![]() I added a better solitary cell and a better office quickbuild. I added quickbuilds of the appropriate dimensions for the Temple and the Chapel and Synagogue, and I added a quickbuild for the Utilities Closet although the Temple and Utilities Closet are both broken but they can be easily fixed in game (you'll see if you use it). I added a few new quickbuilds to the game and sort of updated one. I also tried to define to the game the difference between Rabbi, Pastors, and Spiritual Leaders (those who go to the Temple), but for now they all still say Pastor (which was the original Spiritual Leader). I added the Utilities Closet, Power Room, Water Closet, Temple, and Synagogue. I added a few new rooms to the game, and changed the spiritual bits in the game. For example, clip boards can now be found in the Reception and Parole rooms. I had to add contraband to rooms in which they're found used by staff or that I thought fit. I added a bunch of names to the game and a few more backstories and turned on most of the contraband. I also found a lot of code that was left out of the game, including contraband and criminal backstories and more. Only 2 fire fighters per truck and only one truck per prison, now it should be much easier to start fires - not to worry for the wardens out there, because there are still sprinklers. For starters, I nerfed the fire department's involvement in the game. Ultimately, I failed that goal, but I did make some very good steps in the right direction. ![]() I made this mod mainly because I was frustrated with how unbalanced the Escape Mode is to prisoners who just want to destroy things rather than escape. It's nothing compared to the other premade prisons but still has an interesting design to show off, at least with how prisoners are held. Somehow I forgot that when I added themĪdded a custom prison to the Premade Prisons section. Each object is sellable for $0 so the planning objects are very easy to get rid of once you dismantle all of themĪdded the custom rooms (Fishery, Water Closet, etc.) to the Planning Rooms feature. Just make sure you don't get it confused for the real object. Yes, now not only can you keep track of what building will house what rooms, but you can keep track of exactly what objects will be housed in each room, and orient them exactly like you would the real object. All that remains now of it is the Staff entityĪdded Planning Objects. Managed to remove the RemoveWater Object. Made the FishingTraining reform program much easier for prisoners to pass (since fishing isn't really that difficult) It's easier to cut down on that contraband that way It's still highly recommended that it be enclosed, because of the fishing poles. Removed the Enclosed requirement for the Fishery. Rebalanced the other custom needs, hopefully it won't be too out of control even in extreme cases Maybe this will appease some of you who complained about it - and attract those of you who were disgusted by itĪdded Shower Heads as a provider for the Thirst need. Updated manifest.txt after learning how to add breaks in the text. ![]() Now none of them are useless when rotated, and now I'm a slightly better PA modder. Made the changelog (changelog.txt) slightly more readableįixed all of the prefabs. Removed some of the prefabs that have been added to the game by Introversionįixed some errors with reform_programs.txtĪdded the Iron to the list of Contraband Items, better add metal detectors to your laundry rooms nowįixed the grants (Working ALMOST as intended, I guess I can't set "Death Row" as a pre-requisite) Well, let's get into the changes, shall we? The first big update in a really long time.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |