Prison Architect

Prison Architect

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PaulTheWall Aug 16, 2015 @ 4:14am
Trucks parking in opened road gates
Has anyone figured out how to prevent supply trucks parking in opened road gates, when waiting? This bugs me since the very first alphas, as it seems to be a major security risk, and IMO there should be some kind of driver AI preventing this behaviour, as this never would happen IRL. The drivers simply would wait in front off a closed gate and the gate would stay closed, as long as there is no space for parking inside the facility perimeter.

However, I've tried several airlock designs with different spacing between road gates, different Delivery/Export/Garbage layouts, but I just can't get the stupid road gates to stay closed, as long as there is no truck actually DRIVING through...
Last edited by PaulTheWall; Aug 16, 2015 @ 4:15am
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Showing 1-8 of 8 comments
Nelly Aug 16, 2015 @ 4:37am 
Just look where the Truck park, and then place the road block behind the truck. worked for me.
there is one square line between each waiting truck it seems.
PaulTheWall Aug 16, 2015 @ 5:07am 
Problem is, in my prisons, the trucks first park at the delivery zone, then, after unloading, they roll a little and stop next to the export zone and do the same thing for loading garbage. So there is not always a reproducible spacing between parking trucks. The line just keeps moving a little bit at a time.

So, how do you layout your Delivery/Export/Garbage zones?
Nelly Aug 16, 2015 @ 5:22am 
i still have the beginning delivery and garbage zone. and my export is on the other side of the road
Then, how about moving the delivery and export zones further away?
Emmote Aug 16, 2015 @ 6:21am 
I always double up my road gates. It just adds extra redundancy.

Haven't finished this prison yet... well, barely started it, but you should get the gist.
http://steamcommunity.com/sharedfiles/filedetails/?id=500849228
PaulTheWall Aug 16, 2015 @ 9:11am 
Sorry, but I don't really get it.

Maybe I'm too stupid to see how it's meant, but I only see some kind of airlock. Where exactly is your outer perimeter and where are your Delivery/Export/Garbage zones?

Originally posted by Emmote:
I always double up my road gates. It just adds extra redundancy.

Haven't finished this prison yet... well, barely started it, but you should get the gist.
http://steamcommunity.com/sharedfiles/filedetails/?id=500849228
Targa Aug 16, 2015 @ 9:27am 
If the supply trucks are lined up (same thing with prisoner delivery trucks), then there's really no way to keep gates closed or prevent trucks from stopping in open gates. What I do is to put my first set of road gates just before and after the delivery/exports/garbage area, so there's enough room for the gates to be closed when one truck arrives. Then I put a second set of gates outside of those, allowing for a few squares more than the length of another truck. Then put a third set WAY outside those two sets. I also put my Delivery/Exports/Garbage zones INSIDE my main entrance, behind an airlock of 2 double-wide jail doors. I also have a system of "locked open" jail doors and double jail doors throughout my prison, so if th eneed ever arises, I can initiate a lockdown and effectively section off many parts of my prison.

You can also put an armed guard patrol outside your front entrance. This discourages prisoners from making a break for it. :)
Last edited by Targa; Aug 16, 2015 @ 9:42am
Emmote Aug 16, 2015 @ 12:46pm 
Originally posted by P-Dup:
Sorry, but I don't really get it.

Maybe I'm too stupid to see how it's meant, but I only see some kind of airlock. Where exactly is your outer perimeter and where are your Delivery/Export/Garbage zones?

I did say I hadn't finished it yet. You can just see the top of the delivery area directly below the sally ports (they are not airlocks), and there's another set of sally ports below the delivery / exports.

Basically, it's 3 road gates instead of 1. At least one of them is bound to be closed at any given time.
Last edited by Emmote; Aug 16, 2015 @ 12:50pm
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Date Posted: Aug 16, 2015 @ 4:14am
Posts: 8