Late night update.
Brief late night update!
- I added an (optiona) automatic prisoner number generator, it is unique and fixed for all avatars, (I’ll share the code if others want to use it).
- All major interactions have a small built in delay (1 second or less), specifically those that produce messages or sounds.
- Touch areas check not only for range, but also evaluate whether you can realistically reach the object you are clicking from your location (example: from inside the cell, door closed, you can only pull the door handle if the hatch is open)
- RLV restrictions via relay is in, I still need to do some testing to implement (optional) vision spheres.
- Experience Force-teleport is in.
- RLV Force-Teleport is in.
- Some of the sounds are in and are inventory-based to help with modding, it is also fault tolerant (missing sounds won’t play at all).
- All standard TouchBound locks and Heavy-Duty locks are implemented.
- Mod-friendly animation system, resizing & moving parts ‘should’ be handled gracefully (no hard-coded positions & scales on anything).
- Very satisfying light switch & neon light?
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Kyrah Abattoir

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- New version of the Multi-Anchor plate.
- Late night update.
- Prison cell features rolling in.
- Prison cell toilet completed
- Unwrapped, packed and lod-ed
- Cell lavatories inworld test
- Toilet and sink: a second pass.
- What should I do about the fingerprint padlock?
- Cell bed complete.
- Completed the cell lamp!
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I would love to see some kind of prison-based cuff control system. I’m so tired of MSP cuffs. I’d like to have ONE set of cuffs that I can make fit, and then “register” them with the prison when I’m taken in (click the box while wearing the cuffs). Likewise the guards have a touchbound hud registered on the same box. Click on a different box when you’re released, or have the guards unregister your cuffs.
Always tricky to come up with a solution that has appeal users to be worth having, without just introducing “yet another competitor” 🙂