- #Prison architect save editor how to
- #Prison architect save editor mod
- #Prison architect save editor zip
To print some debugging output, call the following inside your Lua script:Īs opposed to when errors happen with your script, this does not automatically open the debug console. Paste them (the lines) inside "base-language.txt" on the: "Objectives, Grants" Section of the.Go to Prison Architect > Main > Language and open " base-language.txt".Paste them in the "Grant.Lua" inside the "main" folder.Copy the modified lines from both of the Grant mods.Open "a" (a Lua IDE can be downloaded from this SourceForge link, but Lua scripts can be edited in every text editor as well).Use 7-zip to extract "Main.dat" (you can download 7-zip from here).No special procedure required anymore as of Alpha 24. Many of the game systems are written in Lua and can be easily modified.
![prison architect save editor prison architect save editor](https://www.savegamefiles.com/wp-content/uploads/2020/06/pc-prison-architect-game-save-1.jpg)
The Steam Workshop can now be used to share mods.
#Prison architect save editor mod
This means that if there are multiple mods that are translating the game, the mod that is loaded the last will take precedence over the other mods.įor information about the internal structure of many files found in main.dat, see File Format. 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 such as WinRar or 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
#Prison architect save editor how to
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.
![prison architect save editor prison architect save editor](https://4.bp.blogspot.com/-N1nQDq-1SMc/WKLxXCLN6DI/AAAAAAAAOes/ClnExCv_SnUAeeFN0nkqkaIFEMlauxynwCLcB/s320/Prison%2BArchitect%2BTrainer%2B%2528%252B4%2529%2B%255B11f%2BJan%2B9%255D.jpg)
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
#Prison architect save editor zip
All mods should now come packaged in a zip file, to be extracted into the users mods folder. Introversion has added official mod support in Alpha 15 and extended it substantially in Alpha 24.