Prison Architect

Prison Architect

Roadworks
Rogue Owl 16 Dec, 2015 @ 12:23pm
Bugs and incompatabilities
If you find any bugs or conflicts between this mod and other mods, comment them here.
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Showing 1-15 of 17 comments
FerroCentric 17 Dec, 2015 @ 3:03pm 
All I know is that stock sprite fix doesn't like other mods, because when there's another mod, it will sometimes grab a texture from another mod and replace the textures with that instead of the fixed sprite.
Emperor Q 18 Dec, 2015 @ 4:05am 
Nothing from the mod is showing up, it's on top of my mods list and the only other mods are your's anyway.
stolzerrabe 18 Dec, 2015 @ 4:10am 
Doesn´t work for me... it is the only mod i´ve loaded, but nothing appears.
DoRAG iZ DeNCH 19 Dec, 2015 @ 1:01pm 
Originally posted by Emperor Q:
Nothing from the mod is showing up, it's on top of my mods list and the only other mods are your's anyway.
Yes because he updated it later on on the 18th and thats what has broken the addon it worked before the update
DoRAG iZ DeNCH 19 Dec, 2015 @ 1:01pm 
Originally posted by stolzerrabe ™:
Doesn´t work for me... it is the only mod i´ve loaded, but nothing appears.
Yes because he updated it later on on the 18th and thats what has broken the addon it worked before the update
I notice this is conflicting with Chad's Drink Mod graphics wise: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=579516926

Is there any way you can fix this?

The water vending machine and the orange juicer seem to be effected thus far... Is there any way to fix this? I'm also letting the creator of that mod know of my findings as well ^^ So no pressure, just a weird finding that can hopefully be fixed.
Last edited by Star Sanctioned Dreamer; 19 Dec, 2015 @ 9:52pm
Rogue Owl 28 Dec, 2015 @ 8:33am 
Mod completely stopped working after latest update
DoRAG iZ DeNCH 28 Dec, 2015 @ 10:02am 
Originally posted by Matthew98405:
Mod completely stopped working after latest update
i havent been on it for a few days so dont know srry
Sambot (human tho, ffs)  [developer] 28 Dec, 2015 @ 1:01pm 
Originally posted by Matthew98405:
Mod completely stopped working after latest update
Try dumping the Traffic Manager, or disabling/re-enabling the mod.
bimmiq 28 Dec, 2015 @ 5:17pm 
vehicles are using defult lanes despite there being lane makers
DoRAG iZ DeNCH 29 Dec, 2015 @ 1:58am 
Originally posted by Bimmiq:
vehicles are using defult lanes despite there being lane makers
well it was fixed when i reported it previously
Manabender 9 Feb, 2016 @ 9:11am 
Preface: Love the mod, it's awesome, it works (for the most part).

Anyway, there are a couple of issues preventing this mod from being as awesome as possible. I'm not sure if it's even possible to fix these things with the mod system, but I'll mention them anyway, just in case.

1) Despite there being a total of ten lanes open for cargo, two of which are also open for prisoner intake, vehicles still seem to arrive only one at a time. I'm currently looking at a prison which was supposed to receive 30 prisoners at 8 AM. It's now 10:38 AM and they still haven't arrived, because apparently a near-endless line of supply trucks were queued in front of them.

In other words, despite the vastly improved "bandwidth" potential, vehicles aren't taking advantage of it.

2) Cargo trucks seem to get immensely confused when you have three roads and a delivery zone next to each. This one is kind of hard to explain, but I'll do what I can. The bottom of my three delivery zones were at Y positions of about 50, 98, and 100 (give or take). Trucks from all three roads would stop at Y=50 and carry their cargo halfway across the map to the zone at Y=50, despite there being a much closer zone. I wound up working around this problem by "linking" the two zones at Y=50 and Y=100 with a pathway of delivery zoning, so it wound up being a single zone consisting of two large areas linked by a "path".

This caused all trucks to instead stop at Y=98 and take all their cargo there instead, ignoring the new double-zone I created. I wanted to link this one up too in order to make one mega-zone, but it was on the other side of the default road, which I can't zone on. Instead, I tried extending the zone so it reached down to Y=100. This worked; now trucks were stopping at Y=100 and dropping off at the nearest zone, except that the ones that are supposed to drop off at Y=50 drive all the way down to Y=100.

This I managed to fix by putting up a road gate near the Y=50 area. The temporary stop causes the truck to unload there.
unknown 16 Feb, 2016 @ 7:32pm 
Great mod, I really like this mod as it made things much more streamlined when huge Foretry installs are in play :3
I have noticed a two bugs that manifest themselves when your mod is active.

1. Cargo trucks can travel through Staff doors, even if the second half of the road is blocked by a Perimeter wall. :/
2. Cargo trucks in custom lanes will be stopped by small gates (duh) but do not request for a guard\servo to open the gate so they may pass. Trucks can remain stuck indefinitely short of user intervention/NPC attempting to pass through.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=626104292
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=626103982
filthydev 2 Aug, 2016 @ 5:08pm 
Last edited by filthydev; 2 Aug, 2016 @ 5:12pm
Sambot (human tho, ffs)  [developer] 4 Aug, 2016 @ 10:47am 
Originally posted by InfinityXGamerz:
there is a problem with the road block http://images.akamai.steamusercontent.com/ugc/263843842032020319/00E80372CF251A24C9A423330DF55BC07EC2CB12/
That is a bug in the game, not in the mod. The devs solved it by not allowing you to rotate road gates sideways anymore in 2.0. Go bug them about it :steamfacepalm:
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