Prison Architect

Prison Architect

Customizable Control Booths
Showing 11-20 of 28 entries
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Update: 7 Oct, 2016 @ 3:02pm

Small tweak.

Update: 7 Oct, 2016 @ 2:18pm

- Staff will no longer scan the whole prison once in a while to check if their booth still exists. Downside of this: if you remove a staff booth without turning it off first, you'll have to sack the staff manually... BUT, with hundreds of Staff who don't need to do GetNearbyObjects() in a prison wide range, this should increase performance.

Update: 7 Oct, 2016 @ 2:18pm

Update: 7 Oct, 2016 @ 6:28am

- The flashing alarm light below an Evacuation Alarm will only spawn when the alarm is active and gets removed when the alarm finished.
- Bugfix for showing/hiding a covered area: I thought the script would store the 'Covered Indicators' in a table inside a table, but it didn't so it would fail on a medium and large booth when two or three different ranges are shown at the same time.
- Added support for SmallTable in a Workshop and SmallSink in a kitchen.
- Code optimization, the booth script will perform way less tasks when in idle mode. It will only check a bare minimum of important things (a panel or switch status change) and only do action when really needed.
- Memory usage optimization, things now only get defined when needed and tables are set to nil as soon as possible.

Update: 2 Oct, 2016 @ 10:12am

- Tiny bug in Worker on call fixed.
- Tiny bug in needs.txt fixed.

Update: 29 Sep, 2016 @ 2:39am

- Added support for wired objects to the Power Panels: when turning the power off, Phone Taps, CCTV Monitors and Door Control Systems will be hidden and moved beneath the Utility booth. For this to work properly, NO ELECTRICAL CABLE should be under the booth!
- Changed the big flashing 'no power' indicator into a tiny one. When the power is off, there should be a neat little flashing power indicator visible on the booth when it's hiding wired objects. This applies to all powered objects in the prison: it's now a tiny icon instead of 'in your face'.
- Changes in Workers on Call: when turning a Pager Booth off, it will now show a 'Sack' staff display and a new job is created: either a cook, janitor, gardener, workman or guard will come with a clipboard to properly dismiss the staff.
- Temporary staff is now stored in a cached list for current game session, so sacking them will produce almost no lag (unless the map got reloaded, because this cached list can't be saved).
- Added sound for sacking staff.
- Changed the way how a covered area is shown: this also goes into a temp cached list, so clicking the Range buttons should be more fluently.
- Changed the naming of the Range buttons for better understanding.

Update: 25 Sep, 2016 @ 11:48am

- Added POWER CONTROL panels: Place a booth with two Power Panels, set desired range and objects to control, and wire a DoorTimer to the booth switch. It will turn on/off the selected items. You can control Lights, Cookers, Fridges, Metal Detectors, Workshop Saws and Presses.
- Added Emergency Light: when a Power Control Booth is set to turn off the lights, you can click any light that has been turned off and click its button to change it into an Emergency Light. It will then stay on while all other lights are controlled by the booth.

Update: 20 Sep, 2016 @ 1:26am

- Removed CoveredBy indicators from objects menu

Update: 15 Sep, 2016 @ 11:56am

- Added a small statuslight below each Evac Alarm. It will pulsate when the alarm is active.
- Added an AlarmTest button on Evacuation booths: when enabled and turning the booth on, they will send a test signal to the connected alarms (so they learn to know their booth). The alarms will start to make noise for the test (to ensure proper wiring from the booth to the alarms), but no people will be evacuated. This button was very needed, because fire alarms always need a testrun before they can operate properly. But without the test button they would also start to evacuate immediately, which is of no use. Already existing evacuation booths will now also have this new Test functionality and it's always set to YES until you change it to normal evacuation mode.
- Fixed little bug in tooltips and some other small issues.
- Made covered area panels sellable, in case you deleted a booth/alarm with range indication still enabled.

Update: 12 Sep, 2016 @ 3:03pm

- Added support for installing a GangToSection and a SectionToGang sorter together in a medium or large control booth.
- Added Interval button for Obey, Snitch, Evac and Gang: they allow you to specify the time between sweeps. Handy for large prisons where you have several of these booths installed. Normally when you would turn them all on with a doortimer/bridge they would all activate at the same time, producing quite some lag. Now you can tweak those sweeps a bit with random intervals. Lag will not be completely gone, since scanning large areas for prisoners remains a heavy CPU task. But at least the booths won't be scanning all at once any more.
- Some more button and tooltip updates: Snitch, Obey, Evac and Gang sorting results will be shown by each booth when a sorting sweep has been done, together with a little timer indicating the next sorting sweep.
- On Snitch, Obey, Gang or Evac booths: when setting the range lower/higher or pressing the Range button, it will show the covered area. Evac Alarms will show range and which people it evacuates by using the booths' panel sprite.
- Fixed little bug in control panel order.
- Added Delete button on all panels to remove them quickly.
- Added transparent panels: when a booth is turned on/off, the display will change brightness.