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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1989088500
- New sprites, battery is no longer used.
- It spawns a DoorTimer directly beneath, so you don't need to place a DoorTimer or Switch yourself somewhere in the room. No wiring required to make it even easier.
- Added Surveillance mode (for Parole & Visitation)
- Voltage setting is renamed to Amperage.
- To be more realistic when it comes to using electricity from your Power Station, the new Tesla spawns a hidden Metal Detector for each Amperage setting: Low amperage uses 1 Metal Detector, Ultra uses 4 Metal Detectors.
- During a sweep it will spawn additional Metal Detectors depending on Amperage to simulate peak power consumption while zapping prisoners.
- Added some Performance buttons to enable/disable stuff depending on your hardware.
- To prevent lag: during a sweep it will now cache nearby prisoners and then process them one by one during the following update ticks, instead of doing everything in 1 cpu cycle.
- the normal clock which you see in the upper corner, in order to zap prisoners at predetermined game minutes of the hours when the DoorTimer is active,
- the real-time clock which is shown below the Day button in the top bar, in order to scan for misbehaving prisoners each 10 seconds - no matter which map size or Slow Time is used.
Currently, even when setting Tesla 2.0 to 'Low' interval, it would not be able to prevent a Parole Officer from being killed by an angry prisoner when you are playing on a big map with Slow Time.
The 'Low' interval setting would still be way too big before the Tesla gets the opportunity to detect the attacking prisoner. With the new Surveillance mode enabled, the Tesla 3.0 will switch from using the Game time to using the Real time, and thus be able to catch him for sure.
- fixed some issues with TimeWarpFactor
- fixed tazer countdown timer going negative in some cases
Hehe badum tss
BTW, you have my respect for the sheer number of "working"/"successful" mods you've turned out. Even discounting the combos, you've got quite the workshop portfolio!
any help?
- TeslaMatic: setting 'insane voltage' or '1S1K' will adjust other required settings, fixed some small bugs in the energy bursts (which can be sold now as well in case it still fks up). When the voltage was set to insane then the battery needs to be fully loaded. It will also deplete the battery so it gets replaced. One shot one kill, both for prisoners AND the battery :)
- The Tesla-Matic can now perform 1 Shot 1 Kill. In order to enable this, there are 4 requirements:
- it can only be done when voltage is 'insane',
- the interval has to be set to 'hourly',
- side effects has to be set to 1 Shot 1 Kill instead of Suffer and Die,
- the battery has to be completely full.
- added Tazer Therapy quickbuild room for your convenience.
- added a grant for the Tazer Therapy.
- added dramatic flashing fx when the TeslaMatic zaps prisoners.
- added timewarp calculation so TeslaMatic can zap on exact minute of the game.
In order to get 1 shot 1 kill, there are 3 requirements:
- it can only be done when voltage is 'insane',
- the interval has to be set to 'hourly'
- side effects has to be set to 1 shot 1 kill instead of suffer and die.
How does that sound? Man this thing is... I got no words for it.
(It could be balanced by making it consume a battery for every shot).
Not that it couldn't be implemented of course... just asking...
Note that existing Tesla-Matics get deleted upon loading the map. So you'll need to place a fresh one and connect your current doortimer/switch to it again for it to work.