Prison Architect

Prison Architect

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Stationed Dog handler not resting
I have a dog handler stationed where my deliveries are scanned. If i order him to move another handler will take up his spot. but otherwise he will just stay they indefinitely, being exhausted and doing nothing. Jersey the dog has been there for 3 days and will not leave his post.

https://steamcommunity.com/sharedfiles/filedetails/?id=2375031829

Dog is at the top right and my kennel is down the bottom.

Any ideas as to how to solve this?
Originally posted by 28rommel:
I had this same issue happen to me just the other day. I had the dog handler (and dog) set to guard a particular hallway, all the time (using the one-click method to guard here under Deployment). Later I began to use the Deployment Scheduler to set-up different times for different guarding. This somehow locked my dog handler and the dog to never rest (PS: when the dog is tired/exhausted, the dog does not "sniff" and thus does not do its job).

What I did was to delete this dog handler from the one-click (24 hour) Deployment for this hallway. I then set up a "Patrol" in this same hallway, assigned a dog handler to it, and then clicked on all the numbered colors for the entire 24 hour period in the Scheduler for the dog handler to patrol there. Now the dog handler will rest, and be relieved by another fresh dog handler for his patrol.
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The author of this thread has indicated that this post answers the original topic.
28rommel Jan 26, 2021 @ 6:09pm 
I had this same issue happen to me just the other day. I had the dog handler (and dog) set to guard a particular hallway, all the time (using the one-click method to guard here under Deployment). Later I began to use the Deployment Scheduler to set-up different times for different guarding. This somehow locked my dog handler and the dog to never rest (PS: when the dog is tired/exhausted, the dog does not "sniff" and thus does not do its job).

What I did was to delete this dog handler from the one-click (24 hour) Deployment for this hallway. I then set up a "Patrol" in this same hallway, assigned a dog handler to it, and then clicked on all the numbered colors for the entire 24 hour period in the Scheduler for the dog handler to patrol there. Now the dog handler will rest, and be relieved by another fresh dog handler for his patrol.
Kunovega Jan 26, 2021 @ 6:18pm 
This has been broken ever since the ability to station a dog handler in one spot was added.

The original developers did not allow dog handlers to be stationed this way, dog handlers could only be on patrol routes and they worked correctly.

The new developers who took over after paradox added this and it's been broken like this ever since.
The Queen Salis Jan 26, 2021 @ 8:19pm 
Which is yet another of myriad of examples of them not knowing how the various systems are interconected and interrelated such so when you pull on one, the others unravel.

They keep carelessly pulling.
Kunovega Jan 26, 2021 @ 8:36pm 
Originally posted by The Queen Salis:
Which is yet another of myriad of examples of them not knowing how the various systems are interconected and interrelated such so when you pull on one, the others unravel.

They keep carelessly pulling.

Happens a lot, they add new items, they don't add all the rotations. They add new textures, it pushes existing ones into the wrong call slot, they add wardens which were locked down in a custom file and it breaks custom prisoners appearances because they both used to be premium content in tamper resistant files as paid premium content

Literally everything that's been added since paradox took over has been done by sloppy amateurs who break things
Last edited by Kunovega; Jan 26, 2021 @ 8:36pm
The Queen Salis Jan 26, 2021 @ 9:06pm 
Originally posted by Kunovega:
Originally posted by The Queen Salis:
Which is yet another of myriad of examples of them not knowing how the various systems are interconected and interrelated such so when you pull on one, the others unravel.

They keep carelessly pulling.

Happens a lot, they add new items, they don't add all the rotations. They add new textures, it pushes existing ones into the wrong call slot, they add wardens which were locked down in a custom file and it breaks custom prisoners appearances because they both used to be premium content in tamper resistant files as paid premium content

Literally everything that's been added since paradox took over has been done by sloppy amateurs who break things
The Cooks and Kitchens.... THING reeks of it too - I bet it was broken by the Food Policy Splitting somehow.
Not to mention it broke an Event (official demands a specific food policy or you get fined to oblivion) because (I'm convinced) they didn't bother to know that EVENTS EXISTED
Last edited by The Queen Salis; Jan 26, 2021 @ 9:06pm
Xander Tyrann Jan 27, 2021 @ 11:49am 

Originally posted by 28rommel:
I had this same issue happen to me just the other day. I had the dog handler (and dog) set to guard a particular hallway, all the time (using the one-click method to guard here under Deployment). Later I began to use the Deployment Scheduler to set-up different times for different guarding. This somehow locked my dog handler and the dog to never rest (PS: when the dog is tired/exhausted, the dog does not "sniff" and thus does not do its job).

What I did was to delete this dog handler from the one-click (24 hour) Deployment for this hallway. I then set up a "Patrol" in this same hallway, assigned a dog handler to it, and then clicked on all the numbered colors for the entire 24 hour period in the Scheduler for the dog handler to patrol there. Now the dog handler will rest, and be relieved by another fresh dog handler for his patrol.

Thanks for the help. yeah patrols work far better.
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Date Posted: Jan 26, 2021 @ 4:01pm
Posts: 6