TheControlRoomFix
Repairs broken Control Rooms: adds the Micro Cruncher and blueprints, files every resident in the cabinets and staffs the empty Security Guard post so the computer has a login. Works on new cities and existing saves.
| Date uploaded | 4 days ago |
| Version | 1.2.0 |
| Download link | Sm3gm-TheControlRoomFix-1.2.0.zip |
| Downloads | 142 |
| Dependency string | Sm3gm-TheControlRoomFix-1.2.0 |
This mod requires the following mods to function
BepInEx-BepInExPack_IL2CPP
BepInEx pack for IL2CPP x64 Unity games. Preconfigured and ready to use.
Preferred version: 6.0.755README

TheControlRoomFix
Many Shadows of Doubt cities generate Control Rooms that are empty or half built, and even a complete one often has a computer nobody can log in to. TheControlRoomFix repairs both, in new cities and in existing saves.
After a city loads, every Control Room has a Micro Cruncher, building blueprints and a Resident File for every resident of the building. The management computer has a login, and logging in gives you the Surveillance app. Feeds from cameras that just started working take 2 to 4 in-game hours to fill, as in vanilla.
If TheControlRoomFix earns a place in your load order, please leave a like on its Thunderstore page. It keeps me motivated to make more mods. Donations are welcome too:
How it works
In a new city, Control Room furniture is allowed to generate even when the building's management address has no residents. In vanilla, that missing-residents check is what leaves many rooms empty.
When you load an existing city, any Control Room without a Micro Cruncher gets one, along with blueprints and a filing cabinet, placed with the game's own furniture code. Rooms that already work are left alone.
Many Building Management companies start with no staff at all, so their computer has no one to log in as. Each time a city loads, the mod gives such a company's vacant Security Guard post to one unemployed citizen, and that person becomes the computer's login. Get the password the usual way, with a codebreaker. The current murderer, the current victim and past murderers are never picked. If the hired citizen dies, the next load picks someone else.
Vanilla files only some of a building's residents, and every resident drawer shows the same list. The mod files every resident of the building, 14 folders per drawer, sorted by floor and apartment. It uses free drawers in tall filing cabinets first, then the bottom drawer of short cabinets, and adds tall cabinets when it runs out. In rooms too cramped for the game's own furniture search, a tall cabinet goes on a free spot against a wall or takes the place of a short cabinet, and anything that was in or on the short one moves to the new one. Shop and office staff who only work in the building are not filed.
In existing cities, the repaired furniture, the resident files and the hires are rebuilt every time the city loads. Extra filing cabinets stay in your save and are never added twice.
Upgrading
From 1.1.0: the CompleteResidentRosters setting is gone, replaced by FileEveryResident. You can delete the old line from the config file.
From 1.0.0: the plugin ID changed in 1.1.0, so settings live in BepInEx/config/sm3gm.sod.controlroomfix.cfg and start at their defaults. The old sod.controlroomfix.cfg is no longer read and can be deleted.
Install
Use Thunderstore Mod Manager or r2modman and install as normal. BepInEx is installed automatically.
To install by hand:
- Install BepInExPack IL2CPP version 6.0.755.
- Put
ControlRoomFix.dllinBepInEx/plugins/ControlRoomFix/inside your existingBepInExfolder. A secondBepInExfolder nested inside the first will not load. - Back up your save, then load a city.
Settings
All settings are in the [Fixes] section unless noted.
HireForVacantControlRooms(on): staffs empty Building Management companies so the Control Room computer has a login.RepairExistingControlRooms(on): repairs Control Rooms in cities loaded from a save.EnableControlRoomGenerationFix(on): lets Control Room furniture generate in new cities.TryAlternateInteractableOrderingandPreferWorkingDeskPreset(on): parts of the repair that make sure the desk ends up with a working Micro Cruncher. Leave them on.FileEveryResident(on): every resident of the building gets a folder in the Control Room's filing cabinets. Off gives the vanilla selection.ResidentsPerDrawer(14): how many resident folders go in one drawer. 14 is what a drawer shows in game.EnableDuplicateCityHallLimitExperiment(off): unfinished experiment. Leave it off.[Diagnostics]section, both off: extra logging for troubleshooting.
Known gaps
- Some buildings have no cameras by vanilla design, and some cameras stay offline, as in vanilla. If you fast-travel into a building, walk around for a moment, because recording may not start until the surroundings have loaded.
Feedback
Found a bug or have an idea? Post it in the TheControlRoomFix thread on the official Shadows of Doubt Discord. If the link does not open, join the server first at https://discord.gg/shadows
Also by sm3gm
All my mods are on Thunderstore.
Support
This mod is free and always will be.
Likes are greatly appreciated and keep me motivated to release more mods, so if you enjoy it, please leave one. You give a like on the mod's Thunderstore page while logged in to Thunderstore. If you installed through a mod manager, open that page in your browser to find the button.
And if you love what I do and want to support future projects, or just want to send a friendly thought, you can do so here:
Thanks for playing.
CHANGELOG
1.2.0
- Every resident gets a folder. Vanilla files only some of a building's residents, and all its resident drawers share one list. Now every resident of the building has a Resident File in the Control Room, 14 per drawer, sorted by floor and apartment, with no duplicates.
- More drawers where needed: free drawers in tall filing cabinets first, then the bottom drawer of short cabinets, then extra tall cabinets. In rooms too cramped for the game's own furniture search, a tall cabinet is placed on a free spot against a wall, or swaps places with a short cabinet. Anything that was in or on the short cabinet moves to the new one.
- Only people who live in the building are filed. Shop and office staff are left out.
- New settings:
FileEveryResident(on) andResidentsPerDrawer(14). The oldCompleteResidentRosterssetting is gone and can be removed from the config file. - Like the other repairs, the folders are rebuilt each time a city loads. Extra cabinets stay in your save and are not added twice.
1.1.0
- Repaired Control Rooms now have a working computer login. Many Building Management companies have no staff, so their Micro Cruncher had no one to log in as. Each time a city loads, one unemployed citizen takes the vacant Security Guard post, and logging in as them gives you the Surveillance app. Nothing is saved. Turn it off with
HireForVacantControlRooms. - A Control Room now counts as working only when it holds a real Micro Cruncher and blueprints, so rooms that only looked complete get repaired too.
- The plugin ID is now
sm3gm.sod.controlroomfix. Settings reset to their defaults in the new fileBepInEx/config/sm3gm.sod.controlroomfix.cfg, and the oldsod.controlroomfix.cfgcan be deleted. TryAlternateInteractableOrderingandPreferWorkingDeskPresetmoved to the[Fixes]section. Diagnostic logging is off by default.
1.0.0
First public release as TheControlRoomFix.
- One resident-files drawer per Control Room (tall or short cabinet, not both).
- Verified on a fresh 9x6 city and on existing saves (feeds record away from the player and survive save/reload).
- Feed timing documented.

