Search found 231 matches

by aubergine18
Thu Oct 29, 2015 7:36 pm
Forum: Modding
Topic: Massive modding guide (WIP) on github wiki
Replies: 4
Views: 704

Re: Massive modding guide (WIP) on github wiki

@Jasper regarding Capturable I'm not sure... I always thought it was something to do with gangs but Yard and Security aren't capturable so maybe you're right, it could be a way of defining rooms that can act as cells. Regarding 'exocution room' I think that's hidden by some other method. In campaign...
by aubergine18
Thu Oct 29, 2015 12:34 am
Forum: Modding
Topic: Fully intergrating mod 1 in mod 2 succesfully!
Replies: 2
Views: 341

Re: Fully intergrating mod 1 in mod 2 succesfully!

I assume this is using the sprites.png trick you mentioned the other day? So adding additional sprites in the manifest.txt that reference objects.png without using objects.spritebank? And neat idea with the spawning. I've been pondering similar approach as I'm considering splitting my health and saf...
by aubergine18
Tue Oct 27, 2015 10:48 pm
Forum: Community Members
Topic: Storage management
Replies: 11
Views: 83

Re: Storage management

Well, that's why I was thinking of shelves rather than tables - if you use tables or anything that looks like a table, it's going to get used in all sorts of crazy places. Shelves would potentially also suffer same fate, but less so.
by aubergine18
Tue Oct 27, 2015 9:23 pm
Forum: Community Members
Topic: Storage management
Replies: 11
Views: 83

Re: Storage management

So, if there's not a sprites.png in a mod, and you define a Sprite as if there were a sprites.png, it actually references objects.png (and I assume also people.png for y >= 64)?
by aubergine18
Tue Oct 27, 2015 6:38 pm
Forum: Community Members
Topic: Lua function list
Replies: 5
Views: 215

Re: Lua function list

Would it be possible to get an updated list for PA 1.0?
by aubergine18
Tue Oct 27, 2015 6:16 pm
Forum: Community Members
Topic: (Suggestion) Guards with Personalities
Replies: 60
Views: 421

Re: (Suggestion) Guards with Personalities

The game should be renamed "Prisoner Architect" if we're only interested in the prisoners. However, it isn't named that. I'm interested in all aspects of the prison, including the prison staff.
by aubergine18
Tue Oct 27, 2015 6:14 pm
Forum: Community Members
Topic: Storage management
Replies: 11
Views: 83

Re: Storage management

As you mentioned, there will likely be issues with a main storage room due to sub-optimal AI routing of resources. That's why I was thinking of having shelves in workshops - at least then the resources will be close to hand. And it might be possible to get whoever is working in the workshop to move ...
by aubergine18
Tue Oct 27, 2015 3:41 pm
Forum: Community Members
Topic: [IDEA] Architect/controllable admin
Replies: 4
Views: 54

Re: [IDEA] Architect/controllable admin

There are scripting properties such as .AvatarControl and .PermitPlayerControl but they don't seem to work in sandbox (setter funcs are fubar) :(
by aubergine18
Tue Oct 27, 2015 3:37 pm
Forum: Community Members
Topic: Storage management
Replies: 11
Views: 83

Re: Storage management

@Brento - https://github.com/aubergine10/PA-CarpentryMod - would be great to add some sort of wood storage room and shelves to this mod. In fact, the wood storage shelves could replace the tables in carpentry room. It's not published yet, need to check with Trixi as lots of it based on his original ...
by aubergine18
Tue Oct 27, 2015 3:27 pm
Forum: Modding
Topic: [Modding Question] Prisoner Punishments
Replies: 6
Views: 509

Re: [Modding Question] Prisoner Punishments

If you're doing experimentations with .Misbehaviour, see if you can work out what the string values for 4, 5, 7 and 8 are. Also, I've updated the github wiki with all the information I currently have about the property. Another thing to look out for would be jobs when a guard is escorting a prisoner...
by aubergine18
Tue Oct 27, 2015 3:14 pm
Forum: Modding
Topic: [Modding Question] Prisoner Punishments
Replies: 6
Views: 509

Re: [Modding Question] Prisoner Punishments

.Shackled and many other properties are broken; their setter methods don't work. Misbehavior property ( edit ) This property seems specific to Prisoner objects and defines how they are currently misbehaving. When getting the value, it's either nil (if no misbehavior) or a string defining how the pri...
by aubergine18
Tue Oct 27, 2015 4:24 am
Forum: General
Topic: No refund on walls
Replies: 6
Views: 536

Re: No refund on walls

Those costs must be hard-coded in the game code, because they're not defined in materials.txt. That means we can't change cost of the walls that come with base game. Another modding API fail. EDIT: Just realised that the "ObjectRequired" consumable, eg. Brick, can have cost attached, which...
by aubergine18
Tue Oct 27, 2015 4:19 am
Forum: Community Members
Topic: Storage management
Replies: 11
Views: 83

Re: Storage management

From an AI perspective, it's extremely trivial to code it so that partial stacks are combined. Just need to store age on a stack and once it's past a certain age and not full do a quick search for nearby stacks that it can be combined with. Any suitable stacks get their age reset to prevent them fro...
by aubergine18
Tue Oct 27, 2015 4:15 am
Forum: Community Members
Topic: (Suggestion) Guards with Personalities
Replies: 60
Views: 421

Re: (Suggestion) Guards with Personalities

IMO all entities should have all properties, at least then there will be consistent modding api. Mods can then try out different things with staff personality and needs, etc. For example, what's point of having drinks machine in staff room if staff never use it? This might not be something desirable...
by aubergine18
Tue Oct 27, 2015 4:13 am
Forum: Modding
Topic: [Modding Question] Research.txt
Replies: 2
Views: 323

Re: [Modding Question] Research.txt

Possibly, but only via grants.lua or a campaign scenario script. There's some infos in the devwiki: http://devwiki.introversion.co.uk/pa/index.php/Lua

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