Prison Architect

Prison Architect

Murgh CombiPack TheSlammer
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Update: 16 Oct, 2019 @ 1:03pm

- fixed motherbug in Advanced Roads which made the first few vehicles appear on the wrong lane once you set it up.

- Emergency Stop Sign implemented:
When placed at a lane with Emergency traffic enabled (requires a RoadMarker), it will override the default stop at the Y position of the Deliveries area and instead unload Firemen / Paramedics / Riot Police / Soldiers at this stop sign. Place it on left or right roadside on the Concrete tiles to unload to the left or to the right.

Same with the Prisoner Bus Stop: this sign should be placed on the concrete tiles next to the lane. You can place 1 Emergency Stop sign per lane. If you have several emergency lanes and need the call-out to be on a specific lane, then you should close all emergency lanes except the desired one.

If no Emergency Stop sign is placed along an Emergency lane then the vehicle will stop at the default Y position of your Deliveries zone.

Update: 15 Oct, 2019 @ 1:26pm

- fixed bug in basketball scoreboard in line #283
- fixed small bug in limo, it would close all gates behind on start...

Update: 15 Oct, 2019 @ 11:03am

- Updated the scripts for the TowTruck, EngineTruck and Limo to be compatible with the new Large Roadgates. So using large gates on roads with a double garage should be working ok now.

Update: 14 Oct, 2019 @ 1:53am

- added headlights to the eyecandy cars (copcar, red car, elegant car).

Update: 13 Oct, 2019 @ 9:38am

- Tesla-Matics should be able to handle custom TimeWarp factors
- Reduced the profit from Important Documents (HQ), set value from 50 to 3
- Increased profit from Useless Documents (Office Simulation), value 0 to 3
- Fixed requirements for the Laundry room

Update: 13 Oct, 2019 @ 5:45am

- Eyecandy vehicles now have a button to change the sprite type, and you can also turn on their headlights. These vehicles block movement, so you can also build artificial walls with them now.

- Creation of custom Toolbar sprites has finally been implemented into the game, so now all items in the Doors / Objects / Utility menu have a nice icon instead some tiny ones when the object used to be big. It's good I found this out by accident today, I wanted that fix a long time ago.

- fixed invisible Evacuation Chair and Dining Chair sprites.

Update: 12 Oct, 2019 @ 1:01pm

- fixed Hearse spawning while a Hearse Remover should have prevented that.
- removed ShowerHead requirement from Family Cells to make dry cells work.

Update: 12 Oct, 2019 @ 11:47am

- RecycleDesk script changed a bit. Like before: this table should have 2 parts, the desk and a transparent rectangle shaped object below. The invisible part is the real recycling desk, the visible part is there 'so the worker stands in the middle of all the trash'.
- Little changes to TowTruck for the limo garage. Engine trucks are smaller now.
- Touched the serverspawner, though I still see no issues with that. I can't reproduce a server not spawning or missing buttons.

Update: 11 Oct, 2019 @ 1:20pm

What's new:
- Advanced Roads 2.0
- Rotatable Recycle Desk (finally!)
- The real Centred Office Chair is back and SmallTable should give no problems
- Vehicles now have headlights, so you can spot them easier during the night.
- Click on a vehicle to change its subtype, there are MANY vehicles added!
- Vehicle subtypes will be stored when using RoadMarkers on your roads. No roadmarkers = no memory to store the vehicle types.
- Dark Walls planning sprites, for better contrast with Snow maps.
- Large Roadgates with traffic lights. When using RoadMarkers, the default in-game RoadGates will be replaced by them. These gates can open half or full in both directions, depending on the traffic on a double road.
- You can hook up PressurePad -> Logic Bridge -> TrafficLight to have people crossing a street and keeping gates locked shut.


ToDo:
- Update the TowTruck and Limo scripts from the Limo Garage for Advanced Roads, but it looks like they are still working.
- Implement Cargo Truck Stop signs and Cargo cranes.


NOTE:
Due to changes in the mod, it's probably a good idea to start a fresh prison, but if you know what you are doing you might try to upgrade. It's best to edit the savedgame instead of loading both old and new combipacks to do the swap.
Replace the old entry with

BEGIN Mod Name "Murgh CombiPack TheSlammer" FileID F1886668388 END


GRAPHICS NOTE:
The spritesheet is now 6144x4096 which might be even harder for your system to load than the prior versions of this mod, especially when you have other mods enabled as well. If things are crashing, then manually clean up your mods folder to make sure this is the only mod running.