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Fifnaril

First Lieutenant
4 Badges
Jan 21, 2020
251
138
  • Prison Architect
  • Prison Architect: Psych Ward
  • Island Bound
  • Empire of Sin
Wardens,

We hope that you’ve had a great weekend and that you are enjoying Cleared for Transfer so far!

We have seen several reports of bugs from you, thank you for reaching out! This is the list of bugs we’ve gathered so far to bring back to the team. If you have experienced a bug not already in this list, please let us know in this thread.

Remember to include if you are using mods (and if you do, try to disable them - as sometimes they cause issues) and how to reproduce the bug you are experiencing. Being able to recreate a bug is the first step in understanding what is wrong and how it could be fixed! :)

  • We are getting reports of periodic game crashes after the download of Cleared for Transfer.
  • The Cloning function has several instances that make the game crash.
  • Game crash when the workmen bring the pillow before the bed.
  • Comfy beds don't work as such, and prisoners don't sleep in them.
  • Comfy beds are counting as low-quality beds in Dormitory room quality.
  • No clean clothes are supplied to cells with comfy beds or old beds.
  • When you clone and build something, the prisoners seem to think they can escape even though the building is secure.
  • Cooks don’t prepare enough food for inmates, probably there is a miscalculation with food demand and supply.
  • The blackboard for the classroom is not a blackboard. It's a collection of objects.
  • Food Policy not working. Setting the food policy for all prisoners to medium quantity and no variety still results in bacon and eggs being shipped, cooked, and eaten.
  • Low variety and quantity policy glitch. The player was fined by the CEO for not following his rules.
  • Claiming land causes the "Failed to connect" error message in multiplayer.
  • (MacOS) Cleared for Transfer: Staff stuck in Staff Room / Deliveries.
  • (MacOS) Screen Glitch.
  • Bug UI: Prison Policy (new update) does not allow scrolling to parole options.
  • Bug UI: Deployment Schedule (hour switches) very small, hard to read/use.
  • Bug UI: Program Schedule screen is too small and hard to use/read.
  • Bug UI: Appearance Issue, text in the menu is acting weird.
  • Keys held by prisoners are always visible.
  • The Transfer button is not loaded in Cleared for Transfer.
  • Stab vest texture is misaligned on dog handlers.
  • Death row appeal with the wrong description.
  • Freefire ON sound does not play.
  • On Coloured Walls, the shadows are missing.
  • Min, med, max, and bamboo fences don't show up on the utility map.
  • Tasers Being Fired through the new medium-security walls.
  • Guards do not take prisoners who have overdosed into the infirmary. (Doctors also don't go to the prisoners, so they end up dead).
  • Doctors do not heal unconscious prisoners in the boxing ring.
  • Deployments are not working, when prisoners get moved up a sec, they seem to stay in their old cells and do not move into their holding cell.
  • Prison getting stuck in Lockdown, will not go back to normal after the lockdown is over and leave all doors open.
  • The Game tutorial with sprinklers not working. (chapter 2 / sprinklers / steam)
  • Snipers refuse replacement and not leaving the guard tower.
  • Cooks are doing Guards jobs in Security Rooms.
  • Officers won't work phone tap, CCTV, nor door control.
  • Criminal insane prisoner disappearing.
  • Subscribed prisons do not get displayed.
  • Trees do not dismantle once the foundation has been built over them.
  • The Cloning Tool is refunding money, instead of spending them.
  • Employees don’t eat their food in the staff room.
  • Criminally insane not attending any other programs than psych counselling.
  • Prisoners get stuck or being slow when moving to the yard during yard time.
  • Prisoners do not attend or enrol in programs.
  • Prisoners do not use the visitation room even if their permission allows them.
  • Setting a sector as "custom" can cause prisoners not to attend programs.
  • Gardners not prioritising the selected area when assigned with the Prioritize Area (Gardner) tool under deployment.
  • Radiators are not heating cells larger than 2x3.
  • Using the bang-up option during a riot instantly calms the inmates.
  • An issue where prisoners exercise needs instantly get full red when it's yard time.
  • The outdoor table can not be used by the staff to eat outside.
  • Armed guards are not using shotguns, free-fire is off and cannot be changed in the campaign chapter 3.
  • In escape mode, guards will not assign the player to custom sectors.
  • Pillows do not work with the clone tool even if a comfy bed is present.
  • If you have the Mad Warden DLC when you start a new game, it will start with the crazy poisoners on, even if you turn it off.
  • Saff no longer satisfy both the "rest" need and the "comfort" need at the same time.
  • Searching Names in the Game randomly crashes the game.
  • External staff (teachers, priests etc.) cannot open visitor doors.
  • The following cheat options no longer work: Water can not be placed, instant riot option doesn't work (F1 menu)
 
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Another bug, the "prioritization" of gardeners does not work. They still work in areas I do not want them too, and barely ever work in areas I have selected them too. (refer to screenshot)

Screenshot 2020-05-17 21.28.05.png
 
Heating is dramatically different for larger cell sizes. At least from my examples, small cells 2x3 will heat fine with radiators anywhere in the block of cells, but if I put a radiator right next to a cell larger than 2x3, it doesn't heat at all. Unless I am missing something here, but all the other rooms heat just fine, so this is very odd.


Screenshot 2020-05-17 22.36.00.png
 
I have been playing around with the Steam launch options and it looks like chefs only do guard/worker tasks when booting the game through the PDX launcher.
I have booted the game in SAFE and 32bit mode and never had any issue there. Might this be a bug with the launcher?
 
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Cooks doing guard and janitor duties.

I have also noticed snipers do not seem to deal damage with freefire OFF after they are done with the warning shots.

Some of the stars that announce new items in a category do not go away even after checking all the new things.
 
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Not sure this is a bug and not sure it is related to this dlc but besides cooks managing objects (cctv, phonetap, door controls) in security room and guards not doing any security at all (they refuse to manage ctv, door control and phone tap) I noticed that workers escort prisoners to the infirmary and not guards.

I have no mods installed.
 
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Hi!

Thanks for the collection.
Any ETA for a hot fix and/or update?

Also, another bug to add to this list:
Typing more than two letters in the Name In The Game search box will crash the game. Typing two letters on my end was fine. Though the game CTD the moment I stroke another, third, key. I tried this five times, each time it CTD.
 
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MAJOR BUG - using the bangup option during a riot instantly calms the inmates.

PIC 1 - look at the amount of prisoners rioting

1589918670395.png


PIC 2 (AFTER BANGING UP A SECTOR)

1589918711776.png

As you can see "banging up" a zone (or the whole prison) will instantly calm everyone in the area.
If I use "All sectors" it just instantly stops the riot.
 
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Found another major issue: If you order a a shakedown guards stop opening remote doors, even if the door control systems are still manned by a guard.
 
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I've had issues when trying to swap food quantities and varieties, where I couldn't select it in the drop-down menu without re-logging. Similarly I've had similar issues when setting the intervals for how many days without incident and how many hours spend in punishment i.e 3 days jumps to 5 days instead of 4, but will sometimes land on 4 but it is hard to do so. I had to re-log to select the Recommended button.

Issues with trying to change a slot in the regime to something else and not being able to click on the time frame to change it i.e a regime slot being stuck on lock up when trying to set to something else.
 
I’ve had issues with the exercise need. All of my prisoners exercise needs are met, however, as soon as it’s time for the “Yard” on the regime, all of my prisoners needs for exercise Instantly skyrocket, and the exercise need instantly becomes fully red.
 
It is quite usual to sometimes some rooms or objectives become permanent. You cannot move or dismantle them and you also cant do any pluming underneath. Screen shot shows how couple of my cells are acting like this. Really annoying.

In addition orderlies. They are always wandering somewhere where they dont have anything to do and their vision works more like a workman. If you just wanna check some room with them its not possible.

The "transfer all" button doesn't work. I don't know why is it but it never does anything.

The laundry supplying is on fire. It just doesn't work. It is so frustrating to see 10 prisoners idling in the laundry room doing nothing but complaining about bad clothing instead of doing their work. Everyone is complaining about laundry but when i add laundry rooms or prisoners to work there it seems like im doing an overkill. Playing with the "logistic" tab doesn't seem to help ether.

Yards are quite broken. Most of the time when i have "yard" scheduled all of the inmates are glitching in one corner pushing each other outside from the yard. I would like to seem them using the yard equipment that i have implemented for them to use.
 

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SECTOR ACTIONS suffer from several game-breaking bugs or design oversights.

Armed guards will never shoot inmates/equip shotgun in unlocked and staff only zones, even if you set freefire to all sectors. I assume this is because staff only and unlocked sectors are not included in the menu.
1590151785476.png


On top of that the area outside your prison is counted as "shared" instead of "staff only". Which means if you set shared areas of your prisons not to use lethal force, this will apply to the outside prisons as well, and if an inmate manages to escape the walls armed guards wont use lethal force.

Same applies to "all sector" shakedowns. Unlocked and staff only areas are not searched, despite the fact contraband is often imported through them.

All sector lockdowns do not close staff only zones/unlocked zones which means inmates can escape easier than before.

Bangup and Tunnel search also miss "staff only" and "unlocked sectors'. I am not sure what impact they have on gameplay, but considering all of the above they probably should be included anyway.

None of these issues happen if "Search and actions per sector" is disabled.

Sector actions do not work for non-host in multiplayer.
 
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The following cheat options no longer work:
- water cannot be placed
- instant riot option doesnt work (F1 menu)


Searching Names in the Game randomly crashes the game.
 
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[after finally convincing BOTH The Bucket and the new DLC to install after hours of even trying to just figure out what version I currently have...]
I've observed quite a few bugs in addition to some of the ones already listed in the top post (mac OS/ GOG version of the game/fresh install with no mods, never tried any mods):

- In addition to the custom sectors causing all inmates to ignore work programs: setting a cell block to a custom often - but not always - prevents new inmates (or ones who have transferred) from being assigned to cells in that block. This seems to be related to the brilliant decision that setting a block to "custom" apparently evenly allocates the number of cells between the different types of inmates for accounting purposes, instead of considering i open to either type of inmate. So, for example, if I set a block as "custom" medium-security + criminally insane, to temporarily accommodate one guy who just went crazy, that actually means "this block is for 8 medium security prisoners and 8 insane prisoners", for allocation purposes. If I switch it to 'shared' temporarily and switch it back after allocation, everything is fine - any number of inmates are acceptable once the game gets over that one check.

- Inmates who are listed as working on the kitchen are instead found in the workshop, using the machines, even if they are not trained and haven't passed the certification. I can tell they're supposed to be working in the kitchen by the green lines connecting the inmate to their supposed job.

- (screenshot 1, doesn't seem to affect gameplay) food distribution graph sometimes inexplicably points to unoccupied, unzoned sections (always ones marked as "staff-only", in my experience) as if they were a cell block or cell that needs food.

- this may or may not be the same as "cooks not preparing enough food", but with more detailed observations: in the food distribution overlay, "Demand" seems to be measured in "Number of people who get food in this cell block/area", whereas "supply" is measured in "Units of food that are being prepared/delivered". Empirically, "low" quantity means a person takes 1 unit of food away when they come up to take food from the station; "medium" means 2 units of food, and "high" means 3 units of food. IMPORTANTLY, the cooks do not seem to take this into account, and just prepare the same number of units as the "demand", i.e. just enough for the "low" quantity setting. They stop cooking once they've reached that amount, and do not start again until all the food is eaten, at which point it's too late.
Under some settings, even if they prepare the "extra" food after the meal is over, they then immediately throw it away instead of saving it for the next meal!! If I manage to avoid that, some sectors eventually seem to kind of balance out, apparently by having leftovers from the previous meal to compensate; but this never happens for other sectors. Nurseries (with mixed-security-level inmates) seem particularly affected by this, so half of my mothers are perpetually starving.

- Tangentially related to the last one: "meal quantity" is written as "quality" in the new "room quality" pop-up for the canteen, which is extremely confusing, since quantity and quality are the opposite things in this context.

- (screenshot 2) an inmate somehow supposedly carried contraband through a wall by cutting a corner instead of going through a metal detector. The metal detector is where that other green contraband is shown. If you're "cutting corners" in off-screen pathing calculations, that would greatly screw up all kinds of logic about chokepoints that curtail smuggling. I've never seen this happen before.

- Construction workers leave boxes with "dismantled" objects laying where they dismantled them. Pretty sure this is new, as well. I don't remember my prisons ever being littered with this much stuff. I have a storage area set up, but it is only used for chopped-up wood, and even then not always. ( I have a cell that is permanently inhabited by logs from a tree that formerly grew in that spot)

- Construction workers DO, instead, seem to do lots of jobs they aren't supposed to be doing; including laundry distribution and "storing" overdosing inmates in hospital beds. (I do also have the already-reported, possibly related, bug where security officers refuse to work in the security room, and instead ONE cook operates ONE CCTV)

- For the period of time when I had The Bucket update, but had not yet convinced the Cleared For Transfer DLC to install, the Room Quality overlay was extremely incomplete: in particular, it was showing quality for normal cells only, but not dorms or any other type of room. I kind of understand how non-residential room quality doesn't matter without the DLC, but the dorm thing was definitely a regression.

- Dormitories and family cells are not represented on the "cell status" screen - I can't tell which family cells are occupied, OR how many prisoners I currently have in a dorm.

- Yard glitch specifics (again, not sure if this is the same or different than what others have reported): It is possible (and very easy) to have a section include the door square(s) to that yard, but the zoning exclude those squares. So, for example, if I have a min-security yard, and a square of it extends onto the door, but the zoning algorithm decided to assign that square to the adjacent "room", then non-min-security prisoners crowd in that one square because they think it's the closest accessible yard.



On a personal-opinion note - these kinds of bugs, especially the "alternative math" issues, really seem like the kind of thing that *testers you pay to test your games, with specific guidelines for new features to stress-test* would detect and fix before players ever see the game. This game was more playable in its various alpha releases, when it was being developed by a 5-person team, than in its current state.
 

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