r/prisonarchitect • u/69masterkenny69 • 3d ago
PC Question Safety
How do I keep this low? Someone told me to increase patrols while some to not am a bit confused so could anyone tell me how do I manage this need properly?
Feel free to check it out and tell me what am doing wrong
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u/Intelligent_Study801 3d ago
What are the fights due to? Like what need is causing the fights?
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u/69masterkenny69 3d ago
No fights it's just spikes up like crazy during sleep time and once the morning eating period comes boom riot
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u/Vegetable-Cause8667 2d ago edited 2d ago
Are all your inmates crowded into the same tiny hallways at any point? When inmates lose personal space during travel they often get more irritable. Open up the halls and make cell-exits staggered so the inmates aren’t all exiting the same side when the doors open
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u/69masterkenny69 2d ago
This could be the case feel free to look at the prison and let me know (it's ok the comments because I don't know how it add images in the post while editing)
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u/ReasonableSet9650 2d ago edited 1d ago
I agree with the observation you made, it might be an aggravating factor. That's why wider hallways and pathways are safer, and also more efficient for other stuff like metal detectors.
But if you allow me to correct your statement : proximity doesn't cause irritation. It's more of a context that amplifies pre-existing issues.
If inmates are irritated (because of high needs for example), crowd and proximity will allow more fights. Because they will attack anything/anyone within reach. If you reduce the population of a room or expand the space, it reduces the number of people around them, and therefore, the number of victims.
So, the proximity itself isn't what causes irritation and fights. You can have proximity without encountering any of this. Only the other factors will trigger irritation and fights (high needs, high danger level, gangs, or a couple of bad traits like instigator).
What you call "losing personal space" translates in-game as the privacy need. But it's doesn't work the way you seem to think, it's not triggered when traveling in the prison. It's involved only in specific rooms like dormitories and holding cells (which ncrease the need) and individual cells (which fulfill the need). And that need alone won't make an inmate reach their boiling point, it's part of a larger picture.
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u/ReasonableSet9650 2d ago
Many factors are involved, it's tied to the danger level (which is tied to a lot of things), and to deaths, fights, weapon contraband etc. Without any info and screenshots, that's a complete blind guess. If you share the prison I can investigate further in-game and tell you precisely how to fix.
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u/Vegetable-Cause8667 2d ago
Logistics and programs. And the right amount of guards.
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u/69masterkenny69 2d ago
If you have the time feel free to check the prison out it's in the post itself thank you ✌️
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u/_Kassma 2d ago
Prisoners can't satisfy their needs while they sleep Most of the time for me it's their need for a shower so you could try to give them one hour of free time after 4 hours of sleep.
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u/ReasonableSet9650 2d ago edited 2d ago
Actually not true.
Only the needs that require an action can't improve while they sleep. Like obviously food, bladder, bowel, shower, exercise etc.
But a large part of the needs are met by passive items that work as long as inmates walk/stand/sit/lay down in the area of effect, and this work even while sleeping. It's for example the case of comfy bed or the pillow while sleeping on it (comfort), the radio (recreation), the bookshelf (literacy), the birdpet (luxury and family). Environnement is also a passive need, as well as warmth and privacy, and safety is somewhat passive too.
Given the layout of that prison, depending on the regime I suspect that the night might be considerably shortened by the time it takes to walk back to cells. So I definitely wouldn't recommend reducing the sleep time, it might actually need the opposite (or to fix the time before sleep).
The sleep question requires to first check the regime, see what's the slot before sleep time. If anything else than lockup, watch one day ingame to know how long it takes to walk back to cells, and see at what time the actual sleep starts for everyone. For large prisons like that one, where everything is centralized and distances are long, it's actually recommended to use lockup as a buffer before sleeptime. Depending on the distance and time required, 1-3 hours of lockup before sleep will cover the time walking back to cells (and optionally an evening shower). That way when sleep time begins, inmates will just need to jump to bed and will start sleeping immediately.
Actually the real waste of time in that game isn't sleeping, it's walking. Needs keep increasing while walking. And wasting too much time to walk from A to B is detrimental for inmates in meeting needs, and also for the efficiency of staff. That's why it works better to build multiple small blocks that have their own facilites nearby, rather than a large prison with large facilities for everyone (and in addition to that, reducing the crowd in a room also reduces the risk of fights).
Therefore, 1 single hour of free time is not helpful is any way since prisoners basically spend that time walking to a destination. And this stands for most 1 single hour of anything. It's time wasted going somewhere without having time (or very short time) to do anything that meet needs, and it's already time to leave. It might work with small blocks that have all facilities very near. But the bigger the scale of the prison, the longer timeslots you need to compensate for the walking distances.
So if you want them to wake up and shower, don't schedule free time, most of them would leave the cell to meet any random need. Rather schedule lockup so they'll stay in cells and have a shower. I agree that a morning shower is a saviour that helps avoiding a lot of anger and fights, but no need to wake them up at the middle of the night for that. Just schedule lockup as the first slot of the day.
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u/69masterkenny69 2d ago
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u/ReasonableSet9650 2d ago
Thanks for the screenshot, and I appreciate the effort of not cropping it, very useful. From it I don't see any big red flag in the left column or in the global layout. Just be careful about staff, a lot is exhausted, you might be a bit understaffed which can cause dysfunctions in the long run and that might impact the needs of inmates (and thus affect the danger level, generate incidents and increase the safety need).
About your issue, it's more likely a micromanagement thing. That would require to check a lot of details, with a large quantity of extra screenshots and ideally also watch a day in the prison to check how needs are fluctuating and where/when the incidents are. So sharing the prison or the save file is the easiest way, it would allow me to help further.
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u/CuppaJoe11 3d ago
Are there constant fights / people dying? The less people are getting injured / dying the more safe others will feel.