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Wallet
Jun 19, 2006

Fishbus posted:

Unfortunately the PA modding system isn't that great right now. So for any legit mod makers they will have to wait for additional LUA functions, or text flags in object files.

I've reported a whole slew of things in the BugTracker, so it's just a case of waiting for things to come. Most modmakers have probably looked at the available parameters/functions and made the call "this isn't enough for something substantial yet" and have rightly waited out. Therefor you just get a bunch of unfinished mods and garbage from people who don't know better because they haven't had a quick look over the codebase and documentation.

I was in the process of making a content mod. It's unfinished because a lot of object flags don't do anything despite being in the gamefiles. A lot of it isn't hooked up correctly. So new stuff either looks janky, breaks or crashes the game, or doesnt work as intended. :(

This was pretty much my experience. Last time I checked the game didn't even allow multiple tileset files, never mind anything more complicated.

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nielsm
Jun 1, 2009



Modding support is pretty bad yes. Especially the poor support for adding new graphics is disappointing. A single tileset file (ground/floor/wall tiles) which can only be overridden completely, and then just two spritesheets, one builtin and one assembled from mods. All mods wanting to add new sprites have to have their spritesheets stuffed into a single 2048x2048 image, so if you have too many mods or the mods' spritesheets have poorly selected dimensions, you'll end up with graphical corruption.

I'm not entirely sure how the Lua scripting works but it's not too well documented at least.
It definitely seems like they're doing MVP-style development with some of these things.

Wallet
Jun 19, 2006

nielsm posted:

Modding support is pretty bad yes. Especially the poor support for adding new graphics is disappointing. A single tileset file (ground/floor/wall tiles) which can only be overridden completely, and then just two spritesheets, one builtin and one assembled from mods. All mods wanting to add new sprites have to have their spritesheets stuffed into a single 2048x2048 image, so if you have too many mods or the mods' spritesheets have poorly selected dimensions, you'll end up with graphical corruption.

I'm not entirely sure how the Lua scripting works but it's not too well documented at least.
It definitely seems like they're doing MVP-style development with some of these things.

They actually fixed it for sprites, just not tiles.

nielsm
Jun 1, 2009



If they did make unlimited custom spritesheets possible then nobody bothered to update the documentation or tutorials on the wiki or forum.

Fishbus
Aug 30, 2006


"Stuck in an RPG Pro-Tour"

The update videos and notes tend to have mentions of important mod updates. Afaik the unlimited custom sprite-sheets only apply to objects, and not floor/wall tiles.

Again, I've not done anything since October/November because of the slow support. Which isn't really a big deal, they'll get there when they get there. Although I almost feel like they will get more done if they worked in tandem with a few eager modmakers/content creators to really highlight the best things to fix/add to the mod system.

e.g, I've made some cool new light/heavy guard assets but marking them as guard in the gameobjects will crash the game. Likewise, a new admin cannot do research tasks despite having a clipboard/flags from other admins.


From left to right: Requisition Officer, Military Adviser, Light Guards (4), Heavy Guards (2).

Fishbus fucked around with this message at 03:39 on Jan 25, 2015

Stereotype
Apr 24, 2010

College Slice

Pornographic Memory posted:

There was a guy who posted in the last PA thread here who absolutely did. I mean obviously he did not talk about PA-inspired masturbation fantasies (:stonk:) but his posting about his wishes for the game and what he actually did in it legitimately made my skin crawl. Thankfully he was banned because he was a huge creep in general apparently.

Best part was, in addition to being sexually excited about the prospect of having his prisoners horribly miserable and constantly tortured, he was apparently also a real life prison guard.

NutritiousSnack
Jul 12, 2011
All I want is a mod that adds the Oz theme. That's all I ask.

DStecks
Feb 6, 2012

Stereotype posted:

Best part was, in addition to being sexually excited about the prospect of having his prisoners horribly miserable and constantly tortured, he was apparently also a real life prison guard.

:stonklol:

Could somebody please link these posts?

Pornographic Memory
Dec 17, 2008

DStecks posted:

:stonklol:

Could somebody please link these posts?

read at your own risk:
http://forums.somethingawful.com/showthread.php?threadid=3504197&userid=201661

Tony Montana
Aug 6, 2005

by FactsAreUseless
Reading those posts was incredible. Always remember our 'community' and 'filter' is 10 bucks. There are pieces of poo poo on these boards that beggar belief.

The Deadly Hume
May 26, 2004

Let's get a little crazy. Let's have some fun.

Tony Montana posted:

Reading those posts was incredible. Always remember our 'community' and 'filter' is 10 bucks. There are pieces of poo poo on these boards that beggar belief.
Yeah, and to think the amount of lovely posters is less than average than the internet in general.

Anyway, assuming they haven't taken all of January off, I wonder what'll be in the next update.

The Kins
Oct 2, 2004
Alpha 29 is up to bat!
https://www.youtube.com/watch?v=CltK6AiV0TI

This month: Parole! Chapels! Libraries! Parallel Deliveries! Polite warnings when you try to load prisons that use mods when you don't have those mods! The looming realization that the game's leaving alpha sometimes this year! Maybe even on consoles and boxed retail shelves if Chris can get over his Darwinia Plus-induced trauma!

Next month will be dedicated to trying to squeeze Prison Architect onto iPad and Android and seeing how it shapes up, so don't expect much in February's PC update.

nielsm
Jun 1, 2009



If they're making Android and iOS versions, I hope they'll also make the Windows version behave well on Windows tablets.

Asmodai_00
Nov 26, 2007

37 minute video, and so much of it so far has little to nothing to do with the update.

Changelog for those of you who don't want to sit through it all:

CHANGES

= Parole

All prisoners are now granted a parole hearing when they reach 50% of their sentence, and another at 75%.
To facilitate this you must build a Parole Room, and start the Parole Program.

A parole hearing requires the Warden, the Chief, the inmate, and in the inmates lawyer.
At the end of the hearing, the board will make a decision and the inmate may or may not be released early.
The decision is based on their estimated re-offending chance (viewable in their rap sheet).
Under the Policy tab there is a new slider that governs how lenient your parole board will be
Inmates who are denied parole may become angry, and may even attack the parole board staff
Financial rewards :
If a prisoner is paroled early and does not re-offend, you will receive a bonus of $3,000.
If he does re-offend, you will be fined $10,000.
This occurs the moment the prisoner leaves the map
NOTE: Inmates must be able to navigate to the parole room. Eg Staff Only won't work.
NOTE:
Only one parole hearing can happen at a time, because the Warden and Chief must be present.
However you can have multiple parole rooms in different security zones, and your Warden/Chief will move around as required.
New failure condition : You will be fired if too many Wardens are killed in your prison
New failure condition : You will be fired if too many paroled prisoners re-offend after early release

= New room : Chapel

About one third of your new prisoners now have a Spirituality need.
Build a Chapel (Multi-faith-prayer-room) to give them a place to pray.

New furniture:
Pews
Prayer mat
Altar
New reform program : Spiritual guidance.
A religious leader from the community will visit your prison, and talk to your prisoners.
This will instill in them a sense of calm, which affects not only them but also those around them.
Prisoners may attend this program as many times as they wish.

= New room : Library

Around one third of your new prisoners now have a desire to read books, for education, curiosity and entertainment.

New furniture:
Library Bookshelves
Librarian's desk
Boxes of used and donated books will be delivered to your prison once you have a library.
Employ prisoners in the library to sort these boxes of books and place them on your shelves.
(Prisoners must have the "Foundation Education" qualification before they can perform this job)
Prisoners can visit the library and borrow books.
Prisoners will read in their spare time, wherever they are sitting - library/canteen/cell etc.
Returned books must be re-sorted onto the shelves
Books wear out and become ruined after a while, and more will be delivered
Note: Boxes of used/donated books may be used to smuggle contraband into the prison, so plan accordingly

= Parallel Deliveries

Trucks will now load and unload in parallel, so long as they are aligned with a Delivery/Exports/Garbage zone when they stop.
Extend your Deliveries zone vertically so you can unload 2 or 3 or even more trucks simultaniously.
Trucks now cope better with multiple Deliveries rooms (and Garbage/Exports rooms)
Trucks now move 50% faster

= Mod warning window

Many prisons now use mods to enhance the game, adding furniture, materials, programs etc to the core game.
This causes problems when you attempt to load those prisons without the mods being enabled.
From now on, upon loading such a prison you will be shown a list of all mods that were used to make the prison
If these were Steam mods, you can easily click on each required mod and auto-magically download and activate it
If they were not steam mods, clicking the mod will open a browser to a URL where you can download the mod
Note: This will only work for prisons saved with alpha-29 or later

= World time index now stored in double precision

This only affects prisons that have been running for hundreds of game days
This caused visual bugs such as extremely jerky animation, slow moving particles etc

= Navigation improvements

Entities will no longer attempt to navigate through "Remote Doors" that don't have a powered Servo attached, as those doors cannot possibly be opened by anyone.
Entities will wait at a locked door for 30 seconds. They will then attempt to find an alternative route. This alternative route may well be longer, but will avoid the door they are stuck on.

= Bug fixes

Fixed : Deployment scheduler doesn't always update live deployment (until end of hour)

Asmodai_00 fucked around with this message at 13:59 on Jan 30, 2015

RattiRatto
Jun 26, 2014

:gary: :I'd like to borrow $200M
:whatfor:
:gary: :To make vidya game
Nice new addictions, time to play the alpha 29 to see how this new mechanics will work!

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~

Asmodai_00 posted:

= Navigation improvements

Entities will no longer attempt to navigate through "Remote Doors" that don't have a powered Servo attached, as those doors cannot possibly be opened by anyone.
Entities will wait at a locked door for 30 seconds. They will then attempt to find an alternative route. This alternative route may well be longer, but will avoid the door they are stuck on.

Thank christ!

Zesty
Jan 17, 2012

The Great Twist
For parole, if you get $3000 if they don't re-offend and get fined $10,000 if they do, what's the ideal percentage to allow parole?

nielsm
Jun 1, 2009



You'll want 4 successful releases for every 1 failed, or 1 failed of every 5 releases. That would be a grant of 12k for every fine of 10k. If the reoffending chance number is perfect, and you assume your prisoners have a linear distribution over the entire range of reoffending chance values, then 20% would be the number.

But neither of those are true: The reoffending chance value is not the final number that gets used to determine whether a released prisoner gets back into crime, as far as I understood the video. And your distribution of prisoners across the range is not linear either.

So I think the actual thing would be at the 20th percentile of reoffending chance among your prisoners.

Of course setting it too low you also run the risk of rampages in the parole room.

lament.cfg
Dec 28, 2006

we have such posts
to show you




Met posted:

For parole, if you get $3000 if they don't re-offend and get fined $10,000 if they do, what's the ideal percentage to allow parole?

Don't Build a Parole Room because it sounds way too risky IMO

Slime
Jan 3, 2007

Met posted:

For parole, if you get $3000 if they don't re-offend and get fined $10,000 if they do, what's the ideal percentage to allow parole?

77% is when your expected return is...10 dollars. So 77% or above is when it starts becoming profitable. Doesn't really seem worth the effort, especially since it can straight up end your game if too many reoffend.

Zesty
Jan 17, 2012

The Great Twist
They said in the video that if you don't have a parole room, the overall riot-levels will increase.

I haven't played it yet though. Perhaps they mean that for a future patch.

Pornographic Memory
Dec 17, 2008

Met posted:

They said in the video that if you don't have a parole room, the overall riot-levels will increase.

I haven't played it yet though. Perhaps they mean that for a future patch.

I think they said they planned that feature for a future alpha, but for now prisoners who are denied parole are supposed to get really pissed off.

FronzelNeekburm
Jun 1, 2001

STOP, MORTTIME

nielsm posted:

But neither of those are true: The reoffending chance value is not the final number that gets used to determine whether a released prisoner gets back into crime, as far as I understood the video. And your distribution of prisoners across the range is not linear either.
Unless I misunderstood what they were saying, the reoffending percentage is the final number the sim has assigned based on all the factors in your prison, so you can trust it to be a dice roll with that percentage.

The Cheshire Cat
Jun 10, 2008

Fun Shoe

FronzelNeekburm posted:

Unless I misunderstood what they were saying, the reoffending percentage is the final number the sim has assigned based on all the factors in your prison, so you can trust it to be a dice roll with that percentage.

Yeah from what the video said it seems that it's a straight up roll against that number as soon as they leave the prison to determine whether or not they reoffend.

Also one thing to bear in mind is that your parole limit is a LIMIT, not an exact chance to reoffend. Many paroled prisoners will likely have lower odds to reoffend than what you set as your limit; a limit of 30% doesn't mean that exactly 30% of prisoners you parole will reoffend, it just means that for every individual prisoner paroled, none of them will have a greater than 30% chance to reoffend. So your actual rate in practice will be lower than what you set as your limit.

Pornographic Memory
Dec 17, 2008
So basically if you have a prison capable of successfully rehabilitating prisoners at a high rate (that is, low reoffending chances) it could actually be beneficial, theoretically, to raise your upper limit because if the vast majority of prisoners don't reoffend, their bonuses will outweigh the penalties of the few bad apples, and it will help keep peace in your prison because all prisoners have to get a parole hearing but less will be denied. And their lack of violent temper tantrums from being denied parole will further give you money by helping you maintain your "time without incident" bonus. Then again it would mean higher turnover of prisoners which means a smaller pool of prison labor to draw from...

The Deadly Hume
May 26, 2004

Let's get a little crazy. Let's have some fun.
Note to self: make sure two guards with tasers are present for any hearings.

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~

The Deadly Hume posted:

Note to self: make sure two guards with tasers are present for any hearings.

Shotguns shoot to kill, either make parole or die.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.

Spookydonut posted:

Shotguns shoot to kill, either make parole or die.

Weavered
Jun 23, 2013

Spookydonut posted:

Shotguns shoot to kill, either make parole or die.

Prison Architect: Either make parole or die

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~
What's the penalty for prisoner deaths? Too many and you lose and losing the no incident bonus? Does parole re-offending remove the no incident bonus?

nielsm
Jun 1, 2009



Parole re-offending isn't an incident in your prison, so I don't think it affects the no-incident bonus. But since the no-incident bonus maxes out at $10k, and the parole re-offending fine is also $10k, it does sort of cancel out.

Zedd
Jul 6, 2009

I mean, who would have noticed another madman around here?



Jesus gently caress. :stare:
I know opinions differ about punishment vs rehabilitation but this dude is just a psycho.

dogstile
May 1, 2012

fucking clocks
how do they work?

a worthy uhh posted:

Don't Build a Parole Room because it sounds way too risky IMO

I was looking at it and thinking "What the gently caress". This is the first thing i've seen that's made me do that though, so hopefully it works out.

Lack of Gravitas
Oct 11, 2012

Grimey Drawer
I'm almost sad that the release is on the horizon, since it means there won't be any more dev videos with Chris and Mark... I've spent more time watching them banter than I have playing the game :(

Tenebrais
Sep 2, 2011

Lack of Gravitas posted:

I'm almost sad that the release is on the horizon, since it means there won't be any more dev videos with Chris and Mark... I've spent more time watching them banter than I have playing the game :(

Are the dev videos just for the alpha? They said they'd continue updating the game post-release.

RattiRatto
Jun 26, 2014

:gary: :I'd like to borrow $200M
:whatfor:
:gary: :To make vidya game
This is one of the few WIP games that constantly gets updated. I mean, almost every month we get new features!

Apple2o
Mar 25, 2009

by Pragmatica

(and can't post for 9 years!)


And to think...my ultraviolent death-prison that's always on the brink of being shut down wasn't even by design. I'm just bad.

Party In My Diapee
Jan 24, 2014
Are bookshelfs still bugged and pointless to build?

RattiRatto
Jun 26, 2014

:gary: :I'd like to borrow $200M
:whatfor:
:gary: :To make vidya game

Back To 99 posted:

Are bookshelfs still bugged and pointless to build?

They work for me. At least i think.
You need a desk, where the prisoners work on the books. Then they go deposit them in the bookshelves

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nielsm
Jun 1, 2009



Back To 99 posted:

Are bookshelfs still bugged and pointless to build?

If you mean the little single-tile ones you can place in cells, they still don't have any production rules in the game data. So they probably don't do anything.

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