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- Helvetica Neue font for better reading (if you don't like it just remove the font map from the mod).
- Slightly changed clock, deployment, search and topbar icons.
- Added Staff Canteen to planning tools.
- colour coded solitary doors added
- a filthy smelly urinal and 2 nicer toilets
- a hidden library door (wtf is going on behind this door that you want one?)
- some more devtools added for spawning/deleting prisoners
- christmas theme removed
- fix for exotic bug in advanced roads
- fix for some small bugs in tesla-matic
- added BlastDoor
More info: http://bugs.introversion.co.uk/view.php?id=11323
Note: when running with no other mods enabled this mod runs fine and stable.
So instead I will soon upload a separate version of this mod, compatible with the new beta PA.
Just done editing the files, testing now to see if it works.
But, I don't see problems with Hearse. When I put a new marker on the tiled lane AND update the road map, then the hearse comes on the middle lane. Same for fire engine and riot, while supply trucks do lane 1 and 3. The prisoner bus also stops corectly at the bus stop and unloads fine.
However you made a mistake with OriginX, it's set to 100 which means the spaw point will be 100 tiles to the right of the default location, waaay out of the map. When sacking the riot police or paramedics, they won't leave the map now. They can't find a route because the default spawning point is invalid (and thus the leave map point as well). When I set it back to 0 they will leave correctly.
If you have the time to test - get a few loads of prisoners in and let them starve to death - or incite a riot and you'll see what I mean. Then if you put a Road Marker in the tiled lane in between the two roads and set that for Emergency the hearses will stop - even if you add Intake into that lane just like the far right road.
Is there some kind of proximity issue with how far the road is away from rooms? That wouldn't make any sense to me.
I've done some testing, and for whatever reason my Emergency won't work on the far right road. I thought it might've been conflicting with the Intake on the same road, but when I ran Emergency in the middle (tiled) road by itself, and then with the Intake it worked both times.
When Emergency is in the far right lane (even with fences removed) it just keeps looping around and around without stopping. Then when the Intake buses turn up they get stuck at the top of the screen with a speed of -2!
Here's the template for you to have a look at:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=816399158
Script tries to get amount of bus stops at that line. Is the Intake enabled on the marker? Are there any bus stops? Were the prisoner busses already on the map when you activated the mod?
Don't think the problem is at my end. I unsubbed, deleted, then resubbed the mod and still had the error as soon as the Prison Bus arrived......
Love your work!
Changes:
- Roadworks mod removed,
- Advanced Roads mod added
- Fixed the thick oily Fog of War
- Fixed small bug in Smart Phones
- Fixed small bug in tooltips of Utility Booths
The RoadWorks mod which is currently inside will then be replaced. If you are running this mod in your curent prison, this means it's best to dismantle the RoadMakers, Road Sensors and Door Servo's mounted to Small Roadgates somwhere during the night, when there usually is no traffic.
After updating the mod, you then just need to place the new roadmarkers and configure them the way you want with their buttons.
It comes with a demo map: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=813313929
Is there a command that can be used in code to trigger a search of a prisoner? Or is that hard coded?