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McGlockenshire
Dec 16, 2005

GOLLOCKS!
So, is anyone else having a problem where certain supermax prisoners insist on using the solitary block as their cell?

e: The save file has them marked as "RequiredCellType Solitary". Weird. I wonder what caused that to happen.

McGlockenshire fucked around with this message at 22:58 on Oct 5, 2014

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McGlockenshire
Dec 16, 2005

GOLLOCKS!

GamingHyena posted:

Are you sure there's a way for them to path back to the supermax cell that doesn't involve them going through a staff only area? I had two guys in protective custody who just chilled in their solitary cells because of my staff only airlock in front of the protective custody wing.

At Lockup time, they were actually leaving their SuperMax-everything zone, going through the shared area corridors and wandering to Solitary on the other side of the building.

I tried turning a chunk of SuperMax cells into Solitary cells (keeping the zoning the same in Deployment), but they still wanted to go to the Solitary area. I ended up altering the save file and removing those lines, and they've been fine in their cell block since.

McGlockenshire
Dec 16, 2005

GOLLOCKS!

Lockback posted:

What are the good mods? So far all I found are largely graphic replacements or things to make building a prison easier. Neither of which are that enticing...

The smaller rooms mod is rather handy, and this one seems to help fix stray laundry issues.

e:

DarkCrawler posted:

The arms trade thrives obviously and pretty much three of my max security prisoners were normal/min ones who attacked a guard with a knife. How do you stop it? I have metal detectors everywhere, do I just need to make searches every night?

Not just nightly searches, but nightly searches that don't use the Shakedown tool. Go block by block and use the Search Cell Block option on the character or item property sheet.

Do a search on all incoming prisoners. And use dogs. Lots of dogs.

Don't forget to set areas that are under construction to "Staff Only".

McGlockenshire fucked around with this message at 20:27 on Oct 7, 2014

McGlockenshire
Dec 16, 2005

GOLLOCKS!

DarkCrawler posted:

EDIT: The same crazy motherfucker who stabbed the doctor also had an escape plan going, what the gently caress?! Well he's going to spend the next three days in solitary. I don't mind if he starves.

It takes way more than three days to starve a prisoner to death, and a doctor can heal through it. :unsmigghh:

McGlockenshire
Dec 16, 2005

GOLLOCKS!

super fart shooter posted:

I kinda hope they do include guard escorts in the future so that they could actually do reform programs and use the rest of the prison facilities

I've had some good luck doing per-security-level reform programs by building local cleaning supply rooms and classrooms with attached psych offices.

Unfortunately, multiple infirmaries (for the drug program) work out very poorly. The doctors always end up clustering together in whatever infirmary is closest to the staffroom. Hmm, I wonder if building multiple local staffrooms would help...

McGlockenshire
Dec 16, 2005

GOLLOCKS!
If you're really, really, really paranoid about tunnels and absolutely have to know whether the dogs are giving false alarms or not, you can figure it out by reading the save game.

Pop open the save file in Notepad and look for "BEGIN Diggers". If the diggers Size is 0, then nobody is actually digging.

I had dogs constantly alarming around the entrance to my prison, the only place that wasn't protected by perimeter walls. The alarms were steadily moving further and further towards the road, but even repeated surprise block searches never turned anything up. It turned out that I have like three dozen barely dug tunnel nodes and nobody actually bothering to dig right now.

McGlockenshire
Dec 16, 2005

GOLLOCKS!

Doctor Schnabel posted:

How do you guys handle your supermax Hannibals? Forever lockdown sprinkled with snacktime? If so, I take it their cells need tv's and things to keep them sane?

Until they add some way for us to feed these monsters in their cells, there's no effective protection of them / from them. I just lump them all together in the same cell block and let them have at each other. Instigators get an instant upgrade to SuperMax, Snitches get an instant upgrade to Protective Custody.

Tonight I had one nearly escape from solitary. He'd have made it if he hadn't punched an officer so hard continuously that he found himself in the opposite cell. I managed to get the door locked on him before he could make off with the baton and keys. He stood there like a deer in headlights until others could come along and subdue him.

Later I had an Ex-Cop Snitch and a Cop Killer together in the same room. They ignored each other, but later a group of five or six guards killed the Cop Killer when I wasn't looking. Never even got the blue alert that pops up whenever guards are in trouble. I fired them all, for all the good it did.

We need to get a notification whenever a guard does something. I keep hearing tazers go off, but almost never find where.

McGlockenshire
Dec 16, 2005

GOLLOCKS!

wilderthanmild posted:

I want to find a way to silently murder them.

Starvation deaths are not counted as "incident" deaths. Stick them in Solitary for a few hundred hours, and keep the door locked shut so that doctors in the area treating actually injured inmates don't heal through the starvation DoT.

McGlockenshire
Dec 16, 2005

GOLLOCKS!


I had a little riot. The punishment for attacking staff is eighteen hours in Solitary, with six hours in lockdown for destruction.

I, uh, never really thought that I'd need to fill out the Solitary area. Also, that whole "doctors will find nearby injured people and heal them" has a tiny, tiny radius, so the benefit of a fuckhuge Solitary block next to the infirmary sometimes can be a bit muted.

Oddly enough, half of those punishments didn't even get applied until I loaded the save. Running the "bugbash-2b" version, I figure that it's a bugfix for the "if you get tazered while doing something wrong you will never be punished" thing.

McGlockenshire
Dec 16, 2005

GOLLOCKS!
On a related subject, I observed something today about multiple kitchens.

I built a new wing, and built out the kitchen overnight. It was completed well before cooking needed to start for the day, but the cooks that wandered in did nothing but sit there while all the other kitchens were productive.

What seemed to be happening is that the cooks in the other kitchens were consuming the supplies stored in their fridges before more food was ordered for delivery. Eventually, the supplies ran out and deliveries resumed.

I used to recommend 1-2 fridges per stove, but honestly now I'm considering maybe one for every other stove, until you're done building out.

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.

McGlockenshire
Dec 16, 2005

GOLLOCKS!
Also, check your suppression levels. Prisoners that are very suppressed don't like doing classes, and don't do well when they attend.

If you can, also try out the "bugbash" builds they're advertising in the news section. They've fixed a bunch of really annoying bugs, including two involving multiple regimes and classes/jobs. In the "2c" release made today, the Programs tab now color-codes each scheduled program when possible.

Here's the current changelog, if you don't have a Mantis account:

quote:

- 0001589: [Control & User Interface] Request - digital clock (elDiablo) - resolved.
- 0004535: [Control & User Interface] Enumerate cells by security level (elDiablo) - resolved.
- 0002141: [Save & Load] Can overwrite save files without warning (Icepick) - resolved.
- 0003822: [Gameplay] Always Fog Of War (Chris) - resolved.
- 0004464: [Gameplay] Cooks and reform programs clash with the new regime system (Icepick) - resolved.
- 0005441: [Gameplay] object_FoodWaste is not being removed properly (Icepick) - resolved.
- 0004193: [AI & Behaviour] (Some) Prisoners won't attend Reform Programs (Icepick) - resolved.
- 0003542: [Graphics] Full-screen image flash when contraband discovered (elDiablo) - resolved.
- 0004588: [AI & Behaviour] Multiple regimes not working with classroom scheduling (Icepick) - resolved.
- 0006069: [Gameplay] Supermax security prisoners are downgraded back to Max security after a murder (lim_ak) - resolved.
- 0006493: [AI & Behaviour] prisoners use the same seat/phone/shower etc (Icepick) - resolved.
- 0004515: [Sound] Riot Music Continues to Play After Loading a Different Prison (Icepick) - resolved.
- 0005846: [Save & Load] Special char in user account name result in the game failing to save (John) - resolved.
- 0001358: [AI & Behaviour] Dead inmate's family still come for visitation (Icepick) - resolved.
- 0004720: [AI & Behaviour] Teacher wanders into adjacent rooms while teaching (Icepick) - resolved.
- 0003948: [Control & User Interface] dragging sound may continue playing when it shouldn't (Icepick) - resolved.
- 0003162: [Sound] Construction sound would not stop (Icepick) - resolved.
- 0006001: [Other] Name in Game ages incorrect (lim_ak) - resolved.
- 0004048: [Sound] carpenter table sound continues even when no one is working at it (Icepick) - resolved.
- 0002093: [Sound] Sirens do not turn off (Icepick) - resolved.
- 0006208: [Sound] Ringing sound when deploying guard for patrols (Icepick) - resolved.
- 0000450: [Other] Make the introduction video skippable (elDiablo) - resolved.
- 0004419: [AI & Behaviour] Having Multiple Psychiatrists running Multiple Counseling Programs causes them to jump between. (Icepick) - resolved.
- 0004528: [Control & User Interface] non-click mouse input still possible when window is not in focus (John) - resolved.
- 0005164: [Control & User Interface] Introduction Objectives (lim_ak) - resolved.
- 0002655: [Save & Load] Incident free timer resets on load (lim_ak) - resolved.
- 0003969: [AI & Behaviour] visitors may go to the wrong visitation rooms (Icepick) - resolved.
- 0000027: [AI & Behaviour] Garbage is unloaded at Deliveries (elDiablo) - resolved.
- 0005611: [Control & User Interface] Clone toolbar not visible (Icepick) - resolved.
- 0001061: [Save & Load] Prisoner's sleep state not saved (Icepick) - resolved.
- 0004784: [Control & User Interface] Policy Tab - Setting punishments to "None" resets after save & load (lim_ak) - resolved.
- 0006021: [Control & User Interface] too many informants cover the screen (Icepick) - resolved.
- 0002563: [AI & Behaviour] Prisoner released same time as family goes to meet him (Icepick) - resolved.
- 0002611: [Graphics] An Invisible Prisoner (Icepick) - resolved.
- 0005896: [Save & Load] Cannot save game. So I cannot load it neither. (John) - resolved.
- 0006020: [Gameplay] Bankruptcy when playing with unlimited funds (lim_ak) - resolved.
- 0004601: [Sound] [motherbug] Issues regarding Sound which does not stop when it should (Icepick) - closed.
- 0002461: [Sound] riots music does not stop after a riot (Icepick) - closed.
- 0004874: [Sound] Lockdown alarm continues to sound after loading a different *.prison (Icepick) - closed.

From bug 4588:

Icepick posted:

Ok so, I've fixed a problem which would cause prisoners to attend classes when their regime didn't run for the full length of the class, as is possible in these kinds of mixed regimes.

As for the issue with other security ratings not getting their classes assigned properly, you can fix this by manually assigning the security level for each classroom. In this kind of set up, you already have a separate classroom for each rating, and so manually setting the security level for each room won't be a problem. This solves the issue being presented here.

Unfortunately it is nearly impossible to "guess" what a players intentions are with this kind of setup when there are multiple different regimes and multiple shared rooms, which is why we can't, for example, make it pick a different time slot for a different security level when doing these kinds of calculations - what would work for this case wouldn't for a dozen others. This might be improved later if the way programs are created is changed (I want to change the interface to improve the amount of control you have, but no promises on that.)

From bug 4193:

Icepick posted:

So there are actually a few issues in play here. In no particular order:
- There was some odd pathing issue which was causing the prisoners to sometimes just stand still in their cells (or where ever.) This has been fixed.
- There was an issue where the position being calculated for where prisoners should stand during the carpentry course was wrong, so if the carpenters bench was up against the wall they wouldnt be able to reach it. This has also been fixed.
- Workshop items obviously need space for the prisoners to stand in order to operate them. If this space is blocked (if they are built against a wall for example) they cant be reached and any task requiring the prisoner to stand there to fail, without giving the player any indication as to why. This is now fixed - items with their working positions blocked like this will display the error icon and have a message in their tooltip. You'll need to move them to somewhere with more space.

Edit: Oh, and people who are effected by some of these bugs may need to click the Reschedule Programs button in the programs window, or otherwise delete and recreate their programs, to fully resolve this bug.

From bug 4464:

Icepick posted:

As mentioned, this issue is very broad and actually covers a lot of different problems, however they should be largely resolved now by a combination of work done on different bugs and some stuff specifically done for this one.

In broad strokes, issues with food production across multiple kitchens and food distribution should now be fixed, and issues involving multiple regimes and security zones, including issues involving the foreman teaching programs in different security zones, should now all be resolved.

If, after this code has been released and testing has been done there are still issues here, it would be more helpful to find more specific bugs that deal with the particular issue or to create a new one if they don't exist instead of re-opening this one as the issues here make up a number of separate fixes.

McGlockenshire fucked around with this message at 04:51 on Oct 25, 2014

McGlockenshire
Dec 16, 2005

GOLLOCKS!

Daeren posted:

I may have made a huge mistake by not bothering with protective custody assignments for snitches :stare:

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...

McGlockenshire
Dec 16, 2005

GOLLOCKS!

Three-Phase posted:

I also found that if you simultaneously put your gang leaders in solitary, that will almost guarantee a catastrophic, prison-destroying riot. Instantly.

After a few month break from the game, I think I just found what I'm going to go for tonight.

McGlockenshire
Dec 16, 2005

GOLLOCKS!
So have they made dogs more lethal in the past few patches? I've lost 40 angry prisoners in the past two days to dogs that don't stop attacking when the prisoner goes unconscious, even when the handler is fine.

McGlockenshire
Dec 16, 2005

GOLLOCKS!

Pittsburgh Lambic posted:

There's something horrifying about watching the guards beat the poo poo out of a prisoner inside his cell, then leave him to lay there unconscious in a blood-soaked bed while a dog rushes into the cell and tears out the prisoner's throat, killing him before the handler can pull him off.

I ended up filing a bug over this. I had to severely cut down on my dog patrols after losing literally 15-20 inmates a day for a drat week to dogs running to subdue a subdued prisoner and killing them before the handler could arrive.

McGlockenshire
Dec 16, 2005

GOLLOCKS!

Coolguye posted:

On a somewhat related note, where are research times represented in the game's files, if they are? I'm kind of itching to just reduce all research times to 1 hour, I'm loving sick of waiting for it to complete after the 50th prison.

You can do this by editing the save. It's a plain text file. Search for BEGIN Research to find research progress. The values in the indented section take a fractional value between 0 and 1. Set them all to 1.000000 as needed. Doing so is perfectly safe.

McGlockenshire
Dec 16, 2005

GOLLOCKS!

Pittsburgh Lambic posted:

how the gently caress does a third of my prison manage to convince people to throw phones over the fence to them every loving day

The throw distance is ten squares. Double fence your perimeter, leave ten spaces between each fence.

You'll still have to worry about contraband coming in through visitation, but it won't be quite as bad.

McGlockenshire
Dec 16, 2005

GOLLOCKS!

Walton Simons posted:

Will do, thanks.


Got another weird problem with some of my cells:




Looks pretty accessible to me. Why those 3 cells?

Pop into canteen/kitchen assignment mode and watch the arrows. Maybe you have the canteen zoned incorrectly compared to the cells?

McGlockenshire
Dec 16, 2005

GOLLOCKS!
So there's a hidden button in the Extras menu.

https://www.youtube.com/watch?v=oDsL-D344BU

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McGlockenshire
Dec 16, 2005

GOLLOCKS!

FreudianSlippers posted:

Is there any way to kill troublesome Legendary prisoners?

Throw him in solitary and then wall in the door. Without pathing for food, he'll starve to death in a few days.

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