CellBlocks vs Cells
Moderator: NBJeff
CellBlocks vs Cells
When you build a "Normal prison" you build a coridor from which there are doors from where the cells can be reached. The game then takes the corridor and cells as a cellblock, and oyu can assign guards to the corridor, who will keep chekc of the whole cellblock.
I think you should also be able to assign guards to cells, possibly a single guard to multiple cells. The reason is that maybe you don't want to build a regular prison where the cells are coming out from a big coridor. Maybe you want the cells to be ordered in a line i.e. to reach cell #2 you have to go through cell #1. This setup is completely fine, but there isn't any good way for the guards to handle it, except possibly by doing a patrol route.
I tried this out in the extreme case, where I put each room (not just cells) as a successor to the others. I works out really really bad, since it takes so mutch time for the prisoners and workers to get anywhere, But if you do it in a more reasonable way, it has its benefits, like lower costs, since you only have to have a single security door in a big row of cells, and less materials needed to build a lot of corridors. ... Ofcourse I wouldn't like to see a riot in such a prison...
http://steamcommunity.com/sharedfiles/f ... =176405661
I think you should also be able to assign guards to cells, possibly a single guard to multiple cells. The reason is that maybe you don't want to build a regular prison where the cells are coming out from a big coridor. Maybe you want the cells to be ordered in a line i.e. to reach cell #2 you have to go through cell #1. This setup is completely fine, but there isn't any good way for the guards to handle it, except possibly by doing a patrol route.
I tried this out in the extreme case, where I put each room (not just cells) as a successor to the others. I works out really really bad, since it takes so mutch time for the prisoners and workers to get anywhere, But if you do it in a more reasonable way, it has its benefits, like lower costs, since you only have to have a single security door in a big row of cells, and less materials needed to build a lot of corridors. ... Ofcourse I wouldn't like to see a riot in such a prison...
http://steamcommunity.com/sharedfiles/f ... =176405661
Re: CellBlocks vs Cells
Seems your set up is inefficient in real life (architecture), so if the game is a fairly good attempt to simulate it, no wonder it struggle too, no?
And if your should assign cell by cell what constitute a sector (or assign guards to a mosaic of cells) it also means a lot of clicks. Why would you go down this road?
And if your should assign cell by cell what constitute a sector (or assign guards to a mosaic of cells) it also means a lot of clicks. Why would you go down this road?
Re: CellBlocks vs Cells
dont see the point in this post, made a badly designed prison that would not work in life and would slow anyone down. The cells do not even me game requirements as they they have a gap in the cells.
Re: CellBlocks vs Cells
The point is not that the sprial prison with all cell linked is good or efficient. But rather that we should have the freedom to make it that way if we want to, and see what consequences this has on the prison, what pros and cons there are. That it would take a couple of extra clicks to do "Freehand" sectors, then may so be it, but still the option I think should be there. All the cells work just like normal, and the prisoners routing works good, the current build of the prison has some flaws in that a bug took my money away, so I couldnt fill-in the escapetunnels, which makes a loat of the cells non-working.
I am currently making an efficient prison where not all rooms, but a loat of them are linked, but still the guards sectors do not work which I think they should. I mean the point of prison architect is to form a prison of your own liking, and why that should contain cellblocks like "normal" prisons, I dont really understand.
I am currently making an efficient prison where not all rooms, but a loat of them are linked, but still the guards sectors do not work which I think they should. I mean the point of prison architect is to form a prison of your own liking, and why that should contain cellblocks like "normal" prisons, I dont really understand.
Re: CellBlocks vs Cells
SOrry to say but your wrong, your not meeting the cell requirements you have holes in your cells from your money saving scheme your also made it inefficent because your prisoners and workers have to zig-sag back and forth though every cell.
Im out of this thread, its hard to understand you, specially when you say its efficient when its not and saying you should have this right and that right and want to ignore the ingame requirements.
Im out of this thread, its hard to understand you, specially when you say its efficient when its not and saying you should have this right and that right and want to ignore the ingame requirements.
Re: CellBlocks vs Cells
He's saying it's space-efficient. I suppose he's of the school of thought that things that dedicating floor space to ease of transit is a waste of space. No word yet on how he feels about highways... 
Re: CellBlocks vs Cells
might be space efficient but, whats the point in being space efficient if its not money efficient?
Space is money yes? But so is time and time always conquers space, the more efficient you are the more you make, and if your running back and forth due to a bad design your not efficient.
Space is money yes? But so is time and time always conquers space, the more efficient you are the more you make, and if your running back and forth due to a bad design your not efficient.
Re: CellBlocks vs Cells
The point of this prison is not to be efficient, but rather to see how it works when you put everything in one big line. But there are things which you should learn from here, for instance, building two cells deep cells, has a redudant amount of time loss when prisoners run in and out, but a lot of money saved. Think of it as the way to build cells with multiple prisoners, except that they have their own cell with a cheap door between them. In some cases, when you have to do very long snaking coridors this solution will even be mutch mutch faster.
For an example checkout this popular prison: http://steamcommunity.com/sharedfiles/filedetails/?id=174907210
Just look at the screenshot. The cellblocks in the middle to the left could fit more cells If you put them in a row, and linked to eachother, and it would be faster for the prisoners to move around since they don't have to go around the other cells. The cells in the top left has a long way to go around to get to the showers, It would be cheaper to build, fit more cells and be faster to walk if the cells would be in a sequence.
BUT it is less safe (more prisoners on less space) and the guards right now do not really patrol into cells.
For an example checkout this popular prison: http://steamcommunity.com/sharedfiles/filedetails/?id=174907210
Just look at the screenshot. The cellblocks in the middle to the left could fit more cells If you put them in a row, and linked to eachother, and it would be faster for the prisoners to move around since they don't have to go around the other cells. The cells in the top left has a long way to go around to get to the showers, It would be cheaper to build, fit more cells and be faster to walk if the cells would be in a sequence.
BUT it is less safe (more prisoners on less space) and the guards right now do not really patrol into cells.
Re: CellBlocks vs Cells
if you want multiple people per cell and real space efficiency, you could just build one big holding cell.
far more efficient when it comes to prisoners per map tile.
Think I'll build a prison like that just for the sake of experimentation. 1/2 the map being a holding cell with large shower, bedroom, and toilet room, then the other half devided among canteen, common room, and yard. Edit the save to get a delivery of 500 prisoners and see what chaos happens.
far more efficient when it comes to prisoners per map tile.
Think I'll build a prison like that just for the sake of experimentation. 1/2 the map being a holding cell with large shower, bedroom, and toilet room, then the other half devided among canteen, common room, and yard. Edit the save to get a delivery of 500 prisoners and see what chaos happens.
Re: CellBlocks vs Cells
Linkor wrote:The point of this prison is not to be efficient, but rather to see how it works when you put everything in one big line. But there are things which you should learn from here, for instance, building two cells deep cells, has a redudant amount of time loss when prisoners run in and out, but a lot of money saved. Think of it as the way to build cells with multiple prisoners, except that they have their own cell with a cheap door between them. In some cases, when you have to do very long snaking coridors this solution will even be mutch mutch faster.
As ive already said i hope they change the cheap door route to a jail door.
Also its not one big line, its a zig-zag line, if you spent a tiny bit more money it would be alot more efficient than it currently is, but again i hope they fix teh cheap door option your using, again the cells are not meeting requirements.
For an example checkout this popular prison: http://steamcommunity.com/sharedfiles/filedetails/?id=174907210
Just look at the screenshot. The cellblocks in the middle to the left could fit more cells If you put them in a row, and linked to eachother, and it would be faster for the prisoners to move around since they don't have to go around the other cells. The cells in the top left has a long way to go around to get to the showers, It would be cheaper to build, fit more cells and be faster to walk if the cells would be in a sequence.
If you want to talk about efficiency the showers could be in the middle of that cell block then your efficiency issue on that map is sorted, saying that though shower time is one hour so they are showered and changed before the next hour begins in fact at a gues before half past the hour, yours is alot less efficient with again the zig zag route you chose.
BUT it is less safe (more prisoners on less space) and the guards right now do not really patrol into cells.
Who cares? I have ran a 120 capacity prison with 6 guards, does this need to be sorted? Yes it does, im always up for a challenge in this game but make my prisons to do well, not bad.
I dont see the point in making a badly working prison thats easy, making one that works well is the challenge.
Re: CellBlocks vs Cells
Xoligy wrote:If you want to talk about efficiency the showers could be in the middle of that cell block then your efficiency issue on that map is sorted, saying that though shower time is one hour so they are showered and changed before the next hour begins in fact at a gues before half past the hour, yours is alot less efficient with again the zig zag route you chose.
My point is that If you put cells in a line you only have to have one corridor from where the prisoners can go to other places, hence you can put everything close to that corridor, and in this way none will have to walk around a lot of cellblocks. I know that in that Prison I buildt, it was not efficient, but the point of that prison was to try out the mechanic, not to make it good. My point is that the techinique of stacking cells has potential, and hence It should be possible to do without having guards freak out...
Xoligy wrote:Who cares? I have ran a 120 capacity prison with 6 guards, does this need to be sorted? Yes it does, im always up for a challenge in this game but make my prisons to do well, not bad.
I dont see the point in making a badly working prison thats easy, making one that works well is the challenge.
To quote you; Who cares? If you are up for a challenge in this game, then why not having a challenge like "Cells only exist stacked in 12" or something like "Only one entrance to each house" (so either you have to stack the rooms or you'll have to go outdoors and not have connected houses).
Yes, I know that my prison above wasn't efficient, but the point still remains; It is a realistic, interesting and effiencet way to build prisons, and hence it should be supported by the game and not make it freak out.
Re: CellBlocks vs Cells
Linkor wrote:Xoligy wrote:It is a realistic, interesting and effiencet way to build prisons, and hence it should be supported by the game and not make it freak out.
It is not realistic - I will not believe that it is realistic unless you show me pictures of many real life prisons that uses the same design that you are trying. The bottom line is that if your experimental design was a more efficient, safer, and cheaper way of designing a prison, then prisons in real life would be designed that way. So please provide pictures of real life prisons.
It is not efficient - you said so yourself, the prison wasn't efficient. Partly because of the zigzagging (you could have just made the doors on one side instead of zigzagging, lol), partly because of the general design. Safety is also an issue. Prisoners are kept 1 or 2 per cell in real life for a reason: safety. Guards don't have patrols threw cells for a reason: safety. Human Rights Activists and Workplace Safety Organizations would have a field day if a real life prison tried that.
should be supported - that's a matter of opinion, mostly the developers. They wanted to make a semi-realistic prison simulation, not a fantasy simulation where you could use your wildest imagination to build a prison. The limits are in place to support the ideals of the game, building a lifelike prison. If the game was designed around building a fantasy prison that couldn't exist in real life or didn't run the way real life prisons run, then yes, I would agree with you. But that's not how the game is designed. Otherwise you could make unrealistic prisons where the cooks fry up and serve the dead prisoners to save money on food and the warden makes prisoners race against each other in weaponized cars for freedom and to earn profits off media sales.
Re: CellBlocks vs Cells
zaroba wrote:It is not realistic
It is a game. It doesn't have to be realistic.
zaroba wrote:They wanted to make a semi-realistic prison simulation, not a fantasy simulation where you could use your wildest imagination to build a prison.
Honestly, I get the impression that they wanted to build a movie prison simulator (in much the same way that Uplink is a movie hacking simulator). Hence the existence of (for example) tunneling prisoners. The folklore of prisons in popular culture seems to be as important as realism. That said, what the OP proposes is neither, but if the game supports it, why not play that way? It is a single player game, and he doesn't hurt anyone by doing something that is so very inefficient and unrealistic. Why all the hostility? (That last question is probably more appropriately directed at Xoligy)
xander
Re: CellBlocks vs Cells
xander wrote: (That last question is probably more appropriately directed at Xoligy)
xander
Isn't that odd i blocked you the day the new foes system came into place and now your unblocked and not by me, seems like someone is abusing there powers on these forums oh well email sent to ask them who, thank god to forum logs
Re: CellBlocks vs Cells
Xoligy wrote:xander wrote: (That last question is probably more appropriately directed at Xoligy)
xander
Isn't that odd i blocked you the day the new foes system came into place and now your unblocked and not by me, seems like someone is abusing there powers on these forums oh well email sent to ask them who, thank god to forum logs :roll:
No. Someone made me a moderator. I'm sorry that this has a negative impact upon your sense of well-being.
xander
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