Search found 232 matches
- Tue Nov 14, 2017 10:49 pm
- Forum: Community Members
- Topic: 200.000+ active subscribers!
- Replies: 0
- Views: 7031
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...
- Fri Nov 10, 2017 1:54 pm
- Forum: Community Members
- Topic: Halloween flash mob
- Replies: 3
- Views: 7412
Re: Halloween flash mob
Pure coincidence, he was in this prison all the time.
- Wed Nov 01, 2017 10:21 am
- Forum: Community Members
- Topic: Halloween flash mob
- Replies: 3
- Views: 7412
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
https://www.youtube.com/watch?v=b2WWjejydZI
- Thu Aug 10, 2017 7:58 pm
- Forum: Modding
- Topic: Chad's Sprite Editor down?
- Replies: 1
- Views: 11018
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?
Is there a mirror around which I didn't find or perhaps an offline .exe as an alternative?
- Sat Jan 28, 2017 10:51 pm
- Forum: Modding
- Topic: File extensions are broken after uploading mod to the Steam workshop
- Replies: 1
- Views: 2011
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)
- Sat Jan 28, 2017 10:46 pm
- Forum: Modding
- Topic: [MOD] Recycling [V1.10 stable]
- Replies: 10
- Views: 15404
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 ...
- Sat Jan 07, 2017 11:25 am
- Forum: General
- Topic: New beta build sprites are borked
- Replies: 2
- Views: 826
Re: New beta build sprites are borked
You are using outdated mods, that's not a problem of the beta.
- Tue Jan 03, 2017 9:33 pm
- Forum: Modding
- Topic: Can I change prisoners security based on reform grade?
- Replies: 21
- Views: 14226
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...
Re: BETAS
Take the latter, it's beta 11 released before christmas.
- Thu Dec 08, 2016 12:57 pm
- Forum: Modding
- Topic: [BUG] Object.Pos or .Or is changed but image doesn't
- Replies: 2
- Views: 2149
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....
- Thu Dec 08, 2016 12:51 pm
- Forum: Modding
- Topic: Prevent specific vehicles from spawning?
- Replies: 1
- Views: 1685
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...
- Thu Oct 20, 2016 9:50 am
- Forum: Modding
- Topic: Job overflow
- Replies: 4
- Views: 2668
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=...
- Wed Oct 19, 2016 5:07 pm
- Forum: Modding
- Topic: Job overflow
- Replies: 4
- Views: 2668
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.
- Thu Oct 13, 2016 12:59 pm
- Forum: Modding
- Topic: [MOD] Explosive Smartphones [V1.13 stable]
- Replies: 5
- Views: 2827
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.
- Wed Oct 12, 2016 11:25 am
- Forum: Modding
- Topic: Default spritebank has extra conflicting markers; maybe bug?
- Replies: 7
- Views: 4276
Re: Help with markers please?
Did you try gnuplot? viewtopic.php?f=88&t=55643&p=597191