Prison Architect

Prison Architect

[OUT OF DATE] {All-in-One Deluxe Edition}
GrandSong  [developer] 23 Jun, 2020 @ 7:00pm
[Tutorial] How to become a modder and improve my mod
Background and motive

Unfortunately, I have basically AFK from this game for a year and I won't have much time to play it anymore in near future.

So far, I'm very inactive about updating my mod, unless there is serious issues which I would fix out of a sense of obligation.

Because I don't have any experience at new things (objects, rooms, mechanisms, etc.) like computer, gym, privileges, I won't be able to make good changes for better gameplay about them.

And more things are coming in the new DLC "Island Bound" which I won't buy.

So, if you are willing, I think it would be better that you do-it-yourself-ly make your own mod as a patch over mine.

Don't panic. I'll teach you how.

Duplicate my mod

First, go to the save map menu window and click the long path at the bottom. You will open the folder of your game save files.

In my PC, it is "D:\_SYS\AppData\Local\Introversion\Prison Architect\saves".

Go up to the parent folder "Prison Architect", you can see sub folder "mods". Go to it, you should see "830937667". It is the id of my mod, which you can also find in the URL of this webpage.

First, copy & paste this folder for a duplicate and name the latter something like "AiO". That is what you will fiddle with.

Second, edit "manifest.txt". Delete the two lines:

> FileID F830937667
> SteamAuthor A76561198292547483

They were automatically added by game program when I published my mod. As your own mod, they are useless (or maybe bad). So delete them.

Now, you get a clean clone of mine.

Change the name

> Name "{All-in-One Deluxe Edition}"

into something like "{All-in-One Patch}".

Save the file. Run the game, activate this mod, click Apply button. Then deactivate my "{All-in-One Deluxe Edition}".

Starter: grading requirement

Let's start with some easy modifications as someone (@Semyra) has suggested, about room quality and sinks.

The relating config file is "materials.txt".

It is large. So you'd better edit it with a professional code editor like Visual Studio Code.

Ctrl+F and enter "PersonalSink". Press F3 to find its occurrences.

If you get a line like

> BEGIN Requirement Type Object Id SinkMirror alt PersonalSink END

It is about room quality grading. It means if there is either of a SinkMirror or a PersonalSink in the room, the room has +1 grade.

Consider "alt" as "or", and you can add other sinks as you like. For example:

> BEGIN Requirement Type Object Id SinkMirror alt PersonalSink alt BathroomSink END

Save the file.

Go to mods menu in the game. Click "Apply" button.

See the change in effect.

From now on, you will be on your way as a modder. Cheers!

---

Something is missing in my materials.txt

You may notice that you cannot learn the codename "BathroomSink" anywhere in my mod.

Well, that's because my mod only includes "modifications" over the vanilla game data.

So, if you need to get to learn and modify new things beyond my mod, you will have to read & copy vanilla data.

How?

Read official wiki about modding:

https://prisonarchitect.paradoxwikis.com/index.php/Modding

Follow the instructions and unzip the 'main.dat' file and get "data" folder.

My mod (and yours too) should be of the same structure as the vanilla "data".

Go to "language" and you can see "base-language.txt" and "d11.txt". New things are more likely to be in the latter.

You can find and get "object_bathroomSink".

Yes, every name of an object have a prefix "object_" and the rest is its codename.

Search "Computer Station" to get its codename, and you can add it to room grading as well.

Add a new type of object

If you really like to introduce a new type of object, you will need to learn and try more.

1. Create a new object in "materials.txt"
2. Make a new sprite (image) of this object. As a result, make your own "sprites.png" file.
3. Create "needs.txt"

Step 2 would be hardest unless you are already good at drawing.

Integrate you patch into mine

For the tens of thousands users of my mod, it will ideal if you let me integrate your patch into mine. Otherwise I suspect the chance will be very low for them to learn of your patch.

So, keep a note about what you have changed, test the changes in your play to make sure they work as you intent and nothing else is broken.

Then, send me your note and changed files like materials.txt.

I will integrate them.

Since I'm AFK, I won't be able to test / examine how good / reasonable your changes are. It will be up to you to judge. And I will trust you.

My email address is grandsong @ 163.com . Delete the white spaces which I added to prevent email spammer from recognizing it.

You can ask me questions if you think necessary. I may probably be willing to answer.

However, be warned: modding is not easy.

Prepare to encounter some difficulties and confusions. You may get over, but just don't be too ambitious at the beginning.

Lastly, my mod is mostly an faithful extension of the vanilla game, in the same direction of style and logic. If you want to try some ideas in other directions (unrealistic, or too realistic), you'd better create your own mod instead of patching mine.

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GrandSong  [developer] 23 Jun, 2020 @ 7:01pm 
(This "comment" is occupied by me for future Q&A. I will edit it when needed.)
Last edited by GrandSong; 23 Jun, 2020 @ 7:01pm
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