] 22 Jun, 2017 @ 2:14pm 
murgh  [author] 22 Jun, 2017 @ 12:32pm 
Combipack for Update 12 will be out soon, so you guys don't have to wait too long before you can use this stuff with the fresh beta branch release.


Prepare for:

- default staff food rules again, let's see if they fixed it properly without the need of my mod.
- added wages for all new staff which require an office
- chinooks delivering prisoners and chinooks dropping emergency callout soldiers
- c.u.r.b. added
- all floors will be $5 instead of the weird prices they got now
- anti tunnel toilets


This version of the mod is now officially obsolete and will not be updated anymore, it's fate will be the same as CombiPack for update 10.... However since you have to opt-in for the beta release, this mod will stay online because many players will still need it.

Vincent_WolfGang 22 Jun, 2017 @ 6:06am 
Wow thinking of it i have been commenting since october 2016 thats a long time
Vincent_WolfGang 22 Jun, 2017 @ 6:01am 
How many times can the spritesheet be expaned? Just for my future refrence when i suggest stuff.
murgh  [author] 22 Jun, 2017 @ 5:58am 
For this version, no. For new combipack version I guess I have to.
Vincent_WolfGang 22 Jun, 2017 @ 5:54am 
Do you plan on redoing the screen shots as some have the old UI?
Vincent_WolfGang 22 Jun, 2017 @ 5:53am 
Ok i peffer haveing a new mod page. So the new mod page will be like V3 with PA update 12.
murgh  [author] 22 Jun, 2017 @ 5:51am 
I can, but this mod will be depreciated for now I guess so it won't be updated anymore.
On to CombiPack for Update 12 where all the new stuff and paratroopers will be added.
Vincent_WolfGang 22 Jun, 2017 @ 5:45am 
Now that the spritesheet can be bigger could you possble add tea and coffee for the staff?
Vincent_WolfGang 22 Jun, 2017 @ 5:43am 
Yey they fix the staff needs and inproved the needs system now all staff have needs.
murgh  [author] 22 Jun, 2017 @ 5:39am 
oh did they release update 12? cool, some work to do then.
Vincent_WolfGang 22 Jun, 2017 @ 5:23am 
@murgh The new update to the game has broke the mod. Its on the beta branch So no rush for the update yet.
CRΞCKΞRSJΞXX 20 Jun, 2017 @ 5:07pm 
Never mind, I found your mod for that.
CRΞCKΞRSJΞXX 20 Jun, 2017 @ 4:02pm 
Is there any way for me to remove the solar generators, and make them the normal generators again?
murgh  [author] 20 Jun, 2017 @ 6:47am 
Indeed, so it's best to drop the emergency helipad first, and then call the troops. I'll make it so that it will search for the emerngency helipad first, then the normal pad, and if it doesn't find one it will search for a riot instead. It has to find something because I can't get rid of the big control button below the clock once the troopers are called. They have to be dismissed by clicking that button and I don't see a way to do this automatically.
Vincent_WolfGang 20 Jun, 2017 @ 6:38am 
Sounds good but i play/build in a large prison. My prison are also not just grids as i like useing a lot of deco items so this may lag my game.
murgh  [author] 20 Jun, 2017 @ 6:37am 
It's also possible to call in several emergency chinooks, it's just the same as when calling more firetrucks or riotpolice. Each emergency chinook will land on its own emergency helipad, up to 9 chinooks can drop off 6 soldiers per flight.
murgh  [author] 20 Jun, 2017 @ 6:34am 
I could even make it so it scans the map for rioting prisoners, and then dump an emergency pad right there and then let the heli fly to it. But that would probably mean that the framerates drop to 0 while it has to check every prisoners attributes if he is misbehaving. In a huge prison you won't like this, but it theory it would be possible. It would mean if you see a riot on the map, just click on the emerrgencies and select paratroopers, they would be dropped in the middle of the heat.
Vincent_WolfGang 20 Jun, 2017 @ 6:34am 
This is cool. Best Modder for the game you have added hours of fun onto the game. Thanks
murgh  [author] 20 Jun, 2017 @ 6:32am 
Indeed. And it doesn't matter if the emergency helipad is dropped right on a cellblock, since it's an entity no construction is required :p The heli will just land on top of the cellblock and deploy the soldiers right into the cells.
Vincent_WolfGang 20 Jun, 2017 @ 4:36am 
Oh paratroopers time to stop the riots in style yey!!
murgh  [author] 20 Jun, 2017 @ 3:32am 
Ok looks like I got it to work, we will get paratroopers in the game :)
Damn this looks awesome hahahahha
murgh  [author] 19 Jun, 2017 @ 5:05pm 
Things look promising, I can spawn soldiers on the map via the emergencies and their 'vehicle' is another control terminal object which is then autospawning the chinook. The thing will fly to a staffmember 'helipad' which you dumped anywhere on the map before you called emergencies. The soldiers don't run off when they are spawned, which is a good sign. So I just need to get them into that chinook which shouldn't be too difficult.
Vincent_WolfGang 19 Jun, 2017 @ 3:12pm 
Oh that idea is so cool yes please.
murgh  [author] 19 Jun, 2017 @ 3:05pm 
Ok the extra road bits and pieces are done. How about a chinook with paratroopers though? Would be nice to call in a chinook with the emergencies menu... They could drop off some soldiers anywhere in the prison if a waypoint is placed. Got some ideas on how this could work, need to do some funky stuff I guess.
Vincent_WolfGang 19 Jun, 2017 @ 11:24am 
Yes!! i do rember C.U.R.B was objects this allowed us to place it over the original road.
murgh  [author] 19 Jun, 2017 @ 11:19am 
This is all running fine, Aviation was coded very nice. Except for some despam routines to make the mod way less cpu intensive, I kept most of it intact and just merged some new code here and there.

I'll have a look at c.u.r.b next; unfortunately the tileset file still can't be made bigger, so it can't become material. But there is enough space in the spritesheet file for it. The game 'extended' the memory space up to 8192x8192 when I made it bigger for all the chinooks, lol. Thats MUCH more space then needed for now, i'm at 2048x3072 or something like that.
Vincent_WolfGang 19 Jun, 2017 @ 11:11am 
Oh the hype. This is going to be another large update Can't wait!!
murgh  [author] 19 Jun, 2017 @ 11:10am 
And all names for the objects and rooms have been changed, so the old Aviation mod will be compatible and can run next to it if desired.
murgh  [author] 19 Jun, 2017 @ 11:03am 
It's getting somewhere now :)
- added an airstrip spawner to have a landing zone quickly made from materials (but you can design your own landing zone as well, this thing is for lazy people)
- added a quickbuild for the airstrip to have lights spawned as well (this also zaps the quickbuild walls into a fence so it looks outdoors but has indoor lights)
- some flashlights on the chinook when airborn
- spin down and spin up for the blades when landing/leaving
- spawning soldier and pilot
- added fuel storage room, so the fuel isn't stored allover the landing zone (lols weird thinking in the original mod)
- terminal buttons updated, they change when needed
- ability to change security level during unloading prisoners, you can have an intake of 4/8/16/32 prisoners and decide how many of them will be in which security level (min / med / max / prot / smax / dr)
- cancel intake button added, to stop intake while unloading.
Vincent_WolfGang 18 Jun, 2017 @ 12:32am 
Oh this looks so good can't wait to play the new update when it comes out :)
murgh  [author] 17 Jun, 2017 @ 4:33pm 
For more hype, two more preview screenies for a better impression. Besides the pilot it's also good to have some kind of protection, hence the soldier. They both come out of the heli on arrival and walk back in when the chinook is ready to leave.
Vincent_WolfGang 17 Jun, 2017 @ 8:25am 
Oh the hype. Also i love realism of it.
murgh  [author] 17 Jun, 2017 @ 8:22am 
I made it more realistic: the prisoners will spawn one by one in the door opening of the Chinook. There they wait shackled to be grabbed by a guard who brings them to Reception. When the prisoner is carried by the guard, the next prisoner will spawn in the door opening, until all prisoners are dropped off. Looks very neat :p
Vincent_WolfGang 17 Jun, 2017 @ 6:53am 
Oh the preview looks nice. A better helicopter than the original model. Can't wait for the update.
murgh  [author] 17 Jun, 2017 @ 5:10am 
I've uploaded 2 preview shots with the aviation project. :)

The chinook has several sprites to make the blades look like they are rotating when the thing is in mid air.

As you can see the helipad is now a floor material which fits much better into the road sprites so you can draw your own landing strip! (For this to work I grabbed some redundant space from a wooden floor material.)

When the Chinook has landed the doors will open to let the prisoners out. I made them shackled and ready for intake, in the original mod they would just walk off to their cells. Now they get brought to Reception.

The old control tower sprite still needs to be changed, of course a new Control Booth would be the best solution to be consistent with the rest of the customizable control booths in the prison.
murgh  [author] 17 Jun, 2017 @ 5:07am 
btw nice little town you've created there :p
murgh  [author] 17 Jun, 2017 @ 5:04am 
@Jacieltje if you look at the roadmarker tooltip on top of the road, you'll notice it still has an old truck authorized for that closed gate. Press the Reset button on the roadmarker, this will fix it and remove the trucks. There will be some cars left on the road and some paperwork, but you can all sell that with the Sell Object. After that, click on the roadmarker and enable garage again.
And it looks like you also need to sack the CarMechanicHelper so a new guy will respawn.
murgh  [author] 15 Jun, 2017 @ 1:14pm 
Can you share the bugged map on the workshop please so I can have a look what's going on.

I'll have a look at it but for now I'm busy coding a Chinook to deliver prisoners :p
Sleepy Gamer 15 Jun, 2017 @ 12:34pm 
Not sure if this rolled by in the comments already since I don't quite feel like going through them all, but I have trouble with the Limo Garage. At some point the newly arriving limos are no longer moved to the open spots in the garage, clogging everything there.
Vincent_WolfGang 15 Jun, 2017 @ 10:08am 
Thanks murgh. I cant wait for a Chinook delivering prisoners Epc!.
murgh  [author] 15 Jun, 2017 @ 10:04am 
And yeah I can look at c.u.r.b. Nice mod with cool useless decoration parts can always fill some empty space which isn't used otherwise anyway.
murgh  [author] 15 Jun, 2017 @ 10:01am 
That whole aviation mod can need some polishing. Those buttons should update themselves instead of a tooltip somewhere else. The helipad is way too small indeed. And the heli should leave on the other side of the map instead of fly back. I got a chinook which kinda fits the scale but it's big indeed. Who cares, those are big machines. :) Can't spawn 50 prisoners out of a private heli which belongs to Magnum...