Prison Architect

Prison Architect

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timothy Sep 21, 2016 @ 8:51am
lights
is there a way to turn off the light but keep everything else turned on
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Showing 1-15 of 25 comments
murgh Sep 21, 2016 @ 8:54am 
Sure. Separate wiring for the lights and a doortimer/switch here and there.
timothy Sep 21, 2016 @ 9:05am 
could you send me i example how to do it as i have a large power station in the prison
murgh Sep 21, 2016 @ 9:16am 
It's rather useless since you will get the flashing electricity symbol when the power gets turned off. Only solution would be to spawn/despawn the lights with a mod. And then you run into the problem that you might want to keep certain lights on and the rest off...
timothy Sep 21, 2016 @ 9:29am 
as i want to turn the work ares off when the work scedual finishes for the day and to turne of the visitation of when the visitation for the day as finished and the same for the cells
Trixi Sep 21, 2016 @ 9:56am 
yeah you can use door timers and connect them to power switches.
timothy Sep 21, 2016 @ 10:22am 
but will it the lights stay off
murgh Sep 21, 2016 @ 10:37am 
I could code it into the Customizable Control Booths mod, making a 'lights booth' which will turn on or off the lights within a given range of 5-51m. Put that to a door timer and it's done. It shouldn't be too hard I guess, it's similar to how I grab sprinklers for the fire alarm. Got some panels done for it already, just need to freak a bit around in the code. Will let you know if results are satisfying and if this feature is worth implementing in the mod. Problem for now is that a list of known lights would have to be saved, since the thing would have to work by building a table containing coordinates of the lights which would get spawned/despawned to get the lights on/off effect. Not sure if the savegame likes that, since this list can probably get huge...
murgh Sep 22, 2016 @ 2:55am 
Ok, made something usable so it seems. Booth will change all lights within given range into an empty sprite and delete the light when it is turned off: this will effectively kill all lights in the area, like they are turned off. When the booth switch is turned on it will change all empty sprites into lights again. Works like a charm.

Unfortunately this is a workaround because the lights have two properties (Powered=true and On=true) which cannot be changed by mods. Easier would have been to set On to false, but somehow the game doesn't do anything with that. I'll do some more lights testing and update the mod once finished.
murgh Sep 22, 2016 @ 2:57am 
I have to add, this works only for powering off lights. To get the power off on workshop machines and kitchen stuff it would require a different approach (which I have no idea of, but to replace the sprites into the same but without an electrical property or something like that)
timothy Sep 22, 2016 @ 6:33am 
OK THANK YOU
murgh Sep 22, 2016 @ 8:30am 
I will make it so you can choose with buttons which kind of stuff should be on/offf. I guess it will be possible to choose from workshop saw, workshop press, kitchen appliances, lights, and perhaps also control booths for cameras et cetera. Will have to see what works and what not.
timothy Sep 22, 2016 @ 9:20am 
OK
murgh Sep 22, 2016 @ 2:05pm 
Good news, all of the mentioned stuff will work. So besides turning on/off the lights it will also be possible to 'power off' a workshop or a kitchen, or the phone taps near visitation, or the cctv monitors/door control systems. This can safe a lot of power, and there won't be an annoying electricity symbol flashing all the time, like it would be when using a normal power switch. Updating the mod tomorrow or in the weekend, depending on if I find weird stuff with the new code added.
timothy Sep 22, 2016 @ 2:36pm 
OK
Phidius Sep 23, 2016 @ 10:01am 
Power efficiency is a fun project. Here is a prison were the workshop and kitchen are on timers and also pressure plates used to keep electrical items running.

http://steamcommunity.com/sharedfiles/filedetails/?id=656218322
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Date Posted: Sep 21, 2016 @ 8:51am
Posts: 25