Invisible, Inc.

Invisible, Inc.

Sim Constructor + Sequential Mod Loader
59 Comments
RolandJ Jun 15 @ 7:33am 
Could an example of how to dictate load order please be added to this mod's documented examples? I'm trying to find a sample and I wasn't able to find one here. Ctrl+f "order" only returns entries related to modifiers.
Hekateras May 3, 2023 @ 12:54pm 
西行樱雪 There was an incompatibility between Sim Constructor and language packs, as it turns out. Try updating now and it should work with the Chinese translation.
西行樱雪 Mar 31, 2023 @ 5:17am 
But it could have been used together a year ago
西行樱雪 Mar 31, 2023 @ 5:16am 
This module and the modules based on it, when appearing with the Chinese translation module, the game will become unopenable.
cyberboy2000  [author] Jan 28, 2023 @ 3:17pm 
I think wodzu must have accidentally set Function Library to be hidden, he's active on discord and there's no indication he would remove it. It's only the steam workshop page that is inaccessible, it's still possible to download the mod. I've sent him a message so hopefully it should be back up soon.

Note that Sim Constructor is a prerequisite for Function Library, not the other way around. Sim Constructor works fine without any other mods.
Alifer Jan 28, 2023 @ 2:37pm 
Function Library is gone so this mod is dead along with anything that uses it :steamsad:
cyberboy2000  [author] Jul 12, 2021 @ 12:58pm 
You don't have Function Library installed, Function Library is a prerequisite of Programs Extended. https://steamcommunity.com/workshop/filedetails/?id=1745350836
datamanc0r Jul 12, 2021 @ 10:39am 
Thank you for your fast reply! :)
I worked through the log and found a conflict with the "Programs Extended" workshop item (https://steamcommunity.com/sharedfiles/filedetails/?id=555765765) . After de-subscribing this one and refreshing everything, it works.

The full log is here: https://ctxt.io/2/AACgw1p2Fw
You can see that there is trouble loading the hud at item "workshop-555765765"
cyberboy2000  [author] Jul 12, 2021 @ 9:13am 
That's not really enough information to go off, can you upload the entire log?
datamanc0r Jul 12, 2021 @ 6:00am 
Hi, I need some help.
I subscribed, refreshed the mods in-game and restarted the game. Starting a new game and after generating the first level, when the gameplay actually starts, the game crashes.
Log says:
### ABORTING: FATAL SCRIPT ERROR ###
game/client/states/state-game.lua:880: attempt to index field 'hud' (a nil value)
There are no other mods tampering with the HUD and I am not sure what to do. Did I miss an additional installation step or such?
Thanks to you!
cyberboy2000  [author] Jul 1, 2021 @ 1:01am 
No, that should work fine.
karenelizd Jun 30, 2021 @ 5:19pm 
so i subscribed to it and the Agent Reserve mod. is there anything else i need to do to get it up and running with the Agent Reserve mod?
cyberboy2000  [author] Jul 18, 2019 @ 12:30pm 
Added 'CLA' and 'FN' modifiers, for clamping values and performing custom functions respectively.
Added 'change' function to modifiers for convenience.
The 'has' function for modifiers now returns the index of the returned modifier, can be called without a trait parameter to search all traits, and you can pass the modifier itself instead of a name (just for getting the index).
The 'remove' function for modifiers can now be called with a trait parameter to narrow the search, and you can pass the modifier itself instead of a name.
cyberboy2000  [author] Jul 14, 2019 @ 2:13pm 
You can now minimize mods on the Generation Options Screen, which hides their options. If you have the Customizable Generation Presets mods then you can save which mods are minimized.
Mods are now listed in alphabetical order on the mod selection screen.
You can now add a modifier of the same name and trait multiple times, and the add function returns the new modifier.
Modifier order now depends on operation, but you can now also specify priority for a certain modifier.
For numerical modifiers, you can now specify min and max values it will modify to.
cyberboy2000  [author] Jul 1, 2019 @ 9:50am 
Fixed errors when there are generation options for mods that aren't installed (again, since last update broke it)
The game now automatically detects when a mod doesn't have any generation options
cyberboy2000  [author] Jun 24, 2019 @ 2:17pm 
Mods are now listed in alphabetical order on the generation option screen.
Removed the unnecessary generation option.
Fixed a rare infinite loop from the Contingency Plan dlc.
cyberboy2000  [author] Jan 26, 2019 @ 2:11pm 
Update:
You can now create new screens, not only modify existing ones.
Fixed an issue where you could click on firewalls with no program equipped if you had Neptune installed.
Fixed important story items being put on the ground, becoming unobtainable, if your inventory is full.
Fixed errors when there are generation options for mods that aren't installed (mainly applies if you use Customizable Generation Presets)

Creating screens note: The filename you choose should not have an extension.
Firewalls note: If you have Programs Extended installed, the fix won't apply until wodzu has updated the mod (should not take long after this post) and you've redownloaded Programs Extended.
piseesc64 May 24, 2018 @ 1:31pm 
Like BEGINNER and EXPERIENCED etc.
piseesc64 May 24, 2018 @ 1:28pm 
I'm not talking about campaign generation options, as cool as they may be. I'm talking about campaign generation presets.
cyberboy2000  [author] May 24, 2018 @ 10:41am 
To add a generation option you use the mod api. However sim constructor adds more functionality to the api, for exampe letting you add options with multiple values to choose from instead of a simple checkbox.
piseesc64 May 23, 2018 @ 5:03pm 
I don't think this mod does what I thought it does. Is there a mod that allows you to add a Campaign generation preset?
piseesc64 May 23, 2018 @ 4:55pm 
Oh, thanks.
cyberboy2000  [author] May 23, 2018 @ 1:40am 
I'm not entirely sure what you're looking for, but the folder for client scripts is inside scripts.zip
piseesc64 May 22, 2018 @ 9:45pm 
where is this "client" folder you speak of? is it even a folder?
cyberboy2000  [author] Feb 14, 2018 @ 11:38am 
Moved some variables that used to be local for state-generation-options to simdefs
Made it so that you can make programs that target any unit, also allows you to customize graphics and tooltips for programs that work like Lightning
cyberboy2000  [author] Dec 5, 2017 @ 4:21am 
Updated.

Fixed a few compability issues with language packs.
Fix for no starting mission when travel times are set too high.
cyberboy2000  [author] Dec 3, 2017 @ 7:08am 
Thanks for the report. It will be fixed next update.
Aqvilinus Nov 30, 2017 @ 10:30pm 
Please, fix the conflict with language packs. When I'm using this mod with any language pack (russian, chinese, etc. - no matter), all the subtitles and plot messages are in english. The problem is clearly related to your tool - I've checked this several times by complete reinstalling of the game (with all other mods disabled).
cyberboy2000  [author] Oct 7, 2017 @ 3:54am 
No more errors if you try to add banter to an agent that is not enabled.
Added the ability to add arbitrary functions to be called whenever campaign time chamges.
cyberboy2000  [author] Oct 3, 2017 @ 6:50am 
Fixed another crash
cyberboy2000  [author] Sep 30, 2017 @ 12:03pm 
Made the addWorldPrefabt function work with existing corporations as well as other mods
cyberboy2000  [author] Sep 28, 2017 @ 3:43am 
Fixed incorrect looking doors when using custom wall textures
cyberboy2000  [author] Sep 24, 2017 @ 6:39am 
Fixed mods not unloading for old saves.
Added worldmap modifying features.
cyberboy2000  [author] Aug 23, 2017 @ 8:58am 
Update, because for some reason stuff broke in the last update.
cyberboy2000  [author] Aug 20, 2017 @ 1:52pm 
Added support for banter with a different number of agents than 2.
Custom stores can now define what type of overlay they have (fixes issues with Auxillary Server Terminals from Programs Extended)
DonkeyWorld Jun 19, 2017 @ 10:46am 
Thanks! I looked in core game's agentsdef but didn't see the IDs. I'd certainly make use of 3/4-way banter if you get to adding it (assuming I can figure out how to trigger banters at other times).
cyberboy2000  [author] Jun 19, 2017 @ 9:50am 
The agent id is the agentID variable in the agentdef. For klei agents this is:
-- 1 Decker
-- 2 Shalem
-- 3 Xu
-- 4 Banks
-- 5 Internationale
-- 6 Nika
-- 7 Sharp
-- 8 Prism
-- 100 Monster
-- 108 Central
-- 1000 Olivia
-- 1001 Derek
-- 1002 Rush
-- 1003 Draco

It's currently not possible to add banter that requires a number of agents different than two, but that's probably a thing that I should get to. I have no plans for adding support for banter at times other than level entry.
DonkeyWorld Jun 19, 2017 @ 9:24am 
For banter, how do I know which agent ID corresponds to which agent? Is 3-way banter possible?

And, this might be out of the scope of this mod but is it possible to trigger banter after certain events (turn #s,opening safe, KOing a guard)?
cyberboy2000  [author] Jun 2, 2017 @ 5:34am 
An agent can now override certain values of an item they can carry. For example they can be configured to automatically install a certain augment.
Fixed a potential memory leak cause by cross banter.
cyberboy2000  [author] Jun 1, 2017 @ 6:01am 
The raw generation options are now passed to all load and unload functions. Useful for figuring out if a certain mod is enabled or not.
cyberboy2000  [author] May 6, 2017 @ 8:02am 
Mod load order is now consistent.
Safe loot table are now reset automatically.
Generation options can now be set to default to different values on different difficulties.
Campaign params and Campaign difficulty can be passed to custom apply and retrieve functions.
wodzu_93 Apr 4, 2017 @ 3:28am 
Works correctly now, thanks for the update!
cyberboy2000  [author] Apr 4, 2017 @ 3:06am 
Hm, I'll fix the ui not updating, but I'm not sure what the issue is with the Generation Option.

Edit: Can you confirm if it's working now?
wodzu_93 Apr 4, 2017 @ 2:09am 
modApi:addGenerationOption("alarm_wheel", STRINGS.PROGEXTEND.OPTIONS.ENABLE_WHEEL, STRINGS.PROGEXTEND.OPTIONS.ENABLE_WHEEL_TIP,{enabled=false,noUpdate = true})

This happened when I loaded already existing save from before the update, returned to main menu and tried to start new campaign.

Edit: Yes, when toggle for new graphic is off or mod is unloaded, I use simdefs again to update to default values.
cyberboy2000  [author] Apr 4, 2017 @ 1:54am 
Also, do you unload alarm wheel from SCREEN_CUSTOMS manually?
cyberboy2000  [author] Apr 4, 2017 @ 1:50am 
What does the generation option you added look like?
wodzu_93 Apr 4, 2017 @ 12:21am 
When trying to start new campaign, I got this:

SimConstructor/state-generation-options.lua:75: attempt to index field '?' (a nil value)

stack traceback:
SimConstructor/state-generation-options.lua:75 in function 'apply'
SimConstructor/state-generation-options.lua:563 in function 'retrieveDLCOptions'
SimConstructor/state-generation-options.lua:283 in function 'launchGame'
SimConstructor/state-generation-options.lua:314 in function <SimConstructor/state-generation-options.lua:313>
(tail call) ?

It happened after I updated my mod with new generation option.

Updating alarm wheel in hud.lua via 'simdefs.SCREEN_CUSTOMS' only works once. If I quit a campaign and start/load another, alarm tracker stays is the state it was in the first game. Weird, because 'modal-alarm-first.lua', popup about alarm when you start your first campaign mission, updates correctly.
wodzu_93 Mar 28, 2017 @ 12:02pm 
Thanks, gonna playtest tommorow.
cyberboy2000  [author] Mar 28, 2017 @ 11:22am 
Try array.removeIf(simdefs.LOOT_TABLES.lab_safe,function(v) return v[1] == "W93_item_stim_1A" end)
wodzu_93 Mar 28, 2017 @ 10:55am 
Probably best to keep it as is. I'm asking because I don't know if unloading code will work, and I suspect game will crash at level generation when mod is not loaded. My problem is "lab_safe" entries are arrays in themselves, and this
util.terase(simdefs.LOOT_TABLES.lab_safe,"W93_item_stim_1A")
looks for a string. Is there a clean way to remove custom entries easily?