

So now that we have a rough picture of what we can and can't do so far, we can take a closer look into how to do the things that we can do. There are some things we can create functionality for already (objects, mostly), and by combining things like Objects, Jobs & Processes, we can already create a few types of mod fully functional, but for the majority of mods, our hands are still bound. With some exceptions, we cannot create the "functionality" behind these entities, leaving them as pretty husks at best. We can create the above mentioned entities, but that's it. We can now create new entities of about anything in the game, be it Staff, Prisoners, Objects, Materials, Jobs or Grants. Prior to Alpha 24, the modding was limited mostly to adding in new grants.

What can we do with it? Īs of the Alpha 24 build of Prison Architect, the developers have given us a bit more access into their handiwork by creating and giving us an upgraded version of the modding architecture that we had until then. Feel free to help me fill/correct/confirm these passages. I have color coded all places where I am Unsure about the mentioned information, so it's either made from educated guesses or outright omitted. I don't claim to know everything just yet (see the speculation part above), so I am always willing to make updates and corrections as new (or better) data becomes available (either from you folks who might have noticed something I didn't, or from updates in following alpha builds of the game.). It is important to note that I in fact don't have access to any more information than you all, so I'm merely gathering together the information that we have into a single thread, and spice it a little with documentation based on common sense and a bit of speculation with patterns found in the available code. So, after looking into the new modding architecture of the Alpha 24 build for a little while, I decided to create a documentation of the same (utilizing and improving a little on the official information given to us by the devs), to allow fellow players and curious folks to get into it more easily. For more information on developing scenario mods, see Lua. This article is a guide about the development of Mods. You can help by editing and updating this article with new information if possible.

This article contains outdated information.
