Prison Architect

Prison Architect

Advanced Roads 2.0 (bug bash release)
murgh  [developer] 30 Apr, 2020 @ 12:08pm
Known issues / bug reports
Route blocked (no bug)

When building stuff, you will see a lot of the famous red 'cant reach'...
For this mod this is 'normal behaviour', since all incoming stack/boxes go inside an enclosed room which workmen cannot reach at first. The game engine will thus make the placement red, but refreshes this state, it keeps on retrying, so it's nothing to worry about. Stuff WILL be placed.

This issue can't be worked around as well, since incoming stuff NEEDS to be behind bars, otherwise the workmen would rush out to it and grab it before it got distributed to the various stations/helipads. I tried a workaround with simply deleting the stuff and replacing it with fresh spawned stack when a truck starts to drive, but that would result in the game thinking it needs to order the stack again...

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Default Supplytruck / Hearse / Prisonerbus keeps coming (no bug)

This mod scripts the Supplytruck, Hearse and Prisonerbus. If another mod happens to redefine them, then it will overwrite the scripts from this mod. Reorder your mods and put this one on top of other active mods to make sure those vehicles are running the scripts from this mod.

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Emergencies arrive at default road instead of Emergency Station (no bug)

Besides adding Chinook Emergencies, this mod also scripts the normal Emergencies in order to arrive at Emergency Stations instead of the default road. If you load another mod which alters the call-outs then it will break this mod, unless you place this mod on top of it, or disable the interfering mod.


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Empty trucks on route, unloading empty truck bay (no bug)

This is due to some materials being teleportable, and being placed while a truck arrives. The stack is decreased until it's used up, and this can happen before a truck managed to reach its cargo station.

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No trucks bringing deliveries to station (no bug)

Deliveries trucks not showing up can mean 3 things:
1) you forgot to toggle the terminal,
2) you forgot to enable the deliveries station,
3) you forgot to toggle the items which should be brought to the deliveries station.
By default everything is turned off/disabled/unchecked until it's enabled by the player to prevent premature deliveries/actions while you're still busy configuring stuff.

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Traffic lights don't seem to work/gates stay open (no bug)

They start working when prisoners arrived, this is normal game behaviour.

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Limo Garage doesn't like map expansion (bug)

After buying extra land plots the limo garage doesn't update its hardcoded x/y coordinates.
ScriptSystem Error : (CargoStationTruck) RUNTIME ERROR : [string "..."]:1224: attempt to index field '?' (a nil value)

There are many hard coded x/y coordinates saved to the limo garage during initial placement, and it looks like it will be impossible to make the garage update these values upon map expansion.

If you want to expand the map to the NORTH or WEST, you will HAVE to press the Delete Garage button on the Gantry Crane Control booth(s) of your garage(s) before buying new land. This will quickly remove the complete garage including any arriving tow trucks. After land expansion you'll have to place the garage again.

Buying land to the SOUTH or EAST shouldn't be a problem.

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Last edited by murgh; 12 May, 2020 @ 4:47am
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Showing 1-15 of 46 comments
HavVo.xtrue 5 May, 2020 @ 8:29pm 
the normaly truck driver is not in work by jobs on this goes not the station how he can it use them come workers and make all allone
the control light by workstation in work is a objekt can sell it have show it it have to mutch objekts to sell on export them i sell all with this button in menue and have the controll light too sell
sniperxblade71 18 May, 2020 @ 6:50pm 
installed the mod and this happened https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2101552560 unsub and resub does not fix it. only mod activated is this mod
murgh  [developer] 19 May, 2020 @ 2:19am 
Looks like corrupted download, did you remove the mod files before resubbing?
This mod is in folder 2079010429
Also after activating the mod the game should always be restarted, since it needs to init the bigger tileset.
sniperxblade71 20 May, 2020 @ 2:41pm 
i did reset the game after enabling ill try and delete them i didn't think of that thanks murgh i'ii let you know if it works
sniperxblade71 20 May, 2020 @ 3:30pm 
okay so after unsubbing and deleting the file in the prison architect mods folder and the steam workshop folder, I resubbed to the mod but when I resub steam shows it downloaded something but when I do a hard drive search for the mod, and also look in the workshop folder it does not show it's there till after I launch the game. so I launched the game and enabled it and hit apply I saw the black boxes again even after restarting I had the black boxes I've decided to go try the non steam download now. sorry if this is badly written i'm bad at typing long stuff and explaining but I try my best.
Last edited by sniperxblade71; 20 May, 2020 @ 3:36pm
sniperxblade71 20 May, 2020 @ 4:00pm 
okay so it wasn't a bug at all it was the game resolution was set to 1920x1080 after I changed it to the highest resolution it fixed the black boxes they are now gone
Popo Bigles 28 May, 2020 @ 2:33pm 
When loading corpses into a Hearse Chinook at a large helipad, I get three things. Two are coordinates of where the sprite is actually located "MyExportsHook2 found at x/MyExportsHook1 found at y" and a RUNTIME error. The runtime error is the following ": [string "..."]:1112: attempt to index local 'NewStackHolder' (a nil value)". What ever this means, it does not allow the chinook to take off with the deceased in it's emergency hook/carriage.
While playing PA with this mod, I have 11 additional mods that run beside it (12 including AR 2.0).
Last edited by Popo Bigles; 28 May, 2020 @ 2:34pm
murgh  [developer] 28 May, 2020 @ 2:57pm 
The chinook tried to spawn a DeliveryStackHolder just before that line in the script, but that object became obsolete at some point in time and I forgot to adjust this. It should have spawned a PrisonerStackHolder instead, hence it bugged out on the NewStackholder being a nil value. Thanks for the report, the correct item should be spawned now.
Popo Bigles 28 May, 2020 @ 7:07pm 
Could you remove the "Reskin Truck" requirement in the first grant? No matter what I do, texture overhaul mods that include the change of sprites to trucks always reset back to the vanilla skin. The street manager skin changer overwrites the basic truck skin and it is irritating for me, silly I know, but still I'd like it to look the way it was meant to with the overhaul mod. Is there anyway for you to fix this?
murgh  [developer] 29 May, 2020 @ 12:25am 
What you see driving on the roads are by no means default vehicles as we all have known before. You actually see an Engine Block driving, which is loaded onto a Truck Skin together with two Wall Lights and Truck Bays for their cargo.

This mod should always be loaded on top of other mods, since default vehicles in this mod get deleted upon spawning (or are not used at all when it comes to Emergencies) and replaced by the objects above in order to form a complete vehicle. I've browsed the Steam workshop to find many overhaul mods and placed their vehicle skins into the Advanced Roads spritesheet.

So if you play with the PoW mod for example, you would want to set all vehicle skins to type 1, which will give you the war truck skins from that mod to match the overhaul. Now I know that I might have missed a few overhaul mods (I think I've added sprites from about 15-20 mods, I lost count somewhere). If you like to see the vehicle sprites from a mod I didn't notice in the workshop, you can provide a link to it so I can include those sprites as well.

tl;dr you should never ever see a default truck on the road without headlights - in which case you must reorder the mods list and put this one on top of the interfering mod.
Last edited by murgh; 29 May, 2020 @ 12:27am
Popo Bigles 29 May, 2020 @ 11:11am 
The mods I've used so far are the SCP-Overhaul and the Warhammer 40k overhaul, and I didn't mean "default" as in vanilla scripting, but just the general texture for the truck, sorry for the misunderstanding on that part. The Advanced Roads mod has always been on the very top of my modlist since I've downloaded it.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=443789495&searchtext=SCP https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=279678647&searchtext=Warhammer
Last edited by Popo Bigles; 29 May, 2020 @ 11:12am
murgh  [developer] 31 May, 2020 @ 8:34am 
Did you expand the land perhaps? I just fixed a bug where default trucks couldn't find the stack transferrer after land expansion.
Popo Bigles 31 May, 2020 @ 9:23am 
No, in fact I think I've only ever expanded my land once in my entire ownership of PA, lol. Is there a possibility that a mod that adds a object/script and is below the Adv. Roads mod could have a conflict? Like a sort of loop?
"Attempt to compare nil to number" clogging up the error log and a hearse is just sitting in a random emergency spot and won't leave
Rhaemir 3 Jun, 2020 @ 5:29pm 
So I can't use the garage, setup works fine, but when the trucks come to drop off the limos, the crane doesnt move at all. The staff guy goes to the terminal and it says its unloading, trys for a while, and then the terminal says its idle, with unload truck in the queue.
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