Prison Architect

Prison Architect

Super Reform Mod!
84 Comments
mos4567  [author] 13 Sep, 2024 @ 7:48am 
@kandigg11192010
Sorry to hear you're having issues! Let's go through steps to pinpoint the cause and see if this mod is involved:

Verify Game Files:
Follow this guide: Steam Game File Integrity Check. https://help.steampowered.com/en/faqs/view/0C48-FCBD-DA71-93EB

Disable All Mods:

If the issue remains, it's likely a game issue. Contact Paradox Interactive.
If resolved, move to the next step.
Enable Only This Mod:

If the issue returns, let me know.
If not, proceed.
Enable Other Mods One by One:

If a mod causes the issue, disable my mod:
If the issue persists, contact the other mod’s developer.
If resolved, let me know which mod conflicts, and I'll try to find a fix.
kandigg11192010 27 Aug, 2024 @ 2:07am 
Recently added this mod and it appears there is an issue with the Debug popping up. After hiring a guard my daily expenses went to $3 mil. After closing the game and then restarting it changed from expenses to profit of $16 mil. Anyone else having this issue?
Darecker 26 Feb, 2024 @ 5:56am 
What about any plans regarding guard classes?
mos4567  [author] 21 Feb, 2024 @ 8:59am 
@Darecker

For the prisoners the classes do have effects on mood and needs depending on the specific program.

LifeSkillsEducation discharges the need "Freedom" and has a progressive effect calming.

ConductReview discharges the need "Privacy" and has a progressive calming effect.

LegalAid discharges the need "Freedom" and has a progressive calming effect.

PrisionPolicyEducation discharges the need "Freedom" , changes the need "Safety", and has a progressive calming effect.

PrisonSafety changes the need "Safety" and has a progressive calming effect.

SpecialEducation discharges the need "Literacy" and has a progressive calming effect.

FirstAidEducation discharges the need "Drugs".

SexualEducation discharges the need for "Family" and is has a progressive calming effect.

LawnCare, ContinuingEducation, and MoneyManagement just have a progressive calming effect.
Darecker 20 Feb, 2024 @ 8:07am 
@mos4567

thanks for your answer, i've really enjoyed playing with the mod so far and the lack of bugs makes it even more appealing to me, yet I have got to ask whether you're planning to give these classes some sort of effect let it be needs satisfied or something that can suffice for the money spent daily on the classes. I understand that you don't want to break the balance of the game but I feel like this part of the mod is missing something that could make it a lot more enjoyable to play with.

Anyhow, I really appreciate you answering me as most of the modders nowadays don't take the time to even read most of the comments they get on their mod :)
mos4567  [author] 18 Feb, 2024 @ 1:15pm 
@Darecker

On a personal note, one thing you could do if you want, is to simulate the classes having an impact by enabling the super-guards mutator and then also holding ongoing guard training and just saying the guard's increased performance is due to the ongoing training. I have done this in some of my games myself, it can be fun to have a reason in the game why a mutator exists. :P
mos4567  [author] 18 Feb, 2024 @ 1:10pm 
@Darecker

Thank you for using my Mod, I hope you have enjoyed it.

To answer your question:

The short answer is:
It is just for RP.

The Long answer is:
While the classes for prisoners do impact the prisoner's stats (mostly calming them) the same is not true for the guard's classes. This choice was made to not overly impact game balance (I figured if you want super guards the player can choose to enable that choice in the settings), I didn't want to unbalance the game with this mod.
That is not to say there is zero effect on game play but the effect is more natural. The fact that guards in class are not out working for that time, that it forces the guards to group up as classes are held, and then released as a group, these things can have a subtle impact on gameplay in a few ways. Such as reduced guard presence during classes, a group of guards altogether as they exit the class, etc.
Darecker 17 Feb, 2024 @ 5:25pm 
do the staff courses actually change any of the stats for the guards or is it basically just for rp purposes?
matthew.gaming1918 14 Dec, 2022 @ 1:22pm 
Thanks for your reply. I hadn't played the game for a few years and remembered this mod being great. Had quite a lot of troubleshooting, but worked out it was other mods. Checked yours out and it seems to be working great!!
mos4567  [author] 13 Dec, 2022 @ 10:11pm 
@matthew.gaming1918

I have not tested it in a while but it *should* be resilient to game updates unless some strange name conflicts happen (something using the exact same name as an element in the mod) or major API changes.

Why... are you having any issues?

I created it in such a way as to be very unlikely to break or clash with other mods.

If you are and if the issues happen with other mods disabled (although it *should* play nice with other mod) let me know the details and I will investigate
matthew.gaming1918 5 Dec, 2022 @ 8:47am 
Does this mod still work?
mos4567  [author] 19 Apr, 2021 @ 7:42pm 
I recommend that you open a ticket with Paradox, not a post on the forms, and detail the issue and include your logs.

I my experience doing that is the fastest way to get a bug report opened and that is the only way this is going to get fixed.

I would eliminate mods from the discussion and talk about the issue with the built in programs to avoid confusing the issue.

In my experience the will then open a bug report and one to 140 weeks later, it get’s fixed in a patch with a bunch of other stuff.

Go to:
https://support.paradoxplaza.com/hc/en-us

And click “Open Ticket”
mos4567  [author] 18 Apr, 2021 @ 3:28pm 
Also…

What specific programs are doing it because not all of them even have a cost and some of them only by request

Also…

I would like to know every detail of the exact settings you are using , everything because I am unsure what might end up being related. So game preferences, as well as the setup preferences used. Any optional thing set? If so what? If it a male or female prison? What warden did you choose etc.

Also…

Are you getting any log output or errors when this happens? If yes, what do they say? Any resource issues when this is happening such as low memory conditions?
mos4567  [author] 18 Apr, 2021 @ 3:28pm 
@Assassin Agent

Ok… let’s dig deeper.

If you save the game, exit the game fully, (maybe even reboot for good measure ) and then load up your save and resume playing, is the issue still there or is it fixed for another 40minutes?

If it is not fixed for another 40 minutes, what happens if you do the same thing but save the game BEFORE the issue starts (so say at 35 minutes)

If you then reboot (or use your task manage and ensure the game really has fully exited )and go back in and resume the saved game, do you get the error in 5 minutes or 40 minutes?


Assassin Agent 17 Apr, 2021 @ 1:28am 
Even as the only mod (and verified files), still does it. Started a quick new prison (large, slow time), same problem.

I guess I'm pretty damn good at breaking things, this isn't the first time I've broken something that shouldn't be able to be broken. And won't be the last
mos4567  [author] 16 Apr, 2021 @ 4:59pm 
@Assassin Agent Honestly the bug is either in the game itself, in your copy of the game only (file corruption) or with others mods (or a combination of other mods) because this mod makes no game functionality changes and in no way modifies the game code related to the actual implementation of the programs.

Try disabling ALL mods, even this one.

Verify your game files

Test and see if the issue still remains. If yes, than:
https://help.steampowered.com/en/wizard/HelpWithGameTechnicalIssue?appid=233450

If no, re-enable just this mod and see if the issue returns. let me know what you find.
mos4567  [author] 16 Apr, 2021 @ 4:54pm 
@Assassin Agent Do you have any other mods running, try toggling them one by one to see what impacts what...

Understand this mod is basically a database of additional reform programs and their effects and requirements and some sprites.

So a bunch of statements like this:

BEGIN Program
Name PrisionPolicyEducation
SessionCost -100
Places 15
SessionLength 60
NumSessions 1
Difficulty 1
Room Yard
Equipment Bench
Teacher Guard
Research Education
Intake Mandatory
Properties Academic
ProgressEffect calming
DischargeNeed Freedom
ChargeNeed Safety
EffectChargeRate 1.0
END
Assassin Agent 16 Apr, 2021 @ 3:30am 
I'm playing with slow time mutator (large map) and about 40mins in to atleast the short programs (like prison policy education), the reform programs "restart" every few minutes bleeding money.
mos4567  [author] 8 Feb, 2021 @ 10:41pm 
@natsound1 Your welcome! :lunar2019grinningpig:
Brit9 8 Feb, 2021 @ 6:11am 
this works really wall thx :steamthumbsup:
mos4567  [author] 21 Jun, 2020 @ 1:13am 
@stuffypickle135 In the game, if you open records and go to the Programs tab, then hover the mouse curse over the name of one of the programs, a box will appear and describe the program and the requirements for that program.

That is going to give you the cleanest view of this data.

The other method using the finds may be a bit complex for some users and the data is in a manor that intended for processioning by the game
stuffypickle135 20 Jun, 2020 @ 4:57pm 
@mos4567, I'm not great at this kind of thing. How do I look at the data for the mod? Is it on finder or in game?
mos4567  [author] 19 Jun, 2020 @ 10:45pm 
@stuffypickle135 The information is presented in game, it lists the requirements or each reform program the same way the built in ones do.

If you dl the mod and open it up, inside the Data folder look in "reform_programs.txt" It will list each one and

Each one starts with BEGIN Program and ends with END
Here is one of them. Its way too large to post the entire thing.
BEGIN Program
Name SexualEducation
SessionCost -140
Places 15
SessionLength 60
NumSessions 5
Difficulty 1
Room MedicalClassroom
Equipment SchoolDesk
TeacherEquipment Chair
Teacher Doctor
Research Education
Intake Voluntary
Properties StudentsSit
Properties Academic
Properties Repeatable
ProgressEffect calming
EffectChargeRate 1.0
DischargeNeed Family
WaitTime 6
END
stuffypickle135 19 Jun, 2020 @ 5:26pm 
Can you describe what objects are needed for each program?
mos4567  [author] 21 Apr, 2020 @ 10:52pm 
@Forsaken You could probably do but don't. It's full of problems like uneven scheduling. It also throws out important game elements such as prisoners behaving correctly according to stats and mood. So I wouldn't. Try to work within the flow of the game and consider game elements and use them.

See:
https://en.wikipedia.org/wiki/KISS_principle
Forsaken 20 Apr, 2020 @ 1:15am 
@most4567 I would like to ask you something. I am trying to tweak values of various programs to change interest in them, but I can't find any field in "reform_programs.txt" that represent this value.

Example; I have 50 prisoners and lets say I want 50% of them to be interested in carpentry reform program. Is it possible to do it with modding?
mos4567  [author] 6 Jan, 2020 @ 10:26am 
@kiska87 Thank you!
kiska87 5 Jan, 2020 @ 7:27am 
this mod is awesome. i´m glad it has german translation included.

Great work :steamhappy:
mos4567  [author] 15 Jun, 2019 @ 11:19pm 
@GodOfHate why not? Enjoy! :steamhappy:
NitroSkye 15 Jun, 2019 @ 10:18pm 
@mos4567 Ah I tested it just now and it works fine. Turns out the path to the warden's office was blocked/staff only. Is there no way for a guard to escort them to the Warden's office? Or does it have to be unlocked/shared to run the program?

Still love this mod. So many awesome reform programs :)
mos4567  [author] 8 Jun, 2019 @ 10:09pm 
@GodOfHate just tested it on the current release and it worked... Ensure everyone has a chair. Each the room has all required. Ensure a path to the warden's room not blocked by staff only zones / restricted
mos4567  [author] 8 Jun, 2019 @ 9:58pm 
@GodOfHate I have seen that when either a requirement is missing or conditions do not permit for it. In short, something is invalid either design, policy, or resources.

Did it work and then stop working or has it never worked for you?

Is the warden's office zoned to allow for a prisoner use or do you have it staff only?
Is the Chief also free?
Is a guard free to transport? Is the path free?
NitroSkye 8 Jun, 2019 @ 9:34pm 
Amazing mod, I love it! But for some reason, when its time for Conduct Review, the Warden prepares for it but no inmate comes to his office to do the Conduct Review program. There's currently 11 in queue for it. Can someone help please? All of the other reform programs seem to work fine.
mos4567  [author] 5 Aug, 2018 @ 6:53pm 
@djkiller942 Prison Safety as no gear requirement. It has an Equipment requirement of a Bench. You must also have at least one free guard to teach the class, a security office, and at least one prisoner to take the class.
Drinkmaister2021 5 Aug, 2018 @ 3:47am 
What gear are in needed for Prison Safety? It says in program that the tools aren't there.
mos4567  [author] 3 Jun, 2018 @ 2:15pm 
@Fallale awesomeness, Three Cheers!
Fallale 3 Jun, 2018 @ 3:10am 
@mos4567 Thank you for your help
I tried to deactivate all mods and then activate only this one, but the error still occured. I then decided to remove the game and noticed that the Introversion folder in the AppData Local folder was still there, so I removed it as well. After reinstalling the game all mods worked fine. Seems that there was a conflict with an old mod, which wasn't removed properly. Now I can play the game again with your realy great mod. :steamhappy:
mos4567  [author] 2 Jun, 2018 @ 10:08pm 
@Fallale It could be a conflict with another mod. Sometimes mods can all work fine on their own but not so well together.

I suggest that you start removing all mods.

See if the error remains. If the error remains. Contact steam support.

If the error is gone,
enable this mod again.

See if the error comes back. If yes contact steam support since it works elsewhere. Might be a problem with your install.

If it works okay with my mod alone, lets next find the conflict.
Add the other mods back one at a time until the error comes back.

Now confirm,

Removal all mods


Enable Mine.

Enable the one that we think conflicts

see if the error returns

Remove the conflicting mod or remove my mod to fix.

Also, please let me know what you find so I can see if i can fix it on my end or add a note for other users. :)

If the error fails to return, the problem is more complex. Play around and see if you can find the combo... sometimes looking at the mod files can help ;)
Fallale 2 Jun, 2018 @ 10:19am 
Hi, I love this mod. But weirdly it is causing a fatal error message on one computer while it runs fine on another one. I hope you can help me with that issue. https://i.redd.it/ft2nkorduj111.png
mos4567  [author] 22 May, 2018 @ 9:16pm 
Your welcome!
katbarf 22 May, 2018 @ 7:22am 
Nice mod thanks so much for it! I started replaying this last weekend.
Sweffey 25 Feb, 2018 @ 6:57pm 
Thx a lot!
mos4567  [author] 21 Jan, 2018 @ 6:28pm 
Yes.

That and other new and expanded features and choices will be in the version 2.x series...
Future Architect 21 Jan, 2018 @ 2:56pm 
Are you planning to do any more programs with the Outdoor Classrom?
mos4567  [author] 21 Jan, 2018 @ 2:13pm 
Awasome! Thank you PimpTV. :steamhappy:
Spieleklecks 19 Jan, 2018 @ 11:08pm 
Hello @mos4567
i have translate your Mod in German Language.. pls contact me for the Files...
Greez
mos4567  [author] 10 Oct, 2017 @ 7:53pm 
@zallo03 Great question The only logicaly answer I can think of is that either you or I deleted it. I don't think anyone else can. I don't think I deleted it... but if you don't think you did (I assume since you asked) that means that it could have been me. If it was me, I appogloize, it was an accident. :steamfacepalm:
zallo03 10 Oct, 2017 @ 4:43am 
I'm no modder but I can tell most of this isn't possible. to lay wiring/piping or construction your workers often have to clip through walls. There was a problem with prisoners clipping and path mapping a long time ago which they patched. I assume path mapping and clipping is handled very differently for prisoners. Not to mention they'd still need to transport the materials.

home repair might be possible but you'd need an assignable job. I can't see the medical transport being feasible though. If it was it would create a real issue as healed prisoners often go right back to fighting.

more importantly, where did my last comment go?
mos4567  [author] 9 Oct, 2017 @ 6:33pm 
Matklo1009 I like all of these ideas. Thank you.

I need to do some research to see how possible this is and if this can easily be done as a mod and if so how much work it would take. From what I saw in the code before, I think something like this *might* be possible just not exzactly the same as way you are asking for, but close enugh... however if Zallo03 is correct we might already have an answer.

If I do find that its possible and I can get it to work well and don't run into any blocking bugs in Prision Artitech related to it, then we might just see something along these lines in version 2 :).... No promises.

Zallo03 wanna save me some time? Tell me why you say its not possible / point me to the thread etc where this was discussesed.
matko1990 9 Oct, 2017 @ 2:55pm 
I like the idea of the mod. I just had some prisoners pass the lawn care course - can you add the possibility that the prisoners that pass this course can work as a gardener in the prison?

Something like this would also be nice for other courses:

First Aid - Prisoners have learned to bring injured people to the infirmary

Basic Home Repair - Prisoners can repair stuff (that would normally be repaired by workmen)

Home Wiring Education - Prisoners can lay wires

Plumbing Education - Laying pipes

Construction Engineering Education - Build stuff

If that is possible, it would be awesome. I could cut down my workmen staff in half :D