Search found 48 matches
- Fri Nov 07, 2014 1:45 am
- Forum: Modding
- Topic: [MOD] Going postal!
- Replies: 11
- Views: 4048
[MOD] Going postal!
After a few weeks of coding, a bunch of dead ends and more than 2000 lines of text files and just a teaspoon of debugging, I'm ready to release my postal service into Beta. Please help me in trying it out and let me know what you think! It's a complex piece of machinery pushing the mod-system to it'...
- Sat Oct 11, 2014 6:10 pm
- Forum: Community Members
- Topic: Modding Prison Architect
- Replies: 126
- Views: 46286
Re: Modding Prison Architect
nekjjw wrote:I came across a mod today which effectively kills prisoners. I was wondering what the position is on "death mods"?
I was thinking today about implementing a functional death chair, but I didn't have the heart to go through with it.
Working on something fun instead
- Fri Oct 10, 2014 7:11 pm
- Forum: Modding
- Topic: Removing Restriction on Fences
- Replies: 4
- Views: 951
Re: Removing Restriction on Fences
Created a mod for this now, relaxes the outdoor requirement but the tile still looks like dirt. The previously suggested mod definitely looks better.
http://steamcommunity.com/sharedfiles/f ... =324796676
http://steamcommunity.com/sharedfiles/f ... =324796676
- Thu Oct 09, 2014 8:38 pm
- Forum: Modding
- Topic: SetProperty with tables
- Replies: 1
- Views: 507
Re: SetProperty with tables
Hi everyone , I am having trouble with some lua coding. I don't seem to be able to use " Object.SetProperty" to set at table value. Does any of you know if the " Object.SetProperty" only supports (string/bool/int/float) ? Thanks I failed to do this in alpha24, I don't think it i...
- Thu Oct 09, 2014 8:23 pm
- Forum: Modding
- Topic: Loading Persistent Data
- Replies: 6
- Views: 1531
Re: Loading Persistent Data
Just as a warning/solution to people that are doing some scripting I'm a little bit confused, since your mentioning local variables at first, and then saying it failed on getting properties that were nil after savegame-load. Properties and locals are two very different things, not sure which proble...
- Thu Oct 09, 2014 4:41 pm
- Forum: Modding
- Topic: [MOD] I'll drink to that
- Replies: 4
- Views: 2515
[MOD] I'll drink to that
Failing a more advanced mod because of a triviality, I instead created this simpler mod: A drink machine that actually gives out drinks to thirsty workers, letting them rejuvenate (and get back to work faster!) It does come with a downside however, your guards are sloppy and will just throw the used...
- Fri Oct 03, 2014 5:25 pm
- Forum: Modding
- Topic: Question about creating new wall + png limitation still up?
- Replies: 12
- Views: 1483
Re: Question about creating new wall + png limitation still
Only one sprites.png per mod.
- Thu Oct 02, 2014 5:27 pm
- Forum: Modding
- Topic: Need Help - Process Garbage
- Replies: 5
- Views: 1005
Re: Need Help - Process Garbage
Unfortunately not if you mean this original BEGIN Object Name Garbage MoveSpeedFactor 0.800000 Toughness 1.00000 MaxStackSize -1 RenderDepth 2 Properties Rubbish Sprite Garbage END mod BEGIN Object Name Garbage MoveSpeedFactor 0.800000 Toughness 1.00000 MaxStackSize -1 RenderDepth 2 Sprite Garbage ...
- Thu Oct 02, 2014 4:55 pm
- Forum: Modding
- Topic: Need Help - Process Garbage
- Replies: 5
- Views: 1005
Re: Need Help - Process Garbage
Copying the Garbage object into your materials.txt file minus the Rubbish property should do the trick.
- Tue Sep 30, 2014 7:09 pm
- Forum: Modding
- Topic: [MOD] Island Prison Architect A-25
- Replies: 5
- Views: 7321
Re: [MOD] Island Prison Architect A-25
This is a really cool idea, I think water should be modifiable in the real game too.
If anyone is up for making some good looking shark sprites I promise I'll contribute a man-eating shark to add to the mod. Can't let them swim away now, can we?
If anyone is up for making some good looking shark sprites I promise I'll contribute a man-eating shark to add to the mod. Can't let them swim away now, can we?
- Mon Sep 29, 2014 4:48 pm
- Forum: Modding
- Topic: [MOD] First Aid Station
- Replies: 3
- Views: 2308
[MOD] First Aid Station
Making use of the modding abilities added in Alpha 25 I managed to create this (discovering a bug in the released mod in the process): A wall-mounted first aid kit which will heal any nearby guards back up to 75% of their health. To avoid abuse it will only heal guards that are not currently taking ...
- Fri Sep 26, 2014 10:19 pm
- Forum: Modding
- Topic: Scripting to Damage Prisoners
- Replies: 25
- Views: 3967
Re: Scripting to Damage Prisoners
You can give them damage if they are in a proximity of an object or on top of a material, but that is it I think.
- Fri Sep 26, 2014 8:19 pm
- Forum: General
- Topic: Will Prison Architect ever be multicore aware?
- Replies: 8
- Views: 2404
Re: Will Prison Architect ever be multicore aware?
It's been 'an issue' for a long time but it probably won't be fixed untill the game is feature-complete Speaking from experience, I would say you have to design it as a multicore from the beginning, it's not something you can tack on when the product is finished unless you designed with that in min...
- Fri Sep 26, 2014 8:02 pm
- Forum: Modding
- Topic: [QUESTION] Rules
- Replies: 6
- Views: 1165
Re: [QUESTION] Rules
But if you want a continuous circle, and that the room not be the workshop? like cell. what I really want is to be constantly an item delivered to the cells. you know how can I run it? From the changelog of Alpha 25 it seems that this should now be possible. However I find no documentation on how i...
- Wed Sep 24, 2014 9:26 pm
- Forum: Modding
- Topic: [MOD] Cramped! Smaller rooms.
- Replies: 2
- Views: 3868
[MOD] Cramped! Smaller rooms.
Unlike my first mod, this one was extremely simple to do, yet powerful. I got annoyed when my whole prison plan was ruined because I couldn't make a class room 4 spaces wide, so, I simply cut down the size requirements of the rooms down to the minimum that should still allow them to fit their requir...
