An extension/rebalance mod that I made for Prison Architect. It turns on many things left out and adds new stuff and rebalances most contraband found in the game.
You can do anything with this, as long as I am credited. This mod was all about me trying to make the game more fair in certain ways and more fun in certain ways, and I don't want to take that away from anyone who thinks they can do a better job than me.
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Changelogs
Version 1.4
== Changelog 1.4 ==
Finally. The first big update in a really long time. The biggest update yet. Well, let's get into the changes, shall we?
Removed some of the prefabs that have been added to the game by Introversion
Added a 2x3 Dormitory prefab
Added Music need to female prisoners
Fixed some errors with reform_programs.txt
Fixed various errors with materials.txt
Added the Iron to the list of Contraband Items, better add metal detectors to your laundry rooms now
Changed the Librarian a bit
Revamped the Fishery
Fixed the grants (Working ALMOST as intended, I guess I can't set "Death Row" as a pre-requisite)
Made the changelog (changelog.txt) slightly more readable
Fixed all of the prefabs. Now none of them are useless when rotated, and now I'm a slightly better PA modder.
Updated manifest.txt after learning how to add breaks in the text. Maybe this will appease some of you who complained about it - and attract those of you who were disgusted by it
Added Shower Heads as a provider for the Thirst need. This should help you guys out a little.
Rebalanced the other custom needs, hopefully it won't be too out of control even in extreme cases
Removed the Enclosed requirement for the Fishery. It's still highly recommended that it be enclosed, because of the fishing poles. It's easier to cut down on that contraband that way
Made the FishingTraining reform program much easier for prisoners to pass (since fishing isn't really that difficult)
Created a grant related to Fishing
Managed to remove the RemoveWater Object. All that remains now of it is the Staff entity
Added Planning Objects. Yes, now not only can you keep track of what building will house what rooms, but you can keep track of exactly what objects will be housed in each room, and orient them exactly like you would the real object. Just make sure you don't get it confused for the real object. Each object is sellable for $0 so the planning objects are very easy to get rid of once you dismantle all of them
Added the custom rooms (Fishery, Water Closet, etc.) to the Planning Rooms feature. Somehow I forgot that when I added them
Added a custom prison to the Premade Prisons section. It's nothing compared to the other premade prisons but still has an interesting design to show off, at least with how prisoners are held.
Added 4 more clock speeds
Version 1.3.4
Changelog 1.3.4
Updated the mod to work with Update 12
Added Companionship need back into the game
Version 1.3.3
Removed Companionship Need from game due to crashing complaints when spawning cats. (still in code, cats will be fixed if I return to this mod).
Version 1.3.2
Changelog 1.3.2 The Texture Update
Fixed the Temple Leader Sprite. Apparently there's a weird glitch with it, idk. For now there's only one sprite for the Temple Leader
Minor Texture Changes
Finished Remove Water entity. Finally deletes itself after removing water
Removed unneccessary RemoveWater NOT WORKING.txt file
Added a Military Convoy callout
Changed the sawn off shotgun to an aa12
Added World Settings entity. Unfinished but working
Version 1.3
Changelog 1.3
Fixed needs, again. seriously, how many times can needs be broken and thought to be fixed?
Added Visibility to staff who previously had none like the Janitor
Disabled the ability for cats to tire, for now.
Fixed the Fishing Pole sprite
Added the Librarian (Not Working)
Added Planning Rooms
Added Planning to Research
Added sprites to all rooms
Possibly fixed the exported fish sprite
Removed the Tab.png file
Changed the Prison Bus sprite
Fixed the Spiritual Guidance sprites. Finally.
Added a Canteen quick build.
Wish I had some Sprite now..
Version 1.2
Changelog 1.2
Fixed Changelog. Whoops.
Fixed needs - female file.
Added Water
Fixed the description in Manifest.txt
Fixed the Thirst need.
Changed Temple lingo because I realize that I might be incorrect about things (did no research)
Added Remove Water Entity
Added Fishery
Added Fishing Training Program
Added Fish to exports (not working)
Changelog 1.1 (Never added to Nexus)
Better color coding on the room sprites for better organization
Added cats
Added companionship need
Added thirst need
Added drink machine requirements to canteens
Fixed the properties of certain objects
Added fishing poles
Fixed compatibility issues between Chad's Drink Mod and Prison Architect Plus
Fixed the laws added in the first version
General fixes that I otherwise missed
I made this mod mainly because I was frustrated with how unbalanced the Escape Mode is to prisoners who just want to destroy things rather than escape. Ultimately, I failed that goal, but I did make some very good steps in the right direction. For starters, I nerfed the fire department's involvement in the game. Only 2 fire fighters per truck and only one truck per prison, now it should be much easier to start fires - not to worry for the wardens out there, because there are still sprinklers.
I also found a lot of code that was left out of the game, including contraband and criminal backstories and more. I added a bunch of names to the game and a few more backstories and turned on most of the contraband. I had to add contraband to rooms in which they're found used by staff or that I thought fit. For example, clip boards can now be found in the Reception and Parole rooms.
I added a few new rooms to the game, and changed the spiritual bits in the game. I added the Utilities Closet, Power Room, Water Closet, Temple, and Synagogue. I also tried to define to the game the difference between Rabbi, Pastors, and Spiritual Leaders (those who go to the Temple), but for now they all still say Pastor (which was the original Spiritual Leader).
I added a few new quickbuilds to the game and sort of updated one. I added quickbuilds of the appropriate dimensions for the Temple and the Chapel and Synagogue, and I added a quickbuild for the Utilities Closet although the Temple and Utilities Closet are both broken but they can be easily fixed in game (you'll see if you use it). I added a better solitary cell and a better office quickbuild.
I changed a few characters around so they would carry more stuff, like the dog handler's now have batons and snipers now have Jail Keys (although neither spawn with them I think).
I added contraband to the Parole Room, Reception, Cleaning Closet, Armoury, Security, Kitchen, Forestry, and Mail Room. I changed the properties of most contraband, especially wood (now coated with metal paint !!).
I tried to add grants, but they don't work. I will work on this, possibly.
More content in the future. I have some rather unique ideas and I can't wait to see how they work. For now I've spent 3 days on this without clear goals and want to rest a bit. A new update will be out within several months. If not, then I've forgotten about it.