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Careful calculate the export values so that it does nto encourage player's 'contrbrand prison' gameplay.
As for adding grants... I tried my hand at modding grants and failed miserably lol. I may give it whirl again.
In any case, I have added all your ideas that I like to my "to-look-into" list, but be forewarned, if I do implement them, it will not be until after A30 is released. I have a good idea of things that are going to be implemented and I don't want to have to undo everything I worked on.
I greatly appreciate your feedback.
The mod currently does have a requirement of a filing cabinet, the game does not allow coding for forced multiple items. I can only code it as none or 1/more. I could add a requirement for a table, but I like to keep things simple. If I add a requirement for a table, then someone else will ask to have it removed. If you like having tables and multiple cabiinets in your contraband rooms, then by all means go for it. The game has a minimum requirement for rooms, there is no maximum or restriction for items.
As for adding guard lockers, I'm going to flat out say no. Though it would look cool, this would take away from the feel of the room, and the lockers would increase the number of armed guards allowed. Not something I want for this room.
At the moment theres no real reason to build the room other than roleplay purposes and perhaps a minor additional challenge.
X room has Y Contraband, if prisoner is in room X for Z amount of time with 0 guards, he has a 90% chance of stealing item Y from that room. But you never actually see it happen. Just the fact that the prisoner is in the room causes this scenario to play out in the game's background.