- Roads - At the moment they don't do anything, but it doesn't say anywhere in the game that they don't do anything. I built a nice big new road system to get deliveries right to the centre of my prison and set up the deliveries room section there and was really confused/disappointed when the truck drivers started hand delivering things from the original road. --> This needs to either be made clear in the game (decorative only) or, what would be better, would be if some functionality could be added to the roads
- Patrolling paths - at the moment, two patrolling paths can't cross otherwise the game gets confused. It would be great to be able to cross the patrol paths
- Cellmates - one of the other posts on here was asking if there were any mods for allowing cell mates, this seems like a great thing to incorporate into the game (along with the associated difficulties of who do you put in solitary for the knife you found in the cell? - new policy item)
- Beds in holding cells - I added a few beds to the holding cells hoping that the prisoners would use them when they were in overflow, but they just stand around. Having them use the beds if in the holding cell would be good. This could link in with the cellmates aspect.
- Tunnels - I love the tunnels aspect but people seem to be able to dig a tunnel through their cell floor and out of the prison in a single day - I feel the timing might be a bit off here. Although it does seem quite well balanced in general so maybe this isn't an issue
- Zoning exclusions - I would love to be able to allocate areas for only min+normal sec, and only exclude max sec from them, but currently this isn't possible
- Export choices - If the workshop is full, my workmen move logs to the exports and sell them, but I would rather they're stored while I increase capacity to turn them into logs as I can earn much more than way - there currently isn't a method to make this choice, or to stop logs being automatically sold
- Staff laziness - It would be an interesting feature to have a new staff tab that looked at their performance. Some staff could work faster than others, some weaker (not good for max sec) and then there would be a use for the fire staff member option, beyond just "oops I have too many"
- Deliveries - lots of trucks arrive with only one item on them, this seems to happen because I gradually add new things but if there was a delivery scheduled, say, every 6 hours in-game this would cut down on the one-item trucks and would also make it more realistic
I hope these suggestions are useful
Also a bug note: Gardeners plant trees but it shows up as workmen in the jobs list
I originally posted this on the reddit subreddit: http://www.reddit.com/r/prisonarchitect and someone suggested I post it here. Devs it might be useful to scan through the subreddit occasionally (and set up an official account or something if you haven't already) to see if people post anything useful there like bugs etc


