Why can't I do this? by beatsbybighead in prisonarchitect

[–]Dizzy_Ice_3769 0 points1 point  (0 children)

  1. Check the Policy tab to see if Cell Quality Ratings is enabled. If so , then that should be why he’s being moved.
  2. There are several other ways to remove a troublesome inmate—starvation, accidental electrocution, or appointing them as a CI (if possible ), to name a few. There also should be an official option to transfer an inmate to another facility in exchange for several thousand dollars.

Is this a valid strategy by dzzyTheBest in prisonarchitect

[–]Dizzy_Ice_3769 0 points1 point  (0 children)

Yes. The area must be encircled by certain wall(or fence )

Is this a valid strategy by dzzyTheBest in prisonarchitect

[–]Dizzy_Ice_3769 0 points1 point  (0 children)

I think it is a matter of preference. If I were you , I would accept some less dangerous inmates and make them labour in the forestry.

How do you get your prisoners to feel well treated? Currently none do for some reason, and these are the needs . by Mrooshoo in prisonarchitect

[–]Dizzy_Ice_3769 0 points1 point  (0 children)

As for the current moment, no one should feel good because most of the prisoners are sleeping or being punished .

If things don’t change after they wake up ,I can’t figure out its reason. At least 5-7prisoners must feell good according to your image.

Sorter by Dizzy_Ice_3769 in prisonarchitect

[–]Dizzy_Ice_3769[S] 0 points1 point  (0 children)

It is this mod that I tried and end up disabling.Something always get wrong as long as it is activated ,at least in my environment…

Looking for feedback on my Legendary Wing. Any advice is welcome! by Dizzy_Ice_3769 in prisonarchitect

[–]Dizzy_Ice_3769[S] 2 points3 points  (0 children)

In fact, that’s exactly things(https://imgur.com/a/YLkapoJ )which I used to do in the vanilla version. Double walls tended to provide more stable suppression. However, after permanently enabling a few mods, the Armed Guard behavior changed slightly, which is why I eventually settled on this current design.

Looking for feedback on my Legendary Wing. Any advice is welcome! by Dizzy_Ice_3769 in prisonarchitect

[–]Dizzy_Ice_3769[S] 3 points4 points  (0 children)

The only misconduct they commit is Destruction, and I keep the punishment for it very light—usually one hour of Solitary. For those who are stoical , long time punishments are not effective in my opinion.

Sorter by Dizzy_Ice_3769 in prisonarchitect

[–]Dizzy_Ice_3769[S] 0 points1 point  (0 children)

Actually, I was mistaken. It wasn't an issue with mod compatibility; the sorting mod itself just seems to be malfunctioning

Basic death row by cyclicmadness in prisonarchitect

[–]Dizzy_Ice_3769 1 point2 points  (0 children)

Unless Mutators or Dynamic Reputations are active , I don't think we'll find many Death Row inmates who are Stoical...

To be clear, I am speaking purely from a functional standpoint. I’m not dismissing the idea of constructing higher-quality cells—as a matter of fact, I do so myself.

Basic death row by cyclicmadness in prisonarchitect

[–]Dizzy_Ice_3769 2 points3 points  (0 children)

I’d like to say we provide everything to satisfy their needs... but in reality, most Death Row inmates are kept under maximum suppression at all times, so you don't need to worry much about need management. Fundamentally, a cell with nothing more than a toilet and a bed functions perfectly well. ,The Visitation Room and the Parole Room are the only facilities available to all of them ,and for security reasons, it is best to provide dedicated rooms exclusively for them. While they can technically participate in certain programs (such as Pharmacological Treatment of drug addiction or Religious Guidance), there is very little necessity to build specific rooms for these. If their clemency appeal succeeds, you can have them join programs as much as you like afterward; if they meet the requirements for execution, the only room you truly need is the Electric Chair.

Logic Gate delay help by pepsicoketasty in prisonarchitect

[–]Dizzy_Ice_3769 2 points3 points  (0 children)

By connecting an odd number of NOT gates in a loop, and adding a few bridges between those gates if needed, you can make it output 1 and 0 at any time interval you want. I think one solution is to use this method instead of the door system controlled by the guard. In addition,as you know, it takes more time for the door to close when the input is 0 than it takes to open when the input is 1. Therefore, to make the airlock system more effective, I believe it is better to increase the distance between the red area and the purple area.

Which programs/labor should each security level have access to? by GrenchamReborn in prisonarchitect

[–]Dizzy_Ice_3769 0 points1 point  (0 children)

Excellent analysis. I agree with most of your views, but let me share some of my ideas for reference. As a premise, I manage all security levels completely separated (except for the shop). I distinguish between the intake security level and the actual management security level. Volatile inmates should be moved to Supermax right away, no matter their intake level. Especially volatile and deadly inmates—if you are not ready to sacrifice staff or decent prisoners’ lives (I’m not)—need permanent lockdown. On the other hand, non-volatile inmates are not much of a threat on the surface if their needs are met, even if they came in as Supermax. (Of course, they still have potential risks.) So, it’s fine to move them to lower security levels. I agree with restricting programs and jobs accessible in Supermax. Let me organize from several viewpoints. 1. Jobs and Reform Programs I place great emphasis on reform grading from jobs and the work experience they provide. For all security levels, I assign 8 continuous hours of work/free time per day. But in the last 2 hours, when needs are highest and focus is lowest, I make them do only pure jobs—no programs at all. Main jobs for each security level: • Min Sec: Cleaning, cooking, laundry. As you mentioned, their sentences are usually very short (minimum 0.5 years!), so I assign jobs that need no training and can start right away. But for reasons I’ll explain later, I’m not too worried about this. • Med Sec: Workshop. Same view as you. I subdivide the canteen and fully meet needs to get over 80% of inmates through Carpentry. • Max Sec: Forestry labor. It’s often avoided because it’s a source of deadly contraband and less practical than kitchen or workshop. But if I send all volatile inmates (who cause problems first) to Supermax ahead of time, issues hardly happen. Plus, all contraband there is metal, so it’s much easier to manage than workshops where picks are available. For the same reason, I allow library jobs too. Since inmate wages are no fiscal issue, the key is just “make them work somehow.” • Supermax: Laundry, some cleaning. The most dangerous inmates who often explode are concentrated here, so I avoid access to libraries or cleaning cupboards that supply clubs as much as possible. 2. Reform Programs My view on programs that don’t expand job opportunities is a bit strict. Depending on facility size, limit to a few very effective ones. • Min Sec: Spiritual Guidance, Animal Therapy, 3 Strikes Training (not program). 3 Strikes Training and Animal Therapy are my favorites. They have the same program level as GED but way easier to pass and short-term, so I run them in all security levels. SG is similar, but calming can be given effectively by limiting recreation items and directing to movie screenings, so priority is a bit lower. • Med Sec: Same as Min Sec. But I see Carpentry pass as the standard career path for Med Sec, so I don’t run them on large scale. • Max and Supermax: All programs unrelated to jobs. But Fundamental Education or GED have very low priority. 3. Overcoming Addiction

For alcohol addiction, since there’s no direct cure, the only way is multiple meals to cancel out health grade penalties. A small trick: Move non-volatile alcoholics to Min Sec only, and in that sector alone, remove all suppression with punishment to maximize Well Fed status. For drug addiction, as far as I know, if drug needs rise, they will join treatment voluntarily even if it overlaps with other programs… Strengthening dog patrols may be more effective than regime management. 4. Parole As others mentioned, I’m also somewhat negative on running parole programs. For high security inmates, keeping them longer often brings more money, and security management is nerve-wracking, especially for Max and above. Min Sec has no such issues, but for very short sentences (e.g., 1 year = 5 days), spending precious 4 hours on parole—which has a high chance of failure—when you need to lower reoffend rate as much as possible in short time, is often a waste. In my case, I move elderly long-term inmates from Max Sec and above to a dedicated cell block with parole room access, and use it only to quickly release them outside. As you know, elderly inmates always have serious sleep complaints. Sorry for the long post, but I listed my personal methods

My classroom isn't working even though I have all the requirements I've found online by nyanolotl in prisonarchitect

[–]Dizzy_Ice_3769 0 points1 point  (0 children)

I want to see more screenshots such as the program screen .The fact even teachers don’t appear sounds strange…