Just wanted to share this here as an illustration of how it's possible to design around constraints. In doing so it also illustrates where some of the key issues are.
The primary driver is of course the laundry. only 50% of how the laundry here works is by prison design. only chris knows the other 50%.
http://steamcommunity.com/sharedfiles/f ... =152195399
200 Prisoners, Fresh Clothes!
Moderator: NBJeff
also if you hit the lockdown, you'll find the prison separates with no group larger than 16 cells, the laundries are sealed off, and max sec will even lock down the shower. there's also no entry to/from the open areas to the cellblocks once the lockdown is in effect.
the poor doctors though, they might get sliced up.
the poor doctors though, they might get sliced up.
unless you deconstruct the wall
but with a close inspection of the prison linked above you can find a couple of uniforms just laying on the floor you can't collect or dump either, so it's not just the walls.
the beds are moved away from the wall to reduce/eliminate the ability for them to toss the uniform onto the wall.
the 2nd biggest bug though is workers clumping in the middle of the room getting in each-others way preventing proper pathing.
but with a close inspection of the prison linked above you can find a couple of uniforms just laying on the floor you can't collect or dump either, so it's not just the walls.
the beds are moved away from the wall to reduce/eliminate the ability for them to toss the uniform onto the wall.
the 2nd biggest bug though is workers clumping in the middle of the room getting in each-others way preventing proper pathing.
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