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Messages - Rainer

#1
    <randomStyle>
      <li>
        <styleDef>PrestigeMarineHelmet_Samurai</styleDef>
      </li>
    </randomStyle>

Liking the style system so far and noticed that the prestige helmet had a different texture randomly. Thought about creating a bunch of varieties of textures for the Flak Helmet under the Morbid style (and much more, but just as an example). With the way this works it only seems possible to have random styles for anything that's not already part of a style. - Would've just preferred something like <randomTexture>true</randomTexture> and inside the directory for the textures, just label them with A, B, C etc.

Also it seems possible to apply Cutout_Complex to apparel when it isn't made from a StuffCategories which also seems odd.
#2
I have a prison layout in mind that currently won't function properly with the way the game currently works. In the screenshot attachment is an example of what that would look like, but all the doors have been removed to test the functionality. With doors, the prisoners won't eat/bathe. Without doors they will eat/bathe, but now be living in a barracks and the prison has no ability to go into lock down (which is pretty hard to do with no remote functionality, but this is for demonstration).

The problem I have is that when a prisoner's cell has a door (even if it's set to be permanently opened) the Prisoners won't eat food/clean themselves (with Dubs Bad Hygiene) unless the food/water is directly in their cell. They'll be wandering out in the halls (as intended) but will ignore the food/water that's readily available to them until they pass out where I can finally manually feed/clean them. This is undesirable behavior.

I wonder what can/needs to be changed and where to find that for the prisoners to tend their needs to anything readily available to them instead of it being required to be in their cell? Or if this would just cause more things to break?