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Pittsburgh Lambic
Feb 16, 2011
Here's the setup I'm trying to use:



Looking like this in deployment:



Protective Custody inmates have staff-only areas between them and genpop, so they can't ever leave their little enclave; there's no way for them to path to the common room. In return for having the coziest little spot in the prison I make them man the shop for 8 hours a day, but as it turns out, if the shop workers can't access the common room that the shopfronts face, they refuse to man the shop fronts at all.

I added a staff door to the shop to test this a bit; you can see it in the bottom left corner of the shop. Unlocking the staff door causes the Protective Custody boys to quickly man the shop fronts, allowing the rest of the prison to buy things from the shop. However, this also allows my snitches and ex-law enforcement prisoners to wander freely around the prison, where they get beaten/stabbed to death as soon as genpop catches them alone. Locking the staff door causes the protective custody prisoners to be corralled back into their own corner of the prison, but they stop manning the shop fronts again, and my construction workers go right back to spending all their time carrying extra boxes of shop goods to and from storage. You can see them hard at work in the screenshot.

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Pornographic Memory
Dec 17, 2008
If you're really set on letting your PC prisoners work the shop, you could create "air lock" style entrances to the common room designated min/med/max so that PC prisoners can't move beyond the common room into the rest of the prison, but that seems like it would require a significant remodel of your common room or the adjacent room(s) or hallway.

Coolguye
Jul 6, 2011

Required by his programming!

Pittsburgh Lambic posted:

Protective Custody inmates have staff-only areas between them and genpop, so they can't ever leave their little enclave; there's no way for them to path to the common room. In return for having the coziest little spot in the prison I make them man the shop for 8 hours a day, but as it turns out, if the shop workers can't access the common room that the shopfronts face, they refuse to man the shop fronts at all.

I added a staff door to the shop to test this a bit; you can see it in the bottom left corner of the shop. Unlocking the staff door causes the Protective Custody boys to quickly man the shop fronts, allowing the rest of the prison to buy things from the shop. However, this also allows my snitches and ex-law enforcement prisoners to wander freely around the prison, where they get beaten/stabbed to death as soon as genpop catches them alone. Locking the staff door causes the protective custody prisoners to be corralled back into their own corner of the prison, but they stop manning the shop fronts again, and my construction workers go right back to spending all their time carrying extra boxes of shop goods to and from storage. You can see them hard at work in the screenshot.
could you use a timed door to keep it unlocked during business hours only?

Pittsburgh Lambic
Feb 16, 2011

Coolguye posted:

could you use a timed door to keep it unlocked during business hours only?

When they have a route out of PC they're unlikely to work in the shop at all; instead they take jobs in the laundry room or cleaning cupboard or other poo poo that leads to them wandering off and getting murdered. I might end up just putting in a bug report over this.

Coolguye
Jul 6, 2011

Required by his programming!
i mean it's pretty certifiably a bug but the reason is gonna really be obnoxious for them so they might ignore you

looking at it, i think i actually understand what is going on. the wall there is technically part of the common room, which the shop worker technically does not have access to due to the rest of the prison's setup. so while it makes sense per se, the sanity check for pathfinding probably fails due to being unable to navigate to the zone. so to fix it they'd have to have this weird edge case for basically only shop fronts, since they're the only interactable thing i can think of that sits inside a wall.

i am reasonably confident that if you put the shop front on the west or north walls the shop would function as intended, but considering your setup right here i imagine those are not helpful orientations, but those technically belong in PC territory/the shop itself.

ninjewtsu
Oct 9, 2012

can't dudes walk into/through walls that are part of the job assigned to them? construction workers tend to do that quite a bit. could be related, if they aren't allowed on one side of the shop front but are allowed on the other side, and the shopfront itself is a somewhat-permeable object since they're directly interacting with it

Hank Morgan
Jun 17, 2007

Light Along the Inverse Curve.
Uplink's gotten a fan-made facelift

https://www.youtube.com/watch?v=jZy_sBW7jz0

Trustworthy
Dec 28, 2004

with catte-like thread
upon our prey we steal

And it looks fuckin' sweet!

I wish it were compatible with Onlink (I'm assuming it's not because--duh--all of that overhaul's interface changes). But hey, on the bright side, if I go back to vanilla Uplink with this new OS, I'll never have to play Onlink's lovely light puzzles ever again! :dance:

Lord Banana
Nov 23, 2006
Is there a list of good mods for PA anywhere? The workshop is super bloated with prisons and graphical overhauls, it's hard to find the good mods that add rooms, reform programs, grants etc.

Microplastics
Jul 6, 2007

:discourse:
It's what's for dinner.

Lord Banana posted:

Is there a list of good mods for PA anywhere? The workshop is super bloated with prisons and graphical overhauls, it's hard to find the good mods that add rooms, reform programs, grants etc.

I've done a lot of searching and as far as I can tell, no. There's a dearth of meaningful mods and I'm not sure why, the game is popular enough so is modding just difficult?

Azhais
Feb 5, 2007
Switchblade Switcharoo

Pittsburgh Lambic posted:

Protective Custody inmates have staff-only areas between them and genpop, so they can't ever leave their little enclave; there's no way for them to path to the common room. In return for having the coziest little spot in the prison I make them man the shop for 8 hours a day, but as it turns out, if the shop workers can't access the common room that the shopfronts face, they refuse to man the shop fronts at all.

What would happen if you double walled it there with a strip of unallocated space between the shop and the common room? I haven't played PA a ton but I know you can only set a subset of the space in a room to the room's task

Basically something like this (it was just easier for me to jump into god mode in rimworld)



Might get around the "the wall is actually owned by the common room" issue

Zesty
Jan 17, 2012

The Great Twist
I don't know if they're good, but I'm just scanning through the workshop and finding some neat things. Just make sure to filter the results so you're not getting a bunch of prison save files.

Real-time Basketball



NatasDog
Feb 9, 2009

Met posted:

I don't know if they're good, but I'm just scanning through the workshop and finding some neat things. Just make sure to filter the results so you're not getting a bunch of prison save files.

Real-time Basketball





I used this one in the last prison I did, and I can vouch for it being pretty cool. IIRC you need extra psychiatrists to manage leagues, but they'll also use them during Yard time.

Fishbus
Aug 30, 2006


"Stuck in an RPG Pro-Tour"

JeremoudCorbynejad posted:

I've done a lot of searching and as far as I can tell, no. There's a dearth of meaningful mods and I'm not sure why, the game is popular enough so is modding just difficult?

Pretty limited API and adding content isn't robust. I've laid down a few bugs in their MantisBugTracker about it and what they can do to help. It's a shame because with a few tweaks, and fixes the workshop would flourish more with interesting mods and items.

e.g. I just wanted to add a few different techs, objects and staff types but it breaks easily and the functionality is minimal or doesn't work. Sometimes crashing. It's frustratingly unstable, yet there's a framework sitting about 80% of the way there. :(

Cup Runneth Over
Aug 8, 2009

She said life's
Too short to worry
Life's too long to wait
It's too short
Not to love everybody
Life's too long to hate


Pittsburgh Lambic posted:

Yeah, there's not enough character room for much good in the bio. Here's the :effort: bio I put on my prisoner:

I just gave my prisoner a very vague background along the lines of "here's where he's from, anyone who knew him would be unsurprised to hear what he's in for."

e: Also anyone else kind of disappointed in when they chose to cut off new features for PA? They could have at least added a few more ways for prisoners to escape besides just tunnels, and more complicated rebellion by prisoners.

Cup Runneth Over fucked around with this message at 13:03 on Nov 8, 2016

Dareon
Apr 6, 2009

by vyelkin
I get an urgent call from the doctor, letting me know a prisoner had a terrible accident in the workshop and needs a doctor, stat. The infirmary's literally just down the hall (In fact to reach the workshop you usually need to go through the infirmary), so that's easy. Dude gets healed up, and gets right back to work standing in a pool of his own blood. :black101:

NatasDog
Feb 9, 2009

Dareon posted:

I get an urgent call from the doctor, letting me know a prisoner had a terrible accident in the workshop and needs a doctor, stat. The infirmary's literally just down the hall (In fact to reach the workshop you usually need to go through the infirmary), so that's easy. Dude gets healed up, and gets right back to work standing in a pool of his own blood. :black101:

Time is money inmate!

The Cheshire Cat
Jun 10, 2008

Fun Shoe

Dareon posted:

I get an urgent call from the doctor, letting me know a prisoner had a terrible accident in the workshop and needs a doctor, stat. The infirmary's literally just down the hall (In fact to reach the workshop you usually need to go through the infirmary), so that's easy. Dude gets healed up, and gets right back to work standing in a pool of his own blood. :black101:

That's how they lubricate the machinery.

Dareon
Apr 6, 2009

by vyelkin


Jesus, you fucksticks can't go a single day in your glorious hell prison without stabbing a snitch, can you? Well, who'd you kill. ...Edward Snowden. Really.

The Kins
Oct 2, 2004
Surpriiiise! New update! Well, in the Steam client beta, anyway. You'll need to opt in.

https://www.youtube.com/watch?v=mAmjOQJ0LTw

This adds a new difficulty option in which guards have needs too, and will generally do a pretty lovely job if you don't take care of them and keep them safe, fed and happy.

Microplastics
Jul 6, 2007

:discourse:
It's what's for dinner.
Sounds fun.

Most promising from that video is Chris mentioning that a few people in the company still want to work on the game, and I got the distinct impression that the staff needs mechanic is yet to be finished. So this game can still see new features, despite the fears of many.

I wonder if this staff needs mechanic opens the door to adjusting staff pay?

The cost of staff seems heavily front loaded (500 to hire, but 100 a day for guards) and I'd like to see that changed. At the moment, it feels like firing a guy costs 5 days worth of pay and it's better to keep him even he's not contributing much - just to keep him in reserve.

Microplastics
Jul 6, 2007

:discourse:
It's what's for dinner.
In the absence of anything more fun to do, is anyone interested in doing rotating shifts on building/managing a prison with some tricky, failure-is-inevitable settings?

Basically a Boatmurdered but for PA (though I realise that it'll never be as entertaining)

wilderthanmild
Jun 21, 2010

Posting shit




Grimey Drawer

JeremoudCorbynejad posted:

In the absence of anything more fun to do, is anyone interested in doing rotating shifts on building/managing a prison with some tricky, failure-is-inevitable settings?

Basically a Boatmurdered but for PA (though I realise that it'll never be as entertaining)

I am interested. I always thought PA would be a good game for a boatmurdered type playthrough.

Dareon
Apr 6, 2009

by vyelkin
What the hell, count me in.

Would we do the Boatmurdered thing of each warden putting themselves into the prison as an inmate when they hand it off? That would be both absurd and potentially fitting.

nielsm
Jun 1, 2009



Dareon posted:

What the hell, count me in.

Would we do the Boatmurdered thing of each warden putting themselves into the prison as an inmate when they hand it off? That would be both absurd and potentially fitting.

I don't think PA really has support for that. I suppose you could go hack the savegame to change the name of a prisoner, but I haven't checked if it will actually work. Second, prisoners tend to be ephemeral, their sentences pass and they just leave, sort of ruining the idea. And you can't name staff members.

But yeah I'd be in for a PA succession game.

What would the rules for passing on the game be, every 10 or 20 days perhaps?

Microplastics
Jul 6, 2007

:discourse:
It's what's for dinner.

nielsm posted:

What would the rules for passing on the game be, every 10 or 20 days perhaps?

24 hour shifts :colbert: the more changeovers, the more chaos!

I'll give it a think and make some proposals, we can deliberate on what might work best.

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~
I'd do this.

Science Rocket
Sep 4, 2006

Putting the Flash in Flash Man
Is anyone else having problems with staff canteens? Only one of mine is getting stocked and no one is cleaning off the trays off the tables, leading to bizarre infinite stacks. Many of my guards are refusing to clean up after themselves, no other staff tries, and my inmates are getting beaten to death by starving guards who refuse to eat at a dirty table

nielsm
Jun 1, 2009



Guards aren't supposed to clean after their own meal, and prisoners on kitchen duty obviously won't be allowed to handle things in the staff-only area.
How many cooks do you have employed and what are they doing?

The Cheshire Cat
Jun 10, 2008

Fun Shoe

Science Rocket posted:

Is anyone else having problems with staff canteens? Only one of mine is getting stocked and no one is cleaning off the trays off the tables, leading to bizarre infinite stacks. Many of my guards are refusing to clean up after themselves, no other staff tries, and my inmates are getting beaten to death by starving guards who refuse to eat at a dirty table

Seems like they've finally managed to recreate the true dwarf fortress experience.

Microplastics
Jul 6, 2007

:discourse:
It's what's for dinner.
Okay, here are my thoughts for a succession game.

I suggest we kick it off in January to get the holidays out of the way, pick up more volunteers (I hope!), and iron out the specifics of what we're going to do.

  • All the complex settings to make things difficult: random events, weather, gangs, lakes etc.
  • No house rules otherwise - it's anything goes, except for one thing: no save-scumming. If you make a mistake, own it!
  • It will be a generally collaborative succession game, with a view to the long-term viability of the prison, *but* there will be a mini-competition between the architects to rake in as much profit during their shift as they can. So short-termism will be encouraged to amplify the prison's problems.
  • My inclination for the length of each shift is to go with 48 hours. That's enough time to start and finish projects of a moderate size, but not so long that any project can be finished (handing projects off to successors, especially big ones, will be a good source of chaos). 48 hours also makes it about an hour's play at normal speed, which I think is a good session. Rotations will keep coming around anyway if there are only a handful of architects involved.
  • The handover time should be around 2am, while the inmates are asleep, to give the new architect at least a few hours to get to grips with what he's inherited.
  • Architects should create a post about what they've done and what's happened in the prison, and supply plentiful screenshots of key events and achievements.
  • At the end of an architect's shift, screenshots of key screens are posted - Prisoners, Needs, Finance, Prison Grading - and uploads the savegame file somewhere (dropbox?)

I'm keen to hear ideas for house rules. Should intake be fixed? The fewer rules the better I reckon, but one I can think of that might be good is: no isolating gang leaders from their members :unsmigghh:

Jamsque
May 31, 2009
I am on board for a PA succession game.

Dareon
Apr 6, 2009

by vyelkin
I think fixed intake at low numbers (3 or 4, I'm thinking) will lead to just the right amount of chaos. Which will of course be compounded by all the other bullshit we'll have going on.

e: Or we can go whole hog and declare we want everyone, all the time. :unsmigghh:

Microplastics
Jul 6, 2007

:discourse:
It's what's for dinner.
Alright goons, let's get this succession game underway!

The architects are:
  • jerkstoresup
  • JeremoudCorbynejad
  • wilderthanmild
  • Dareon
  • nielsm
  • Spookydonut
  • Jamsque
  • Nettle Soup
We'll just cycle continuously and more posters can jump in as we go.

Who wants to kick things off with a starter prison? You'll have until 02:00 Day 2 to build something - so shortly before the first intake. Happy to do it myself, but I have a habit of being a paragon of efficiency and something messier would be better.

I suggest the following setup:



Failure Conditions is noticeably off because I think that will hamstring us a bit too much. We want the prison to fall all the way to the bottom, should things happen to turn sour.

Two house rules: no save-scumming, and I like Dareon's idea of a minimum intake of 4 per day (but you can set the security level, and take more if you want). Otherwise it's anything goes, you can be the optimal play architect, the architect with a silly agenda, whatever. Just try to avoid totally crippling the prison.

Would people prefer google drive or dropbox? It would be handy to have an archive of all past saves. I'll look into setting something up.

I'll be keeping tabs on each architects' profit (a simple end-of-shift funds minus start-of-shift funds). What people do with that info is up to them but hoping it brings out a competitive streak, despite the obvious flaws in that calculation as a useful comparative measure.

Oh one last thing: I think staff needs are currently under the beta opt-in, right? Everyone will need that, unless we agree to do without. - opt out of the beta.

Microplastics fucked around with this message at 23:57 on Jan 2, 2017

The Cheshire Cat
Jun 10, 2008

Fun Shoe
I would leave staff needs off for now - they're still kind of broken (pissed off guards turn into psychopaths murdering prisoners left and right, the staff canteen just plain doesn't work, staff are really terrible at actually handling all their needs during their break unless you give them a huge amount of time, etc.)

Nettle Soup
Jan 30, 2010

Oh, and Jones was there too.

I don't think I've really played enough to join in, but looking forward to seeing this. :)

Microplastics
Jul 6, 2007

:discourse:
It's what's for dinner.
Good points about the staff needs, I'll opt out of the beta then.

Nettle Soup posted:

I don't think I've really played enough to join in, but looking forward to seeing this. :)

How much have you played? I think as long as you know your way around the UI and have a passing familiarity with the basic systems you'll be perfectly qualified. Edit: in fact I reckon you should volunteer to give us our starter prison :)

lizardhunt
Feb 7, 2010

agreed ->
I just bought this game last week and have beat the first few campaigns, been meaning to start a prison of my own tonight if you want something amateurish and messy. :downs:

Might teach me how to progress along after the first bits.

Nettle Soup
Jan 30, 2010

Oh, and Jones was there too.

JeremoudCorbynejad posted:

Good points about the staff needs, I'll opt out of the beta then.


How much have you played? I think as long as you know your way around the UI and have a passing familiarity with the basic systems you'll be perfectly qualified. Edit: in fact I reckon you should volunteer to give us our starter prison :)

*checks steam*

Oh only, uhh 147 hours, and I guess I bought it on day 1

Nah, pick the guy who just posted above :v: That should be much more fun!

Depending on how it goes, maybe you should have a rule about not bulldozing what others have put in unless it goes on fire or something. It's too easy to just wall off, knock everything down and start again. It would also be interesting with the ruined buildings option.

Nettle Soup fucked around with this message at 23:19 on Jan 2, 2017

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lizardhunt
Feb 7, 2010

agreed ->
Sounds good to me, will start in about an hour. I can stream if anyone wants, but I doubt it will be interesting, and I'll ignore chat advice. Otherwise I'll just take a few progress screenshots.

Beta opt-in on or off?

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