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@some moron $3,000 i guess...man that'd be fun if its possible.
I ran your prison for a bit. Switched off free fire cause I wasn't sure if prisoners were being shot crossing the street. They might have been trying to hijack trucks, but none of those things occurred while I was running it. I sent a cop killer to solitary to see if it would trigger it, but no he went to solitary just fine.
Side note: I would also recommend you make that entire side staff only. Staff only doesn't prevent solitary cells from working, but your prisoners have no business being over there otherwise and it might help prevent more fatal street crossings. It should also not disrupt death row, but you can zone the paths for death row if it does and still get the same thing out of it.
There were more deaths, but no one was brought out to exports. Just those three bodies there when you saved it. I noticed two of the dead prisoners had a fulfilled sentence of a flat 100 years, which isn't really normal to see, especially on two prisoners so yeah something went screwy. Since fresh corpses were being handled correctly, it seems the ones already out on exports were the only bugged ones when I ran it.
Personally, I would get rid of More/Weird Reputations and turn Staff Needs off (both can be done by editing the save) and see if that helps, though it might also mean starting the prison over to flush out all the copycats you already have. And you have a lot.
The reputations thing was more of a challenge, at least what i thought it would be in the beginning. In the end it was more of a slaughter than a challenge. 200+ inmates killed proves the point. Since they were also good at killing my staffs, i opted for the freefire option all the time, which is why its on.
I decided to let the other side of the prison to be accessible to all for fun, even though setting it to staff only will still not prevent death row prisoners to go to parole rooms. As far as I'm aware, there are no prisoners crossing over to the other side on the intent of stealing contrabands due to the fact that i have double layer of perimeter walls.
I myself am not certain of why the game is sending a lot of items into the prison. It's supposed to be spares, ready to restock the necessary items (like staff foods, ingredients, etc.) but it is sending a lot more than necessary. My library is also a mess, a lot of unsorted books everywhere, literally covering the whole room. I've done a little rework but it still is a mess. I'll figure these things out once i've finished the med-sec & max-sec cell blocks.
Deaths on the prison occurs almost on a daily basis, and half of the time are from the solitary blocks. Whenever a prisoner finishes their solitary punishment they'd rebel so i decided to reconsider solitary punishments. I also did notice that one dead prisoner had served 0 whilst the other two had served 100. It might just be because of their death bugging the thing. Hearse do come often but were not picking up anything.
The only explanations i can give as to how the three dead bodies ended up on the exports zone are:
1) They died on the spot, trying to escape or something
2) Some unknown type of staffs brought the dead bodies over
3) They were innocently/suddenly killed (unlikely)
As of right now, i'll want to finish of the remaining parts of the prison before reconfiguring anything in it for better optimization so the layout of the prison and whatever content is in it, as of right now, is to stay. Those three dead bodies actually makes good souvenirs (I'm serious), and thank you for your suggestion.
Hmm...clever. The only problem is that moving them out of the exports zone will "solve" the "bug".
My rule of thumb is Deliveries first, then Exports and finally Garbage. But for aesthetics purposes, i usually place exports on that side of the road. And in this case, the limit to prison-building ends right at the outer wall, hence the garbage area being "inside" the prison.