Prison Architect

Prison Architect

Customizable Control Booths
Showing 21-28 of 28 entries
< 1  2  >
Update: 28 Aug, 2016 @ 2:47pm

- Temporary Workmen and Guards now have different helmets/uniforms again, so you can easily distinguish temporary staff without having to click on them.

- Fire Alarm will scan area in a square instead of a radius, and it will only scan the area the alarm is facing. So when the alarm is mounted on a wall facing left, it will ignore what's behind the wall and scan sprinklers to the left of the alarm only. This new behaviour will require to set the scanning areas on your alarms again or to hang them in a more efficient spot. See the screenshot above, showing the old and new scanning method to have a visual impression on how it works.

- Active alarms will set all doors to LockedOpen in the square range of the alarm.

- Fire Alarm will no longer trigger when a known Sprinkler is removed, instead it will remove the sprinkler from its Sprinklers List

- Snitch, Obey and Gang Sorters now also scan in a square, but the booth will be the exact centre of the square range. Use the planning tools to draw a cross with the booth in the centre, then draw a square from the cross and you have the scanned range measured out.

- Added increase and decrease buttons for range setting.

- Updated sounds.txt since PA 2.0 now fully supports modded sounds without copying that whole file into the programs folder

- Updated interface.spritebank for compatibility with PA 2.0

- Partial multi-language support where possible, so the mod can be a bit more translated. Due to the very high complexity of the script, full multi-language support will not be possible.

- Added a convenient Delete button on the booth, one click will get rid of all the installed panels, switch, dummy panel at x/y 0,0 and the booth itself of course. If you delete a booth which called temporary staff, then those staff members will be resigned within 720-1440 game minutes, so they will still stay around for a while. This is intentional behaviour.

- When a box gets loaded it will now be deleted: it used to be a pain when it looked like everything was ok but a sneaky box was loaded instead (making the booth not work like it should).

- This mod is now fully compatible with PA 2.0 NOTE: due to changes in the interface.spritebank for PA 8a, this version has become incompatible with PA 7. You can find a prior version of this mod which is compatible with PA 7 at prison-exchange, link below.

Update: 27 Jul, 2016 @ 1:11pm

Quick compatibility fix for PA Update 8a

Update: 12 Jul, 2016 @ 11:54am

Little hotfix for a tooltip

Update: 12 Jul, 2016 @ 5:47am

- Changed the menu order of the panels
- Updated the Tooltips

Update: 11 Jul, 2016 @ 1:20pm

Added Security level to Gang sorter

Update: 7 Jul, 2016 @ 6:58am

Updates for this version:

- Fixed the standard Evac Alarm so it will be able to scan for sprinklers instead of spitting script errors.
- Added advanced gang sorter: place a panel for red, green or blue gangs, place a security level panel and have the selected gang members go to the security level you want.
- Some minor bug fixes in tooltips.
- Updated interface.spritebank to include basketball mod.
- Sound for gang sorter added.
- Changes in Evacuation Area: drink machine and toilet are no longer a requirement but likely objects, so the room now only requires either an evacuation bench or an evacuation chair.

Update: 27 May, 2016 @ 11:29am

Changed the way fire alarms operate.

Added fire alarm monitoring via sprinkler system. Toggle fire alarm on/off with a button on the Evacuation Alarm, and scan the area for nearby sprinklers. When a sprinkler starts to spray water the fire alarm will go off and start to evacuate people.

Update: 20 May, 2016 @ 5:18am

Initial release of steam version.