Not in the usual sense; punishments can only be applied via prison policies set by end user.
However, you could potentially alter their .StatusEffects eg. to make them more suppressed or tazed.
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Everything looks correct in the cell, the room is applied to the whole room, it's enclosed with walls/door. Possibly a game bug. What happens if you save game and reload? If still showing enclosed error, then probably best to report it as a bug: http://bugs.introversion.co.uk/bug_report_page.php
Brick and Concrete walls are free to build. A fence costs $3 per tile, and a perimeter wall costs $150 per tile. Like other said, if you cancel build constructions for any walls, the materials are put in to storage so you can use them later.
- Sun Oct 25, 2015 9:56 pm
- Forum: General
- Topic: Room requirements between my Canteen and Holding Cell
- Replies: 3
- Views: 441
If you go to the screen that shows room assignments (logistics I think?) you'll see lines drawn between rooms. Sometimes you have to manually alter them to show which cells or areas a room will service.
Maybe the game looks to see which part of the sprite the marker is over, and then works out which rotation that relates to, and only applies markers for the current rotation. Is his mod using the same Index for multiple markers? *goes to check* Yes, he is. So it seems you have to define the markers ...
I've no idea why it does that. My sprite isn't rotatable so I never ran in to that problem. I'd suggest looking at Chad's Drinks Mod as I'm pretty sure he had things with slots that could be rotated and hopefully there will be something in his mod that shows how to solve the problem.
The "Index" within a marker is the slot number (first slot is 0, so marker with Index 0 relates to that slot). The x and y of a marker is the offset from the origin of the sprite ( in my case the sprite origin is roughly the middle of the main cabinet ). In other words, this sets the posit...
The markers get defined inside the "BEGIN Sprite ... " block, eg. on the line after RotateType. Check out my Circuit Isolator mod where the main cabinet defines 3 markers. As for the rotation issue, try RotateType 1 (which rotates around horizontal axis; RotateType 3 rotates around the ver...
- Sat Oct 24, 2015 5:10 pm
- Forum: Modding
- Topic: Can you override existing reform programs in a mod?
- Replies: 5
- Views: 1029
I found that you can override default rooms, so long as you have all the associated language text copy-pasted into your mod That's not strictly correct; to override a room simply add a "BEGIN Room" definition in materials.txt that has the same "Name" as the room you want to over...
First, it's not currently possible to add new types of prisoner entity (there is no 'Properties Prisoner' in the materials.txt). However you can do some customisations to existing prisoners... Their sprites are in `people.png`, with positions defined (I think) in `objects.spritebank`. You can't chan...
- Sat Oct 24, 2015 4:48 am
- Forum: Community Members
- Topic: (Suggestion) more upgrades for staff
- Replies: 7
- Views: 125
I just wish they'd make all entities have same properties and features. For example, staff should have needs, status effects and so on. Would make modding a whole lot easier not having to treat every entity differently due to inconsistent api.
I'm still documenting markers, but seeing as you are using a sprite from the base game you'll need to clone objects.spritebank (this will make your mod highly incompatible with other mods that do the same), Here is the documentation I have so far on markers in that file: https://github.com/aubergine...