Prison Architect

Prison Architect

Developer (dev) Utility Mod for Prisoner/Gang/Objects
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Trixi  [开发者] 2015 年 8 月 8 日 上午 12:57
Feature Request
Please Post Feature Request here

Queue of Feature Requests:


officially Canceled - Random Events

there im refering to the Creative Trainer Mod:
http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=261379081



最后由 Trixi 编辑于; 2015 年 10 月 4 日 下午 3:50
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leftbehind  [开发者] 2015 年 8 月 8 日 上午 4:03 
Not a feature request as such, but in the delgangmembers.lua I noticed you delete if gang id is 2, 3 or 4... Do you have any infos on what gangs 0 and 1 are about? (so I can update object scripting guide)
Trixi  [开发者] 2015 年 8 月 8 日 上午 4:14 
Yes; Gang 0 or nil you get, if a prisoner isn't in a gang.

Gang 1 is used for the rooms controled by your Guards. Theoretically you can set prisoners also to Gang 1, but i dont know what sideeffects you got then. I've accidently set a Gangmember to gang 1, while testing my deathrowmod and the background of his Cell was white in Gangview. Didn't analyze it deeper.

Therefore 2,3 and 4 are the 3 gangs.

Setting gang value to 5 or higher also dont work, tried it.

i would have done the button for just to delete the Gang.Id's and so on, but the problem is, that the reputation GangMember is left and there is no acces to reputation via luascript. So i avoid Calls "Remove Gangmemberships dont work" as in the Deathrowpatch. Reputation "GangMember" doesnt affect the behaviour of the Prisoners, but i think it affects the Securityrating of the Prisoners (-5 points).
最后由 Trixi 编辑于; 2015 年 8 月 8 日 上午 4:17
leftbehind  [开发者] 2015 年 8 月 8 日 上午 4:21 
Awesome info, thanks for sharing! And a very useful mod too! :)
leftbehind  [开发者] 2015 年 8 月 8 日 上午 5:43 
Gang.Rank can have values "Solider", "Leuitenant", "Leader" - would it be possible to make a mod that adds/deleted gang leaders, etc?
Trixi  [开发者] 2015 年 8 月 8 日 上午 6:16 
Yes that would be possible, im just thinking about the Interface / logic.

But another question, do you know how to create the DumpJobs for objects like boxes or Stack? I know i could delete them directly, but i guess if the workmen dump them, it would feel more natural.
leftbehind  [开发者] 2015 年 8 月 8 日 上午 6:54 
There's a Garbage property on objects but not sure if setting it to true will make them come clear it away: http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=480978426

Alternatively you could potentially this.CreateJob("DumpJob") ...[or whatever the proper name for the job is] on the object you want dumping.
最后由 leftbehind 编辑于; 2015 年 8 月 8 日 上午 6:57
leftbehind  [开发者] 2015 年 8 月 8 日 上午 7:16 
Another approach do dumping stuff is to define two objects - the normal one and then another that's marked as garbage; in materials.txt:

Properties Rubbish

When you want to dispose of normal one, grab it's Pos and Or values, delete it then create the dumpable version in the same location (Pos) and orientation (Or). From vague memory Chad's Drink Mod does this sort of thing - it's definitely a mod I'd recommend looking at as it does all kinds of decent stuff.

http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=373758059
最后由 leftbehind 编辑于; 2015 年 8 月 8 日 上午 7:20
leftbehind  [开发者] 2015 年 8 月 8 日 上午 8:12 
Have you ever found out a way to inspect what equipment an entity object is carrying?
Trixi  [开发者] 2015 年 8 月 8 日 上午 10:46 
i didnt try anything with equipments.
Trixi  [开发者] 2015 年 8 月 8 日 上午 11:07 
thx to the link of that mod, it has really much content to look about :)
Trixi  [开发者] 2015 年 8 月 8 日 下午 5:03 
UraiFen:
can you create a mod that delete all dead boodies in the prison?
leftbehind  [开发者] 2015 年 8 月 8 日 下午 5:40 
Dead bodies? Hrm... the .Damage property >= 1 would indicate death. But you'd have to cycle through each entity type in turn and check each returned object... Definitely do-able though.
leftbehind  [开发者] 2015 年 8 月 8 日 下午 5:54 
Not tested, but here's a potentially faster/shorter version of delgangmembers.lua: http://pastebin.com/jdntcKYm
leftbehind  [开发者] 2015 年 8 月 8 日 下午 6:26 
Again, not tested, but a cleaner looking AddBlueGangLeader.lua: http://pastebin.com/h3xzRqGR

I changed it so that only if a new candidate is found does it remove the old leader. Wasn't sure if this was how you wanted it to work as in your version existing leader will always be deleted and if no nearby candidate found the gang will end up leaderless.
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