Prison Architect

Prison Architect

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It'sKaj ツ May 31, 2018 @ 2:54am
Escape Artists is destroying the game.
(sorry for my english)
So i have prison with only normal risk prisoner. After a while i would get some High risk prisoner, but i notice there got some new perks, as (Instigator, Pick pocket, and Escape artist) It's all good and all, but that ''Escape artist'' is destroying fun in the game. Every minunt they are trying to Escape, no matter the cost.. ''For fun'' even all the other prisoners (Who doesn't have the perk) is joining in all the time. It's stupid and it's the only thing they do. Night and day all aroundt.

Does someone know how i delete this perk or something?
Last edited by It'sKaj ツ; May 31, 2018 @ 2:57am
Originally posted by badAim:
Just a fyi:
I was checking and it looks like skills/reputation is hardcoded so there's no way to make a mod that would simply overwrite the escapist or/and disable it completely.

You can disable the extra reputations by editing the save file. It should be in: R:\Users\YOURNAME\AppData\Local\Introversion\Prison Architect\saves

Open the save file with Notepad++ and search for

BEGIN MutatorSystem WeirdReputations true END

To disable it change true to false or keep it like this:

BEGIN MutatorSystem END


Btw. I was checking some other discussions and there was one where someone complained about prisoners having a lot of keys. He said that one prisoner had 5 of them which kinda proves that those extra reputations are unbalanced piece of crap that does not make much sense and the only goal of 'em is to f**k up your prison.
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Showing 1-15 of 20 comments
★MrDragon★ May 31, 2018 @ 2:59am 
They make the game a lot fun and i mean it
MekaDovah May 31, 2018 @ 3:46am 
You need to go into the prison save file and delete the "extra reputations" mutator from the mutator line.
badAim May 31, 2018 @ 8:18am 
I am not sure if I've ever had a dude with that perk. Anyways, once you design your prison perfectly, there's no way they can escape. If they dig tunnels, keep checking toilets every (second) night and it's done. Make sure your outer walls are at least 10 blocks away from the pathwalk/walls of the prison so it takes more time for them to dig the tunnel (and stops throwable contraband), like this for example:
https://steamcommunity.com/sharedfiles/filedetails/?id=1399260933
They dig tunnels only at nights.

If a specific guy is still trying, you could put him into MaxSec or Super Max and design a special cell, just for him.
Last edited by badAim; Jun 1, 2018 @ 2:11am
Rogue May 31, 2018 @ 9:21am 
I get them occasionally. It's an obtion under game moderator.
Don't know your set up but my main cell block has windows. An armed guard outside on patrol kills them through the window as soon as they attempt an escape. Free Fire is selected.
It'sKaj ツ Jun 1, 2018 @ 12:52am 
Yeh okay, but they are not buildning tunnels, they are just tryning to run out of my main exit, whenever they not have handcuff on. So i can hear 100 tazers go off up in there calls every sec.
badAim Jun 1, 2018 @ 1:09am 
Sounds like a ♥♥♥♥♥♥♥♥ to me tbh or your prison is just terribly designed.
It'sKaj ツ Jun 1, 2018 @ 1:37am 
wtf
badAim Jun 1, 2018 @ 1:45am 
Well, post a screenshot of your gate or something because it's not normal that prisoners start running to the gate for no reason. I mean the game is codded that way.If your prison is designed so prisoners are right on the other side of the gate, then don't be surprised if they try get through once someone opens it. It's just like a bait.
Make a "staff only" zone and some kind of corridor/room prisoners can't enter and then a block with cells etc which can be accessed by them.
Last edited by badAim; Jun 1, 2018 @ 2:00am
badAim Jun 1, 2018 @ 2:10am 
Here's an example gate I made just for you:
https://steamcommunity.com/sharedfiles/filedetails/?id=1399845407
🔺If you have something like this where prisoners are (or can be) right on the other side of the only gate that is stopping them from escaping, they will try more often to get through it.

https://steamcommunity.com/sharedfiles/filedetails/?id=1399845488
🔺On this one it's much better because there are two gates and prisoners are not allowed to get through the first one (in between them, area with grass). It's staff only and they will try to avoid id. Of course they still might try get through it but it's harder now. They have to force two gates, risk being additionally punished for entering the staff only zone and also gate bait is not working that well anymore because chances that both gates will be open at the same time are smaller.

If this does not help you with dem b*****s then dunno, rip you. I will have to try them in my prison and see if they are really THAT op.
Last edited by badAim; Jun 1, 2018 @ 3:06am
It'sKaj ツ Jun 1, 2018 @ 3:14am 
Oh yeah okay.
Listen i got 236hours on the game, i'm not new. So i know this isn't normal.

https://steamcommunity.com/sharedfiles/filedetails/?id=1399877748
badAim Jun 1, 2018 @ 3:19am 
That's a pretty good gate. Is the area for deliveries marked as staff only?
If it is then it's some ♥♥♥♥♥♥♥♥. I can not imagine your prisoners just running from the cells/yard directly to these gates...
It'sKaj ツ Jun 1, 2018 @ 3:20am 
I gotta tell you, they do. As soon as they can, they are going for the exit. Sleeping, eating, freetime, all the time.

Yes i got it on staff.
badAim Jun 1, 2018 @ 3:26am 
I will try that on the new prison I am planning to build soon, we will see. Would be weird as fk if they added something like that, unbalanced I mean.

If it's a normal thing on extra reputations, then I'd suggest disabling it. It might be the only option.
Last edited by badAim; Jun 1, 2018 @ 3:27am
It'sKaj ツ Jun 1, 2018 @ 3:41am 
Okay sounds good.
The author of this thread has indicated that this post answers the original topic.
badAim Jun 1, 2018 @ 3:53am 
Just a fyi:
I was checking and it looks like skills/reputation is hardcoded so there's no way to make a mod that would simply overwrite the escapist or/and disable it completely.

You can disable the extra reputations by editing the save file. It should be in: R:\Users\YOURNAME\AppData\Local\Introversion\Prison Architect\saves

Open the save file with Notepad++ and search for

BEGIN MutatorSystem WeirdReputations true END

To disable it change true to false or keep it like this:

BEGIN MutatorSystem END


Btw. I was checking some other discussions and there was one where someone complained about prisoners having a lot of keys. He said that one prisoner had 5 of them which kinda proves that those extra reputations are unbalanced piece of crap that does not make much sense and the only goal of 'em is to f**k up your prison.
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Date Posted: May 31, 2018 @ 2:54am
Posts: 20