[Request] Ejecting prisoners at staff only doors.

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Trecares
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[Request] Ejecting prisoners at staff only doors.

Postby Trecares » Sat Sep 29, 2012 4:37 am

Prisoners can get past "staff" only doors by waiting for a staff member to come along and open the door. Corruption aside, that just does not happen in the real world. The staff member would be telling them to back off or calling for a guard to deal with the unruly inmate.

So, have staff members calling for a guard to escort the inmate back to the cell if they are found at a staff only door. Maybe solitary confinement after repeated attempts? :P

Also, it'd be nice if we could implement some sort of interlock between two doors so neither can be open at the same time. Having the only sets of doors leading out to the world open at the same time is inviting escape. Same as above, if an prisoner is near the doors or in the area, escort em back to a cell.

How about adding in restricted areas, spotlights and snipers? :P
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xyzyxx
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Postby xyzyxx » Sat Sep 29, 2012 6:07 am

Restricted areas sounds good. Then you can use CCTV and guard patrolls to check if prisoners ever get into those areas.
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Postby ppiixx » Sat Sep 29, 2012 7:02 am

I would love to be able to mark doors (or whole areas?) as:

ok for everyone.
ok for guards.
ok for workmen
ok for all staff.
offlimits for prisoners, a prisoner being spotted in this area would add a job to move them back to a prisoner area.

I want a separate entrance for my workmen to haul goods into my storeroom.

It looks bloody silly my guards then hauling my prisoners through the storeroom and kitchen and around to my holding cells!

It would also be nice to be able to split prisoners into groups so that you can have seperate cell blocks, perhaps with seperate regimes to avoid the lunch/shower rushes.
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a__gun
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Postby a__gun » Sat Sep 29, 2012 8:13 am

There is a section of the savegame files called 'sectors' so I believe this is going in but is an unfinished feature at the moment.
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Postby Wakey » Sat Sep 29, 2012 8:15 am

ppiixx wrote:ok for everyone.
ok for guards.
ok for workmen
ok for all staff.

Add a kind of "avoid" to that list. All non-guard staff would try to find another way around that area.
I got two block connected via a yard. All other ways out of the buildings is staff only doors. Would love to see the cooks and so on go through the "staff area" instead of the yard ;)
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Postby bvierra » Sat Sep 29, 2012 12:36 pm

Yea sounds good to me, I tried to do a staff entrance that was supposed to be for deliveries -> storage and for garbage going out. At the main entrance I had setup, I had some metal detectors (didn't know at that time if they could bring in knives) yet the guards would bring in the prisoners through the staff entrance.

Then I set the the door to no-one, the guards would still bring them to that door and get stuck.
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Postby Illanair » Sat Sep 29, 2012 1:31 pm

Dwarf Fortress uses a "priority" system for pathfinding where you can mark tiles as "costing more points" than others. Say you want to stop your folks from walking through a narrow hallway not designed for traffic - you make it cost more pathfinding points, so your folks will try to find another route to their destination - such as that big fat high speed corridor running straight around all the private areas.
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Springare
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Postby Springare » Sat Sep 29, 2012 1:36 pm

If you use paved stone on an outside area and order a guard to move somewhere near that "road" you can see his path, which after my experience is almost on the paved stone, because it's marked as "fast".

So somekind of point-pathfinding-system is already included. Maybe it just needs a little modification to give the wanted effect.

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