Prison Architect

Prison Architect

[OUT OF DATE] {All-in-One Deluxe Edition}
nobrainer 22 Jul, 2017 @ 1:29pm
Some feedback and suggestions
First of all congratulations on a great mod. I've been trying it and so far I've been really enjoying it.

There's some feedback and suggestions that I would like to give to you:
  • Locking the laundry room behind the prison labor research creates a problem for early prisons that don't rush to that research because the prisioners start to have serious complains about their clothing after being in the prison a day or two. Although I understand why people see the laundry as a place for prison labour, the fact is that the laundry works perfectly with just the janitors taking care of it precisely to solve the clothing need in the very early game. With this in mind I leave here the suggestion to place the laundry behing the cleaning research instead of the prison labour one;
  • I don't know if it's just me but there's an issue with the clock where the different speed buttons (the ones with the arrows) don't get highlighted when they are selected. The pause button gets white when it's selected but the other speeds don't. Once again, I don't know if it's just me so if you could take a look into it I would appreciate;
  • The final suggestion is related to the fact that I'm using your mod pack together with some other mods, namely the "Natural Textures 2" mod also available on the workshop. I've tried switching the load order of the mods but so far I've been unable to get the bench texture from the other mod. I'm guessing that your mod is probably overriding the sprite. I completely understand if it's not possible to solve this, because it's probably a lot of work, but I would like to suggest you to either:
    • Make a version of your mod compatible with the Natural Textures 2 mod;
    • Release the various features of your mod into several parts (Accounting, the Hitman thing, the extra grants, User Interface, Textures, etc.) so that we could have more flexibility when choosing what to activate in the game.

Once again, thanks for the great collections of mods you provided in this package, and sorry for the wall of text above. :)
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Showing 1-15 of 25 comments
GrandSong  [developer] 22 Jul, 2017 @ 7:56pm 
1.

About the laundry room and prison labor, you are definitely right.

I have fixed this. Now its research requirement is Cleaning (which unlocks Janitor).

Update the mod and enjoy!



2.

It is an unfortunate side-effect after I changed the speed options of these three buttons from the original 1x, 2x, 5x to my doubled 2x, 4x, 10x.

You will find the second button hightlighted after you click the first one. Weird? Well, it is because the speed now is 2x and the highlight-or-not of the buttons are bound to their orgianl speed options.

I can do nothing about that.

BTW, press key 1, 2 and 3 which still accord to the orgianl speed options and you will see each button highlighted.



3.1.

The "Natural Textures 2" mod looks nice but not compelling enough for me to replace the vanilla textures with them.

Unlike icons, vanilla textures are not obviously very bad for everyone. So I think it is safe and still good enough for most players to keep the vanilla textures.

Graphic taste is very subjective. I stay away from that and only choose 1) fixes; 2) much needed improvements like direction hint of Ironing Board.



3.2. Someone already asked similarly about separating my big mod into small ones. I have kept my answer as below in a file because I know more people will ask again. Here I copy & paste it:

Originally posted by grandsong:

The bigger problem of such separation is that different players will ask for different sets of features.

You, as one example, think these graphic fixes are important. Others will probably think very differently. And I bet that soon yourself will change your mind and want more features.

Too hard for me to satisfy people in this way. If I begin doing so, I will be damned. No kidding.

And even now with four versions (full English, lite English, full Chinese, lite Chinese) of AiO, I already feel demotivated by the tasks of updating all the four in concord whenever I improve anything...

So forgive me but I have to deny your request.

He just asked a standalone graphic fix mod. You, however, ask far more. And you need to understand that even if I would, separating key features like user interfaces will take me much, much time for reworking on the image files, config files and debugging a lot for conflicts and inconsistencies.

If anyone wants to do that, I will gladly (but not unlimitedly) offer tech support. But I will not do that myself.


3.3

Graphic mods conflicts can hardly be avoided because they have to modify the same big "sprites.png" file and compete for the only winner. That is one of the most obvious reasons why we need a mod pack like mine to integrate small ones.

However, if you really love "Natural Textures 2", and if you have some basic skills on editing image with Photoshop or so, you can make your own "sprites.png". Go to the mods window and click the "Apply" (no need to de-and-re-activate any mod), then you will see the change.

Caution: Just don't forget to keep a backup!

Whenever I update (well, not often, I promise) my mod, the "sprites.png" will be re-downloaded and replace your verson. Then you have to replace it back again.



Thank your for your feedback!

nobrainer 23 Jul, 2017 @ 2:01am 
Hi GrandSong!
  1. Thank you for correcting the laundry issue.

  2. It makes sense. I hadn't realized that you modified the speeds.

  3. I completely understand your response to point 3. It would indeed be a lot of work. Thanks for the suggestion about editing the sprites.png file, I'll take a look into that.
    Just out of curiosity, how would one actually go about modifying your modpack? I'm not asking for full "tech support" but more like general pointers and what tools do you advice.

Once again, thanks for all the hard work and the great mod pack.
GrandSong  [developer] 23 Jul, 2017 @ 2:48am 
First of all, you can learn the basic from the official wiki about modding.

Then copy & paste anything you like from my mod to your own mod and then edit the files. Don't forget to make sure your mod override mine in the mods window. And you will see how your experimental editing works.

Images files are straightforward and thus simple.

The txt files are configs and need you to study a lot about what these entities mean but don't be afraid.

If you don't be too ambitious, you will be fine.


Solodric 10 Dec, 2017 @ 3:22am 
Been playing again recently to try out the Staff Needs update. I've noticed several bugs (at least, probably) and I don't know when/if Introversion will fix them. Specifically, that K-9 officers (Dog handlers) need to "double rest" - they first go to the staff room to take a break, then they go to the kennel to let the dog rest, then they go back to the staff room... it can get absurd. I'd appreciate it if the dogs could sleep in dog boxes in the staff room, and if the dog handler had the good sense to leave the dog in the kennel and go to the staff room while it sleeps if there are no boxes available in the staff room. Otherwise, you need 4 dog handlers just to reliably hold a single patrol area. Also, the dog handlers are running off to take a dog nap break even when they're not allowed to be on break - a fix for that would be really useful.

Aside from that, gardeners never seem to dress for actually being outdoors. They're constantly cold. Any kind of fix for that, even just making them immune to the Warmth need outright (or operate like doctors/Workmen and not have staff needs) would be appreciated.

While I understand why workmen and your admin staff don't have normal staff needs (starting a new prison would be very challenging otherwise), I don't see any reason why doctors do not. Also, tying in with your 'Guard Corruption' mechanic, I'd especially like to see guards become corrupt in proportion to how dissatisfied they are with their job; a corrupt guard would probably be happier (and less likely to be Pissed Off/beat prisoners to death) but would also cause other problems, so it becomes a trade-off rather than a net negative. Some guards might become corrupt no matter what you do, obviously.

I've also noticed that the weather/temperature setting makes certain things (especially gardening) virtually impossible, since the game always has low temperatures outside (even during sunny summer days). Here's a thought on how to fix that without making life too easy for the players; if some kind of jacket/parka item could be provided (circulating through the laundry room), which characters about to take work shifts out in the cold/rain could use (both staff and prisoners). This puts extra burden on your laundry facilities, but lets you counteract the whole issue of any job outside immediately equating to angry staff/inmates. Could also be useful for prisoners wanting Yard time during cold or rainy days.
GrandSong  [developer] 11 Dec, 2017 @ 1:24am 
1. About Dog Handler
I checked and didn't find anything relating to rest of a Dog Handler or a Dog.
I'm afraid only dev team can fix that issue.

2. About Gardener
Again, I didn't find anything relating Gardener's clothing nor staff needs.
And the config of Gardener has great similarity with Workman, Janitor, etc.
That means no special modification can be done on Gardener.
I don't know why a Workman, as well as many staff types, doesn't have the needs while Gardener does.
Guess yet another issue by dev team.

3. About Guard Corruption
You propopals is reasonable and I would like do it.
But sorry that modding is not able to realize the idea. There are technical limits.
The mod is already the best work of mine to maximize all potientials of modding this game.

4. About Weather
I don't play Weather mode. I did, only for a few days.
Your idea, again (how many "again"s I've said), is not possible.
No prisoner can have different and special uniforms (they are "uniforms" by the name). And no equipment can be affected by modding.
And there's nothing as smart as planning/predicting future actions like picking a jacket first before taking shift.
So, sorry.

My suggestion is, as what I've already chosen to do, simply NOT play this not-fun-but-frustrating mode.
Why not focus on other better, more worthwhile parts of this game?

Solodric 11 Dec, 2017 @ 2:16am 
Check out my dev suggestion list here: https://steamhost.cn/steamcommunity_com/app/233450/discussions/0/1500126447401485324/

Two takeaways for a mod author: First, I'd suggest checking the dog crate or kennel. Perhaps you could simply make tired dogs replenish energy much faster, similar to what the drink machine does in your mod?

Second, perhaps just adding some kind of "warming shelter" item, which can be placed over a wide area outdoors and heat it up, could do the trick of fixing yards/gardens, especially if nearby characters in need of Warmth (even if they're currently working) will still take the time to run and warm up there periodically. Is that possible?

Edit: Also, did you disable the Arcade Machine for prisoners? You say in your description it would be "unrealistic" for prisoners to play on it, but you don't have a Tweaks section saying whether you disabled it or not. I'd rather it not be disabled, but I'm unclear on whether you did.

I'm also curious about whether it would be possible for chairs to give off a "comfort" aura (like the radio) of only 1 tile (so anyone working at, say, a CCTV camera station while on top of a chair will be made comfortable)
Last edited by Solodric; 11 Dec, 2017 @ 2:24am
GrandSong  [developer] 11 Dec, 2017 @ 5:02am 
1. Yes, a mod can replenish energy. My Drinking Machine is modded so.
If you want a simple cheat (like @murgh's sauna) which replenishes within seconds or even an instant, that will be an easy job.
However, if you still want the game to be balanced and to remain realistic, things will be complicated.
A good design is required and the limit of modding will be challenged.

2. Same as above.
Moreover, you need to be warned: How people in game choose what utility to use for a need is based on priorities of these utility types. And the priorities are set in config files.
There is no smart way for them to choose among several options as you anticipate, I'm afraid.
People may ignores the new powerful "warming shelter" or flood to it. I don't know.

3. No, I don't disable Arcade Machine. The "unrealistic" words are just a comment of mine.

4. Yes. Most objects can have an "aura".
You can easily do so by modifying the needs.txt or staff-needs.txt. Look at those with "BroadcastRange" properties. A good example is "ListenToRadio_Modified" section which enables Radios to satisfy Recreation.
However, absuing "aura" will make the game less realistic.

---

I've move on away from PA and am busy on other things.
I recommend you discuss further will @murgh who is a brilliant modder and seems more active than me.

Still, I hope you someday realize that it is not very worth fighting against the flaws of this game while you can enjoy most of it by just avoiding those flaws in the first place.

Last edited by GrandSong; 11 Dec, 2017 @ 5:02am
Russian translation still needs some work on
Sink requirements were removed from the kitchen, which might be kinda needed for the catering crew
Personal sink's don't require water to be used for any weird reason
Can't see export room anywhere
Nevermind, found the export room. It had just unlocked after the "prisoners labour" research tech unlocked for some weird reason
GrandSong  [developer] 2 Sep, 2018 @ 7:11pm 
Originally posted by ~ HetNeSS ~:
Personal sink's don't require water to be used for any weird reason
I tried, but it is impossible to make so. The "water/electricity requirement of objects" function is not as customerizable as it is supposed to be. You will notice that some electronic devices don't really require electricity as well.
GrandSong  [developer] 2 Sep, 2018 @ 7:13pm 
Originally posted by ~ HetNeSS ~:
Sink requirements were removed from the kitchen, which might be kinda needed for the catering crew
Actually, it is more efficient to place sinks in Canteens instead of in Kitchens.
GrandSong  [developer] 2 Sep, 2018 @ 7:16pm 
Originally posted by ~ HetNeSS ~:
Nevermind, found the export room. It had just unlocked after the "prisoners labour" research tech unlocked for some weird reason
What can you export before you make prisoners work?
... Oh, you can export wood. I forgot that...
Anyway, I don't recommend selling wood directly.
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