I'm not sure for how long contraband is shown in the contraband viewing screen but one of my prisoners was rather keen of my cuttlery....
http://steamcommunity.com/profiles/7656 ... creenshots
How does this happen?
excessive hiding of contraband
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- christopher1006
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Re: excessive hiding of contraband
Currently out of all of those only the spoon will really be a red flag. Check his needs, he probably has a fed unmet needs.
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Re: excessive hiding of contraband
knoest26 wrote:I'm not sure for how long contraband is shown in the contraband viewing screen but one of my prisoners was rather keen of my cuttlery....
http://steamcommunity.com/profiles/7656 ... creenshots
How does this happen?
How does it happen? Very carefully.
Re: excessive hiding of contraband
I really do hope that there is a chance that certain prisoners are just compulsive thieves... no motivation, just hoarders who may accidentally make stuff available to worse prisoners.
- _alphaBeta_
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Re: excessive hiding of contraband
lugaru wrote:I really do hope that there is a chance that certain prisoners are just compulsive thieves... no motivation, just hoarders who may accidentally make stuff available to worse prisoners.
Well the prisoners do have hidden traits, not sure if this is one of them, although the screenshot would make me a believer. Would be nice if the player had some more options regarding "troublesome" prisoners like this. I know you could move their cell, change their security classification etc., but it would be nice if you could fine-tune your guards to keep an eye on this one or that one.
Alternatively, alert levels were suggested previously, and it would be nice to expand upon that by having a cell block for the prisoners prone to escape, stealing, fighting etc., in addition to generic security classifications. There would be a reason to build sections of the prison differently and have the guard behavior different as well. In this case, the stealing cell block may have additional metal detectors, dogs, checkpoints, perimeter walls (or located centrally to the prison). While you can move prisoners and keep it straight in your head which blocks are for what, this needs to be more of a game mechanic I think. Prisoners also need to stick around in your prison longer. At the moment it's not really necessary to learn your individual prisoners, because they'll be released in a few game days.
Re: excessive hiding of contraband
Say...
What happens to all that stuff when a prisoner is released?
Does he take it with him? Does the next prisoner to use that cell "inherit" all of it?
Just a thought.
What happens to all that stuff when a prisoner is released?
Does he take it with him? Does the next prisoner to use that cell "inherit" all of it?
Just a thought.
Re: excessive hiding of contraband
dc4bs wrote:Say...
What happens to all that stuff when a prisoner is released?
Does he take it with him? Does the next prisoner to use that cell "inherit" all of it?
Just a thought.
I think disappears because I did a shakedown a few weeks ago and a new prisoner had an escape tunnel but they didn't take him to solitary. We didn't find any items on him or in his cell so I assume the items disappeared.
- _alphaBeta_
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Re: excessive hiding of contraband
snarst wrote:I think disappears because I did a shakedown a few weeks ago and a new prisoner had an escape tunnel but they didn't take him to solitary. We didn't find any items on him or in his cell so I assume the items disappeared.
There is an issue at the moment with finding escape tunnels in prisoners' cells with the current occupant not being cited for an escape attempt. Transfers are a little more complicated, and it's unclear how this will be handled. A few options come to mind:
- It's not your lucky day. If you transfer to a cell with a tunnel that's discovered it's assumed to be yours and you take the punishment.
- Give non-escape inclined prisoners the ability to bring the tunnel's existence to a guard's attention and avoid the first option if they should discover a tunnel in their new cell. Perhaps they'd be additional incentive in the way of good behavior or reduced sentence.
- Have guards automatically (or at least provide the player the option) shakedown a cell when it changes hands. The old occupant is then charged with the escape attempt and punished according to the prison policy.
Re: excessive hiding of contraband
_alphaBeta_ wrote:snarst wrote:I think disappears because I did a shakedown a few weeks ago and a new prisoner had an escape tunnel but they didn't take him to solitary. We didn't find any items on him or in his cell so I assume the items disappeared.
There is an issue at the moment with finding escape tunnels in prisoners' cells with the current occupant not being cited for an escape attempt.
They get cited. This guy was cited but they never doled out the punishment since he couldn't have dug it. However I agree that the cells should be searched when a prisoner leaves.
- _alphaBeta_
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Re: excessive hiding of contraband
snarst wrote:They get cited. This guy was cited but they never doled out the punishment since he couldn't have dug it. However I agree that the cells should be searched when a prisoner leaves.
I was under the impression that the game doesn't currently connect finding a tunnel with who occupies the cell, unless the prisoner is found inside the tunnel at the time of discovery. You're saying that they are charged with an escape attempt, but never given a punishment? You're also saying that the game appears to have the intelligence to understand that the current occupant didn't dig the discovered tunnel? I assumed this wasn't there, based on my impression above, but it's not something that we can easily test without being lucky (having an identified case where a prisoner started a tunnel, was released or moved, and then have the tunnel be discovered when the cell has a new occupant) or have access to debug tools. I'm just curious where exactly the bug is, if there is one, since I never thought to see if the escape attempt was added to the prisoners' recent misconduct.
Re: excessive hiding of contraband
_alphaBeta_ wrote:snarst wrote:They get cited. This guy was cited but they never doled out the punishment since he couldn't have dug it. However I agree that the cells should be searched when a prisoner leaves.
I was under the impression that the game doesn't currently connect finding a tunnel with who occupies the cell, unless the prisoner is found inside the tunnel at the time of discovery. You're saying that they are charged with an escape attempt, but never given a punishment? You're also saying that the game appears to have the intelligence to understand that the current occupant didn't dig the discovered tunnel? I assumed this wasn't there, based on my impression above, but it's not something that we can easily test without being lucky (having an identified case where a prisoner started a tunnel, was released or moved, and then have the tunnel be discovered when the cell has a new occupant) or have access to debug tools. I'm just curious where exactly the bug is, if there is one, since I never thought to see if the escape attempt was added to the prisoners' recent misconduct.
I do my shakedowns just before and during sleep time and he was just standing in the cell when the dig icon showed up and I went to look at the cell. Bad for drug and luxury punishment since its lock down I know but it gets the job done.
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