Search found 51 matches
- Mon Aug 25, 2014 6:04 pm
- Forum: Community Members
- Topic: hight danger level
- Replies: 11
- Views: 1045
Re: hight danger level
It is hard to tell from 10000 feet up but it looks like you do not have any telephones nor TVs in the prison. You also need exercise machines.
- Mon Aug 25, 2014 4:45 pm
- Forum: General
- Topic: Not Able to buy New Land
- Replies: 2
- Views: 958
Re: Not Able to buy New Land
Hey My present prison on Day 120 and I have more than 1.2mil in cash but whenever I try to buy new land around my prison the Game crashes Giving some error Your save game is corrupt. I had the same issue. You need to look at debug.txt to see what is causing the issue and fix it. The save game is a ...
- Sun Feb 02, 2014 9:54 pm
- Forum: Community Members
- Topic: Rubble stuck in Jail Doorway (Alpha 17)
- Replies: 3
- Views: 409
Re: Rubble stuck in Jail Doorway (Alpha 17)
Did you use the clone tool? Looks like you might need to edit out the rubble from the save file. I did in fact use the clone tool, didn't think it would copy the rubble haha, how would I go about editing it in my save file? open the .prison file with a text editor. Search for rubble (I think) and d...
- Sun Feb 02, 2014 4:03 pm
- Forum: Community Members
- Topic: Major problem with large forest area.
- Replies: 12
- Views: 1599
Re: Major problem with large forest area.
Yes, agree that certain materials need to stack. Ideally the gardeners would take a stack of seeds to the forestry and not have to run to deliveries or storage for every one, very similar to small pipe and electrical wire. Don't forget about showerheads too! :P I've found a way to make them stack-a...
- Sun Feb 02, 2014 4:01 pm
- Forum: Community Members
- Topic: Rubble stuck in Jail Doorway (Alpha 17)
- Replies: 3
- Views: 409
Re: Rubble stuck in Jail Doorway (Alpha 17)
Did you use the clone tool? Looks like you might need to edit out the rubble from the save file.
- Sat Feb 01, 2014 10:25 pm
- Forum: Community Members
- Topic: [mod] Attn: materials.txt modders -> materialsBase mod
- Replies: 3
- Views: 1034
Re: [mod] Attn: materials.txt modders -> materialsBase mod
Just a quick update: Fixed the dogs not counting as staff (it was labeled stafff in the file)
- Sat Feb 01, 2014 3:30 pm
- Forum: Community Members
- Topic: Major problem with large forest area.
- Replies: 12
- Views: 1599
Re: Major problem with large forest area.
Meeeps wrote:be sure to have big enough storage and delivieries so trees don't need to be delivered with truck, fix for future alphas would be to stack the seeds, not sure if that would be possible with modding already.
I'm trying to make such a mod but can't seem to coax the trees into stacks.
- Sat Feb 01, 2014 3:25 pm
- Forum: Community Members
- Topic: Friendly Fire for Armed Guard
- Replies: 4
- Views: 596
Re: Friendly Fire for Armed Guard
I was trying to control the heavy riot with armed guard (of course, with weapon free activated :o ). But I ended up with massive body counts on the floor including 10+ guards :? :shock: . It was so quick that I couldn't notice that the deaths came from prisoner attacks or shotgun fires. So, is ther...
- Sat Feb 01, 2014 3:20 pm
- Forum: Community Members
- Topic: [mod] Attn: materials.txt modders -> materialsBase mod
- Replies: 3
- Views: 1034
Re: [mod] Attn: materials.txt modders -> materialsBase mod
I sitll dont understand what you or people mean this: additively load materials.txt? the mods are basically plain text files. When PA loads, it loads them each individually and 'adds' them up. If two or more files change the same line/property, only the most recent take effect but all the other cha...
- Sat Feb 01, 2014 3:04 am
- Forum: Community Members
- Topic: [mod] Attn: materials.txt modders -> materialsBase mod
- Replies: 3
- Views: 1034
[mod] Attn: materials.txt modders -> materialsBase mod
New in Alpha 17 is the ability to additively load materials.txt; however if you do modify this file, you need at least one full copy of materials.txt Here is a simple solution, a 'base' mod that simply re-implements the existing materials.txt. Then all other mods simply need to include their modifie...
- Fri Jan 31, 2014 2:29 pm
- Forum: Introversion Blog
- Topic: Prison Architect Alpha 17
- Replies: 66
- Views: 96333
Re: Prison Architect Alpha 17
I know what I'm doing to tonight! I've got a materials.txt mod waiting to go.
And "Fixed : The scrollbar in the Staff and Prisoner list screens now works correctly" thank you x1000. Now I can truly shut down the intake if I want to.
And "Fixed : The scrollbar in the Staff and Prisoner list screens now works correctly" thank you x1000. Now I can truly shut down the intake if I want to.
- Thu Jan 16, 2014 3:00 am
- Forum: Community Members
- Topic: How do I mod sounds?
- Replies: 1
- Views: 199
Re: How do I mod sounds?
It might help if you indicate what files you have modded. the only file that seems like a good idea to mod is sounds.txt. Not all files are moddable yet - and some require you to restart PA once activated.
- Fri Jan 10, 2014 2:05 am
- Forum: Community Members
- Topic: Metal detectors missing contraband?
- Replies: 14
- Views: 1714
Re: Metal detectors missing contraband?
Is there more than one path? I see the path to the left has no metal detector. Prisoners will take the longer route to avoid metal detectors when they need too avoid getting caught.
- Thu Jan 09, 2014 1:53 am
- Forum: Community Members
- Topic: [FIXED - My Mistake] Delivery Trucks fail to stop and unload
- Replies: 10
- Views: 882
Re: [Bug] Delivery Trucks fail to stop and unload
Look at the bottom of the screen, right next to the road. You have a second delivery zone one line by 4 squares to the left.
- Fri Dec 27, 2013 9:14 pm
- Forum: Community Members
- Topic: Modding Prison Architect
- Replies: 126
- Views: 63592
Re: Upcoming feature : Mod support
Would it be possible to load other text files (such as materials.txt) like the language file. That is merge them on load. This would allow us to create additional materials without overriding the built-in settings as well as not needing to update with every alpha.