Prison Architect

Prison Architect

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Xeonzs Jan 14, 2019 @ 10:32am
Cop killer killed by guards
How do I protect my prisoners from this behaviour?

Edit: Now a second.
My first 2 deaths of this prison are kills by my guards on cop killers, free-fire is off.
Last edited by Xeonzs; Jan 14, 2019 @ 10:35am
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Showing 1-8 of 8 comments
Eichhorst Jan 14, 2019 @ 10:58am 
click the guards who are beating him and and right click to tell him to move so he will stop beating them
Jet City Gambler Jan 14, 2019 @ 11:23am 
You need to set up protective custody for your cop-killers and snitches or they won't last long in the general population.
Eichhorst Jan 14, 2019 @ 11:48am 
Originally posted by Jet City Gambler:
You need to set up protective custody for your cop-killers and snitches or they won't last long in the general population.
Jet are you sure you are not thinking about ex cops, i fail to se why a cop-killer should be put in protective custody when its the guards that often kills cop-killers
Xeonzs Jan 14, 2019 @ 12:40pm 
Originally posted by Jet City Gambler:
You need to set up protective custody for your cop-killers and snitches or they won't last long in the general population.
I know, I do that, I have a mod that allows me to research and buy the snitch sniffer, any ex-guard, snitch and stuff like that automatically get's flagged protective.

However as Eichhorst said, it's the guards that kill the cop-killers, not the inmates.

I've also found that they are usually dead very quick, before I can stop any of the guards.
I figured there might be some mechanism or planning idea I must be missing.
jasonharris2 Jan 14, 2019 @ 2:42pm 
Originally posted by ❦Xeonzsღ💕:
Originally posted by Jet City Gambler:
You need to set up protective custody for your cop-killers and snitches or they won't last long in the general population.
I know, I do that, I have a mod that allows me to research and buy the snitch sniffer, any ex-guard, snitch and stuff like that automatically get's flagged protective.

However as Eichhorst said, it's the guards that kill the cop-killers, not the inmates.

I've also found that they are usually dead very quick, before I can stop any of the guards.
I figured there might be some mechanism or planning idea I must be missing.
if you keep the cop killers out of trouble the CO's will leave them alone
but the sec they do somthing wrong the CO's will beat them to death
MekaDovah Jan 14, 2019 @ 4:00pm 
Originally posted by ❦Xeonzsღ💕:
[quote=Jet City
I know, I do that, I have a mod that allows me to research and buy the snitch sniffer, any ex-guard, snitch and stuff like that automatically get's flagged protective.

However as Eichhorst said, it's the guards that kill the cop-killers, not the inmates.

I've also found that they are usually dead very quick, before I can stop any of the guards.
I figured there might be some mechanism or planning idea I must be missing.

Unfortunately there's no easy way to do it. Especially if the cop killer has some other awful trait like volatile. Best thing I can currently think of is lock 'em up in solitary by spamming the punishment so they're shackled and hopefully incapable of doing anything. Do not use the option literally called "Permanent Solitary" for this since it doesn't actually shackle them and therefore does not keep them out of trouble.

Otherwise if they're not trouble makers, you just gotta hope they stay out of trouble cause it's not really feasible to watch them constantly, and then best way I can think of to do that is make sure their needs are met as well as you can.
Last edited by MekaDovah; Jan 14, 2019 @ 4:02pm
Xeonzs Jan 15, 2019 @ 3:51am 
Originally posted by jasonharris2:
Originally posted by ❦Xeonzsღ💕:
I know, I do that, I have a mod that allows me to research and buy the snitch sniffer, any ex-guard, snitch and stuff like that automatically get's flagged protective.

However as Eichhorst said, it's the guards that kill the cop-killers, not the inmates.

I've also found that they are usually dead very quick, before I can stop any of the guards.
I figured there might be some mechanism or planning idea I must be missing.
if you keep the cop killers out of trouble the CO's will leave them alone
but the sec they do somthing wrong the CO's will beat them to death

Yea I try to, they were in supermax cause they were legendary gang leaders, they are permalocked in their cells with everything they need inside, but since they have like 8 traits, 2 had instigator and 2-3 had volatile so they blow up by themselves.

Originally posted by MekaDovah:

Unfortunately there's no easy way to do it. Especially if the cop killer has some other awful trait like volatile. Best thing I can currently think of is lock 'em up in solitary by spamming the punishment so they're shackled and hopefully incapable of doing anything. Do not use the option literally called "Permanent Solitary" for this since it doesn't actually shackle them and therefore does not keep them out of trouble.

Otherwise if they're not trouble makers, you just gotta hope they stay out of trouble cause it's not really feasible to watch them constantly, and then best way I can think of to do that is make sure their needs are met as well as you can.

Yea sadly they did, it was my smax super legendary gang leaders, so they are heavy trouble makers with a lot of the horrible traits, so on 1 side I don't feel too bad, but it does make me feel powerless, I will try the shackles thing if I see one getting mad again.
Last edited by Xeonzs; Jan 15, 2019 @ 6:39am
MekaDovah Jan 15, 2019 @ 6:30am 
I thought previously I could trick the game by first enacting Permanent Solitary, then a timed one which causes the timer to shoot up to 8000+ hours, but it turns out the shackles only last as long as the temporary one selected and the messed up timer is an illusion.

This time I just spammed 24 hour lockdown on my worst supermax guys (who have their own private cells) 30 times and they haven't caused me any trouble despite being rather ticked off and their hands are still cuffed.
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Date Posted: Jan 14, 2019 @ 10:32am
Posts: 8