|
Pornographic Memory posted:If for some reason you don't have Yard time in your regime you should put it in, they added some new behaviors for prisoners. Like?
|
# ? Oct 30, 2014 16:03 |
|
|
# ? May 30, 2024 12:23 |
|
Here's a hint:
|
# ? Oct 30, 2014 17:06 |
|
Ha, a repeat of last year's, I presume.
|
# ? Oct 30, 2014 17:54 |
|
Megasabin posted:How do I get people to go to class? I took the education grant, built a classroom with 20 desks, but I can't get anyone to use it. I scheduled the basic education class on the reform page, and assigned 3 horus of "work" time into the regime to get them to go to class, but no one uses the classroom. Do I somehow need to assign a staff member to teach them or something? When I look at the reform page, under the one class I scheduled it says "ROOM IN USE" (or something like that) in big red capital letters, but as far as I can tell my classroom isn't used at all. Something must still be missing. Is your classroom actually a classroom? Does it have all the proper furniture? Is it actually a room with walls and doors around it? You also need to have enough work time, but you know that, and you can't have 2 classes in the same room at the same time. If it's none of those and you still can't solve it, post the prison somewhere and I'll have a look.
|
# ? Oct 30, 2014 20:29 |
|
Bought the game. Tried to make a prison. A riot broke out by the end of the second day, the canteen was already too tiny, blood and pee and broken water pipes were everywhere. It's like I'm learning Dwarf Fortress all over again
|
# ? Oct 31, 2014 07:55 |
|
So I picked this game up during the sale, and I'm loving it so far, but I had a couple of questions: Regarding informants, are prisoners with traits just harder to recruit than others? I'm trying to make some "extremely tough" guy that attacked my staff into a CI, but even after 24h of solitary he didn't crack. Actually, what is the best way to recruit CIs? Regarding tunnels: Is there any way of discovering tunnels other than dismantling toilets? Also, is there any downside to just opening up all the jobs I have room for(Laundry, Cleaning cupboard, Kitchen).
|
# ? Nov 1, 2014 13:37 |
|
Broken Cog posted:So I picked this game up during the sale, and I'm loving it so far, but I had a couple of questions: Some prisoners are more likely to become CIs than others. It's possible the guy you're trying to make into a CI simply won't turn rat no matter how long you put him in the clink for. Tossing people into solitary is still the best way to find potential CIs and recruit them. For tunnels, o a shakedown without using the shakedown button. Use Search Cellblock instead and no alarm will trigger to warn any prisoners in tunnels that the guards are making rounds. Always fill up your jobs, it keeps prisoners happy for the most part.
|
# ? Nov 1, 2014 13:47 |
|
Fermented Tinal posted:Some prisoners are more likely to become CIs than others. It's possible the guy you're trying to make into a CI simply won't turn rat no matter how long you put him in the clink for. Tossing people into solitary is still the best way to find potential CIs and recruit them. Aha, thanks a lot! I probably should be a bit more proactive with the searches, I've been mostly using the shakedown option once in a while for now.
|
# ? Nov 1, 2014 14:01 |
|
The downside to opening up all the jobs is that you give prisoners more access to contraband. They can steal knives from the kitchen or steal luxury items from the offices when they clean them, etc Generally its still worth it to still have those jobs filled but keep in mind the potential contraband channels
|
# ? Nov 1, 2014 20:37 |
|
I'm not sure if this is new in the update, but my Alcoholics Therapy Program is flashing "No Equipment". What equipment does it need, and where should it go?
|
# ? Nov 1, 2014 20:48 |
|
Bobstar posted:I'm not sure if this is new in the update, but my Alcoholics Therapy Program is flashing "No Equipment". What equipment does it need, and where should it go? A common room with a chair for each prisoner.
|
# ? Nov 1, 2014 20:49 |
|
I was hoping to find something like it in the OP, but I didn't: STARTER'S GUIDE! Any suggestions for something I can use to quickly get a handle on the game? Someone doing a video, a written set of instructions, anything! I played the tutorial level and all, but getting an entire prison off the ground starting with absolutely nothing is a bit harder than just installing an electric chair. edit: Nevermind, a closer inspection found some videos to help me out. Now just pretend this post was a standard 'bump for a great game' one!
|
# ? Nov 2, 2014 19:05 |
|
Is successfully reforming prisoners supposed to be this difficult? I've been running alcoholism/drug rehabilitation and as many classes and jobs I can set up, and my prison grading on reform is still just a 1. And sheesh, it seems 80% of my prisones come in with a drug addiction of some kind, which makes it hard for them to concentrate in classes. Edit: Also, keeping my meals at maximum quality and variety is doing wonders for my health statistics. Broken Cog fucked around with this message at 22:34 on Nov 2, 2014 |
# ? Nov 2, 2014 22:31 |
|
Broken Cog posted:Regarding tunnels: Is there any way of discovering tunnels other than dismantling toilets? Dogs. Dogs can detect tunnels. I like to set a night time pattern for dog patrols that go around the prison wings, so that way I'm always on top of any shenanigans. Watch out for false flags though as that can happen, but if your dog is detecting and dropping multiple flags in a row then that's a pretty clear indicator that something is amiss. I only let prisoners take laundry duty, since that has no contraband and it really helps out in keeping prisoners clothed. Oh and metalshop I guess, although a warning on metalshops in that the only item they can smuggle out in a guaranteed fashion is an improvised pickaxe since it's not metal and therefore not detectable by metal detectors. Blackray Jack fucked around with this message at 22:51 on Nov 2, 2014 |
# ? Nov 2, 2014 22:46 |
|
Broken Cog posted:Is successfully reforming prisoners supposed to be this difficult? I've been running alcoholism/drug rehabilitation and as many classes and jobs I can set up, and my prison grading on reform is still just a 1. Are you keeping them suppressed? Suppression states from being around Armed Guards or just recently coming out of solitary will wreck a prisoner's attention at a reform program. Fire your Armed Guards or keep them stationed in the armory, which should obviously be far away from normal prisoner routes. Be aware, they can suppress through walls. Reform scores shot the gently caress up for me after I fired the dudes toting shotguns. After Tazer Rollout (and the appropriate save file editing to get people certified, because the class was bugged to poo poo last time I tried it) normal guards can handle the occasional scuffle quickly and gently, and if your prison is more violent than that you've got some problems, at least if you're running the sort of prison where you give a poo poo about reform scores. Broken Cog posted:Regarding tunnels: Is there any way of discovering tunnels other than dismantling toilets? Blackray Jack posted:I only let prisoners take laundry duty, since that has no contraband and it really helps out in keeping prisoners clothed. Oh and metalshop I guess, although a warning on metalshops in that the only item they can smuggle out in a guaranteed fashion is an improvised pickaxe since it's not metal and therefore not detectable by metal detectors. What are people doing for punishment policies on contraband etc? I've been finding the contraband problem so endemic and intractable in a goody-two-shoes-let's-reform-all-the-mans prison that I'm considering just turning off punishments for all contraband. All it does is force my guards to tediously truck prisoners to and from solitary, and even at 4-6 hours in the hole for a naughty item there seems to be flat zero deterrent potential. I'd almost rather just confiscate it and let the prisoner get back to work/class.
|
# ? Nov 2, 2014 23:10 |
|
I was a bit "Phfft, how bad could legendary prisoners be?" until an incident happened at my main prison today:
As far as searches go, I just do a shakedown every night at 1:00AM.
|
# ? Nov 3, 2014 00:12 |
|
Coolguye posted:
I spent the evening trying to figure out why my taser program failed to work. Guards would assemble and occasionally the chief would show up to teach but nothing would happen. In the end I solved it by extracting the reform_programs.txt file from the data files and modded it so the duration was doubled from one hours to two. I think allowing us to set the duration of classes would be a useful feature for the next alpha. Hank Morgan fucked around with this message at 00:38 on Nov 3, 2014 |
# ? Nov 3, 2014 00:35 |
|
Three-Phase posted:I was a bit "Phfft, how bad could legendary prisoners be?" until an incident happened at my main prison today: Truthfully the last few times I had a Legendary prisoner built them private quarters and kept him indoors 24 hours a day. It was just safer for everyone that way. Every so often I would deconstruct the toilet while he was asleep just to make sure he wasn't getting any funny ideas. He left with a pretty high reoffend rate because his reform was like 2 (I made him do his own laundry, but that was it) but he served his sentence and didn't get the opportunity to kill anyone, which honestly is all you can ask for in these sorts of situations.
|
# ? Nov 3, 2014 17:35 |
I started the game up again last night. I think the last time I played was alpha 19 or so, just before wood was added (and workshop profit needed). It's been a while since I had started a prison with starting cash plus grants and boy did I screw it up! I had riots day 2 because I hadn't yet brought my canteen online, and I was out of money. Going to try again tonight more conservatively.
|
|
# ? Nov 3, 2014 18:03 |
|
Coolguye posted:Truthfully the last few times I had a Legendary prisoner built them private quarters and kept him indoors 24 hours a day. It was just safer for everyone that way. Every so often I would deconstruct the toilet while he was asleep just to make sure he wasn't getting any funny ideas. And really, with those skills he'll probably get picked up by delta force or something given that most of them can apparently murder n+1 people in hand to hand combat.
|
# ? Nov 3, 2014 18:10 |
|
Final death toll 95. The phone is ringing and I'm not answering it.
|
# ? Nov 3, 2014 22:57 |
|
I see your problem. You built your prison on the Sun.
|
# ? Nov 3, 2014 23:13 |
|
Few tips for good contraband control: -Have a delivery access and a separate prisoner access for your prison. You have to make the delivery access too much of a detour for the prisoners to go through, and your prisoner access too much of a detour for the deliveries to go through. That way, everything going to the kitchen and storage has no contact with the prisoners other than when they get dumped on the receiving area. -Speaking of receiving area, search it daily. I'd almost say search every truck but that would be too much micromanagement. I'd love an option for mandatory truck searches for every truck load coming in. -Also search new prisoners. Seems obvious, but there is no automatic mechanic in the game for it. You can just "search cell block" when they are in the receiving area or even on the trucks. Have a dog patrol route specifically for the receiving area and put at least 2 dogs there so there is guaranteed to always be one stationed there. -When your prisoners arrive at the prison, make sure their access hallway is narrow, full of dogs and metal detectors. You want at least 3 between them and the cell blocks. You also want the worker access hallways to have metal detectors but don't need as much. -Also good to have a dog patrol the storage and kitchen although not necessary. Canteen dogs are necessary though. -Plan your prison so that contraband sources can only be accessed through a chokepoint hallway and litter that area with metal detectors and guard dog patrols. -Metal detectors at each entry point of canteen (even the kitchen access doors), yard, workshop. I also put metal detectors at the junctions of cell blocks so that no metal objects are passed from cellblock to another. -Dog patrols inside the cellblocks. Make them go up and down the hallways. Ever since I have done that, no tunnels have gone past a few tiles before getting detected. Also I dont have dogs patrol the outside of the prison anymore, it's more efficient to have them inside, at least they detect smelly contraband in addition to tunnels. -Mandatory searches for every offense in the policy tab. Dont be afraid to use the search cell block function on the people in the cleaning cupboard or the workshop at the end of their shift also. -Check your informants regularly for hard to find contraband such as wooden pickaxes and clubs. Don't forget to deactivate them before initiating searches. -More dogs. I have as much guard dogs as regular guards and they work wonders. No suppression and they smell contraband. Don't think they open doors for prisoners or staff otherwise I'd replace all the guards with guard dogs. -Have a sensible layout with a clear delimitation of staff only areas, I highly recommend the kitchen to be staff only at all times, no prisoners allowed in there. There is so much contraband coming in the ingredient crates already. It seems like the cooks are working hand in hand with the prisoners too because sometimes the cooked ingredients get flagged on the way out of the kitchen to the serving table when it passes through the metal detector at the kitchen/canteen door. -Whenever there is a scuffle/fight/full blown riot, search search search the people involved! The prisoners use the distraction when the guards are fighting to steal stuff such as jail keys, batons, tazers and even friggin shotguns! I'll post some screens of my layout tomorrow to show what I mean by clear delimitations of staff/prisoner areas and the access hallways for the delivery/prisoner arrival areas.
|
# ? Nov 4, 2014 02:33 |
|
Hank Morgan posted:The phone is ringing and I'm not answering it. The game should detect you not doing this and have the CEO arrive in person to chew you out as an easter egg.
|
# ? Nov 4, 2014 03:27 |
Three-Phase posted:The game should detect you not doing this and have the CEO arrive in person to chew you out as an easter egg. Only if you can make him cellmates with a legendary
|
|
# ? Nov 4, 2014 04:30 |
|
Keeping contraband under control isn't the difficult part; the game is very clear on where contraband comes from and it's very, very easy to set up structures so you'll detect 90% of the incoming contraband immediately, and get the other 10% when some yutz inevitably fucks up by lifting poison from the cleaning cupboard and thinking that's gonna fly as he rolls past a dog patrol. Having a policy to search his cell, and re-search the prisoner, will help you find the odd spoon, club, or whatever that someone managed to miss on another search. My larger issue is that I am not finding punishment for contraband to be productive at all, at least for a reform focused prison. Even when I throw prisoners in the hole for 6 hours for having a cell phone, I just bust the same idiot for having poison or a screwdriver 24 hours later. All it does is add a suppression state and make him miss sessions of his reform program/work, which in many ways is counterproductive. Thematically I guess it makes sense, but I guess I'm at a loss for what throwing people in the hole actually accomplishes.
|
# ? Nov 4, 2014 06:01 |
At this point, nothing much. You can recruit some prisoners to be informants from Solitary, but mostly that just tells you where more contraband is. Hopefully some expansion on that end of things will be coming soon. They've made great strides in getting prisoners who act up in a 'realistic' fashion, so the sensible corollary would be to expand a bit on how and why prisoners choose to follow the rules.
|
|
# ? Nov 4, 2014 09:55 |
|
Solitary has little positive effects IRL, so it is fairly realistic. The only upside of it is the immediate separation of an active danger.
|
# ? Nov 4, 2014 10:02 |
|
Feeling confident in my abilities managing a minsec prison, I decided to sell it and build a genpop prison. I may have made a huge mistake by not bothering with protective custody assignments for snitches
|
# ? Nov 5, 2014 04:24 |
I started a new prison after totally screwing up the first one financially. I got up to a pop of 100, made some significant renovations, but had a steady steam of incidences usually involving a single death. It finally decayed to rioting when I did a shakedown after seeing the ridiculous contraband report from a CI. I couldn't bring it back and lost it to the national guard. I'm going to load up an old save and sell the prison to have some decent planning. Definitely going to have different wings for security levels.
|
|
# ? Nov 5, 2014 07:27 |
|
Daeren posted:I may have made a huge mistake by not bothering with protective custody assignments for snitches I group together my snitches, ex-cops, cop killers, extremely volatiles and instigators together in "Protective Custody," with all of the standard volatiles stuck in SuperMax. Keeps most of the insanity self-contained, at the cost of some lives. When "Protective Custody" actually has the ability to keep prisoners protected from themselves (and the guards), then it'll be different...
|
# ? Nov 5, 2014 19:23 |
|
I think infirmaries need some of the kitchen/canteen treatment. My normal one, with 10 beds, contains no patients and all my doctors. The one in my MaxSec wing, with 2 beds, zoned as MaxSec only, contains a NormalSec prisoner, a 4-year-old child visitor, and no doctors.
|
# ? Nov 6, 2014 17:37 |
|
Bobstar posted:I think infirmaries need some of the kitchen/canteen treatment. My normal one, with 10 beds, contains no patients and all my doctors. The one in my MaxSec wing, with 2 beds, zoned as MaxSec only, contains a NormalSec prisoner, a 4-year-old child visitor, and no doctors. Your medsec infirmary is closer to the staffroom than your max. Put a staffroom near the max, then your docs should stay where you want them
|
# ? Nov 6, 2014 17:49 |
|
Why does your maxsec need its own medical wing anyway? Injured prisoners are usually escorted to the doctor, and you can send individual doctors to an injured prisoner's cell.
|
# ? Nov 6, 2014 23:16 |
|
Away all Goats posted:Why does your maxsec need its own medical wing anyway? Injured prisoners are usually escorted to the doctor, and you can send individual doctors to an injured prisoner's cell. Just experimenting with having maxsec as its own self-contained island really, seeing if there are any situations where the prisoners will ever have to leave.
|
# ? Nov 6, 2014 23:37 |
|
My first huge prison had a second infirmary for MaxSec too, just so that these guys didn't have the opportunity to get to places they shouldn't be. I had to put a staffroom next to it too because the doctors were piling up in the main one. It was a terrible idea. Many doctors died, and ultimately a prisoner set the infirmary on fire with a lighter and it burned a big part of my middle service wing. On the plus side I learned to use sprinklers liberally and how to use the drat firefighters.
|
# ? Nov 8, 2014 01:03 |
|
Absorbs Smaller Goons posted:My first huge prison had a second infirmary for MaxSec too, just so that these guys didn't have the opportunity to get to places they shouldn't be. I had to put a staffroom next to it too because the doctors were piling up in the main one. I've never had a prisoner set a fire before, I'm assuming that's an ultra-rare occurrence.
|
# ? Nov 10, 2014 23:21 |
|
Three-Phase posted:I've never had a prisoner set a fire before, I'm assuming that's an ultra-rare occurrence. I haven't either. I think they need to have acquired a lighter first, which isn't something they go for aggressively and I think is only available from offices or brought in from outside.
|
# ? Nov 11, 2014 14:10 |
|
I know it's probably posted somewhere in here, but I'm having the typical Luandry room issue where my inmates go to work and just stand in the room, doing nothing. My Laundry room's apparently well set (enclosed, all the required items, etc). Any ideas of why this happens?
|
# ? Nov 11, 2014 16:26 |
|
|
# ? May 30, 2024 12:23 |
SandersPacheco posted:I know it's probably posted somewhere in here, but I'm having the typical Luandry room issue where my inmates go to work and just stand in the room, doing nothing. My Laundry room's apparently well set (enclosed, all the required items, etc). Any ideas of why this happens? Do you have enough ironing boards and laundry baskets? Are there dirty clothes lying around on beds, or baskets of unwashed clothes standing around, or crumpled but clean clothes around, or baskets of clean clothes not getting delivered? If everything seems to be in order perhaps there just isn't any more work to do?
|
|
# ? Nov 11, 2014 17:04 |