Prison Architect

Prison Architect

Customizable Control Booths
219 kommentarer
guy 26. jan. 2024 kl. 13:46 
does the mod still work?
CmdrLittlez 25. jan. 2024 kl. 17:58 
literally breaks my game
Krieger 18. jan. 2024 kl. 14:09 
breaks game
Inquisition Time! 28. maj 2022 kl. 3:34 
So, what does the obey control booth do?
John Helldiver 19. sep. 2021 kl. 7:50 
Hi, I can see the Switch above the Control Booth, any way to fix that?
murgh  [ophavsmand] 28. jan. 2021 kl. 13:19 
Mod update:

- made compatible for Glasshouse & Going Green DLC
- added legacy objects(2018).png file if you need this mod with the Anniversary 2018 edition.
murgh  [ophavsmand] 13. mar. 2020 kl. 12:10 
Invisible lights are intentional as explained below. With some objects the default lights will fight with the renderdepth thus creating a flickering effect.
Xico26 13. mar. 2020 kl. 11:29 
@LemonsterOG How do I organize this? Any suggestion?
Thanks for your help :D
1: https://i.imgur.com/yoR9VbW.png?1
2: https://i.imgur.com/8Y0vDyG.png?1
Xico26 13. mar. 2020 kl. 11:26 
Lights with the mod: https://i.imgur.com/6hx2pX5.png
LemonsterOG 13. mar. 2020 kl. 9:41 
Side Note: I've asked @murgh to take a look at my active mods list to make sure I don't have any conflicting mods. I'm waiting to hear back.
LemonsterOG 13. mar. 2020 kl. 9:40 
@Xico26 — (Message 2 of 2)

2) Things may may change the game "slightly".
- Kitchen Stack Size Increase
- Staff Food Profit
- etc.

3) Game changing mods.
- Modern UI 3.0
- Advanced Roads
- etc.

I have all my active mods in a workshop collection in the same order as I have them activated in the game. My collection list looks identical from top to bottom as my active mod list in the game.
Click Here to See My Active Mod List

You’ll see some of the mods in my list don’t follow the placement suggestions I made. That’s because I discovered that some of the mods I thought were “insignificant” actually need to be at or near the top of the list.

I hope this helps.
LemonsterOG 13. mar. 2020 kl. 9:40 
@Xico26 -- (Message 1 of 2)

I had my lights knocked out (LOL) a while ago too. After I rearranged my active mods everything worked ok again.

I know you can move the mods up/down once they're activated, but I try to do them in a "logical" order. Here's how I activate my mods. I start with none activated, then look through the list I've subscribed to and start activating what appears to me as the least important mods (ones I could do without if I needed to). Each mod you activate gets put on top of the previous ones, so the least important first, followed by the more important ones, then finally, the most important ones.

I activate them in the following order.

1) Things that will be added to the game without changing anything.
- Ping Pong Table
- New Barbed Wire
- etc.

....continue to message 2....
murgh  [ophavsmand] 13. mar. 2020 kl. 9:15 
So they don't annoy when a table or chair or other object is placed on top of them.
Xico26 13. mar. 2020 kl. 8:27 
Thanks but why the light icons disappear? I feel uncomfortable with that 😢
murgh  [ophavsmand] 12. mar. 2020 kl. 11:55 
Indeed, the water and power icons are smaller - this was a feature requested long ago and to be honest I like it much better this way.
Xico26 12. mar. 2020 kl. 11:35 
With this mod on, my icons of Water and Hot Water get smaller and the lights disappear, but there is still illumination. :steamsad:
a.v.scaletta 15. feb. 2020 kl. 16:38 
By the way is there any mod for security? Like if i build cctv monitor or door control system i always have there cooks.. I need somehow force guards doing it
a.v.scaletta 15. feb. 2020 kl. 16:34 
I will try thanks
murgh  [ophavsmand] 15. feb. 2020 kl. 16:22 
Try my Combipack for sneezer, I haven't seen cooks on door controls in my prison - perhaps this is because I've modded all staff.
a.v.scaletta 15. feb. 2020 kl. 16:17 
guys will this fix coock bug on door control system? i have cooks operate it not guards. and if i build another kitchen and canteen they are done with it even if i hire 100 more cooks :( please help.. i have no idea what to do.. i have full game with criminally insane and so on :)
LemonsterOG 13. feb. 2020 kl. 11:02 
@murgh -- Thanks for the extremely quick response. I really appreciate the info. Now I know.
murgh  [ophavsmand] 13. feb. 2020 kl. 10:17 
Moving scripted objects is something you shouldn't do. Rather dump them and place a new one. Probably none of the scripted mods I made are capable of dealing with moving an object since this was never needed.
LemonsterOG 13. feb. 2020 kl. 10:03 
@murgh -- The other day when I was test some mods (I'm a noob to PA), when I placed the large unit (3 wide) and then attempted to move it to a new location, a debug screen popped up. If it happens again, how do I provide you with the log file? Thanks.
murgh  [ophavsmand] 28. jan. 2020 kl. 4:36 
Mod update:

- 'area covered' sprites now delete themselves after a few moments
- updated Workshop definitions with OakTable
murgh  [ophavsmand] 21. nov. 2019 kl. 1:54 
Mod update:

- updated the complaints spritebank with new needs



This mod is compatible with Sneezer.
Leonineus 21. nov. 2019 kl. 1:33 
Early bug report: with the latest game update/Psych Ward release, CCB distorts need bubbles on prisoners pretty badly.
AncientGatekeeper 12. okt. 2019 kl. 9:28 
Ah. Thanks man! Glad to hear it’s received an update. Currently trying to figure out which mod in my extensive modpack has caused my new issue. All the doors (even the pre slammer doors) have disappeared from the build menu lol.
murgh  [ophavsmand] 12. okt. 2019 kl. 1:00 
Mod update:
-made compatible with Slammer 1.03
murgh  [ophavsmand] 12. okt. 2019 kl. 0:55 
Invisible light is part of this mod, not a bug. But the objects.png needs a little update, I'll get to it now.
AncientGatekeeper 12. okt. 2019 kl. 0:51 
Was able to fix it by deleting the objects.png and objects_old.png. Just wanted to let you and others know how they can fix it.
AncientGatekeeper 11. okt. 2019 kl. 18:45 
This mod causes the old ceiling light to render invisible when running the slammer update.
murgh  [ophavsmand] 21. sep. 2019 kl. 7:30 
Needs update, but may still work if you don't rotate workshop saw/press, let me know.
Josh 3. juli 2019 kl. 0:31 
Thank you very much! And quickly, too.
Everything appears to be back to normal in my game.
murgh  [ophavsmand] 1. juli 2019 kl. 16:19 
Mod update:

- made compatible with newest PA release.

If you are still playing with PA Update 17, then go into the mods folder and replace the objects.png with the backup file of the prior objects.png found inside this mod
murgh  [ophavsmand] 28. juni 2019 kl. 1:42 
Note:

Due to the new game update, this mod has become slightly incompatible, resulting in some mismatching sprites. I will update as soon as possible.
Gruisman 28. juni 2019 kl. 1:33 
just want to let you know with the new update its shows the weight benches as gas bottles with this mod
murgh  [ophavsmand] 5. juni 2019 kl. 1:12 
Just tested with an empty map, cheats enabled and only this mod enabled. I put a booth with some panels and they both get installed without any problem. So I can't reproduce.
Leonineus 4. juni 2019 kl. 11:11 
Tried that, they don't do anything with them. They just leave them on the floor next to the booth.
murgh  [ophavsmand] 3. juni 2019 kl. 15:19 
Display panels are only for creating eyecandy booths with no function. If you want workmen on call, then put a workman pager and a x10, x20, x50, or x100 pager panel.
Leonineus 3. juni 2019 kl. 11:11 
Am I doing something wrong? I put the utility booth down and the display panels, and the workers put the panels in, then they just leave the pager panels I wanted lying on the floor. Am I just being stupid about this?
groovybluedog 15. dec. 2018 kl. 15:00 
+ Shamei t's not easy to move booths, or get a partial refund when deleted ;P
groovybluedog 7. dec. 2018 kl. 13:44 
That's a shame, maybe one of the recent updates has fixed it?

Another option could be to use soldiers that come with some of the dispatch/callout mods, which don't seem to rely on any object being on the map.
murgh  [ophavsmand] 7. dec. 2018 kl. 1:31 
That's because armed guards didnt like to get spawned I think. There was something about them which made me not implement them. Perhaps it's the guard locker, I forgot.
groovybluedog 6. dec. 2018 kl. 17:43 
Thank you so much for your quick response and fix, it's very much appreciated!

My only suggestion would be if you could please add armed guards as a pager option. You've got every other role covered - cleaners and doctors being very helpful - but find it odd that you're missing armed guards. Since you have cooks, snipers wouldn't go amiss either.

Thanks!
murgh  [ophavsmand] 6. dec. 2018 kl. 14:47 
Oh that's possible, I guess I didn't update the guard and workman definitions with wages.

Mod updated, should be ok now. I also updated the objects.png while on it.
groovybluedog 6. dec. 2018 kl. 13:29 
I have identified that this mod, on its own, will remove the guard and workmen wages.
murgh  [ophavsmand] 6. nov. 2018 kl. 9:58 
Yes funky stuff can happen with the game :)
DarkVoid 6. nov. 2018 kl. 9:53 
Thanks for the advice - that has fixed the issue. Seemed to be a very wierd bug considering it only occurred with certain mods enabled.
murgh  [ophavsmand] 4. sep. 2018 kl. 0:43 
Those values are stored in the prisoners Bio, which cannot be accessed for modding, sory.
Equipmonk 3. sep. 2018 kl. 23:18 
any way to have a sorter that sets deadly, volatile, legendary, etc. to supermax?