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And to avoid repeat reports, here is a list of vanilla issues/qol that I am aware of but have no idea how to tackle (assuming the modding API would permit fixing them in the first place). Maybe some day someone will figure a way to fix them.
- some criminally insane inmates don't snap to infirmary beds, results in extended infirmary time not working and doctors not healing them (basically fixed, enable an EEG in each infirmary and the doctors will heal them)
- some multi-session programs reset attendance/success chance inbetween days or after a save reload (flower therapy, three strikes with juveniles etc.)
- some Deployment directions lost on save load
- CCTV camera lock position reset on save load
- some grants no longer save progress on save reload, possibly in certain situations
Developer oversights:
- visitor only zones missing from sector menus
- cannot make non-gang-only sector
- warden vests' sprites alignment issues
- doctors can be sacked during staff strikes
- strike fires not getting built on time because they are being constructed by the few workmen that... are not striking
- escape mode warden AI wont turn freefire on when the player murders an NPC when using "Search and Actions per sector"
- snipers still using "Search and Actions per sector" instead of legacy freefire when they are turned off in Options
- guard pavilions dont protect from Frigid status effect like guard towers do
- can bypass self defence in warden mode if holding non weapon equipment
- inmates grow extra hands when shacked and using gym/yard equipment in lockdown/solitary
- guards prioritise monitoring over Stay Indoors orders even if monitoring equipment is outdoors --> just put CCTV Monitor/Phone Tap/Door Control System/Scanner Monitor inside buildings so you dont have to worry about this
Misc. issues:
- prisoner aging wrong wrinkle sprites on prisons started in old versions --> caused by Sunset update adding new head types and the game not accounting for the change when loading an old prison; this bug wont happen in prisons started in latest game version. You can try to save edit the wrinkles to fix this on existing inmates from old save files.
- inmate Exercise time not counted for Health Grading --> it turns out it only counts for "Exercise ActionType" (such as jogging). Gym/Yard equipment like punch bags or weight benches are "Use ActionType" which do not increment for the Health Grading. This could be fixed at the cost of losing the animations... I definitely wont do that (in this mod at least) as it would look even buggier.
- information hover up text not displaying for emergency buttons
- keycard doors pathfinding issues/keycard doors functioning as access only doors in certain circumstances
- Fruits (natural IngredientsCooked) intended for eating get dumped or queued to Pantry/Exports instead
- disarmed Armed Guards can no longer fight when freefire is turned on or when they fear for their lives
- soldiers (Riot Game Over) have a hard time navigating in island plots/between islands/embarking the ferry
- permanent solitary gang leaders randomly leaving the solitary to do gang stuff
- random render depth issues and inconsistencies with objects
- snipers get stuck if their assigned tower is dismantled before they enter it
- dogs cant be sacked anymore, must always sack dog handler first
- when multiple reception and laundry rooms: certain pairings can confuse the laundry distribution system
- storage shelves do not actually increase storage space (occupy 2x3); [n.b. if modded to occupy 1x3 they have the potential to fix pantry logistics, so thats not a solution]
- staff randomly eat staff doors during breaks (weird animation bug)
- inmates need to be able to pathfind into the shop to use the shop front (that means if u have a shared shop that tries to serve multiple sectors, each sector needs a way inside the shop, even though the shop front requires them to use it from outside...)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3353541105
- visitor booths rotation that have the inmates up + visitor down location requires the visitors/inmates to be able to pathfind into both sides of the room(?). Try using doors and wall panels as a workaround instead of separating the 2 sides strictly with booths. Zone the panel as part of visitation and the door as staff only
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3353533150
- using mixed intake (e.g. some sectors by road, some by helicopter) can lead to Fill to Capacity to stop working: https://forum.paradoxplaza.com/forum/threads/fill-capacity-total-prisoners-intake-option-not-working.1712535/
Modding API and modding tools issues
- influence debug menu broken for some objects (such as towers and pavilions)
- sprites from second DLC sprite sheet "objects_d11_2.png used for alert icons (and a few other misc. sprites) break when mods with external sprite sheets (sprites.png) are loaded
- can no longer set/get guard tazer training
- can no longer set/get status effects on inmates until the game engine did so first
- can not get crisis sector data like it was possible with the legacy global freefire rule
- can not set hand colour for modded NPCs
- some staff needs might get broken in specific conditions relating to enabling staff needs/getting inmates late into a save file [needs further testing]
- sentence adjustments issues (2nd Chances DLC) [needs further testing, mechanics potentially misinterpreted]
- lightning/thunder still ruins tiles with lighting rods present [needs further testing]
- some tasks/duties/actions count the guard-type as being idle even thought they are not
--> in vanilla make sure you connect the staffroom to a kitchen in food logistics. You can connect multiple canteens/staff canteens/staffrooms by holding SHIFT when doing the connections.
--> this mod mitigates this common "issue" by permitting dirty food trays to be collected even in staffrooms not connected to a kitchen, but it will be inefficient
- inmate uniforms not being distributed to some cells/dorms
--> make sure the cell sector/dormitory has at least 1 free tile inside it (not even a light source). Janitors need that free tile to move the basket in to distribute the uniforms
--> this mod groups the dorms into sectors just like the cells so just by having it installed the occurences of this "issue" is already greatly reduced
--> additionally, if you have more cells/dorms than inmates, the uniforms might accidentally get distributed to unoccupied beds... You can manually buy extra uniforms in this mod (Uniform Pack). Dont spam buy extra uniforms if you dont have the baskets to handle the extra work load.
- pavilions or having many solid objects making yards insecure
--> dont zone the tiles occupied by pavilions/solid objects as part of the yard room
- undead uniform pack: workmen / janitor / gardener / farmer / guard sprites not aligned wirth first aid kit
- fines for released inmates that reoffend in 2nd Chances DLC cannot be toggled off
- Advanced Search Light surrender chance too high and ignores inmate traits
- some staff types (e.g. guards, armed guards) idle in staffrooms
- Guard investigation: confidential informants walk to the Chief's office instead of being escorted by guards
- Elite Ops arent automatically targeted by rioting inmates; Elite Ops dont shoot to kill or shout warnings; inmates dont surrender to elite ops; elite ops dont cast suppression; elite ops dont escalate riot background music when called
- workmen, doctors, dog handlers have staff needs
- DLC gang members do not conform to the 1, 2, 3 circles convention like legacy gang members so, results in gang ranks being hard to detect when zoomed out
- this mod implements some minor fixes/qol, however it does so through the use of an external sprite sheet
- breaks some alert icons due to an unfixable game engine issue. All fixes that would cause these issues were added to Extras rather than AIO
- skip this mod if you only use AIO or mods that do not cause the notification alert icons to break
- if you already have mods that cause that issue then consider using the Extras mod too
- use Extras alongside Partial Alert Icons Fix (seen below)
------------------------------------------------------
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2997492081
- "fixes" many broken alert icons/GUI icons caused by mods that use an external sprite sheet (sprites.png) to add graphics.
- unfortunately the game doesn't fix the root cause, only works around it, so it cannot cover all cases
- absolutely only use this mod if you use mods that break the alert icons
- skip this mod if you only use AIO or mods that do not break the alert icons
------------------------------------------------------
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3458434752
- fixes Flower Therapy and Three Strikes Training not saving Attendance/Success Chance over multi-day sessions
- more complex installation instructions (not just subscribe and activate)
- you should really install it if you use those 2 programs though!
- N.b. not maintained by me, so Im not responsible for it
------------------------------------------------------
https://github.com/vojin154/pa_fix_direction_serialization
Directions serialisation fix
- fixes prison and staff directions being lost on save file reload
- more complex installation instructions (not just subscribe and activate)
- you wiil need this if you want to be able to use prison/staff directions
- N.b. not maintained by me, so Im not responsible for it
Edit: It could simply be that there's not enough funds for this section of cloned prison. I may try it again when there's more funds.
Cannot reproduce....
Can you upload the prison to workshop? The mod doesn't modify workmen in any way (besides a sound fix) so it is really unusual this happens. I wish to investigate.
It definitely has to be something else causing it...
Ah yeah, happens to the best of us. Keep me updated if something else shows up.
Update: Modding API doesnt seem to allow scripting materials.
Yeah, I think gang segregation can be theoretically added to every room. Is there any specific room you had in mind? Or do you want all rooms? This could work better as a separate release since it would take a lot of work to change every single room.
Edit: I would also need a lot of help with the testing, since I dont quite play with the new gangs that much.
I posted on the forums[forum.paradoxplaza.com] about it before but don't think they will implement it anymore. My goal is to separate the non-gang members from the gang population. I want to, for example, prevent medium security gang members to enter a regular medium security area. They should only be able to do that if the area has the gang segregation for it. Currently non gang members can not enter gang areas, but not the other way around.
And thx for your work :)