Prison Architect

Prison Architect

SCP: Site Architect
54 kommentarer
driveaheadfan 8 timmar sedan 
this is so fresh i love it
Zodiac  [skapare] 3 dec @ 9:56 
@susmatteoo I'm going to rebuild each of the SCP's code to handle things a little better in large active prisons.
susmatteoo 3 dec @ 8:24 
999 keeps escaping containment (like outside the facility) how to i stop it?
Zodiac  [skapare] 2 dec @ 21:44 
@cibercenterPC05 Like i've mentioned multiple times (It's quite literally impossible not to come across it) this mod is a very big work in progress and I'm planning to add a lot of features to it.
cibercenterPC05 2 dec @ 18:04 
When I'm investigating the presence of Safe, Euclid, and Keter, each die "tab" says (turrets will be enabled, containment methods will be specialized, and specialized blockades will be activated). None of that happens in the mod. Don't write filler.
susmatteoo 2 dec @ 7:20 
alright, im going to try the p90 gun mod and see if it works
Zodiac  [skapare] 28 nov @ 13:13 
@susmatteoo No, I can't modify guard or riot police scripts. Only so much you can do with modding I'm afraid.
susmatteoo 28 nov @ 9:47 
can you add guns for mtf and guards
Zodiac  [skapare] 28 nov @ 3:35 
@tacomeat. Hahha you're all good!
tacomeat. 27 nov @ 22:36 
@zodiac OMG sorry i thought this was the old mod from another SCP creator, oops.. :facepalm: ignore that!! so sorry!!!
Zodiac  [skapare] 27 nov @ 21:44 
@tacomeat I'm sorry the what? Do you mean a research desk?

Researchers need an available research desk to file their research with the foundation. Testable SCP's will automatically bring D-class and Researchers to the chamber to begin testing.
tacomeat. 27 nov @ 20:53 
How does the research core thingie work, whenever I do "Toggle Class-D Check." nothing happens, despite there being ample CD presence with scientists.
Zodiac  [skapare] 27 nov @ 12:43 
@nataa_montana Make sure both of the mods are enabled. I've updated the mod now to include Safe SCP subjects and changed the name. The game doesn't see that as the same mod so just re-enable it in the mod menu.
nataa_montana 27 nov @ 12:30 
For some reason the scps disappeared? I can no longer find them in my objects tab or my spawn cumand tab
nataa_montana 26 nov @ 16:42 
It’s okay! Thank you very much for helping me solve this problem, keep up the good work
Zodiac  [skapare] 26 nov @ 15:08 
I got this same bug during playtesting @nataa_montana I think it's fixed and will be released soon. Apologies but this is a work in progress with lots and lots of moving parts. We'll get them all ironed out!
Zodiac  [skapare] 26 nov @ 3:26 
@nataa_montana It's all working fine when I'm testing it. Can you tell me a bit more about what is happening when you say it's "Bugging out". I need a little bit more detail
nataa_montana 25 nov @ 21:05 
Well I’ve tried with 914 and 012, the only one that seemed to work once before bugging out was the bell
Zodiac  [skapare] 25 nov @ 19:32 
@nataa_montana Which SCP are you attempting to test with?
nataa_montana 25 nov @ 19:28 
Yes that’s what I have been trying but the guard goes completely alone without a d class and then the whole thing bugs out, never letting me test correctly
Zodiac  [skapare] 25 nov @ 19:26 
Testing only applies to certain SCP's. To test you must have a guard and D-class present. Click on the item and click "Fetch D-class" then when they get there "Begin test." Eventually I plan to have Researchers that will attend these tests and then go and file their research giving you extra money.
nataa_montana 25 nov @ 19:11 
How do I do testing correctly?
@Zodiac ah, thank you
Zodiac  [skapare] 23 nov @ 11:53 
@Костянтин Переверникрученко Don't have cameras around 895 or it will result in deaths. Cameras not around 895 aren't effected.
Is there a way to prevent 895-related deaths? I'm getting bored of re-hiring a few guards every minute or so.
Zodiac  [skapare] 19 nov @ 2:23 
It's back up again! sorry about that folks
Fox :D 19 nov @ 0:40 
I found a solution for the SCP pack! Unsubscribe this pack, subscribe again and when it says "this mod needs these mods too" (sorry, mein translation ist nein gud), then press the "subscribe to everything", and it also subscribes to that mod! It worked for me!
Introversion_Builds 18 nov @ 18:13 
WHY I CANT GET IT?
Fox :D 18 nov @ 10:55 
YESSSSSS THANK YOU!!!
Zodiac  [skapare] 18 nov @ 7:55 
SCP's are here! download "required items"!
Fox :D 17 nov @ 10:13 
I love SCPs! Thanks for the mod!
ravenx587 16 nov @ 21:17 
ok this mod is gonna be so hype if its done properly! i cant wait to see what you do! and dont rush yourself either, burnouts real, take your time and cook!
SmoczyGracz 16 nov @ 10:10 
It will be very great to see mod letting us build real scp facility focused on performing tests and containing anomaly object
TeraTexx 16 nov @ 9:26 
this looks good but we need updates every now and then:steamthumbsup:
Zodiac  [skapare] 12 nov @ 10:56 
SCP's will be added soon!
TonyX 11 nov @ 13:06 
why i can't play the mod ?
Greg 10 nov @ 12:52 
how do i get scps
okuimo 10 nov @ 8:26 
how to get/place scps ?
BADMAN 10 nov @ 2:49 
Thank God
Zodiac  [skapare] 9 nov @ 17:08 
@BADMAN I will update it all very soon! I got a lego set in the mail so that took a few days to build, but now my attention is back on this again!
Zodiac  [skapare] 9 nov @ 17:08 
@misio78 will be added soon!
misio78 9 nov @ 12:46 
How 2 place SCP'S?
BADMAN 9 nov @ 6:08 
Oh my God I hope this won't die out or the author would get a burnout. Sending love from me :prisoner:
@DeathWotch17 Armed Guards could just look like same as regular Guards
i.e they have P90s and regulars have pistols

and elite ops/riot guards be Nine Tailed Fox operatives, just different weaponry, i think you can hook a lua script onto engine entities, so you can just give elite ops assault rifles and p90s as common weapons while ground units will wield more cqc type of weapons so p90s and shotguns
DeathWotch17 6 nov @ 16:11 
Jw it seems like this is just reusing exact the same sprites from the other SCP mod.......
magik 6 nov @ 11:53 
Good Idea, i would love to see progress on the mod.
DeathWotch17 4 nov @ 17:19 
Not bad so far. Armed Guards look feels out of place though, and why are elite ops showing up as Storm troopers?
Zodiac  [skapare] 3 nov @ 10:00 
@A Spoon I've 2 days off so I'll get the first version of the scp's out. I've got almost all of the euclid scp's done.
A Spoon 3 nov @ 9:15 
There is another SCP mod out there, maybe you two can work together to push out a polished mod quicker?
MUDRC 3 nov @ 6:29 
Really big potention! I love it! The nuke is just soooooo good and I don't even want to talk about the fact the nearl every name of something is changed to match the SCP lore!


Here is list of things I think would be great to add:

-scientists and other staff

-execution room (as optional option that could be turned off.) where Class-D could be send if they would do something bad

-chaos insurgency spawning (after for example after day 10 they would raid you)

-(when you will add SCP's PLESE make it so you can teleport or send some D-boys there on tests and it would give you money!)