Prison Architect

Prison Architect

Murgh CombiPack for PA 12a
599 Comments
orb 13 Sep, 2018 @ 12:19pm 
Daddy Spideroh 13 Sep, 2018 @ 10:31am 
WIll This be updated?
Threnody 27 Jun, 2018 @ 12:59pm 
Thank you!
murgh  [author] 27 Jun, 2018 @ 1:50am 
Mods are 'disabled' if you don't research them, but the UI is not part of that. There is no way to have both the new UI with all the new added icons and the default one available at the same time.

You can delete ui.png from the mods files, but you will end up with lots of empty blue room icons and I'm not even sure if it can still display the normal icons properly, since I moved stuff around in the file controlling that.

btw this version of combipack is no longer maintained since Update 14 is already on the beta channel. Opt in for the game beta and use the newer combipack instead, it's strongly advised since Update 13 had some saving bugs crashing the game which have been solved in the beta.
Threnody 26 Jun, 2018 @ 6:47pm 
Thanks for this! Is there a way to disable certain mods? I want all of these except the UI update.
Arrow 24 Jun, 2018 @ 5:06am 
but their also one sub-mission of wigs production grants cant be done
Sub-mission:
Assingn 1 prisoner to work at the wig production
I assigned, two wig production i tried to to assigned each room one prisoner, but this quest can done.
murgh  [author] 24 Jun, 2018 @ 4:58am 
It's completely random so you were just out of luck, no bug.
Arrow 24 Jun, 2018 @ 4:53am 
BarberShop only give blond hair, I cant done wigs production Grants
mat1k 22 Jun, 2018 @ 2:39pm 
Swwet, will a link be put here or should i just watch for it in your workshop?
murgh  [author] 22 Jun, 2018 @ 1:54pm 
@mat1k/Zimty86: This version will have messed up sprites. Devs added several things to core game files which this mod is touching as well, so no more updates will come on this version. It will stay online though, for use with older offline versions of the game (update 12 and 13).

CombiPack for Update 14 will be available this weekend, see update notes below!
murgh  [author] 22 Jun, 2018 @ 1:50pm 
Well as said in the video, Leander has been improving the mod system a lot and I've been giving many inputs and feedback and we did a lot of testing the new staff in the past two months to achieve all this. The map in the video runs on CombiPack for Update 14, which will be released soon! Currently still busy doing the last testing with an improved cemetery though, so I can't release it just now.

New features include:
plantation workers - staf working on the cotton plantation helping out prisoners
forestry workers - staff working in the prisoner forestry
garden workers - no more gardeners but special garden workers helping out at the garden
prison fire brigade - up to 4 teams of firemen with water tanks able to fight fires automatically
cemetery - a whole funeral takes place when a person dies
tailors in the jeans manufactury making clothes
improved menu with dividers all over, so finding objects/rooms/quickbuilds from mods is easier
more lights - indoors and outdoors
Zimty86 22 Jun, 2018 @ 1:45pm 
with the new version 14f everything is a bit confused with the mod
Sopel 22 Jun, 2018 @ 1:16pm 
I've just watched the latest update video for PA - you've got a big shout out from the creators, they also showcased your mod, good job on getting the recognition you deserve!

That being said, will you create a new CombiPack, or this one will just get updated? Also, with the changes to the modding system, when can we expect it and if we can expect something new added to the pack?
mat1k 22 Jun, 2018 @ 1:16pm 
Will this work with the new Alpha 14 Update?
murgh  [author] 17 Jun, 2018 @ 3:09pm 
I've gone a bit further and added the lightbulb and TL lights from the game files as well, and fixed the statuslight sprite. Also changed the statuslight sprite on the basketball field to show a basket instead. Normal lights will be invisible, indoors and outdoors. But it will be possible to create a visible indoor light, or outdoor light with the default light sprite or the new ones which are already in here. So in short, it got fixed and many lights got added for the next update of this mod:)
Thanks for the notice on the streetlights, otherwise I wouldn't have noticed it.
murgh  [author] 17 Jun, 2018 @ 6:52am 
Ok, got it fixed for the next update, no worries.
murgh  [author] 16 Jun, 2018 @ 4:24pm 
Crap I forgot about those...
That sucks, and I'm not sure if that can be fixed at all. Giving the outdoor lights another rotate type would flip them over correctly for the streetlights, but look weird on pavings. And adding another sprite for lights is not moddable, it wouldn't light up the place. So I'll guess I need to make some other kind of StreetLight which can fit the outdoor light beneath better.
Erystia 16 Jun, 2018 @ 2:59pm 
Probably an unintended bug, but all the basic lights get converted to the Outside Light sprite, making the streetlights look weird.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1413893970
murgh  [author] 10 Jun, 2018 @ 1:58pm 
Upcoming features:

...various improvements for the cotton plantation...
...items in the Objects menu get clear separators between various mods...
...aaand a new mod, prolly the coolest one ever: Fully automated fire fighting on demand!

No release date planned yet, waiting for some other things to get done first. Stay tuned!
murgh  [author] 10 Jun, 2018 @ 1:42pm 
@moireceptik Sorry, translations for this mod will be too difficult to make. There is too much to translate and this is not a paid job...
Santa* 31 May, 2018 @ 4:19am 
Классный мод, но не возможно играть без русификатора - многие слова не понятны. Планируете выпустить русификатор под этот мод?
murgh  [author] 25 May, 2018 @ 11:33pm 
http://www.introversion.co.uk/prisonarchitect/builds.html
Feature in update 13, just click the full change list.
EthynWithAY 25 May, 2018 @ 7:06pm 
@murgh

Hm. See, I disabled your mod to try another mod package, specifically the {All-in-One Deluxe Edition} made by GrandSong. Now that feature has disappeared from my game, and I can't find anything mentioning the feature online, so maybe something in that mod pack took it away.

I'll do some digging and see if I can figure it out, because that is a SUPER useful feature to have.
murgh  [author] 25 May, 2018 @ 12:09pm 
I think that feature got added in Update 13. There is no part in this mod touching that.
EthynWithAY 25 May, 2018 @ 11:24am 
@murgh

Hey man, awesome mod pack you have here! I'm just curious, but one of the mods in this pack adds an "End Punishment" botton on the prisoners individual info screens whenever they are in Lockdown or Solitary. Do you know which mod adds that specifcally?? For the life of me I can't figure it out!

Thanks in advance!
CRΞCKΞRSJΞXX 24 May, 2018 @ 6:04pm 
I cant seem to get the menu for my tesla matic to show up, so i cant configure it to work! I'd love some help.
-Creckers
murgh  [author] 16 May, 2018 @ 2:09am 
Mod update:
- Added a Reset Jobs button on Cotton Plantation Control and Garden Control. Too many jobs on plants? Open the Foundations menu, right click and drag above plants to cancel jobs, then press the Reset Jobs button. If you don't use the button, then cancelled jobs will not be issued until the next Harvest Hour. From that moment on there should be no tons of jobs stacking on top of each other any more.
murgh  [author] 15 May, 2018 @ 8:02am 
Mod updated with some small bugfixes in the cotton and garden controls. Hope it's fine now, let me know if it isn't.

NOTE: FOR PRISONERS TO WORK IN THE PLANTATION YOU NEED TO SET YOUR DELIVERIES AREA TO SHARED OR THE SECURITY LEVEL OF THE PRISONERS.
murgh  [author] 14 May, 2018 @ 7:37am 
Screenshots posted at Manufactury mod to show how a cotton plantation is set up.
For the new gardens it's basically the same:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1291485203
murgh  [author] 14 May, 2018 @ 1:11am 
The wig shop grant is fine as well. Get rid of your old bugged mods :)
It's not a good idea to run other mods together with this one anyway. Some haver default definitions for things they don't touch, some will fk up the special distribution lines in this mod and break things, and some will even fk up the sprites if some special files are touched.
FoxyRoxySmile 13 May, 2018 @ 4:56pm 
Thanks for the advice about saving! :) I usually have multiple save files but it was a new prison so I hadn't quite set that up. I'm using the 64bit version, so that might be it. I am running other mods which I will disable to see if it fixes the issue with the toilet sprites and shower sprites too. I am having an issue where the wig shop grant won't complete. There's a requirement that looks like a file path to me, but I'll disable my other mods first and see if it fixes itself.
murgh  [author] 13 May, 2018 @ 2:46pm 
You should also save your prisons to several files, and never ever rely on autosave solely. So you can fall back to different stages of your prison design, in case you build things and find out later that you needed to do the design in a different way without having to start from scratch while most of the prison layout was ok. :)

Be aware that the 32bit version will run out of memory when it hits the 4GB. Typically this will be around 2.5 - 3 hours of gameplay with this mod enabled and everything researched/all stuff put on the map. There is simply so much going on in here with all the added stuff, that the game will be more ram hungry than vanilla. And the 64bit version has load/save problems for some users (including me), the devs are investigating this bug, have a look at the bug tracker website.
murgh  [author] 13 May, 2018 @ 2:34pm 
Hmm, a Turkish Drain (water) had a wrong rotate type indeed, fixed it. That bug has been in there since they were added...

But the rest of the toilets are fine, just double checked. Are you running more mods?
Also, mods don't replace autosave, only saving the game does. I bet the game crashed while saving last night?
FoxyRoxySmile 13 May, 2018 @ 2:27pm 
Toilet sprite seems to be cut in half? Also my game crashed last night and updating the mod replaced my autosave, so I lost a full day of gameplay T.T
murgh  [author] 13 May, 2018 @ 11:54am 
This was quite a big update, please let me know when you find some little things I missed.

Sorry for your cotton plantation and garden, you'll need to set those up again since the old items get deleted. I hope you will like the new implementation, you can harvest way more precise now.
murgh  [author] 13 May, 2018 @ 9:46am 
Mod updated
- Rotatable lights and changed outdoor light sprite
- Rooms menu ordered: all extra rooms are now sorted by name
- Tesla-Matic now has exact timers to zap prisoners at specified game minute
- Fixed the grants and added some new ones
- Added Small Wooden Garden Tables to store Compost, Fertilizer or Raw Cotton
- Cotton Plantation now has Cotton Control and remotely managed Cotton Plants
- Garden now has Garden Control and remotely managed Garden pots
- Shed can spawn eggs/bacon at specified harvest hours or with DoorTimer
- Cotton and Garden Controls have buttons to specify Harvest Hour and range, but you can also hook them up with a DoorTimer to set several harvest hours each day
- Cotton and Garden Controls turn their light on at 20pm and off at 6am.

To see the new stuff in action, have a look at the demo map
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1093878417
murgh  [author] 12 May, 2018 @ 4:25am 
While on it I'm going to give those grant an overhaul as well. They seem to be a total mess at the moment because I changed some resaerch things in the past without updating the grants file.


Until now, a grant would only become visible once the desired item had been researched.
For example:
- once you've researched HairCut you would get to see the BarberShop grants.


I'll change that so that grants will become visible once one level up has been researched.
For example:
- once you've researched Prison Labour, it will make all workshop related grants available. Clicking on a grant then requires to research that specific item. So you click on the Barber Shop grant, which will ask you to research HairCut in its objectives to complete the grant.


This approach should give you some more insight in what's next to come when completing grants.
murgh  [author] 11 May, 2018 @ 2:16pm 
I need a bit more testing to see if all stuff is working as expected. Things are looking great so far, so I'm expecting to be able to update this mod within a few days.
murgh  [author] 11 May, 2018 @ 2:09pm 
More functionality will come:

- TimeWarpFactor calculation: benchmarks the game time and calculates the correct speed to update scripts for all map sizes. This is for objects which need specified times to do the things they need to do, like:

- TeslaMatics: will be handing out sweeps at specified game minutes! This will make sure your therapy programs can always have a tazer shot included at the given times. Time settings will be: every 5 minutes, 4x per hour, 2x per hour and 1x per hour. Its tooltip will show at which minutes a sweep is given at which voltage setting.

- Cotton Plantation gets a LOT of work to do now, to let those prisoners sweat.

- The current Garden Pot will become obsolete and delete itself. It will spawn a remotely managed garden pot which needs a Garden Control. Same for the current Cotton Seeds which will become remotely managed Cotton Plants.
murgh  [author] 11 May, 2018 @ 2:01pm 
And more:
- Since lights can't be modded yet, I modded some outdoor lights which you can rotate and even place on a fence. I took the PoW sprite and enhanced it with the missing sprites to make it face all directions.

- Garden Control and Cotton Control: the remote control units to handle garden pots or cotton. They will look like the outdoor lights to fit in the scenery in a nice way. The range of these things can be set from 3 - 27 square tiles, so you can remotely manage big areas if you like. But you can also use a couple of them and let their pots harvest at specific hours. Or use Doortimers, what ever you wish.

- 3 Small Garden Tables made to store only Raw Cotton, Fertilizer or Compost. This will help you set up proper distribution of those materials. They all look the same, but store different stuff.
murgh  [author] 2 May, 2018 @ 11:09am 
I think I'll change the functionality of that max age button.
Instead of setting a maximum age in minutes, it turns out to be possible to specify a certain hour of the day. So I'll make it that you can set it to, for instance 23, which means harvest takes place at 11pm. Sounds much better, no? And I'll leave the doortimer in as well to be able to do a couple of harvests if desired.
murgh  [author] 1 May, 2018 @ 12:57pm 
Adding the button to set the max age of the plants wasn't enough.

Mod updated:

- GardenPot and Shed are now Wired objects. Besides using the button to set up your harvest times, you can also go for the easier way: set up a doortimer, wire it to a bridge and wire the bridge to your pots 'n shed. When the doortimer comes to an 'Open' hour, the pots and shed issue one harvest job.

This way you can specify several harvest hours. The hours in between must be set to 'Closed'. Cooks start 4 hours before Eat time. It's best to let the pots issue a harvest job one hour before Eat. By then the cooks should be finished cooking and have the time to walk to the Garden to fetch fresh food for the next mealtime. During Eat time they are idle anyway until they have to clean up the Canteen, so the timing should be perfect.

See demo map on how it to set it up
steam://openurl/https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1093878417
murgh  [author] 30 Apr, 2018 @ 3:41am 
Mini update:

- Storage Racks now have 2 spots available for Ingredients (instead of 1).
- Fixed gardenpots spawning a random pot instead of the type you chose from the menu.
murgh  [author] 29 Apr, 2018 @ 8:22am 
Mod updated:

- Shed can produce Eggs and/or Bacon at specified interval.
- Garden Pot now has button to specify harvest time and better tooltips.
- Garden Pots growing Ingredients or Potatoes will always produce a stack of 20.

You can now produce your own food in a more controllable way.
The food you produce can be stored on Table/SmallTable in the Kitchens.

Find the right balance between the amount of GardenPots, Sheds and harvest times in order to have a nice constant supply to your Kitchens without producing too much or too little food.
This might take you a few days of tweaking before you find the sweet spot.

If you set it up right, no trucks ever need to bring in food, because you can make it yourself, and no excess food will be on the tables.

Note: producing your own food doesn't lower the cost for prisoner food: this is determined at the Policy tab of the Reports.
murgh  [author] 29 Apr, 2018 @ 3:10am 
You cannot have a barber shop without having a wig prduction as well, since the hair will stack up and has nowhere to go. Use WallSink(dry) in Cells to settle barbery needs if you don't want prisoners to work in a wig production.
kyoukopan 28 Apr, 2018 @ 9:39pm 
Haven't had any more issues with crashes. I have a barbershop with mirrors and unscripted chairs. Do the hair clippings get thrown out if I don't have a wig factory?
murgh  [author] 28 Apr, 2018 @ 1:19pm 
Next version will have some changes to the garden:

The Shed will be able to produce eggs and bacon (used to be only eggs).
You can set the food amount between 20-80 at a rate between 120 to 1440 minutes.

So for instance you can set it to spawn 40 eggs and 60 bacon at an interval of 240 minutes.
Or no bacon and just eggs, or just eggs and no bacon, whatever you need.

GardenPots producing Ingredients or Potatoes will output a stack of 20.
This timer can also be set between 120 and 1440 minutes.

Depending on your prison size, you can thus produce your own food in a more controllable way.
If you set it up right, no trucks ever need to bring in food, because you can make it yourself.
kyoukopan 27 Apr, 2018 @ 6:20pm 
Thanks! I'll check out the beta.
murgh  [author] 27 Apr, 2018 @ 3:11pm 
@ Kotobuki Please report here http://bugs.introversion.co.uk/view.php?id=11585