Search found 24 matches

by Ghost314
Sun Sep 25, 2016 5:20 pm
Forum: Modding
Topic: How to calculate time spent in a function?
Replies: 0
Views: 611

How to calculate time spent in a function?

I have a script that I want to perform a potentially long running task. In order to avoid performance issues, I want to set up co-routines and yield from my co-routine after a certain amount of processor time has been used, so that I can continue on the following frame. The usual method of doing thi...
by Ghost314
Sat Sep 24, 2016 5:07 pm
Forum: Modding
Topic: WorkQueue.Request function in lua_function_list.txt
Replies: 6
Views: 887

Re: WorkQueue.Request function in lua_function_list.txt

Any examples on how to use that stuff would be more than welcome. I have been on the hunt for that info myself, and so far have come up dry. I watched the entire dev blog video on that release, but they kind of glossed over the world scripts feature, saying only that it was intended to resolve a co...
by Ghost314
Thu Sep 22, 2016 9:09 pm
Forum: Modding
Topic: WorkQueue.Request function in lua_function_list.txt
Replies: 6
Views: 887

Re: WorkQueue.Request function in lua_function_list.txt

I discovered the answer by accident :lol: in update 8, introversion added the ability to define a World.lua script: - Lua World Scripts Each mod can now have a data/world.lua script file, which should contain both Init() and Update( timePassed ) functions. This script is initialised on World initial...
by Ghost314
Thu Sep 22, 2016 7:42 pm
Forum: Modding
Topic: WorkQueue.Request function in lua_function_list.txt
Replies: 6
Views: 887

Re: WorkQueue.Request function in lua_function_list.txt

I checked the in-game script debugger window and it looks like there is no WorkQueue defined in the global scope, which explains the error messages. It's a shame, since that function would have made my life a whole lot easier. :(
by Ghost314
Sun Jan 31, 2016 6:32 pm
Forum: Modding
Topic: How can I share data between scripted objects?
Replies: 2
Views: 434

Re: How can I share data between scripted objects?

I finally got back around to doing this, my original mistake was attempting to declare global variables in one script and use them in another like so: someVar = 5 instead I needed to use: this.someVar = 5 since you mentioned that nested lists were a problem, I figured I would be able to share a simp...
by Ghost314
Sat Jan 30, 2016 6:14 pm
Forum: Modding
Topic: [Tutorial] 3 Spriting Tips You NEED to Know
Replies: 4
Views: 948

Re: [Tutorial] 3 Spriting Tips You NEED to Know

Paint.net can be used with a 32x system. And I use the auto detect and it works fine. Whether or not the auto-detect setting will work, will depend on which bit depth paint.net decides to auto-select when saving the file. If you try manually saving a png with a bit depth of 8, then it will end up l...
by Ghost314
Mon Jan 18, 2016 4:41 am
Forum: Modding
Topic: [MOD] Outhouses
Replies: 7
Views: 1555

Re: [MOD] Outhouses

Version 2.0 is finally out, it contains most of the improvements mentioned in this thread, aside from letting prisoners do the outhouse cleaning job (I've pretty much given up on this). The cleaning job is also still a single task. I'm thinking of making a 2.5 version of the mod that contains little...
by Ghost314
Wed Jan 06, 2016 3:08 am
Forum: Modding
Topic: [MOD] Outhouses
Replies: 7
Views: 1555

Re: [MOD] Outhouses

Looking very nice!! Loving the stalls, hope you do get sideways looking a bit better, but awesome stuff !! Outhouses usually work with blue gunk in them, the result is rather chemical, not sure if I'd call it bio-waste, chemical waste or bio-chemical-waste :D Or something else even; "Excrement...
by Ghost314
Sun Jan 03, 2016 5:20 am
Forum: Modding
Topic: Questions about Modding
Replies: 3
Views: 552

Re: Questions about Modding

To get the script debugger to pop up, you have to select an object in the game world that has your script attached and press F3. This will only work for objects that you have written a script for. The scripts are indeed attached to objects based on the object name, as defined in materials.txt. I've ...
by Ghost314
Sun Jan 03, 2016 3:48 am
Forum: Modding
Topic: [MOD] Outhouses
Replies: 7
Views: 1555

Re: [MOD] Outhouses

I ended up starting work on a second version, current plan for outhouses is to remove water dependency and create a new job for cleaning the outhouse, that has to be completed after a certain number of uses. I'd also like to make it so the outhouse starts to produce a new garbage item called 'bio wa...
by Ghost314
Sat Jan 02, 2016 4:13 pm
Forum: Modding
Topic: [MOD] Outhouses
Replies: 7
Views: 1555

Re: [MOD] Outhouses

Those blue outhouses are not normally water dependent, anyway. Rather, there is a large tank full of chemicals into which people make their deposits, which must be pumped out every so often. Perhaps the outhouses should generate garbage? xander Interesting idea, it would definitely be easier to imp...
by Ghost314
Sat Jan 02, 2016 2:28 am
Forum: Modding
Topic: [MOD] Outhouses
Replies: 7
Views: 1555

[MOD] Outhouses

I have finally finished my first mod for Prison Architect, it adds a new Outhouse object to the game, that looks a bit more natural in open/public areas, like a yard. There are some lingering issues, most of which stem from Prison Architect not allowing me to declare a new object to be 'water depend...
by Ghost314
Thu Dec 31, 2015 9:41 pm
Forum: Modding
Topic: "STAFF EVACUATION" -MOD SUGGESTION
Replies: 6
Views: 1274

Re: "STAFF EVACUATION" -MOD SUGGESTION

If someone was to make this mod: they'd probably need more information: Where are the evacuees going to go? Just the staff or prisoners too? In what situation would you evacuate? Nice suggestion, but I think the implications of this mod are limited. Actually, it would probably be a lot more useful ...
by Ghost314
Thu Dec 31, 2015 5:12 pm
Forum: Modding
Topic: How can I share data between scripted objects?
Replies: 2
Views: 434

How can I share data between scripted objects?

I found myself in a position where I want one scripted object to communicate directly to another. In other words, I've got a game Object A with a lua script, and inside that script, I get a reference to a completely different type of game Object B, which has a totally different lua script, and I wan...
by Ghost314
Thu Dec 31, 2015 4:52 pm
Forum: Modding
Topic: "STAFF EVACUATION" -MOD SUGGESTION
Replies: 6
Views: 1274

Re: "STAFF EVACUATION" -MOD SUGGESTION

This thought actually crossed my mind too, the main usage for me would be to send all of your staff to a secure area during an out-of-control riot, so that they don't get killed by rioting prisoners. This puts you in a similar position to the tutorial mission on riots where, prisoners have control o...

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