Difference between revisions of "Doors"

From Prison Architect Wiki
Jump to navigation Jump to search
m (Door Types)
(15 intermediate revisions by 5 users not shown)
Line 1: Line 1:
 
{{L|Doors}}
 
{{L|Doors}}
 +
{{Menubox.v2
 +
| image = Materials.png
 +
| lang = en
 +
| name = Walls & Doors
 +
| icon =
 +
| subMenu = ''List of doors (see below)''
 +
| contentBasedOnVersion = The Sneezer
 +
}}
 +
{{SeeAlso|Materials|Objects|img1=Materials|img2=Objects icon}}
  
 +
[[File:Doors Menu.png|thumb|left|160px]]
 
Doors control the flow of [[Prisoners]] and [[Staff]]. Doors are one of the ways to define [[Sector]]s within your prison to allow the [[Deployment]] of [[Guards]], [[Sector|Security Zones]], and [[Prison Labour]].
 
Doors control the flow of [[Prisoners]] and [[Staff]]. Doors are one of the ways to define [[Sector]]s within your prison to allow the [[Deployment]] of [[Guards]], [[Sector|Security Zones]], and [[Prison Labour]].
  
Doors open at different speeds. A normal wood door is the fastest; the large road gate is the slowest.
+
Doors open at different speeds. A normal wood door is the fastest; the large road gate is the slowest.
 +
 
 +
Since version [[Patches#The Sneezer|The Sneezer]], Doors can be found in their own section in Walls & Doors menu, by clicking on Doors button.  
  
 
== Permissions ==
 
== Permissions ==
Line 14: Line 26:
  
 
The Permission menu is accessed by left-clicking the door. From the Permissions interface you can also choose to open the door yourself, in case there are no guards nearby.
 
The Permission menu is accessed by left-clicking the door. From the Permissions interface you can also choose to open the door yourself, in case there are no guards nearby.
 
+
{{clear}}
== Door Types ==
+
== Door types ==
 
 
 
{| class="wikitable sortable" cellspacing="0" style="width: 100%; border: 2px solid #8a8a8a; box-shadow: 0 0 0 3px #EAEAEA; text-align: center;"
 
{| class="wikitable sortable" cellspacing="0" style="width: 100%; border: 2px solid #8a8a8a; box-shadow: 0 0 0 3px #EAEAEA; text-align: center;"
 
|-
 
|-
 
! Door Type !! Cost !!data-sort-type=number | Toughness !! Size !!class="unsortable"| Used in !!class="unsortable"| Description
 
! Door Type !! Cost !!data-sort-type=number | Toughness !! Size !!class="unsortable"| Used in !!class="unsortable"| Description
 +
 +
|- id="Door" |
 +
 +
| style="padding: 12px;" | <section begin=icon /> [[File:Door_v2.png|64px|link=]] <section end=icon /><br> ''' <section begin=name /> Door <section end=name />'''
 +
| $<section begin=price/> 50 <section end=price/>
 +
| <section begin=HP/> 20 <section end=HP/> HP
 +
| <section begin=size/> 1x1 <section end=size/>
 +
| <section begin=usedIn/> Every [[Room]] <section end=usedIn/>
 +
| style="text-align:left;" |<section begin=description />A regular wooden door. Best used to seal off a room, while retaining access for all.
 +
Doors are accessible by anyone; except when Door is manually set to "Locked Shut" or during a [[Lockdown]].<section end=description />
 +
 +
|- id="Fence Gate" |
 +
 +
| style="padding: 12px;" | [[File:Fence Gates.gif|64px|link=]] <br> '''Fence Gate'''
 +
| $100
 +
| 30 HP
 +
| 1x1
 +
| Outdoors
 +
| style="text-align:left;" | Fence Gate is a normal gate made out of metal and same netting that's used on normal [[fence]]s. They can be considered as a cheaper and outdoor version of Jail Door. Fence Gate has 4 variants that can be distinguished by their colors:
 +
* Guard's Fence Gate (Grey) - can be opened only by [[Guards]] with [[Contraband#Tools|Jail Keys]].
 +
* Standard Fence Gate (Orange) - can be opened by everyone, including inmates.
 +
* Staff Fence Gate (Green) - all staff members can open them.
 +
* Visitor Fence Gate (Purple) - similar to staff fence gate but also visitors can open them.
 +
 
|-
 
|-
| id="Door" style="padding: 12px;" | [[File:Door_v2.png|64px|link=]] <br> '''Door''' || $50|| 20 HP || 1x1 || Every [[Room]] || style="text-align:left;" | A regular wooden door. Best used to seal off a room, while retaining access for all.
+
 
Doors are accessible by anyone; except when Door is manually set to "Locked Shut" or during a [[Lockdown]].
+
| id="Jail_Door" style="padding: 12px;" | [[File:Jail door.gif|64px|link=]] <br> '''Jail Door'''
 +
| $200
 +
| 100 HP  
 +
| 2x1
 +
| Every [[Room]]  
 +
| style="text-align:left;" | Jail Door is a door consisting of vertical iron bars. They have two versions (normal and large) that function identically.
 +
Jail doors require a [[guard]] to unlock them each time someone wishes to pass through. You can also right click to manually open them. The only exception to this is the doors on cells themselves which open automatically depending on what is scheduled on the [[Regime]]. These are usually placed as the main door into a cell, as all cells require doors, to secure the cell. Guards are able to shoot through with a [[tazer]] or shotgun or hit prisoners with a baton.
 +
 
 +
* Striped Jail Doors function exactly the same.
 +
 
 
|-
 
|-
| id="Jail_Door" style="padding: 12px;" | [[File:Jail door.gif|64px|link=]] <br> '''Jail Door''' || $350 || 100 HP || 2x1 || Example || style="text-align:left;" | Doors consisting of vertical iron bars. Jail doors have two versions that both function identically.
 
Jail doors require a [[guard]] to unlock them each time someone wishes to pass through. You can also right click to manually open them. The only exception to this is the doors on cells themselves which open automatically depending on what is scheduled on the [[Regime]]. These are usually placed as the main door into a cell, as all cells require doors, to secure the cell. Guards are able to shoot through with a tazer or shotgun or hit prisoners with a baton.
 
  
Striped Jail Door function exactly the same.
+
| id="Large_Jail Door" style="padding: 12px;" | [[File:Large jail door.gif|x64px|link=]] <br> '''Large Jail Door'''
 +
| $350
 +
| 100 HP
 +
| 1x1
 +
| Every [[Room]]
 +
| style="text-align:left;" | Large Jail Doors function exactly the same as [[#Jail Door|Jail Doors]], but they are bigger and open slower, compared to their smaller version. They are also the only large door available. However, all other doors may simply be put adjacent to each other, simulating a large door of any size. For jail doors, this would not work, as guards would have to open each part of the door separately.
 +
 
 +
* Striped Large Jail Doors function exactly the same.
 +
 
 
|-
 
|-
| id="Large_Jail Door" style="padding: 12px;" | [[File:Large jail door.gif|x64px|link=]] <br> '''Large Jail Door''' || $350 || 100 HP || 1x1 || Every [[Room]] || style="text-align:left;" | Same as [[#Jail Door|Jail Door]], but the large jail door opens slower than the normal jail door. It also is the only large door available. However, all other doors may simply be put adjacent to each other, simulating a large door of any size. For jail doors, this would not work, as guards would have to open each part of the door separately.
 
  
• Striped Large Jail Door function exactly the same.
+
| id="Remote_Door" style="padding: 12px;" | [[File:Remote door.png|64px|link=]] <br> '''Remote Door'''
 +
| $500
 +
| 300 HP
 +
| 1x1
 +
| Every [[Room]]
 +
| style="text-align:left;" | Remote Door must be [[Bureaucracy#Security Sub-tree|researched]] before it they can be purchased.<br />''(Remote Access)''
 +
They require a [[Servo]] with a remote connection to function.
 +
 
 
|-
 
|-
| id="Remote_Door" style="padding: 12px;" | [[File:Remote door.png|64px|link=]] <br> '''Remote Door''' || $500 || 300 HP || 1x1 || Every [[Room]] || style="text-align:left;" | This object must be [[Bureaucracy#Security Sub-tree|researched]] before it can be purchased.<br />''(Remote Access)''
+
 
Requires a [[Servo]] with a remote connection to operate.
+
| id="Road_Barrier" style="padding: 12px;" | [[File:Road_barrier.png|x32px|link=]] <br> '''Road Barrier'''  
|-
+
| style="white-space: nowrap;" | $10 000  
| id="Road_Barrier" style="padding: 12px;" | [[File:Road_barrier.png|x32px|link=]] <br> '''Road Barrier''' || style="white-space: nowrap;" | $10 000 || 500 HP || 7x1 || On Main Road but can be used elsewhere too. || style="text-align:left;" | The Road Barrier can be placed on the road as an additional security option (and not replacement for a road gate) to stop the stolen vehicles. Prisoners can hijack the [[Supply Truck|Supply Trucks]] and easily drive away if [[Escape Plans]] are enabled.  
+
| 500 HP  
 +
| 7x1  
 +
| On Main Road but can be used elsewhere too.  
 +
| style="text-align:left;" | The Road Barrier can be placed on the road as an additional security option (and not replacement for a road gate) to stop the stolen vehicles. Prisoners can hijack the [[Supply Truck|Supply Trucks]] and easily drive away if [[Escape Plans]] are enabled.  
 
The Road Barrier remains open and closes only during the [[lockdown]].
 
The Road Barrier remains open and closes only during the [[lockdown]].
 +
 
|-
 
|-
| id="Road_Gate" style="padding: 12px;" | [[File:Road gate.png|159px|link=]] <br> '''Road Gate''' || $1 000 || 100 HP || 7x1 || On Main Road but can be used elsewhere too. || style="text-align:left;" | The Road Gate functions as a way to expand your prison to the other side of the road if [[Bureaucracy#Finance Sub-tree|Land Expansion]] has been researched. It allows the player to escort prisoners across the road without worrying about them trying to escape.
+
 
 +
| id="Road_Gate" style="padding: 12px;" | [[File:Road gate.png|159px|link=]] <br> '''Road Gate'''  
 +
| $1 000  
 +
| 100 HP  
 +
| 7x1  
 +
| On the Main Road but can be used elsewhere too.  
 +
| style="text-align:left;" | The Road Gate functions as a way to expand your prison to the other side of the road if [[Bureaucracy#Finance Sub-tree|Land Expansion]] has been researched. It allows the player to escort prisoners across the road without worrying about them trying to escape.
 
The Road Gate stops all vehicles (except those hijacked) and visitors until a [[Guard]] opens the gate either physically or using the [[Door Control System]] and a [[Servo]] attached to the Road Gate.
 
The Road Gate stops all vehicles (except those hijacked) and visitors until a [[Guard]] opens the gate either physically or using the [[Door Control System]] and a [[Servo]] attached to the Road Gate.
 
You can use this to span your prison across the road, or build a totally contained drop off zone.
 
You can use this to span your prison across the road, or build a totally contained drop off zone.
 +
 
|-
 
|-
| id="Secret_Door" style="padding: 12px;" | [[File:Secret_Door.png|64px|link=]] <br> '''Secret Door''' || $100 || 40 HP || 1x1 || Every [[Room]] || style="text-align:left;" | Secret Door function exactly the same as [[#Staff Door|Staff Door]].  
+
 
 +
| id="Secret_Door" style="padding: 12px;" | [[File:Secret_Door.png|64px|link=]] <br> '''Secret Door'''  
 +
| $100  
 +
| 40 HP  
 +
| 1x1  
 +
| Every [[Room]]  
 +
| style="text-align:left;" | Secret Door that functions exactly the same as [[#Staff Door|Staff Door]].  
 +
 
 
|-
 
|-
| id="Secure_Door" style="padding: 12px;" | [[File:Secure_Door.png|64px|link=]] <br> '''Secure Door''' || $600 || 300 HP || 1x1 || Every [[Room]] || style="text-align:left;" | Heavy door with a small flap to deliver [[Food Tray]]s to prisoners inside a [[Cell]]. These should be a perfect solution for dangerous inmates.
+
 
 +
| id="Secure_Door" style="padding: 12px;" | [[File:Secure_Door.png|64px|link=]] <br> '''Secure Door'''  
 +
| $600  
 +
| 300 HP  
 +
| 1x1  
 +
| Every [[Room]]  
 +
| style="text-align:left;" | Secure Door are a heavy door, similar to Solitary Door but with a small flap to deliver [[Food Tray]]s to prisoners inside a [[Cell]] or [[Solitary]]. They should be a perfect solution for dangerous inmates.
 +
 
 
|-
 
|-
| id="Solitary_Door" style="padding: 12px;" | [[File:SolitaryDoor.png|64px|link=]] <br> '''Solitary Door''' || $500 || 300 HP || 1x1 || Every [[Room]] || style="text-align:left;" | A big, thick iron door. [[Solitary]] cells do not currently require the use of Solitary doors. Solitary Doors are very difficult for prisoners to destroy.
+
 
 +
| id="Solitary_Door" style="padding: 12px;" | [[File:SolitaryDoor.png|64px|link=]] <br> '''Solitary Door'''  
 +
| $500  
 +
| 300 HP  
 +
| 1x1  
 +
| Every [[Room]]  
 +
| style="text-align:left;" | Solitary Door are big, heavy iron door. [[Solitary]] cells do not currently require the use of Solitary doors. Solitary Doors are very difficult for prisoners to destroy.
 
Like jail doors, they can only be opened by guards.
 
Like jail doors, they can only be opened by guards.
 +
 
|-
 
|-
| id="Staff_Door" style="padding: 12px;" | [[File:StaffDoor.png|64px|link=]] <br> '''Staff Door''' || $100 || 40 HP || 1x1 || Every [[Room]] || style="text-align:left;" | The Staff Door behaves the same as a jail door, except members of the [[Staff]] can also open it. Take notice that guards will open a staff door for a requesting prisoner, unless the zone behind the door is set to "Staff Only" via [[Deployment]].
+
 
 +
| id="Staff_Door" style="padding: 12px;" | [[File:StaffDoor.png|64px|link=]] <br> '''Staff Door'''  
 +
| $100  
 +
| 40 HP  
 +
| 1x1  
 +
| Every [[Room]]  
 +
| style="text-align:left;" | Staff Door function in the same way as a jail door, except that the [[Staff]] members that are not [[guards]] can also open them. Take notice that guards will open a staff door for a requesting prisoner, unless the zone behind the door is set to "Staff Only" via [[Deployment]].
 +
 
 
|-
 
|-
| id="Visitor_Door" style="padding: 12px;" | [[File:Visitor_Door.png|64px|link=]] <br> '''Visitor Door''' || $100 || 40 HP || 1x1 || Every [[Room]] || style="text-align:left;" | Very similar to [[#Staff Door|Staff Door]] but can also be opened by [[Visitor]]s.
+
 
 +
| id="Visitor_Door" style="padding: 12px;" | [[File:Visitor_Door.png|64px|link=]] <br> '''Visitor Door'''  
 +
| $100  
 +
| 40 HP  
 +
| 1x1  
 +
| Every [[Room]]  
 +
| style="text-align:left;" | Visitor Door are very similar to [[#Staff Door|Staff Door]] but can also be opened by [[Visitor]]s.
 
|}
 
|}
  
== Tips & Other Information ==
+
== Tips & other information ==
  
* All doors can be opened remotely using a [[Servo]] and either the [[Door Control System]] operated by a guard or some custom logic using e.g. a [[Door Timer]]. The Remote Door can only be opened that way.
+
* All doors can be opened remotely using a [[Servo]] and either the [[Door Control System]] operated by a guard or some custom logic using e.g. a [[Door Timer]]. The Remote Door can only be opened that way unless opened manually by the Player.
* Because [[Solitary Door]]s appear to be immune to damage, they can be useful to tighten security.
+
* Because [[Solitary Door]]s appear to be immune to damage (unless instantly destroyed by a Deadly prisoner), they can be useful to tighten security.
 
** However, they are not a good replacement for jail doors when used on normal [[Cell]]s, [[Dormitory|dormitories]] and [[Holding Cell]]s, as there the jail doors will be opened and closed automatically and without the need of a servo according to the [[regime]], while solitary doors always will have to be opened by guards or using servos, except when used in a [[solitary]] cell and solitary punishment is over.
 
** However, they are not a good replacement for jail doors when used on normal [[Cell]]s, [[Dormitory|dormitories]] and [[Holding Cell]]s, as there the jail doors will be opened and closed automatically and without the need of a servo according to the [[regime]], while solitary doors always will have to be opened by guards or using servos, except when used in a [[solitary]] cell and solitary punishment is over.
 
* Be careful during [[riot]]s, because unconscious guards drop jail keys that can be used by prisoners to open any door except if it has been set to "Locked Shut".
 
* Be careful during [[riot]]s, because unconscious guards drop jail keys that can be used by prisoners to open any door except if it has been set to "Locked Shut".
Line 69: Line 170:
 
* As normal doors can be opened by anyone, they only actually serve a purpose when manually "Locked Shut" or during a [[Lockdown]]. Their low toughness makes them a rather insecure measure in cases of riots, though. Consider replacing them by jail or solitary doors which usually are "Locked Open" (or the [[sector]]s behind them being "Unlocked") and only closed in emergency cases.
 
* As normal doors can be opened by anyone, they only actually serve a purpose when manually "Locked Shut" or during a [[Lockdown]]. Their low toughness makes them a rather insecure measure in cases of riots, though. Consider replacing them by jail or solitary doors which usually are "Locked Open" (or the [[sector]]s behind them being "Unlocked") and only closed in emergency cases.
 
* Servos need electricity. Be aware that in the case of a power failure, e.g. because of a [[fire]], certain areas of your prison might become inaccessible or guards will again be required to open the doors. This may as well include the road gates, which are often far away from the prison, but needed to be passed by the [[firemen]] in case of a fire.
 
* Servos need electricity. Be aware that in the case of a power failure, e.g. because of a [[fire]], certain areas of your prison might become inaccessible or guards will again be required to open the doors. This may as well include the road gates, which are often far away from the prison, but needed to be passed by the [[firemen]] in case of a fire.
 +
* When playing as the Warden, locked doors cannot be passed through, even if the door appears to be open.
  
  
 
{{Footer Objects|lang=en}}
 
{{Footer Objects|lang=en}}

Revision as of 11:18, 2 July 2020

Menu
  Walls & Doors
Date of the last article update. Content based on The Sneezer
7/2020 | The Sneezer

Sub Menus:

List of doors (see below)

Other Information:

  • None provided
See also:
Materials.png
Materials,
Objects icon.png
Objects
Doors Menu.png

Doors control the flow of Prisoners and Staff. Doors are one of the ways to define Sectors within your prison to allow the Deployment of Guards, Security Zones, and Prison Labour.

Doors open at different speeds. A normal wood door is the fastest; the large road gate is the slowest.

Since version The Sneezer, Doors can be found in their own section in Walls & Doors menu, by clicking on Doors button.

Permissions

The Permission setting is used to restrict who will be able to pass through a door.

  • "Door Mode: Locked Open" - This keeps the door open unless closed by a Lockdown.
  • "Door Mode: Normal" - Standard mode, jail and staff doors will need to be unlocked for entry.
  • "Door Mode: Locked Shut" - This closes the door permanently, no one except who you authorise will be able to open or go through a door.

The Permission menu is accessed by left-clicking the door. From the Permissions interface you can also choose to open the door yourself, in case there are no guards nearby.

Door types

Door Type Cost Toughness Size Used in Description
Door v2.png
Door
$ 50 20 HP 1x1 Every Room A regular wooden door. Best used to seal off a room, while retaining access for all.

Doors are accessible by anyone; except when Door is manually set to "Locked Shut" or during a Lockdown.

Fence Gates.gif
Fence Gate
$100 30 HP 1x1 Outdoors Fence Gate is a normal gate made out of metal and same netting that's used on normal fences. They can be considered as a cheaper and outdoor version of Jail Door. Fence Gate has 4 variants that can be distinguished by their colors:
  • Guard's Fence Gate (Grey) - can be opened only by Guards with Jail Keys.
  • Standard Fence Gate (Orange) - can be opened by everyone, including inmates.
  • Staff Fence Gate (Green) - all staff members can open them.
  • Visitor Fence Gate (Purple) - similar to staff fence gate but also visitors can open them.
Jail door.gif
Jail Door
$200 100 HP 2x1 Every Room Jail Door is a door consisting of vertical iron bars. They have two versions (normal and large) that function identically.

Jail doors require a guard to unlock them each time someone wishes to pass through. You can also right click to manually open them. The only exception to this is the doors on cells themselves which open automatically depending on what is scheduled on the Regime. These are usually placed as the main door into a cell, as all cells require doors, to secure the cell. Guards are able to shoot through with a tazer or shotgun or hit prisoners with a baton.

  • Striped Jail Doors function exactly the same.
Large jail door.gif
Large Jail Door
$350 100 HP 1x1 Every Room Large Jail Doors function exactly the same as Jail Doors, but they are bigger and open slower, compared to their smaller version. They are also the only large door available. However, all other doors may simply be put adjacent to each other, simulating a large door of any size. For jail doors, this would not work, as guards would have to open each part of the door separately.
  • Striped Large Jail Doors function exactly the same.
Remote door.png
Remote Door
$500 300 HP 1x1 Every Room Remote Door must be researched before it they can be purchased.
(Remote Access)

They require a Servo with a remote connection to function.

Road barrier.png
Road Barrier
$10 000 500 HP 7x1 On Main Road but can be used elsewhere too. The Road Barrier can be placed on the road as an additional security option (and not replacement for a road gate) to stop the stolen vehicles. Prisoners can hijack the Supply Trucks and easily drive away if Escape Plans are enabled.

The Road Barrier remains open and closes only during the lockdown.

Road gate.png
Road Gate
$1 000 100 HP 7x1 On the Main Road but can be used elsewhere too. The Road Gate functions as a way to expand your prison to the other side of the road if Land Expansion has been researched. It allows the player to escort prisoners across the road without worrying about them trying to escape.

The Road Gate stops all vehicles (except those hijacked) and visitors until a Guard opens the gate either physically or using the Door Control System and a Servo attached to the Road Gate. You can use this to span your prison across the road, or build a totally contained drop off zone.

Secret Door.png
Secret Door
$100 40 HP 1x1 Every Room Secret Door that functions exactly the same as Staff Door.
Secure Door.png
Secure Door
$600 300 HP 1x1 Every Room Secure Door are a heavy door, similar to Solitary Door but with a small flap to deliver Food Trays to prisoners inside a Cell or Solitary. They should be a perfect solution for dangerous inmates.
SolitaryDoor.png
Solitary Door
$500 300 HP 1x1 Every Room Solitary Door are big, heavy iron door. Solitary cells do not currently require the use of Solitary doors. Solitary Doors are very difficult for prisoners to destroy.

Like jail doors, they can only be opened by guards.

StaffDoor.png
Staff Door
$100 40 HP 1x1 Every Room Staff Door function in the same way as a jail door, except that the Staff members that are not guards can also open them. Take notice that guards will open a staff door for a requesting prisoner, unless the zone behind the door is set to "Staff Only" via Deployment.
Visitor Door.png
Visitor Door
$100 40 HP 1x1 Every Room Visitor Door are very similar to Staff Door but can also be opened by Visitors.

Tips & other information

  • All doors can be opened remotely using a Servo and either the Door Control System operated by a guard or some custom logic using e.g. a Door Timer. The Remote Door can only be opened that way unless opened manually by the Player.
  • Because Solitary Doors appear to be immune to damage (unless instantly destroyed by a Deadly prisoner), they can be useful to tighten security.
    • However, they are not a good replacement for jail doors when used on normal Cells, dormitories and Holding Cells, as there the jail doors will be opened and closed automatically and without the need of a servo according to the regime, while solitary doors always will have to be opened by guards or using servos, except when used in a solitary cell and solitary punishment is over.
  • Be careful during riots, because unconscious guards drop jail keys that can be used by prisoners to open any door except if it has been set to "Locked Shut".
    • However, there is no real object like a staff key. Unconscious staff won't drop any keys, so prisoners will need jail keys for staff doors, too.
  • Foundations require at least one door to be placed on their border before they can be completed.
  • While a door is open, regardless of the permission setting, anyone can pass through it and can be used by prisoners to escape.
  • Doors that are blocked when closing will no longer push the blocking object aside. - They won't close fully until unblocked.
  • A staff door can be made into a staff-only door by setting the zone behind it to "staff only" via deployment. The way zones are currently drawn, it's possible that a prisoner will request a staff-only door be opened. This is because the door itself is in a zone that the prisoner can go in, but the room behind is not. The situation usually presents itself with prisoners who are cleaning indoor areas. They will still not be able to proceed into the room, but they will clean the floor beneath the door.
  • If you want to make it so that it's impossible to escape your prison by force, use Remote Doors to seal off all exits, then connect them to a Door Control System inside a security office that is also secured with Remote Doors. Even if your prisoners manage to beat up guards and steal their keys, they will neither be able to open the doors to the outside world, nor will they be able to get to the consoles controlling those doors.
  • As normal doors can be opened by anyone, they only actually serve a purpose when manually "Locked Shut" or during a Lockdown. Their low toughness makes them a rather insecure measure in cases of riots, though. Consider replacing them by jail or solitary doors which usually are "Locked Open" (or the sectors behind them being "Unlocked") and only closed in emergency cases.
  • Servos need electricity. Be aware that in the case of a power failure, e.g. because of a fire, certain areas of your prison might become inaccessible or guards will again be required to open the doors. This may as well include the road gates, which are often far away from the prison, but needed to be passed by the firemen in case of a fire.
  • When playing as the Warden, locked doors cannot be passed through, even if the door appears to be open.