Prison Architect

Prison Architect

Advanced Roads
Showing 11-20 of 20 entries
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Update: 12 Dec, 2016 @ 6:10am

- RoadMarkers now delete the StreetManager if they get a reset, so a new StreetManager upates the fresh marker immediately without you having to click the Update Road Map button.

Update: 10 Dec, 2016 @ 9:08am

- fixed script error when Prisoner Bus would arrive and there are no RoadMarkers on the roads.

Update: 9 Dec, 2016 @ 11:30am

- fixed bug where prisoner bus would forget to clear authorization for gates behind him before teleporting to a new lane

Update: 8 Dec, 2016 @ 4:55pm

- Updated with little tweak for supplytruck and prisoner bus, they would not open large roadgates when the game time was set to fast forward.

Update: 7 Dec, 2016 @ 12:59pm

- added small yellow centre posts
- fixed renderdepth for Roadgate
- made some code changes to linked gates, vehicle will only start moving if all linked gates are opened
- implemented some code to let traffic drive together through large gates

Update: 7 Dec, 2016 @ 8:22am

Tweaked the tooltips on vehicles a bit.

Update: 7 Dec, 2016 @ 6:40am

- made it so vehicles get deleted when a marker is reset. This prevents a lot of nonsense happening on the streets...
- tweaked Small Roadgate a bit, it will only scan for staff when it's closed and not lockedshut.
- tweaked SupplyTruck which was driving a little bit too slow to trigger a large roadgate quickly.

Update: 6 Dec, 2016 @ 11:22am

- Added the little sellable yellow SmallPost for small road gates in case you don't like the big posts.
- Tweaked the PrisonerBus a bit, it now also works if there are no bus stops on a lane.
- Tweaked the prisoners spawning point a bit.

Update: 6 Dec, 2016 @ 11:21am

Update: 6 Dec, 2016 @ 3:10am

Initial beta release.