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Pornographic Memory
Dec 17, 2008

Megasabin posted:

1. How can I force a guard to stand near a metal detector and "use" it? Just station them in the area with the detector?

2. Can someone explain the relationship between foundation and walls to me? Whenever I try to lay new foundation to expand a building, it ends up ripping down every pre-established wall around it. It's really annoying.

3. Is there a way to specify a delivery area for prisoner's separate than the one for goods? I see you can make multiple delivery areas, but I'm not sure if you can do something that specific.

1. Guards don't "use" metal detectors. A metal detector simply passively scans all prisoners that walk through it and will automatically queue up searches on prisoners carrying metal objects. They are not 100% effective, however - some metal objects (not any particular kind, mind you, just random ones) do not get detected, and sometimes it produces false positives and queues up a search on a prisoner who isn't carrying anything. And obviously, anything non-metal will get through. It is generally a good idea to station a guard near a metal detector or have a patrol in the area to ensure quick searches, but even without that queued searches will be conducted eventually.

2. A foundation that begins on the square(s) next to a wall will not demolish the wall, while a foundation that overlaps with an existing wall will demolish all the walls it covers.

3. No. Prisoner and goods deliveries will always be in the same delivery area.

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Vahakyla
May 3, 2013
Make a patrol route in a circle near it.

Besides that, I wish there would be a way to have two man cells. It would be such a good idea for low sec guys.


Then again, I already run my nordic prison with hardwood floors and great amenities for most of the prisoners and they are happy as doves.

Deanut Pancer
Nov 24, 2012
1: Deployment -> Patrols
You can draw lines of green squares to mark a path/area, and then left-click it to assign a guard to patrol it. Left-click to add more guards, right-click to remove them (just like assigning jobs). All connected squares will form a single patrol area. So just draw a couple of them next to the detector and you can make a guard stand there almost all day.

2: If you have a building and want to add a new room next to it, draw the foundations on the ground so they touch the squares adjacent to the existing walls but not over the top of them. That way the existing outside wall will become an internal dividing wall will remain between the old room and the new room. If you draw the foundations and have them overlap an existing wall, it will tear that wall down and extend the room instead.

Skaw
Aug 5, 2004

Megasabin posted:

2. Can someone explain the relationship between foundation and walls to me? Whenever I try to lay new foundation to expand a building, it ends up ripping down every pre-established wall around it. It's really annoying.

Don't overlap new foundation with existing walls.

The Deadly Hume
May 26, 2004

Let's get a little crazy. Let's have some fun.
Yeah, if you want to keep existing walls, zone the foundation up to but not over them.

Enigma89
Jan 2, 2007

by CVG

Coolguye posted:

So I confirmed something that has been in the back of my head for a few days.



Prisoners, during lockup, will use a shower in their cells, same way they will use the toilet. This is kind of nice as it makes the shower room basically obsolete as long as you have at least an hour or two of lockup per day.

The tradeoff is that this is a far more expensive cell, since you essentially need as many shower heads as you have prisoners, and enough drains around so it won't damage the bed. The drains here are certainly suboptimal; I didn't try simply putting a drain directly under the shower (which might work), but even if that doesn't, you can get it down to 2.5 drains per cell fairly easily. This was more just brute force to see if the concept was good.

Anyway, I feel the upsides could be worth it. Lockup is substantially safer than Shower time, because generally nobody gets shanked during Lockup, and having a fully satisfied Hygiene need to start the day off tends to make prisoners a lot more chill as they head to the Canteen for breakfast.

Now, it would be nice if there were a way to make a morning Lockup hour force-awaken all the prisoners, so they poo poo and shower consistently. I've noticed that if I have an hour or two of lockup prior to breakfast, half of the population just sleeps through the lockup portion.

drat I never thought about doing that. :stare:

lament.cfg
Dec 28, 2006

we have such posts
to show you




You can do:



Toilet and shower against the wall, two drains blocking them in, a bed, and the wall/door. You don't need an open space, they'll walk across the bed

All prisoners wake at 8am, so an hour of lockup at 8 makes them use the toilet and shower immediately.

lament.cfg fucked around with this message at 04:21 on Oct 22, 2014

OwlFancier
Aug 22, 2013

You can also just put a drain directly under the shower, or the cell door which is what I do as a matter of course to keep the inevitable toilet punchers from poo poo-watering up the cell block.

hailthefish
Oct 24, 2010

I've put toilet, shower, TV, and bed all in a cell with a drain under the door and not had problems.

Tamba
Apr 5, 2010



(The drain is below the bed in every second cell, see the top right one)

FronzelNeekburm
Jun 1, 2001

STOP, MORTTIME

Vahakyla posted:

Besides that, I wish there would be a way to have two man cells. It would be such a good idea for low sec guys.
That sounds terrifying. My low sec prisoners are constantly planning their Great Escape.

I had dogs on patrol around all the cell blocks, but they didn't alert very often, and repeated cell block searches found nothing.

After a few days, they finally caught someone underground, and...



I thought I was being paranoid with THREE perimeter walls. :aaa:

hailthefish
Oct 24, 2010

That trail of yellow flags is kind of a big clue.

Wallet
Jun 19, 2006

a worthy uhh posted:

You can do:



Toilet and shower against the wall, two drains blocking them in, a bed, and the wall/door. You don't need an open space, they'll walk across the bed

All prisoners wake at 8am, so an hour of lockup at 8 makes them use the toilet and shower immediately.

I've been using minsec cells for a while that look like this:

Which seem to be working well. I know they could be more space efficient, but the smaller arrangements look weird. If I was going to restart I would probably get rid of the bookshelves, though, since they don't seem to get used often.

I have a slot of free time, then six hours of sleep, then another slot of free time when they wake up, and they seem to use the shower/toilet just fine in the morning, as they tend to wake up a little before the sleep period is over because they go to bed early.

Edit: holy crap that picture was bigger than I thought it was.

Pigbuster
Sep 12, 2010

Fun Shoe
Afaik bookshelves do literally nothing, though there's a mod that makes them usable for entertainment and comfort.

Wallet
Jun 19, 2006

Pigbuster posted:

Afaik bookshelves do literally nothing, though there's a mod that makes them usable for entertainment and comfort.

Yeah, they don't, I have a mod that makes them work, the prisoners just don't seem to need anything most of the time.

FronzelNeekburm
Jun 1, 2001

STOP, MORTTIME

hailthefish posted:

That trail of yellow flags is kind of a big clue.
The dogs would flag maybe once per pass, maybe not at all, for a few days. I was getting that many alerts before any prisoners moved in. It wasn't until that night that they actually uncovered the tunnel, and I had searched the whole cell block at least twice before that. All the yellow flags were from a 5-minute span with two dogs circling the area.

Grapplejack
Nov 27, 2007

FronzelNeekburm posted:

The dogs would flag maybe once per pass, maybe not at all, for a few days. I was getting that many alerts before any prisoners moved in. It wasn't until that night that they actually uncovered the tunnel, and I had searched the whole cell block at least twice before that. All the yellow flags were from a 5-minute span with two dogs circling the area.

You'd think the loving guards would be able to see the tunnel hollowed out behind the toilet if I tell them to look for it but they ALWAYS miss them, if i'm going looking for tunnels I have to dismantle the toilet.

Trabisnikof
Dec 24, 2005

Grapplejack posted:

You'd think the loving guards would be able to see the tunnel hollowed out behind the toilet if I tell them to look for it but they ALWAYS miss them, if i'm going looking for tunnels I have to dismantle the toilet.

I would love if checking the toilet during cell searches was something I could research, and the workers had to do it still.

Croccers
Jun 15, 2012

Trabisnikof posted:

I would love if checking the toilet during cell searches was something I could research, and the workers had to do it still.
I like that idea. Give it an extra option on the toilet, the Guard pulls in a Worker but it takes a decent amount of time to search it so if you want to do a whole block you'll need a ton of guards and workers laying around. Or something.
Something that fixes the Remove Toilet, Refix it.
Does Cell ownership change when you remove the toilet since it breaks the room requirements?

The Cheshire Cat
Jun 10, 2008

Fun Shoe
I think the toilet check not being a 100% success rate is just meant to kind of simulate prisoner ingenuity in concealing their escape routes. I mean it's not like they're actually going to be able to write AI that will genuinely come up with creative new ways to dig escape tunnels that will keep the player guessing, so this is the next best thing. Just imagine it's not literally ALWAYS behind the toilet - maybe it's behind a poster on the wall or a cleverly concealed false floor or something else that the guards haven't seen anyone do before and wouldn't think to check.

Coolguye
Jul 6, 2011

Required by his programming!

Wallet posted:

I've been using minsec cells for a while that look like this:

Which seem to be working well. I know they could be more space efficient, but the smaller arrangements look weird. If I was going to restart I would probably get rid of the bookshelves, though, since they don't seem to get used often.
It's an interesting study on exactly how much is too much to furnish a cell. With the standard 2x3 layout, which has minimized expenses on walls, you can get almost everything a prisoner could want to stay placid. For reference, in the vanilla game this is:

1) Bed (sleep/comfort) ($200)
2) Toilet (bladder/bowels) ($100)
3) Shower (hygiene) ($20) (plus $60 for a minimal 3 drains to contain the water safely in this design)
4) Weight bench (exercise) ($100)
5) TV (entertainment) ($200)
6) Telephone (family) ($300)
With a potential option to add in a large Window ($200) to fight Freedom need increase, though with the increased Lockup times these designs lend themselves to, it might be a lost cause.

Obviously as the bed is 2x1 this leaves you short a space. But even if you do something janky like stack the TV on top of the phone (this MIGHT be possible?), when you toss in the cost of the walls and the cell door (25$*8 + 1*50 = 250 + 100) this makes for a price tag of 980 + 350 = loving $1350-$1550 bucks for a single cell. For reference, the walls evaluated at 25 are the ones that either are part of the foundation (and therefore share costs with that whole mess) or are shared with the cell beside it (and are therefore halved in price).

But yeah, you have to hold a normal-sec prisoner for ~two weeks before you start turning a profit on them, though obviously being able to cut back on free/shower/yard to instead have them make more license plates and poo poo could help this equation substantially in the longer run. Having everything in the cell means that you can actually rely on prisoners to satisfy their needs and get contented in a few hours, rather than having them use communal facilities and end up just acting like dickheads to each other, or, just as likely, run off and grab contraband they've organized from God knows where.

For my part I think what I might try to do is to have a couple hours of Yard time and just put the benches/telephones/TVs out there. It is pretty easy to secure a Yard, especially with armed guards, and you can get the expensive poo poo out there for them to share nice. Hopefully.

For my money though I think I'll probably prefer to put more stuff in my cells as opposed to less. It was really nice having 3 Volatile prisoners and 1 Snitch show up in my first batch of guys in my last experiment run and see that they were basically totally chill with each other as long as I posted a guard in the Canteen. The Volatile guys simply never had a reason to go off.

Coolguye fucked around with this message at 07:25 on Oct 23, 2014

Moridin920
Nov 15, 2007

by FactsAreUseless
For confidential informants, when I activate them and they get brought to the security office is that it? Does a guard ever come to interrogate them or?

I activate them and they stand around for a while before I deactivate them but I have no idea if anything is actually happening or what.

Also an ex-law enforcement was a little slow to get out of the cafeteria before the max sec prisoners came in for their meal time and they shanked him. They must really hate cops.

nielsm
Jun 1, 2009



Moridin920 posted:

For confidential informants, when I activate them and they get brought to the security office is that it? Does a guard ever come to interrogate them or?

I activate them and they stand around for a while before I deactivate them but I have no idea if anything is actually happening or what.

Keep an eye on your Informants view while he is in the security room. There isn't any animation in the world showing the informant being interrogated, you just get an information bonus while he's active and inside security. If he has sufficient coverage, you should see a bunch of contraband icons and additional trait labels pop up in the Informants view.

Away all Goats
Jul 5, 2005

Goose's rebellion

Coolguye posted:

With a potential option to add in a large Window ($200) to fight Freedom need increase,

Wait are you serious? :aaa:

I thought they were purely cosmetic like lights and never bothered to check if it affected their needs.

vanity slug
Jul 20, 2010

How do you actually get CIs? I never found the option anywhere.

Moridin920
Nov 15, 2007

by FactsAreUseless

Jeoh posted:

How do you actually get CIs? I never found the option anywhere.

Click on a prisoner in solitary, if they can be made a CI the button will appear to the right of their portrait under the 'Experience' tab.

Usually they have to be in solitary for a while, the default 2 hours as a punishment doesn't seem to do it very often. I give people an extra 6-12 hours in solitary and a few hours in the button appears more reliably.

Grapplejack
Nov 27, 2007

Moridin920 posted:

Click on a prisoner in solitary, if they can be made a CI the button will appear to the right of their portrait under the 'Experience' tab.

Usually they have to be in solitary for a while, the default 2 hours as a punishment doesn't seem to do it very often. I give people an extra 6-12 hours in solitary and a few hours in the button appears more reliably.

It also helps if they're drying out. Basically recruiting CIs turns you into a monster as you throw people who are going through heavy withdraw into solitary for a day or two so you can break them and get info out of them.

Wallet
Jun 19, 2006

Coolguye posted:

It's an interesting study on exactly how much is too much to furnish a cell. With the standard 2x3 layout, which has minimized expenses on walls, you can get almost everything a prisoner could want to stay placid.

Not needing a separate shower room (and avoiding the inevitable fights because prisoners are pissy in the morning) makes in-cell showers seem worth it. For the rest of their needs I just add extra poo poo to other rooms like phones in the canteen and toilets in showers and poo poo like that.

It would be nice if prisoners could write/read letters for family need, then you could isolate them very easily.

vanity slug
Jul 20, 2010

I just stick an armed guard in the showers and that takes care of any anger management issues. Else the shotgun does.

FronzelNeekburm
Jun 1, 2001

STOP, MORTTIME

Moridin920 posted:

Click on a prisoner in solitary, if they can be made a CI the button will appear to the right of their portrait under the 'Experience' tab.
Also, you don't have to click on them if you just bring up the informant view in Contraband. It'll highlight any potential CIs, so the trouble is just breaking them in the first place.

Coolguye
Jul 6, 2011

Required by his programming!

Wallet posted:

Not needing a separate shower room (and avoiding the inevitable fights because prisoners are pissy in the morning) makes in-cell showers seem worth it. For the rest of their needs I just add extra poo poo to other rooms like phones in the canteen and toilets in showers and poo poo like that.

It would be nice if prisoners could write/read letters for family need, then you could isolate them very easily.

Phones in the canteen make a lot of sense. I run 3 one-hour meals a day and it's very rare that prisoners need more than half an hour to get food and eat since I run a Canteen per cell-block and I very frequently see them milling around for the other half of an hour. Giving them a couple of phones to satisfy family need while they're in the area seems super convenient.

TVs might make sense in the Canteen for the same reason, though weight benches end up seeming a little silly.

Away all Goats posted:

Wait are you serious? :aaa:

I thought they were purely cosmetic like lights and never bothered to check if it affected their needs.
I'm quite serious, but it doesn't satisfy the need so much as it lowers its growth rate. You can't keep prisoners on lockup for 6+ hours a day and expect that their Freedom need will never get that high; only Yard and Free time slots will actually satisfy it, but those obviously have other problems. Windows do, however, allow prisoners to tolerate more Lockup time before their Freedom need goes critical so it's easier to find a balance.

Coolguye fucked around with this message at 16:50 on Oct 23, 2014

Wallet
Jun 19, 2006

Jeoh posted:

I just stick an armed guard in the showers and that takes care of any anger management issues. Else the shotgun does.

I try not to use armed guards in min sec and gen pop because suppression is supposed to make prisoners less likely to participate in reform programs, and I have a never-ending supply of logs that need sawin'.

Coolguye posted:

Phones in the canteen make a lot of sense. I run 3 one-hour meals a day and it's very rare that prisoners need more than half an hour to get food and eat since I run a Canteen per cell-block and I very frequently see them milling around for the other half of an hour.

Yeah, it's definitely worth it, though I agree that most of the other things you could put in the canteen would look pretty strange. I have meals set as one hour of meal time and then one hour of free time (so that prisoners who get there late can finish eating), and a lot of my prisoners end up hanging around for the whole two hours talking on the phone or sitting on the benches, which means they don't have to walk as far to go back to work.

I was trying to figure out exactly how the needs system works (by looking at save files mostly) so that I could figure out exactly how long a meal of varying sizes lasts and exactly how much sleep prisoners need, but I haven't been able to pin the numbers down. Does anyone know if the devs have posted that information somewhere or if someone else has figured it out?

I wonder how hard it would be to mod in prison mail.

Tehan
Jan 19, 2011
There'll almost certainly be some sort of commissary system, now that prisoners are getting more complex I'd guess they'll be looking at adding new levers to them. Maybe that Volatile prisoner will think about behaving if he has candy/girly posters/board games/consumer electronics to lose.

McGlockenshire
Dec 16, 2005

GOLLOCKS!

Coolguye posted:

TVs might make sense in the Canteen for the same reason, though weight benches end up seeming a little silly.

You might think so, but they get used quite a bit. I ended up putting pool tables in there as well. I'm actually about to shrink down my common rooms to just a few rows of chairs needed for the reform meetings. The leisure gear in the canteen gets used way, way more often than the gear in the common room.

Same thing with showers and toilets. I now have sets in the canteen and yard, and they're some of the most popular features.

Coolguye
Jul 6, 2011

Required by his programming!
Yeah it's becoming obvious that the prisoners will use equipment that's in their allowed area no matter what it is, if they feel they need it. I totally believe that weight benches would get used like crazy in the canteen, along with anything else that satisfied needs. Hell I'm positive that if you dropped a toilet in there it would practically get fought over because eating outright increases the Poo need. In that way, Free Time is kind of the worst thing you can do from a strategic aspect - it indicates that you haven't properly thought out how to keep people happy in-regimen, so you're just relying on them meeting their needs and being good when you give them the run of the place. Which, no loving duh, of course they won't, they're criminals.

I just have a few standards remaining on aesthetics and weights in the cafeteria just looks weird. :v: I could get sold on a couple of bathrooms off to the side, though...

Coolguye fucked around with this message at 20:20 on Oct 23, 2014

KittyEmpress
Dec 30, 2012

Jam Buddies

I just had sixteen min-sec prisoners escape at once from my prison, after 28 days of no incidents. I had guards and dogs patrolling every inch of the cells, ( 8 guards, 5 dogs) I had metal detectors outside of the cell block opening, I made certain to only use small pipes, all my large pipes were at least 4 squares away from the wall...

I even loaded up to before it happened and all of them were happy, wellfed, participating in classroom programs... more than half of them had less than half a year left on their sentence.

:sigh: now i'm at -4k income because I was relying on the no incident bonus, and I can't see any way to make it up. I have 100k in the bank, but I don't even have anyone making licence plates yet, none of them want to pass the workshop school program.

Nettle Soup
Jan 30, 2010

Oh, and Jones was there too.

Yeah, I end up doing a shakedown every other night or so. As long as dudes are happy in other respects, it doesn't upset them too much.

nielsm
Jun 1, 2009



KittyEmpress posted:

:sigh: now i'm at -4k income because I was relying on the no incident bonus, and I can't see any way to make it up. I have 100k in the bank, but I don't even have anyone making licence plates yet, none of them want to pass the workshop school program.

If they are attending the workshop introduction program but not passing it, there's probably serious unmet needs. Make sure they're fed, clean etc. before work time starts.

Also don't make license plates.
Set up a forestry and have them cut wood. Don't bother making beds either, just sell the planks. One tree sapling buys for $100, it makes 3 logs when felled, and each log makes 4 planks, a total of 12 planks per tree, selling at $50 each. That's $600 return on $100 investment.

License plates are $10 per piece of sheet metal, each sheet is cut into two unpressed plates, and each pressed plate exports for $10, so just $200 return on $100 investment. The amount of work done by the prisoners is much larger too.

Beds seem to be more trouble than worth, one bed takes 6 planks to make and sells for $400. This makes $800 return on a $100 tree instead, not a great improvement over just selling the planks, and making the beds takes a long time.

Coolguye
Jul 6, 2011

Required by his programming!
Shakedowns also work best in the last few hours before people go to bed. That way if they're innocent, they only have an hour or two to be pissy about it before they go to sleep and forget it. If they're guilty, then they're going to the hole anyway so gently caress them.

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FronzelNeekburm
Jun 1, 2001

STOP, MORTTIME

Wallet posted:

I was trying to figure out exactly how the needs system works (by looking at save files mostly) so that I could figure out exactly how long a meal of varying sizes lasts and exactly how much sleep prisoners need, but I haven't been able to pin the numbers down. Does anyone know if the devs have posted that information somewhere or if someone else has figured it out?
They did talk a bit about those settings in the alpha 24 video. Skip to about 30 minutes in.
https://www.youtube.com/watch?v=fSmPl80bSPA&t=1780s

But it looks like those data files are wrapped up in some binary file somewhere. The modding forum might have some better information on it.

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