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Absorbs Smaller Goons
Mar 16, 2006
Assign a guard to CCTVs? :monocle:

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Absorbs Smaller Goons
Mar 16, 2006
I really have a problem with the laundry system. My prison is really huge and there are multiple wings and although I managed to get the canteen problems under control (they still cook so much there's ton's of food in storage but that ok I guess) my laundry system is failling real bad. Also most of my deaths come from fights in the laundry rooms.

I also had a fun incident where PC prisoners turned on each other for being snitches.

Whole complex


Main Block, all maximum security plus the normal guys I took at first and turned into max sec for profit


Lower block and entrance/screening/services


Utilities (I only understood how to use capacitators a few hours ago, they have to go around the power station you can't do a block of them)


Oh god wiring, not sure if there is an upper limit on security doors so the main block doors are on the same 3 consoles for maximum effectiveness


Room deployment


So I tried to distribute the services and facilities all around but it still leads to wierd results sometimes. I just had a riot in the SuperMax laundry area where they killed a random MaxSec guy who ended up there for some reason.

Absorbs Smaller Goons
Mar 16, 2006
I had dog patrols the outsides of the prison but it only found a tunnel once. I also have dog patrols inside and boy does that work a lot better. Most tunnels get dug only 1 or 2 tiles and get found. Also do regular cell block searches, I have divided my 300 prisoner block into 5 roughly equal blocks and search them at night at random, following where the CIs think there is more contraband.

I cant do the shakedown thing at night anymore, there's about 2000 places to search so if I start at 1am it goes on till noon. Also there is the whole problem with searching the food tables, that food gets relegated to storage never to be used again and is a PITA. It's due to the guards not placing back the food correctly and then it's moved to storage by the cooks.

Spookydonut posted:

I've found that the first class of the day is bugged and doesn't work. So you'll always have like 10 guards without tasers unless you remove some desks

Can you expand a bit more on how you fix that?

Absorbs Smaller Goons
Mar 16, 2006
Yeah you can make a copy of that good spreadsheet and change the High meal quantity to low or medium and it changes the calculations. It's still a bit on the high side IMO, but with the bugginess of multiple kitchens I'd double the amount of cooks just to be sure. I have 40 working a 20 cooker 10 fridge kitchen and a secondary 8 cooker 4 fridge kitchen. Since they keep shuffling poo poo around you need more, but my prisoners are always well fed.

If only I could fix clothing...I keep adding janitors and it wont do crap. About 1/4 of my prison has desperate need for clothing.

Absorbs Smaller Goons
Mar 16, 2006
That's the known way to cheese it. Station dogs not armed guards, they will sniff out the tunnels fast enough. Although if they get to this point, it may be a matter of a few in game hours for them to finish the tunnels and so I'd suggest having dogs patrol your cells blocks constantly.

Absorbs Smaller Goons
Mar 16, 2006
I either build a small complex and make a separate plan for a large prison or build a really wierd looking small prison which will be easy to expand massively later.

Absorbs Smaller Goons
Mar 16, 2006
Nothing harmful about luxuries? Ask me about my Legendary in MaxSec who got beat up enough to be sent to the infirmary and set fire to the room with a lighter. By the time I figured how to use the firefighters (hold H while they are selected to douse the flames) half my middle service wing was decimated.

The friggin guy survived! He was Legendary with Extremely Strong, Fearless and Stoical, with added deadly, volatile and instigator. I once saw him get a full blast of shotgun to the face and he survived that with over half his health. It did calm him down though.

Absorbs Smaller Goons
Mar 16, 2006
Yes they are, and if you dont use them, your prison will burn down. If you use them you'll never see a fire.

Absorbs Smaller Goons
Mar 16, 2006
I had a prison filled with armed guards. I think I had 40 or 50 of them, it was insane. They keep the prisoners suppressed though, and that makes them perform worse in classes and workshop, so it wasn't that good. That prison went to the shitter too due to a fire.

I now have a model that's all about giving the prisoners everything to satisfy their needs instantly, like toilets in the showers and telephones in the canteen. They are incredibly peaceful and I can make them work 6 hours a day and they danger meter never goes past Low.

Absorbs Smaller Goons
Mar 16, 2006

Megasabin posted:

1. If I click something to be dismantled or dumped, how do I cancel it?

While you're in the objects selection tab, right click and drag over the object you want to cancel dismantling. Also works with materials, foundations, etc.

Absorbs Smaller Goons
Mar 16, 2006
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.

Absorbs Smaller Goons
Mar 16, 2006
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.

Absorbs Smaller Goons
Mar 16, 2006
Common laundry mistakes are having too many baskets, too many workers in the room (they can only do so much at a time), the room too far from the prison wings, etc. First room I did I put 8 hampers in there with 16 workers, nothing got done. Cut it in half and magical clean laundry for everyone.

Also yes the prisoners need to access the delivery area ONCE to pickup new clothes. Not sure if they get a subsequent shipment for new arrivals.

Absorbs Smaller Goons
Mar 16, 2006
IV software make really fun, easy to enjoy but complex enough to entertain for hours types of games. They're cool as heck.

Absorbs Smaller Goons
Mar 16, 2006
Yeah if you mess with your zones it will alter the deployment of stationed guards, but not patrol IIRC. The patrols will stay there even if you build a foundation under the patrol line, they'll just have a hard time getting around and it might cut the patrol line in places.

Absorbs Smaller Goons
Mar 16, 2006

Arclyte posted:

http://support.introversion.co.uk/customer/portal/articles/951789-reporting-bugs

I was considering entering a bug but I'm not sure its technically a bug. I found that if you sell a prison and start a new one but don't save before you exit the game that new prison and all the money you carried over are GONE, with no way to recover it. Reloading the old prison the Valuation tab says "Sold for $X" and you can't resell it. I had to go to a previous save and lost about 100k. It kind of needs to auto-save when you start a new prison.

I did the same goddamn thing. Sold my prison, got 2m bucks, forgot to save and closed the game...next bootup, gently caress wheres my money?

Resold the previous autosave.

Absorbs Smaller Goons
Mar 16, 2006

No idea what is going on in your perimeter. Try fencing off parts or add/remove doors and see if it sets it as it's own zone. I guess you kept adding to it and it merged the zone with other zones around it?

Also with those size shower room you can triple you cell blocks capacity.

Absorbs Smaller Goons
Mar 16, 2006
I just pause the game and mark the cells with contraband/POIs with the planning tool while using informants. It's a bit cheesing the game mechanics, but it would probably work like that in real life; they'd take notes of where the contraband is and go hit it later, when the informant was back in the gen pop, to avoid suspicion.

Also phone taps help to find outside drops of contraband. You can then isolate those areas and stop the flow of thrown contraband. Although it's a bit stupid, if you have an outside area that is accessible to the prisoners, they'll get contraband in even if they never physically set foot outside.

Absorbs Smaller Goons
Mar 16, 2006

nielsm posted:

Or more specifically, the CCTV Monitor, Door Control and Phone Tap objects automatically generate "Operate Thingy" jobs which free guards will take and perform. There is the strange little side effect that the jobs are time limited, so a guard will man the station for perhaps 6 hours and then "lose" the job, but perhaps getting picked for doing the brand new, identical job just created. So the manned-ness of stations will blink at times.

Speaking about guard job assignment mechanics, something broke horribly with the guard scheduling update. Whenever a new schedule switches (ex. lunch time so additional guard patrols are now in the canteen) it takes random guards out of assigned duties, such as escort prisoners, search, operate utilities, etc. to cover the scheduled patrols. Which means a new guard has to be assigned to the job, the job then gets relegated to the end of the queue. If your schedule switches another time before a guard has had time to complete/reach the job, it resets the assignment again, meaning you can be stuck in a loop where your guards will never do anything. I have up to 30 free guards during certain periods and they don't take care of the available jobs because they get constantly reassigned, leading to prisoners staying in the delivery area indefinitely. It can be fixed with a simple save and reload, all current tasks will be assigned to available guards, but it gets reset again when the next schedule pops. Very irritating, I'm resorting to not using this new scheduling feature until a solution/fix is found.

nielsm posted:

Unrelated, I'm starting to get rather annoyed at prisoners just sort of loitering confused around near the entrance to rooms. "Huh, the shower room? Why am I here? drat, I really need a shower. What am I supposed to be doing?"

This is because either they have showered, and are confined to the shower (or any other area they are scheduled to be in) until the scheduled time ends, or there is not enough amenities for everybody (which makes sense, you don't need a 1:1 ratio of objects to prisoners) and they are waiting their turn to get to the said objects.

You can see pretty easily when they are done with what they have to do in the room, they start walking away then come back because they have to stay there until the end of the scheduled regime block. I like to add some variety to make use of that downtime, such as toilets, payphones, exercise benches and TVs to any rooms, like showers, yards, etc. That way they can fulfill some other needs while being confined to that room.

Absorbs Smaller Goons
Mar 16, 2006

The REAL Gtab Fan posted:

The prisoners go into the room and idle until a serving table becomes available. If a prisoner is going across the room to grab a plate then the table is 'in use' by that prisoner. They can only be used by a couple of prisoners at a time. Once they grab a tray then it opens up.

Of course I am probably completely wrong but that's what it looks like to me but I am also dumb.

I usually put my serving tables right next to the entrances because of this.

Yup this is it. It has to do with the job queue/available positions. You can see it all happen in the jobs information page, although I will agree it'd be better if they'd just line up for the tables. Eventually we may see that happen, for now they wander like idiots because there is no 'free slot' for their need.

Although I have no idea what happens with the shower problem if there is a 1:1 ratio of amenities. Can you provide screenshots nielsm?

Absorbs Smaller Goons
Mar 16, 2006

nielsm posted:

Sure, here's how my cell blocks are designed:


I also tried redecorating my canteen to have 16 serving tables instead of 5, and closer to the entrance. It hasn't affected the standing-about-in-doorway much at all.

I think it might be more a question of when/how the game checks for jobs. It seems it only checks for available regime-relevant jobs once in a while rather than as soon as the prisoner reaches the regime-mandated room. This causes them to run to the room, then stand about until the next "regime-job creation cycle" runs.

Try adding a door between the cell block and the shower? Maybe that'll fix it.

I think you're right about the job selection cycle, and that might be why the guard scheduling fucks up the job assignment so much. Funny thing is I haven't seen anyone else report this as a bug yet, and I'm pretty sure that's the cause because my wife has a 400 count prison with 60 guards / no scheduling, and I'm at barely 200 with 60 guards w/ scheduling.

Absorbs Smaller Goons
Mar 16, 2006
Holy poo poo, that explains a lot.

Absorbs Smaller Goons
Mar 16, 2006

ModestMuse posted:

Cost of doors isn't really a factor, just depends on what you're using the door for. Staff Only where appropriate, cell doors when you want to allow prisoners, but you'll need a guard to operate. Wood door for like the laundry and cleaning so you're not restricting access. Wood doors are better than wall openings since they allow you to define each space and restrict access accordingly.

No wood door on cleaning, they get lots of contraband out of there (poison/sticks).

You can save a lot of money by putting wood doors on cell though. Just be sure to have guards nearby for when they start beating on it since they wont last long, but you only get one or two crazies that'll destroy their cell in 50 prisoners so it's not that bad (if you keep them relatively happy).

Absorbs Smaller Goons
Mar 16, 2006

The Cheshire Cat posted:

It just occurred to me - do prisoners on janitorial duty actually need to be able to get into the cleaning room? I've noticed that the prison keeps ordering more bleach so something must be using it up - but is it automatic, or do prisoners have to go in there and grab it before they can start cleaning?

You can't set janitorial jobs for prisoners without a cleaning cupboard and yes, they do need to get in. Even though they seem to just congregate there while others actually do the work.

Absorbs Smaller Goons
Mar 16, 2006
Also put a door between your canteen and kitchen, this is a contraband nightmare

E: put doors everywhere, jesus christ

Absorbs Smaller Goons
Mar 16, 2006
Ever since one of my legendary decided to burn down half of my prison by starting a fire in the infirmary, I've diligently placed sprinklers around all of my prison buildings.

Absorbs Smaller Goons
Mar 16, 2006
Protip: any search action done while having an active informant (not the same thing as a snitch mind you) will raise said suspicion of informant being a snitch and will eventually put him in harms way.

The best use of informants is to get the details of arriving prisoners, to see if any of them are in danger of being killed, and to find those pesky wooden picks they use to dig tunnels (comes from workshop IRRC). You can also look for other contraband but it's best to control that with careful placement of metal detectors, dog patrols and proper zoning of restricted areas that generate contraband.

A good trick is to mark cells which have contraband with the planning tool while you are gathering information from the informants, then return them to genpop and go hog wild on the searches.

Absorbs Smaller Goons
Mar 16, 2006
This is a game that keeps on delivering more and more with each update. it is a good game™

Absorbs Smaller Goons
Mar 16, 2006
Hum what? The way DCS (used?) to work is that every 2s a signal can be sent from the console, but it'll receive alerts from any doors connected to it. So you can connect any number of doors to it, but it will eventually jam if there are too many that need opening at once.

The solution was to get more consoles connected to all the doors, so that every console could send signals to every door, giving a good efficiency to the system.

Are you sure you are not confusing DCS with camera consoles, which can monitor up to 8 cameras before going in a rotation?

Absorbs Smaller Goons
Mar 16, 2006
He's also only got 16 prisoners and room for 36, so that canteen is either way overkill or preparation for expansion.

It might be so big for the prisoners amount that it's bugging out the queue?

Absorbs Smaller Goons
Mar 16, 2006
Here's a solution to the shower problem:





Make the shower part of the yard, use yard time liberally such as first thing in the morning and before/after meals, etc. My yards also have all the required amenities to make prisoners happy and this way a lot of them can fulfill their needs quickly.

It's kind of cheesing it but hey it works very well. All my guys are in a holding cell in that prison BTW. Never had a problem except this one time (right after the screenshot actually) where the prison went into full 300+ riot because I renovated the canteen and somehow this broke food logistics as even though it was connected to the kitchen, the meals never got to the serving tables. Let me tell you, the max sec guys sure like to beeline to the PC wing and kill the living poo poo out of them.

Had to dump all the food in the kitchen to reset the logistics thingy BTW.

Absorbs Smaller Goons
Mar 16, 2006
They might have toned down the carpentry program attendance because I was able to fill whole workshops with carpenters and churn out a steady stream of planks/beds, using normal security labour.

I haven't tried again since the recent patches, I'll try on my next prison to get a lot of carpentry going.

I did find out that if you keep a 10 square wide forestry all around your prison between an exterior and interior fence you'll rake in minimum 20k per day of tree exports, although it will cost something like 200k to plant the whole thing and about 20-30 builders full-time to cut down the trees.

Absorbs Smaller Goons
Mar 16, 2006
A checkpoint object would be really cool. Also the ability for mandatory searches of anything coming in, like the reception room but for goods.

Absorbs Smaller Goons
Mar 16, 2006
This game does desperately need more graphs and lists and stuff to sperg on. The menu is rather clunky as it is and it's insanely hard to find a specific prisoner/staff member.

Absorbs Smaller Goons
Mar 16, 2006
Yeah, airlock the areas and don't use freetime.

Prisoners will go to the nearest available yard, in terms of physical distance not pathing distance.

Absorbs Smaller Goons
Mar 16, 2006
OTOH we'd be slightly getting away from the point of the game (prison management/builder) and into courthouse simulator.

Could be cool, but I'd rather they polish the main game first and give us those information screens to sperg on.

Absorbs Smaller Goons fucked around with this message at 15:29 on Aug 21, 2015

Absorbs Smaller Goons
Mar 16, 2006
I think cell phones and syringes don't get detected by metal detectors and dogs, hence why they are a loving plight.

The room size thing isn't a bug, it's working as intended. Max labor per room is 20, optimal size being 20x12 for a workshop. Some rooms you can get away with less because prisoners only require 2x2 tiles per man, such as laundry and cleaning cupboard.

Absorbs Smaller Goons
Mar 16, 2006

Coolguye posted:

Especially since the change to Forestry that makes the zone a huge contraband trap, I frequently just fill it with Forestry zones and mark the entire area staff only. Logs are stupid profitable, I need very little room for admin space in the grand scheme of things, and I find it's better to leave resource rooms integrated with their own security cell block to make scheduling easier.

Just be prepared to hire a loving army of builders if you want anything to get done reliably fast. I think I have 60 on my latest save, of which about 40-50 are constantly chopping trees and moving the logs.

Absorbs Smaller Goons
Mar 16, 2006
Well the gardeners plant the trees and I guess they could do all the cutting and hauling (not sure) but if you do the whole perimeter in a 10 sq large security zone then they will get overwhelmed pretty quickly.

I didn't try to hire 50 gardeners to see if it fixes the problem, it might. It's easier to just hire a shitload of workers and that way they can also build poo poo if there is ever a lull in the forestry business (there isn't though).

E: also it pretty much hosed my delivery and the road gate system since there is like a massive backlog of trucks with a few trees in the cargo. I had a few escape attempts where the prisoners knew (kind of stupid since they don't have LoS) the road gates were all open and tried to make a run for the delivery area. They didn't make it since the inside doors and main prison doors were closed but had they been lucky they could've escaped.

Absorbs Smaller Goons fucked around with this message at 15:49 on Aug 31, 2015

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Absorbs Smaller Goons
Mar 16, 2006

Dongattack posted:

Why is the performance still so hosed? I was hoped this would be fixed for the full release. I have a apocalyptically good computer, but i get like like sub 20fps after reaching somewhere between 150-200 (and there are achievements for 1000+ prisoners), is it just me? Are they acknowledging the performance problems?

Define "apocalyptically good". I've got a "good" computer, with i5 4570k, 8GB decent ram and 760GTX, and it won't really lag until I get to the 500's of prisoners and appropriate number of staff.

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