Prison Architect

Prison Architect

Ozone's Fixes & Qol All-In-One
 This topic has been pinned, so it's probably important
Ozoneraxi  [developer] 20 May, 2023 @ 10:18am
3
BUG TRACKER. Feedback. List of fixes and changes
if you wish to leave a nice comment that doesn't require an answer please do so in the comments section :)

If you are reporting bugs, providing lengthy feedback, asking questions or requiring troubleshooting then use this thread for it or you might not get an answer (this thread is the only place where I help with technical issues).

You can request any base game fixes/changes here and I will approve or reject them (depends how doable they are to do etc.).

If by any chance this mod causes any issue (hopefully not) that will have the biggest fix priority. Report bugs in this thread, please.

Consider uploading a save file if you wish to report issues (e.g. Steam Workshop).

Installation instructions: - subscribe to the mod in Steam Workshop and wait for install - ESC >> Extras >> Mods -> tick the mod and then click Apply, like with every other mod. Use arrows to change mod order priority.

Changelist below, should be near-complete.

Enabled unused and campaign-only features in sandbox mode
Most of them are decorative. Some objects have been given a use however.

Functional objects
- EEG -> see scripted section for more details on this one

- Oak Bookshelf - broadcasts Literacy/StaffRecreation like the 1x1 bookshelf. Slightly bigger range. Also improves cell/dormitory/classroom quality rating
- Phone Cabinet - can be used to make phone calls (Family/StaffRecreation if in staff only area). Improves cell and common room quality rating
- Lamp Cabinet - improves cell quality rating
- Paint Cabinet - improves cell quality rating
- Cigarette Machine - if your prison is very dangerous then some staff might pick up an unhealthy habit to alleviate stress (StaffSafety need)
- Mail Box - unsorted mail will be stored here when placed in mail rooms, and will also be stored in mail boxes from Storage/Deliveries temporarily if the mail room is at max capacity
- Staff Shed - boxed staff meals will be stored here when placed in Storage rooms

- Red Staff Door - staff can open it like the other staff doors

- Legacy Jail Bars
--> Jail Bars can be found in Objects tab and function like wall panels
--> Armed Guards can shoot through them just like they can shoot through fence/barred walls

Decorative objects
- Hydrant
- Church Statue
- Candelabra
- Legacy Decorative Gravestone
- Mirror
- Bucket
- Traffic Light
- Bus Stop Traffic Sign (found in the Signs/Vehicles subtab/filter in Objects)
- Stationary Vehicles (found in the Signs/Vehicles subtab/filter in Objects)

Floors and walls
- Road Markings (standard, left, right)
- Road Crossings (standard, left, right)
--> these road tiles let the players build fancy roads in their prisons

- Legacy Mud
- Gravel n Stones
- Clay Tiles
- Blue Tiles
- Orange Tiles
- Parquet Floor
- Carpet (Greensward)
- Carpet (Multicoloured)

- Concrete Masonry Wall
- Hazard Pipe Wall (low height, doesnt block visibility)

New features
- Construction Specialist staff type
-> see scripted section for more details on this one

- Prisoner Uniform Pack
-> stack size: 15
-> dont spam buy them if you dont have baskets to deal with the surplus of uniforms. This should only be used for edge cases.

- Air Riot Police callout - requires Helipad

Objects
Functional objects fixes
- staff can now take staff meals from bamboo serving tables that are placed in staff canteens.
- inmates can sit on the swivel chair, brown sofa, double brown sofa and leather sofa. They can satisfy the comfort need and they can be used to eat at a table.
- staff can sit on the office chair, deck chair, yellow chair, park bench, bamboo bench, brown sofa, double brown sofa, leather chair, leather sofa, bleachers and outdoor tables when placed in staff rooms or staff only sectors. They can satisfy the staff comfort need and some can also be used for eating.
- inmates can now satisfy Hygiene using Sink n Mirror and the toilet's sink.
- inmates can now satisfy Hydration from sink n mirror, bathroom sink and the toilet sink.
- inmates and staff can now drink coffee from the coffee machine (staff will need it placed in a staff only zone) (hydration/staffhydration)
- staff can use the Fight Ring, Tyre Apparatus, Pull-Up Bars, Knee Raises and Push-Up Stones when placed in staff only zones (StaffRecreation)
- bookshelves, boomboxes and canvases now broadcast StaffRecreation. Pet Bird broadcasts StaffComfort and StaffRecreation.
- staff can watch cinema movies in staff-only cinemas.
- staff can now pray in staff-only chapels using pews or prayer mats (StaffRecreation)
- staff can now use phone phone booths and video call booths when placed in staff only sector (StaffRecreation)
- fixed offset for inmates office chair sitting animation
- inmates can now use the office desk computer (requires chair in front) (Literacy)
- staff can now use the office desk computer (requires chair in front and staff only sector) (StaffRecreation)

N.b. Office desk doesnt have visible broadcast range. This is intentional.

N.b. Some users reported that some object fixes do not work if the mod is enabled on an existing save. To fix this just replace the object in its exact same position by using the Move Tool.

Misc. fixes
- fixed an issue where inmates would be stuck in a loop when trying to sit on the mattress
- dirty fix attempt for staff computer station incorrect sitting.... + discharge StaffRecreation/StaffComfort
- adjusted mattress and coffin bed needs filling
- adjusted pet bird broadcast range to be consistent with canvas
- hay bail object is consistent with hay bail wall

- fixed an issue where staff would all prefer to all eat at the snack machine and never eat staff meals from the staff canteen. Now only one single staff member can use the snack machine at a time.

- assigned placement and opening/closing sounds to many doors, staff doors, visitor doors, remote doors, jail doors, fence gates etc.
- assigned placement sounds to many chairs, tables, desks, sofas, beds and other types of furniture
- assigned placement sounds to many windows
- assigned placement and idle close proximity sounds to many electrical objects
- assigned placement sounds to many light sources
- assigned sounds to many plant based objects
- assigned engine sounds to many trucks and vans
- assigned rotor sounds to many helicopters
- assigned placement (and idle close proximity) sounds to many (and some) miscellaneous decorative and functional objects
- arcade idle sound event audible distance and volume decreased

- more objects (such as the sofas, beds, other) will attach to walls to avoid room clutter
- some Perfect Storm objects will attach to walls to avoid room clutter
- weapon rack is made of hollow metal instead of wood; fixed weapon rack toolbar sprite
- adjusted Street Lamp render depth

- fixed some items (e.g. large TV, sofas) not increasing the grading of common rooms despite communicating they do
- updated toilet name and tooltip to notify the player it is a toilet + sink combo
- updated tooltips of wooden stools, sofas, office chairs, desks (fancy), plants (cactus), bathroom sinks, drinking fountains, advanced search lights etc. to notify the player if they improve/degrade the grading of a room
- Psych Ward items will always communicate if they improve the grading of the Psychiatrist Office, not just before researching them
- updated Weapon Rack, Transport Ferry Dock, Guard Pavilion and Guard Pavilion Corner tooltips with information about the changes


Staff and NPCs
Workmen
- fixed workmen idle noise spam (constant grunting and sighing) that would occur after they finished a task
- you can now revert building behaviour to 2018 edition of the game if you so desire --> see scripted section: construction specialist for details
- have audible, but very subtle, footstep sounds

Guards
= Stun Baton weapon retrieving fix -> see scripted section for fix details
= Pavilion/checkpoint fixes -> see scripted section for fix details

- have audible, but very subtle, footstep sounds (Deskius)
- warnings given to inmates are now audible for the player
- removed classroom noise spam that guards would do during some programs

N.b. The "shout warning" event is similar to the misconduct alert that they play, but lower pitched for easier identification.

Dog Handlers
- will now sometimes use their whistle when engaged in combat
- will now grunt in pain when taking damage or knocked out
- now have sounds for unlocking doors (consistent with guards)
- now have sounds for equipping stab vests (consistent with guards)

Guard Dogs (scripted)
- if All Dogs option is selected then the game will stop reshuffling the dog sprite on save reload, restoring the first recorded sprite variant instead (e.g. the sprite on hire or the sprite detected when first enabling the mod)

Armed Guards
= Pavilion fixes -> see scripted section for fix details

- will do a sound alert when they spot misconduct
- now have sounds for unlocking doors (consistent with guards)
- now have sounds for equipping stab vests (consistent with guards)

N.b. The sound alert is identical to the "move order issued" sound effect. If you hear an armed guard taking a move order you did NOT issue, that means they spotted misconduct by themselves!

Snipers
= Tower fixes -> see scripted section for fix details

- will now grunt in pain when taking damage
- will do a sound alert when a Sniper is K.O.
- "on foot" warnings given to inmates are now audible
- now have sounds for unlocking doors (consistent with guards)

N.b. Snipers sound like armed guards, but with higher pitched voices for easier identification.

Orderlies
= Sedative Shot Syringe retrieving fix -> see scripted section for fix details

- will now grunt in pain when taking damage or knocked out
- now have sounds for unlocking doors (consistent with guards)

Chief
- will now grunt in pain when taking damage or knocked out
- now have sound effects when fighting in self defence (identical to guards)

Riot Guards
- have audible footstep sounds (Deskius)
- minor sound consistency changes

Elite Ops (scripted)
- have patrolling sounds (consistent with soldiers)
- will now grunt in pain when taking damage
- an alert will be played when an Elite Op is K.O.
- Elite Ops now have move order issued sounds
- fixed AR automatic firing mode

Soldiers (scripted)
- no longer get tired (consistent with riot guards and soldiers)
- will now grunt in pain when taking damage
- an alert will be played when a Soldier is K.O.
- Soldiers now have move order issued sounds
- fixed AR automatic firing mode

OTHERS
- fixed criminally insane inmate "bed stuck loop" --> see Scripted: EEG for details
- delivery man sprite is now using a generic sprite (Truck Driver) instead of an important campaign character sprite (Palermo's daughter)
- doctors have move order issued sounds (consistent with paramedics)
- an alert will be played when a Bounty Hunter is K.O.
- fixed Bounty Hunters (scripted) MAR automatic firing mode

UNIFORM PACK FIXES (can be any staff)
- fixed blinking sprite for a male inmate subtype (default uniforms)
- fixed blinking sprite for a teacher subtype (default uniforms)
- fixed blinking sprite for orderlies (default uniforms)
- fixed blinking sprite for a doctor subtype (future uniforms)
- fixed blinking sprite for two armed guard subtypes (jungle uniforms)


Production rules
- prisoner uniforms, unsorted mail, mail satchels and shop goods can be stored on small tables, oak tables and wooden tables just like they can be stored on standard tables (normal and bamboo tables)
- dirty food trays can be stored on small tables, oak tables, large dining tables, small dining tables, diner booths, wooden tables and outdoor tables just like they can be stored on standard tables
- dirty food trays from staffrooms will be cleaned even if the player forgets to connect the staffroom to a kitchen. You should still connect a kitchen to it, or it won't be efficient!
You can connect the same kitchen to multiple canteens, staff canteens and staffrooms if you hold SHIFT while doing the connecting.
- boxed staff food will be stored in Pantry/Storage rooms and Staff Sheds/Storage Shelves instead of filling Deliveries

- fixed Short Bookcase inventory: sorted books can be stored on short bookcases just like they can be stored on library shelves
- library shelves and short bookcases will be filled with books even when placed outside libraries

Rooms, sectors and object quality ratings
- dormitories, solitaries and padded solitaries are grouped in sectors like standard cells.
-> Fixes many logistical issues such as janitors taking too long to collect/distribute uniforms
-> Fixes fog of war visibility issues with these rooms
- psychiatric offices are no longer grouped into the sector (fixes a program issue if the door was zoned in as part of the psychiatric office)

N.b. Use the Empty Room or add extra doors if you still want each dorm/solitary to be its own sector.

- misc. cell/dorm room quality rating improvements
- leather sofa, brown sofas and dining chair now improve cell/dormitory quality rating like the other chairs and sofas
- bathroom sink can now be used as an alternative to the sink and mirror to improve cell and dormitory rating
- drinking fountain can now be used as an alternative to the water cooler to improve dormitory rating
- library bookshelves can now be used as an alternative to the short bookcases in rooms where short bookcases affect quality grading

- staff will no longer fulfill needs inside offices and psychiatrist offices if they are set to shared or to an inmate sector. This is to disable intermingling with the inmates that might have programs in those offices.
- staff will no longer fulfill needs inside training rooms if they are set to shared or to an inmate sector. Allows experienced architects to artificially disallow on-break staff from interrupting programs by setting it to death row (inmates wont enter the sector, death row inmates are in permanent lockdown anyway and staff wont rest there)
- staff will no longer fulfill needs inside Security rooms if they are set to shared or to an inmate sector. Players often put chairs in there for the CCTV/door control systems/phone taps guards etc. and this is to fix staff trying to sit on the same chairs.

N.b. For other rooms where staff use facilities by default consider zoning just the objects staff want to use as an non-staff Empty Room if you dont want staff using those facilities. The rooms mentioned above were changed just for convenience.

Construction, walls, floors.
- some floors move speed costs, prices and "required building material" have been adjusted for consistency with similar floor types (flowery field, carpets, concrete floors, wooden floors, stone floors, tiled floors etc.)
- fence wall no longer blocks visibility (consistent with every other low height fence)

- added construction sounds to many wall types that didnt have them before
- added construction sounds to many floor types that didnt have them before


Equipment/Weapons/Contraband
- phones, stun batons, barbed wire bats, tazers, cb radios, hoses, spatulas, microphones and megaphones are metallic
- oranges, booze, booze ingredients and produced booze are smelly
- drinks used for alcohol brewing are smelly and will be confiscated if found
- sub machine guns, assault rifles and modified assault rifles are now warden excluded similar to the shotgun and rifle
- rifle range more consistent with the guard towers range (fixes some weird cases where no damage would be dealt to inmates)

- Cb Radios can now be stolen by inmates from Security Room

- assigned attacking and "get hit by" sounds to clubs, stun batons and some firearms
- assigned sounds for dropping stun batons, modified hand guns and modified assault rifles


Callouts
- added Air Riot Guards as a cheaper alternative to the expensive elite ops
- Elite Ops helicopter renamed to Special Units helicopter as it can be used to call either Elite Ops or Riot Guards
- notify the player that Bounty Hunters are an automated service
- air services will now use the helicopter icon variant instead of the road icon variant
- Armed Police (chapter 3) now uses a more fitting squad icon variant
- all helicopters now use the same naming convention


User interface
- Ingredients Policy (Reports UI) -> Imported/Fresh Ingredients ratio is now communicated more clearly to the player
- Signs subtab/filter (Objects) -> renamed to Signs/Vehicles
- dev/modding tools: fixed Sound Editor drop down menu offset

Misc. tooltips and descriptions
- updated room descriptions for canteen and staffroom with information on Staff Needs
- do not know how to fix this so until then: since keycard doors cause path finding issues when combined with other door types - added a tooltip that they basically function as access only doors so that players can plan their prison designs accordingly
- corrected descriptions of some Perfect Storm related strings or events
- corrected the descriptions of some objects or programs
- corrected/updated the descriptions of some rooms or logistical menus


Warden Mode
- the player controlled warden can now embark/disembark the ferry boat --> see scripted section: Transport Ferry for details
- the player controlled warden can now unequip the Stab Vest --> see scripted section: Weapon Rack for details

Scripted fixes (some require manual activation)
Click the object after building it, you should see new button toggles in the pop-up menu.

Guard Tower and Wooden Guard Tower
- fixed some cases where 2 snipers try to man the same tower (always active)
- fixed some cases where snipers would deal no damage to inmates while shooting from the top of a tower (always active)

N.b. The tower fixes do not apply to zombie engagement. If you play with zombies then I advise you turn freefire on.

Guard Pavilion and Guard Pavilion Corner
- fixed an issue where armed guards would not be able to reload their shotgun while stationed in pavilions (always active)
- fixed an issue where disarmed, unconscious or dead guards/armed guards would get stuck in pavilions (always active)
- fixed some where 2 guards/armed guards try to man the same pavilion (always active)
- guards and armed guards will no longer patrol pavilions when Stay Indoors order is active (this is because pavilions do not protect from extreme deadly weather conditions like towers do)

Engagement logic fixes/qol (always active):
- guards and armed guards now taze/shoot targets more reliably from the top of the pavilion
- guards will leave the pavilion to engage inmates in melee if they have no tazer or it is recharging
- guards will leave the pavilion to engage zombies in melee
- freefire off: armed guards will leave the pavilion to engage inmates in melee if they have no tazer or it is recharging
- freefire on: armed guards will engage inmates lethally from the top of the pavilion without leaving
- armed guards will always engage zombies lethally from the top of the pavilion regardless of freefire setting
- exception to all engagement cases: guards and armed guards will always leave the pavilion if their target is out of their effective range regardless of freefire setting or target type

- adds interface component: clicking the pavilion will prompt you with buttons
-> clicking the ORDER button allows you to activate an optional change
-> the ORDER button lets you toggle if a guard/armed guard should leave the pavilion when they spot misconduct.

Checkpoint
- guards will no longer man outdoors checkpoints when Stay Indoors order is active (Checkpoints do not provide weather protection after all)

Weapon Rack
- adds interface component: clicking the weapon rack will prompt you with buttons
-> clicking the FIX button allows you to activate an optional patch
-> the patch fixes an issue where guards and riot guards would never retrieve their stun batons if disarmed in combat

-> clicking the NO WARDEN ARMOUR button allows you to unequip your own body armour (Warden Mode feature)

You should ONLY enable the fix for one weapon rack per armoury!

EEG
- adds interface component: clicking the EEG will prompt you with a button
-> clicking the FIX button allows you to activate an optional patch
-> the patch fixes an issue where orderlies would never retrieve their sedative syringe if disarmed in combat
-> the patch also fixes an issue where criminally insane inmates would get "medical bed loop stuck"

You should ONLY enable the fix for one EEG per infirmary, except if you build infirmaries that are *really* big.

Transport Ferry
- adds interface component: clicking the transport ferry will prompt you with a button
-> clicking the Embark warden button allows you to embark the ferry while playing as a Warden (Warden Mode only!)
-> you will disembark automatically when you reach the destination. If you changed your mind and no longer wish to navigate, click the Embark button again to leave the ferry
-> you will not embark if another staff member claims your spot. You cannot disembark while the ferry boat is moving

Note: You must click the ferry boat itself, not the dock.

Construction Specialist
- requires office
- one per prison. Attemping to hire more will fail and refund you the hiring cost
- adds interface component: clicking the Construction Specialist will prompt you with a button
-> clicking the WORKMAN button allows you to activate an optional change
-> the change reverts construction and delivery behaviour of workmen back to pre-Rock update/pre-Island Bound behaviour (ImmediateMaterials). Basically workmen will take less time building things.

Rats
- fixed an issue where rats would get stuck in pavilions/pavilion corners where they wouldnt be able to be removed by Pest Control (roughly every 60 seconds a check is done if a rat is stuck then it is kicked out southwards). By extension the issue where Pest Control do not clear the rooms of rats is also fixed. (always active)
-> depending on the prison layout and how many pavilions there are it might take several "evacuations" until the rats are fully out (you might need to call the Pest Control more than once as the game is kicking out the stuck rats)

National Guard Helicopter
- dirty fix for soldiers getting stuck when disembarking (Riot failure condition): adds interface component: clicking the heli when the soldiers are disembarking will prompt you with the "Dismiss" button. Using the button fixes the stuck soldiers and dismisses the heli.

The reason I am scripting objects instead of the guards/snipers/orderlies themselves is because:
1. Basically no other mod modifies those objects.and as a result:
2. By doing so the patch remains compatible with most mods that modify guards/snipers/orderlies at the expense of a minor(?) performance impact.



COMPATIBILITY
If you read the description you would have noticed I recommend running this mod below everything else. This is because if two mods modify the same object, the mod running on top takes priority. You will likely lose some of the bug fixes this way though (at the cost of the other mod still functioning).

@Modders - To avoid compatibility issues feel free to make "add-on mods" for this All-In-One. Or if you want to modify an object this mod already does, to add the fix in your mods too. Dont reupload the whole thing, only take the relevant parts to ensure compatibility. Contact me for assistance.
Last edited by Ozoneraxi; 19 May @ 10:14pm
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Showing 1-15 of 196 comments
Ozoneraxi  [developer] 20 May, 2023 @ 10:20am 
1
Reading this? Reminding once again you should report issues and such so that I can have a look at them. You can report both vanilla issues as well as any issue this mod might cause (hopefully the mod doesnt cause any...)

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.

List of fixed issues that for technical reasons cannot be considered fixes
- assault rifles and SMGs cannot be fired in full automatic mode anymore (fixed for soldiers, elite ops and bounty hunters only)
- 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)

List of issues I am aware of
Serialisation issues:
- 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/

It looks like the game bugs out if you use mixed intake (bus and heli) for some reason. I was able to get the inmates to queue to near capacity by doing the following: - tick remove intake restrictions (Intake) - untick Prisoner Replacement (Intake) - I zoned built cells until the the game recognised they exist and queued inmates - I set up Logistics > Transport to only accept inmates with either just bus or just helicopter. There are probably other ways to force-fix this, but I cant investigate all day... UPDATE: Setting both road and helicopter (maybe boat too) to both accept all categories inbound also permits you to force-fix fill to capacity (after zoning enough cells). The issue seems to happen if you have an intake zone that only allows some categories. From my testing: - fully disabled heli inbound but fully enabled road inbound --> OK - fully disabled road inbound but fully enabled heli inbound --> OK - partially enabled heli inbound and partially enabled road inbound --> NOK/broken - partially enabled heli inbound and fully enabled road inbound --> NOK/broken - partially enabled road inbound and fully enabled heli inbound --> NOK/broken - fully enabled heli inbound and fully enabled road inbound --> OK

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

List of issues that people notified me of, but I didnt look at indepth
- guards wont escort inmates to cells/dorms [cannot reproduce]
- 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

List of issues that are not actually bugs and how to fix them
- food trays not being cleaned when in staffrooms
--> 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

List of issues I am not gonna fix, someone else can make an add-on
- undead uniform pack: dog handler / sniper / chief / farmer / doctor / cook / teacher blinking sprites are inconsistent, maybe some others too
- undead uniform pack: workmen / janitor / gardener / farmer / guard sprites not aligned wirth first aid kit

List of bad design decisions that should be changed
- inmates treat some regimes (e.g. yard, eat, shower) as free time
- 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

Related mods you might be interested in
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3147736039
- 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)
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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
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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
Last edited by Ozoneraxi; 14 Jul @ 5:40am
Playzr 🐵 20 May, 2023 @ 12:50pm 
Unfortunately it looked like in my existing prison the workers were just wandering and not building anything. It wasn't until I disabled this mod and restarted the game a few times that they resumed doing their job. I can't say for certain it was this mod but it seems to be the case.
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.
Last edited by Playzr 🐵; 20 May, 2023 @ 12:54pm
Ozoneraxi  [developer] 20 May, 2023 @ 12:51pm 
Originally posted by Рlαγζr 🐵:
Unfortunately it looked like in my existing prison the workers were just wandering and not building anything. It wasn't until I disabled this mod and restarted the game a few times that they resumed doing their job. I can't say for certain it was this mod but it seems to be the case.

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...
Last edited by Ozoneraxi; 20 Sep, 2024 @ 6:17pm
Playzr 🐵 20 May, 2023 @ 12:55pm 
Yeah it might just be a lack of funds so they're waiting until I had money. I'm more confident that this was the issue now.
Ozoneraxi  [developer] 20 May, 2023 @ 12:56pm 
Originally posted by Рlαγζr 🐵:
Yeah it might just be a lack of funds so they're waiting until I had money. I'm more confident that this was the issue now.

Ah yeah, happens to the best of us. Keep me updated if something else shows up.
Ümit Seyhan 20 May, 2023 @ 4:41pm 
Any chance fixing the path deployement gets removed when a save loaded?
Ozoneraxi  [developer] 20 May, 2023 @ 4:45pm 
Originally posted by Ümit Seyhan:
Any chance fixing the path deployment gets removed when a save loaded?
Inmates/Others directions? Nasty bug. Appears to be caused by broken serialisation on saving. A fix might be possible if tiles are scriptable since the directions are stored as attributes right under them...

Update: Modding API doesnt seem to allow scripting materials.
Last edited by Ozoneraxi; 4 Jun, 2024 @ 8:15am
Baku 21 May, 2023 @ 3:12am 
Thanks for this. Bit ridiculous that you had to take it upon yourself to fix it rather than the people who's whole job it is, but that's the way the cookie crumbled i suppose. Awesome work
Ozoneraxi  [developer] 21 May, 2023 @ 4:16am 
Originally posted by GreatSouthernLand:
Thanks for this. Bit ridiculous that you had to take it upon yourself to fix it rather than the people who's whole job it is, but that's the way the cookie crumbled i suppose. Awesome work
Thanks. This sub forum is for reporting bugs/more serious chatter/lengthy discussions so make sure you also leave a nice comment on the mod page.
Last edited by Ozoneraxi; 21 May, 2023 @ 4:18am
TheOnlyError 21 May, 2023 @ 5:26am 
Great work, is it possible for you to make slight modifications to the security sectors? Like add more security sectors/modify the gang segregation functionality? I'm trying to separate non gang members from the ex-gang/gang members in my prison.
Ozoneraxi  [developer] 21 May, 2023 @ 6:29am 
Originally posted by TheOnlyError:
Great work, is it possible for you to make slight modifications to the security sectors? Like add more security sectors/modify the gang segregation functionality? I'm trying to separate non gang members from the ex-gang/gang members in my prison.

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.
Last edited by Ozoneraxi; 21 May, 2023 @ 6:31am
TheOnlyError 21 May, 2023 @ 6:33am 
Originally posted by Ozoneraxi:
Originally posted by TheOnlyError:
Great work, is it possible for you to make slight modifications to the security sectors? Like add more security sectors/modify the gang segregation functionality? I'm trying to separate non gang members from the ex-gang/gang members in my prison.

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.

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.
Last edited by TheOnlyError; 21 May, 2023 @ 6:34am
Ozoneraxi  [developer] 21 May, 2023 @ 6:35am 
Looking into it... I believe there is no easy way to make a room "non-gang only" atm and the menus dont seem editable.
Last edited by Ozoneraxi; 21 May, 2023 @ 8:09am
CyberHawk44 21 May, 2023 @ 7:56am 
Hi, the chefs no longer rinse the dishes. The dishes are already stacked in the staff area.

And thx for your work :)
Ozoneraxi  [developer] 21 May, 2023 @ 8:08am 
Originally posted by CyberHawk44:
Hi, the chefs no longer rinse the dishes. The dishes are already stacked in the staff area.

And thx for your work :)
Provide save file (upload to workshop).
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