[MOD] The Greater Reform Mod [V1.4 stable]

Discussion about Mods for Prison Architect

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Captain Fantastic
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[MOD] The Greater Reform Mod [V1.4 stable]

Postby Captain Fantastic » Tue Apr 05, 2016 9:49 pm

This mod introduces multiple new aspects to the game increasing story depth and length.
It adds reform programs that change the daily life of your prisons and introduce challenges that you may not have faced before.

--- Currently Included ---
- Five New Research Options
- Eight New Reform Programs
- Five New Staff Member
- Six New Rooms
- Four New Prison Labour

Steam Workshop - http://steamcommunity.com/sharedfiles/filedetails/?id=659900382&searchtext=


Initial Release v1.0

Reaserch Included
Occupational Therapy
- Unlocks: Therapy Room, Model Workshop, Occupational Therapist.
Anger Management
- Allows use of equipment in Model Workshop.
Anxiety Management
- Allows use of equipment in Model Workshop.

Staff Included
Occupational Therapist
- Teaching staff that is a perminant member in your prison (requires and office).

Reform Programs
Anger Management Class (Anger Referal)
- Adds passive effect to all refered prisoners during and after session reducing conflict within prisons.
Anxiety Management Class (Manditory)
- Adds passive effect to prisoners but will be altered to reduce and help re-offence chance.

New Rooms
Therapy Room
- Used to teach anger management & anxiety management.
Model Workshop
- For prisoners that pass either class to spend time making money for you and then themselfs and stay calm.


New Job
Model Painting
- Moderate profits are made using this job.

New Contraband + Tools
Paint Brush
- Stabbing weapon and digging tool made of wood, used to paint models, very hard to detect.
Last edited by Captain Fantastic on Tue Jan 03, 2017 7:04 pm, edited 7 times in total.
murgh
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Re: [MOD] The Greater Reform Mod [V1.0 stable]

Postby murgh » Wed Apr 06, 2016 12:24 am

Starting to look nice! Any idea about what kind of model they are going to paint?

Some little hint: room icons go in the ui.png and need to be defined in interface.spritebank
This will be a problem with other mods if they touch that file, since only one can be active at a time.
Captain Fantastic
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Re: [MOD] The Greater Reform Mod [V1.0 stable]

Postby Captain Fantastic » Thu Apr 07, 2016 9:54 am

Thanks man, I made a small Statue of Liberty that they will paint, the sort of thing you see in tourist shops in New York.

Thanks for the tip with the room icons, I have tried but with no success currently so will be leaving them default for the time being.

I will be updating the mod today with new sprites and more features.
Captain Fantastic
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Re: [MOD] The Greater Reform Mod [V1.1 stable]

Postby Captain Fantastic » Thu Apr 07, 2016 8:41 pm

Update v1.1

Reaserch Changes
Group Therapy Added
- Occupational Therapy, Anger Management, Anxiety Management all condensed in to one reaserch.
Creative Accounting Added
- Allows you to teach basic accounting skills to prisoners and use them to make money.

Staff Changes
No Changes

Reform Program Changes
Basic Accounting Added
A fairly hard program that takes 1 hour per session over two sessions.

Room Changes
Accounting Office Added
- This room functions as a class room to teach basic accounting and for people to work in using the accounting machines.

Job Changes
Cook The Books Added
- This is the job your prisoners do in order to change the accounts.

Contraband + Tools Changes
Ink Added
- Ink has been added as a contraband and is a narcotic that smells so dogs can pick it up.

Images have been added to the mod page on the steam workshop have a look.
http://steamcommunity.com/sharedfiles/filedetails/?id=659900382&searchtext=

Update v1.1a

Adds more sprites and script fixes.
murgh
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Re: [MOD] The Greater Reform Mod [V1.0 stable]

Postby murgh » Wed Apr 13, 2016 11:02 am

Captain Fantastic wrote:Thanks man, I made a small Statue of Liberty that they will paint, the sort of thing you see in tourist shops in New York.

Thanks for the tip with the room icons, I have tried but with no success currently so will be leaving them default for the time being.

I will be updating the mod today with new sprites and more features.



Try this: ui.zip
Also compatible with Manufactury, BarberShop, Garden, Money Laundry and Sauna mods. To add rooms, make sure you also change the total number of rooms at the top of the interface.spritebank file.
Captain Fantastic
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Re: [MOD] The Greater Reform Mod [V1.1 stable]

Postby Captain Fantastic » Wed Apr 27, 2016 9:01 pm

============== Version 1.2 ==============

Reaserch
Basic Education
- Unlocks reading and writting classes and th lecturer to be hired.
Basic Labour
- Allows for basic job skills to be given to prisoner and staff to teach them.
Life Discipline
- Brings in the hard line staff sergeant to whip your prisoners in to shape.

Staff
Lecturer
- The lecturer teaches reading and writting classes in a class room.
Hair Dresser
- The hair dresser teaches hair dressing in the salon.
Mechanic
- The mechanic carrys out the mechanic class in the garage.
StaffSergeant
- The staff sergeant give prisoners basic training in the parade square.

Reform Programs
Reading Class
- A hard program that give prisoners the skills required to go back in to society and contibute.
Writting Class
- A hard program that give prisoners the skills required to go back in to society and contibute.
Hair Dressing
- A simple program that teachs basic job skills to prisoners.
Mechanic Class
- A simple program that teachs basic job skills to prisoners.
Basic Training
- A simple program that helps prisoners get there life back in order.

Rooms
Salon
- The salon acts as a teaching space for hair dressing and for production of wigs.
Garage
- The garage acts as a teaching space for the mechanic class and for production of repaird engines.
ParadeSquare
- The parade square acts as a teaching space for basic training.

Jobs
WigMaking
- Allows prisoners to turn hairproducts in to wigs for export.
EngineRepair
- Adds engine parts to be tunred in to repaied engines for export.

Other
Big Thanks to Murgh for help with the room icons.
All room images have been added and it is compatible with Manufactury, BarberShop, Garden, Money Laundry and Sauna mods.
Sprites have been included for every new and existing game aspect.
Creative Commons Licence has been added.
Change Notes & Readme added with files and will also be downloaded.
murgh
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Re: [MOD] The Greater Reform Mod [V1.2 stable]

Postby murgh » Thu Apr 28, 2016 11:38 am

I've also added the recycling room to the ui.png in V1.03 of the recycling mod, so you could just copy/paste that interface.spritebank and ui.png if you want. I noticed things get messy when the easy money laundry mod is enabled as well - then your modeltable will be shown only half. That guy should update it's sprite file because it's taking way too much unused space.

edit: I condensed that sprites file from the money laundry mod and your tables now show up correctly. However the staff still ain't. So I had a look into the barbermod and manufactury - now if you talk about wasting precious sprite space, well those are good examples :? If those authors would take some time to make it as compact as possible there would be MUCH more space for other mods available to use...

I've tried to load these mods all at the same time (all covered in ui.png):
Name BarberMod
Author oskr13
Name Manufactury
Author Decamatus
Name "Money Laundering Mod Easy Mode"
Author hoosdatGuy
Name "Recycling"
Author Murgh
Name "Sauna Mod"
Author Murgh
Name "The Greater Reform Mod"
Author "Captain Fantastic"
murgh
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Re: [MOD] The Greater Reform Mod [V1.2 stable]

Postby murgh » Fri Apr 29, 2016 11:20 am

Hmm I noticed some small bugs in your sprites: you should use RotateType 4 instead of 1 for the models, tables and stacksprites etcetera. Place a table vertical in one of your workshops to understand why. And you specified CarParts for input at the stripped car processor in production.txt, but that should be called EngineParts instead according to your materials.txt. It's a good habit to check the file debug.txt which is at \AppData\Local\Introversion\Prison Architect after editing a mod for testing.

edit: To come back on the corrupted sprites issue, I'm running two customized mods containing 43 mods split in two 1024x1024 sprites.png files and the Greater Reform Mod was about the last one that could barely fit into it. I had to split the new staff into the first sprites file and the rest into the second sprites file. Then I referred to the staff sprites from the first mod in the second mods materials.txt by using negative coordinates. I have only a few places with 16x32 spare pixels left, too small to fit anything useful in there. But everything is working without any problems in 1 prison. Too bad the current system can't handle loading all those 43 mods at the same time due to lot's of wasted space by the mod authors... :(

The list of mods currently active in my prison (I may have missed one or two which I merged on the fly here and there in the code) is completely insane:

Arcade Cabinet by Guppy24
BarberMod by oskr13
Better Pipes by charlychelles
Better Prayer Mats by Seth2697
Buildable/Removable Water by hhaslam11
Colour Coded Staff Doors by Murgh
Controlled Demolition by Brento666
Circuit isolator by aubergine18
Custom Control Booths by Murgh
Decorative Vehicles by WinterDreamer
Developer Utility Mod by Trixi
EEG by Nomaki
First Aid Box by Nomaki
Harder Parole Hearings by tcjaime
High-Efficiency condensing boiler by Murgh
Instant Build by Pete
Manufactury by Decamatus
Metal Detector Fix by nekjjw
Money Laundry by hoosdatGuy
More Materials by patzschi
No Size Requirements For Rooms by Freddy101
Numbers by Dak0ster
Office Chair by alike03
Perimiter Servo by Brento666
Perimiter StatusLight by Murgh
Planning Mod by Trixi
Pretty garden by Spuddywuddy
Prison Basketball by ObiWorm
Road Sensors by Themias
Recycling by Murgh
Reform Programs for Large Prisons by Deathbringer
Roadworks by Sambot
Sauna by Murgh
Separator Room by RlyDontKnow
Simple Garden Mod by Elfylia
Solar Panel by Murgh
Solar Power Stations by Murgh
The Greater Reform Mod by Captain Fantastic
The Snitch Sorter by Sambot
Turkish drains mod by blipadouzi
Various Modification Pack by Guppy24
Workers On-Call by Sambot
Working Bookshelves by Domchu
Captain Fantastic
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Re: [MOD] The Greater Reform Mod [V1.2 stable]

Postby Captain Fantastic » Thu Aug 25, 2016 2:06 pm

Ok version 1.3 has just been released, its compatable with update 8 / v2.0 of prison architect it adds the following:

============== Version 1.3 ==============

Research
Advanced Education
- New teaching methods have now allowed prisoner to be taught more detailed and difficult classes.

Reform Programs
Design Class
- The design class gives prisoners the ability to draw well and use their imagination to create stunning work.
Programming Class
- Hard coding, prisoners who feel the need to do this class will learn all about Lua scripting and its functions within the gaming world.

Rooms
Studio
- This is where the students let their imagination run wild and design masterpieces.
ICT Lab
- Computers are necessary in modern day life to bringing prisoners up to speed in this lab will help them to rehabilitate.

New Contraband + Tools
Metal Ruler
- A hard metal ruler that prisoners are able to sharpen to make a rudimentary blade.
Glue
- For the narcotic lovers out there this stuff is good for sniffing it allows prisoners get a high but this causes negative health effects.

Grants
Grants have been added for all new research options and will incorporate them better into the game!
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Re: [MOD] The Greater Reform Mod [V1.2 stable]

Postby yuk » Sat Aug 27, 2016 4:58 pm

Thank you for updating! Sounds great!! :D
Captain Fantastic
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Re: [MOD] The Greater Reform Mod [V1.4 stable]

Postby Captain Fantastic » Tue Jan 22, 2019 11:29 am

Hello Everyone,

I have updated the mod to version 1.5 please see the new topic on the Paradox Interactive forums for more information and any further updates.

The Greater Reform Mod Paradox Thread

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