![]() ![]() You can also define new objects, entities, items, materials, rooms, research, programs, grants, jobs, production rules, needs and need providers, and load your own sprites (please keep your sprites.png as small/compact as possible - so more mods can be loaded at once).Įxtra note: If there are multiple mods active, the last one loaded will have the highest priority. if you are missing some new translation lines in your base-language.txt file, the English text will be loaded from the original file. This will NOT overwrite the original files, and will only be an addition to the already loaded content. ![]() You may want to repeat this process with the 'sounds.dat' file as well.Īny file that is in these files will be loaded after the original game file is loaded, and will overwrite the files from the game in the memory. Any changes you make here will affect the game. This is doing the same job as the 'main.dat' file but is being loaded as an addition to the already loaded files. Using a tool (e.g 7-zip), extract the contents of the ' main.dat' file, found in your 'prison architect' folder, to the same directory. More detailed instructions can be found in this topic in the Prison Architect developer forums: Getting Started Example of a scenario mod that uses Lua scripts to run story cut-scenes: Media:Sample_Scenario_Mod.zip.Example of a graphical mod that replaces all object sprites: Media:Sample_Graphical_Mod.zip.Here are two official SAMPLE mods, showing how to put mods together correctly: This is the image that will display to users when they view it in-game. A thumbnail.png can also be provided and is optional. Mods should contain a manifest.txt detailing the name, author, date, and version. Users/Username/Library/Application Support/Prison Architect/mods %UserProfile%\AppData\Local\Introversion\Prison Architect\mods ![]()
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