Prison Architect

Prison Architect

Murgh CombiPack for PA 14
Showing 11-20 of 32 entries
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Update: 29 Jun, 2018 @ 5:03pm

- the guard could also be a doctor, oops. So now the beam will follow the prisoner instead.

Update: 29 Jun, 2018 @ 4:39pm

- when TeslaMatic zaps a prisoner carried by a guard, the beam around the prisoner would stay at the initial location while the guard walks away with the prisoner. Now, the guard gets released from his carrying job so he should leave the prisoner being tazed. And then come back to pick him up again.

Update: 29 Jun, 2018 @ 2:17pm

- enabled needs on workmen, to see how it goes.... if it turns out to be a bad idea, I'll revert.

Update: 29 Jun, 2018 @ 1:33pm

- added timewarp to "Smart" Phones so they now behave the same on all map sizes
- the Rigged "Smart" Phones will now blow up sooner (within 10-20 minutes)

To have some fun in your cellblock, put a Rigged "Smart" Phone Spawner in the centre of it. Every bed or bunkbed within 25 tiles gets a smart phone...
Tip: keep the fire brigade stand by, because you might need it...

Update: 29 Jun, 2018 @ 2:14am

- fixed parlour altar not cancelling funeral if no parlour chairs were found

Update: 28 Jun, 2018 @ 2:48pm

- Added a Show Range button on smart phone detector

Update: 27 Jun, 2018 @ 2:24pm

- added the new Rope contraband to Laundry and Recycling, though the icon is invisible (on purpose? dunno)
- fixed script error on load when saving the map during the second when a forestry tree would show growth

Update: 26 Jun, 2018 @ 2:57pm

small beam on teslatazed prisoners as well - just because we can do.

Update: 26 Jun, 2018 @ 2:47pm

fixed little bug in TeslaMatic which became visible after adding the beam sprite

Update: 26 Jun, 2018 @ 2:44pm

brain lag.