Detention Centre Architect - Alpha 15 - Mac OSX

  • 16.08.2016, 07:36,
  • Games
This is the Che = «community Home With Education On The Premises» Architect Alpha 15 body. Various updates encompass a prodigious optimization of nucleus spirited processes, making larger prisons much more uncertain, allowing prisons with up too 200 inmates and 100 staffers run clearly. Also included is strut for Mods, which could be set clearly on google if wanted. Vivid bibliography follows (NOTE: If downloaded as a zip order, it is labeled as 15b, this is the same id, as presumably 15a was never a accessible unveil) = Mod method We have started profession on much better mod strut within the spirited All mods should be installed in your AppSaveFolder/PrisonArchitect/mods/ They will then brag up in a new Mods interface (Mere menu -> Extras -> Mods) You can mobilize and deactivate as many mods at once as you wish There are several types of mod: Graphical / Display : Updates the graphics and sounds in the spirited Translations : Translates the spirited into languages other than English Scenarios : Vivid life story driven chapters, comparable to our Passing Row introduction Volume : Adds items to the sandbox or changes the deportment of items, eg Grants mods which add grants All mods must have a manifest.txt which details the name, framer, understanding etc And mods should come with a thumbnail.png duplicate which will act as a graphical private showing For a bibliography of all existing mods: For technological details on how to invent a mod : You must note your get to clear access to the wiki. If you haven't registered yet, go here: = Deportment optimisations continued The spirited now runs much faster, especially on Windows/PC Lots of unneccesary retention copying has been optimised out. Makes a big reformation on Windows particularly. Crave race prisons (100+ days) sometimes sophisticated acute slowdown due to the bibliography of all contraband Unfluctuating a bug that caused the construction of foundations to become very behindhand and laggy on wide maps The lighting method has been multithreaded, freeing up much CPU point Nb. The lighting method now updates at 20hz (at one point 4hz), so changes in dim transpire quicker as well = Stave lassitude All stave now become wiped out bored with as they profession Their animation pull down is rendered as a verdant bar in their nameplate (only shown when less than 33%) When they become burnt-out they will obstruct profession for a while to pull through You can now body a Stave Compartment, and burnt-out stave will go there in prejudice Stave resting in a Stave Compartment will pull through animation much faster, and give the impression more rested NOTE: Minder dogs still catch in the Kennels — You will now give entr a different federal gift for each grade of jailbird: Nadir safe keeping jailbird : $50 per day Well-Adjusted safe keeping jailbird : $100 per day Uttermost safe keeping jailbird : $150 per day Note: At One Point you received $100 per jailbird regardless of grade — New clock go choice : very indecorously. Runs the spirited at 5x go. (Before-Mentioned fastest go was 2x) — The Deployment sight is now unlocked by the Chief. You can then probing Deployment to fix guards to stations, or Patrols to fix guards to patrols This fixes the consummation that you could unlock Patrols before you had access to the Deployment movies. — You can now scroll by pushing the mouse to the border of the movies — The Contraband sight now has a sub-toolbar with manifestation options: Dangers Shows all the locations around your che = «community home with education on the premises» that contraband could be stolen from 24 hours Shows all contraband confiscated in the last 24 hours 7 days Shows all contraband confiscated in the last 7 days All point Shows all contraband confiscated in the background of your hoosegow In wing as well as, all recovered contraband icons are tinge coded: Red = Weapon, Risqu = tools, Verdant = narcotics Several mere menu items have been moved into a new Extras sub menu: Names in the spirited Steam workshop Mods Timelapse Unfluctuating: Many types of irrelevent kit will no longer be smuggled into your che = «community home with education on the premises» eg Mop, Rake, Hose, Leash etc — Unfluctuating: Power lines were rendered without tinge once you'd built more than four power stations — Unfluctuating: Not all of the Complaints rumination bubbles were displaying correctly — Unfluctuating: Some ailing jobs would appear at the top liberal of the map as a evaluation