Search found 30 matches

by desrocchi
Thu Apr 09, 2015 10:38 am
Forum: Community Members
Topic: Yard Congestion
Replies: 13
Views: 840

Re: Yard Congestion

I have a similar problem. First of all I do not use Yard timeslots, I just use Free Time so people are not all in the yard at the same time. Secondly, I usually create a large number of yards - tipically one every 30 cells and large unough to host twice that number without issues. My problem is that...
by desrocchi
Tue Apr 07, 2015 10:06 am
Forum: Community Members
Topic: Change shared zones to Max, Medium, Min
Replies: 6
Views: 440

Re: Change shared zones to Max, Medium, Min

I surely support this, I think the problem would be the interface: how do you quickly show who can and who cannot enter a zone? We can't have a color for every single combination, there should be something like stripes of different colors for every security level, something like this: http://i.imgur...
by desrocchi
Tue Apr 07, 2015 9:44 am
Forum: Community Members
Topic: [Suggestion] Improve Informants UI
Replies: 3
Views: 163

Re: [Suggestion] Improve Informants UI

The biggest problem I have with this particular interface is that the buttons are not actually clickable - only if you target the word inside the button it works as it should.
If you click inside the button but not on the word it just selects whatever was under the cursor and opens the details window.
by desrocchi
Thu Apr 02, 2015 3:28 pm
Forum: Community Members
Topic: [Exploit] Foundations cheaper than Walls - who else exploits
Replies: 4
Views: 271

Re: [Exploit] Foundations cheaper than Walls - who else expl

Even so, the roof is not sustained by the walls but by the pillars, the walls come later. Gameplay-wise I think having foundation not adding any walls to be the better solution, I understand though the need to have a completely functioning room as soon as the foundations are done. At this point I th...
by desrocchi
Thu Apr 02, 2015 3:20 pm
Forum: Community Members
Topic: Path finding needs to be checked
Replies: 15
Views: 898

Re: Path finding needs to be checked

Sure, thanks for taking the time.

The same issue happens on the lower side of the prison, which is almost simmetrical: they choose a path that is longer, makes them walk through the objects in the canteen, and has them stop at two doors.

Image
by desrocchi
Thu Apr 02, 2015 1:26 pm
Forum: Community Members
Topic: Path finding needs to be checked
Replies: 15
Views: 898

Re: Path finding needs to be checked

As far as I understand, you've looked into the path when building foundations, not after that, is that so? If they were to choose the outside route only while building foundations that would be not a problem at all for me, but they keep choosing that route even after the foundations are done and the...
by desrocchi
Thu Apr 02, 2015 11:53 am
Forum: Community Members
Topic: Path finding needs to be checked
Replies: 15
Views: 898

Re: Path finding needs to be checked

Here's a zip file containing the last 3 saves of that prison

https://dl.dropboxusercontent.com/u/45875827/PA.7z
by desrocchi
Thu Apr 02, 2015 11:47 am
Forum: Community Members
Topic: Path finding needs to be checked
Replies: 15
Views: 898

Re: Path finding needs to be checked

PathogenQ wrote:So builders prefer staff only routes, even though they are "a bit" longer.
I think it works actually better than just choosing shorter but more dangerous route.

No, as I said I tried rearranging the deployment to shared but nothing changed.
by desrocchi
Thu Apr 02, 2015 10:11 am
Forum: Community Members
Topic: Path finding needs to be checked
Replies: 15
Views: 898

Re: Path finding needs to be checked

I just reopened that prison and created another cellblock next to the last one, the thing is repeating exactly the same: http://i.imgur.com/K9GRSUj.png Now they pass through 3 doors and all the capacitors... I tried reassigning all the areas as shared but it doesn't sort any effect. EDIT: If I assig...
by desrocchi
Thu Apr 02, 2015 9:35 am
Forum: Community Members
Topic: Path finding needs to be checked
Replies: 15
Views: 898

Re: Path finding needs to be checked

Sorry for not answering sooner, anyway as for your observations: - no fights happened in the kitchen area, and anyway it's 5:22AM in the screenshot, they all went in lockdown at 11PM, the dangerous zones shold have cleared by then. - The new cellblock was first created as a brand new foundation, so ...
by desrocchi
Fri Mar 27, 2015 1:56 pm
Forum: Community Members
Topic: Path finding needs to be checked
Replies: 15
Views: 898

Path finding needs to be checked

I'm building a new cellblock in my prison and the workers seem to be unable to find the fastest path from the Delivery area to the construction site. In the following image I marked in orange the path they're actually doing (which is longer and includes passing through 2 doors) and in green the path...
by desrocchi
Tue Mar 24, 2015 4:35 pm
Forum: Community Members
Topic: Remember the armed guard nerf? I have an idea.
Replies: 3
Views: 319

Re: Remember the armed guard nerf? I have an idea.

I don't usually have riots in my prisons but I once got a bug that stopped the deliveries and people started rioting. There were 2 armed guards (plus other 2 simple guards with tasers) and 13 prisoners rioting. The guards had to shoot each and every one of the rioters, not one of them surrendered......
by desrocchi
Mon Mar 16, 2015 4:56 pm
Forum: Community Members
Topic: [Suggestion] Fix The Needs System
Replies: 12
Views: 722

Re: [Suggestion] Fix The Needs System

Make sure those items are used at all. I believe my prisoners did not recognize that there was an item right in front of them until I zoned it was common room. As the guy above me said, it doesn't matter that the item can indeed be used, somehow the AI sends the prisoners to the farthest location i...
by desrocchi
Fri Mar 13, 2015 1:38 pm
Forum: Community Members
Topic: [Suggestion] Staff and Shifts
Replies: 5
Views: 348

Re: [Suggestion] Staff and Shifts

Yep, I usually have 2 separated Door Control Systems attached to the very same doors so that it's very unlikely that both panels are left unmanned at the same time, but it's a not so elegant solution.
by desrocchi
Thu Mar 12, 2015 4:01 pm
Forum: Community Members
Topic: [suggestion] Mixing Room Security Levels
Replies: 20
Views: 2718

Re: [suggestion] Mixing Room Security Levels

I support this, at the moment we need to create color-coded corridors just to have a shared area accessible to only a subset of prisoners.

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