Search found 232 matches

by murgh
Tue Nov 14, 2017 10:49 pm
Forum: Community Members
Topic: 200.000+ active subscribers!
Replies: 0
Views: 754

200.000+ active subscribers!

Today (or perhaps yesterday) I've reached the magical number of 200.000 active subscribers to my mods and maps. I would like to thank all of you for downloading and using my workshop items. I hope they give you the inspiration and possibilities to enhance this already great game even more. And I wou...
by murgh
Fri Nov 10, 2017 1:54 pm
Forum: Community Members
Topic: Halloween flash mob
Replies: 3
Views: 832

Re: Halloween flash mob

Pure coincidence, he was in this prison all the time.
by murgh
Wed Nov 01, 2017 10:21 am
Forum: Community Members
Topic: Halloween flash mob
Replies: 3
Views: 832

Halloween flash mob

I've recorded the halloween flash mob for those who missed it. Seems like no more than 84 prisoners will join the dance :)

https://www.youtube.com/watch?v=b2WWjejydZI

8)
by murgh
Thu Aug 10, 2017 7:58 pm
Forum: Modding
Topic: Chad's Sprite Editor down?
Replies: 1
Views: 3166

Chad's Sprite Editor down?

I'm a regular user of Chad's Sprite Editor, http://chadsmods.rdkf.net/tools/spriteeditor/ and now the site is down :(
Is there a mirror around which I didn't find or perhaps an offline .exe as an alternative?
by murgh
Sat Jan 28, 2017 10:51 pm
Forum: Modding
Topic: File extensions are broken after uploading mod to the Steam workshop
Replies: 1
Views: 1370

Re: File extensions are broken after uploading mod to the Steam workshop

When you download files with the steamworkshopdownloader you will need to rightclick the zip and unblock it. It's a windows protection. Then unzip with winrar, because 7zip sometimes messes up (resulting in what you see on the screen shots)
by murgh
Sat Jan 28, 2017 10:46 pm
Forum: Modding
Topic: [MOD] Recycling [V1.10 stable]
Replies: 10
Views: 6080

Re: [MOD] Recycling [V1.10 stable]

Those are issues in the game itself, not the mod. But you can always choose to not let dirty foodtrays spawn on the recycle desk. same for shop items. It's up to you what you want to appear on the desk. However, spawning foodtrays will take care of staff serving tables running out of trays, because ...
by murgh
Sat Jan 07, 2017 11:25 am
Forum: General
Topic: New beta build sprites are borked
Replies: 2
Views: 417

Re: New beta build sprites are borked

You are using outdated mods, that's not a problem of the beta.
by murgh
Tue Jan 03, 2017 9:33 pm
Forum: Modding
Topic: Can I change prisoners security based on reform grade?
Replies: 21
Views: 6125

Re: Can I change prisoners security based on reform grade?

The ModSchema on the devwiki has some, but needs updating (I'll try and do it next week). The Modding page itself is also good with links to guides and things. No pressure intended, but I would love to see the ModSchema page getting updated. "Next week" became next month and next month be...
by murgh
Mon Jan 02, 2017 7:58 pm
Forum: General
Topic: BETAS
Replies: 1
Views: 331

Re: BETAS

Take the latter, it's beta 11 released before christmas.
by murgh
Thu Dec 08, 2016 12:57 pm
Forum: Modding
Topic: [BUG] Object.Pos or .Or is changed but image doesn't
Replies: 2
Views: 1342

Re: [BUG] Object.Pos or .Or is changed but image doesn't

Setting only Or.x or Or.y isn't enough sometimes, I think you need to combine them like this... if this.Or.x==0 and this.Or.y==1 then -- placed down elseif this.Or.x==-1 and this.Or.y==0 then -- rotated once elseif this.Or.x==0 and this.Or.y==-1 then -- rotated twice elseif this.Or.x==1 and this.Or....
by murgh
Thu Dec 08, 2016 12:51 pm
Forum: Modding
Topic: Prevent specific vehicles from spawning?
Replies: 1
Views: 1048

Re: Prevent specific vehicles from spawning?

Give it Properties Scripted in materials.txt and then make /scripts/Hearse.lua in your mods folder with this little script: function Create() end function Update() this.Delete() end Nothing more about it. Putting delete() in the update function makes them vanish after a game was loaded with a Hearse...
by murgh
Thu Oct 20, 2016 9:50 am
Forum: Modding
Topic: Job overflow
Replies: 4
Views: 1593

Re: Job overflow

Well if Job_A has to be completed before Job_B can be done, then use a little boolean: ... this.jobAcompleted=false this.CreateJob('Job_A') ... ... function JobComplete_Job_A() this.jobAcompleted=true dothingshere end ... ... if this.jobAcompleted==true and otherthings==true then this.jobBcompleted=...
by murgh
Wed Oct 19, 2016 5:07 pm
Forum: Modding
Topic: Job overflow
Replies: 4
Views: 1593

Re: Job overflow

You should check if the object.JobId==nil before issuing a CreateJob for the object. That way it will issue the job only once.
by murgh
Thu Oct 13, 2016 12:59 pm
Forum: Modding
Topic: [MOD] Explosive Smartphones [V1.13 stable]
Replies: 5
Views: 1733

Re: [MOD] Explosive Smartphones [V1.12 beta]

Ok, I've added 30 of them so far. If you can think of a nice letter to include, feel free to post.

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