Invisible, Inc.

Invisible, Inc.

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drake_hound 20 Jan, 2016 @ 5:43am
Couple modding questions.
Anybody know how to have the munster cashshop inventory unlocked and augment crafting max 4 unlocked?

One the cash shop inventory can hold 8 items nowadays. but sadly you can only put 4 in the stash. so that one should be easy to put from 4-8

Anybody know where that file or line is?

2 The max augment set at 4 (Aside from Agendef to put it at 8) I rather have them start off with 2 and then slowly in endless mode ad more slots to 8.

Yes the game is unbalance the way I mod it. but am playing endless custom mode.

Also last question anybody know how I can get more then 4 agents (cause the UI has been updated)
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Showing 1-14 of 14 comments
Shirsh 20 Jan, 2016 @ 6:04am 
Dunno about Monster shop, but
MAX_AUGMENT_CAPACITY = 6, -- Absolute max capacity.
DEFAULT_AUGMENT_CAPACITY = 4, -- Default capacity.
are in scripts\sim\simdefs.lua
I'm not sure if it's possible to easily overwrite simdefs.lua with default mod api or not, maybe it's more possible with SimConstructor mod.

Alternatively (if I were doing it I'd chose that way) with default mod api you can easily overwrite useAugmentMachine.lua ability: instead of comparing number of existing augment slots with DEFAULT_AUGMENT_CAPACITY to permit addition of new slot, change it to compairing number of slots with 8.
Last edited by Shirsh; 20 Jan, 2016 @ 6:08am
drake_hound 20 Jan, 2016 @ 6:14am 
No in agentsdef, I just copied the line max augment from cyborg_1 it was set on 6 but I just changed 6 to 8 and it works.
After I ... have to admit changed Dr.Peddler but found your line in agents def but it wasn´t working. (cause you spaced augment = 8 it should be augment=8 don't remember the precise command again :P)

Anyway I open with winrar and then edit in c++notepad (who creates a temp file) then save it, winrar will pop up with confirmation say yes and it saves it.
So no problem from my previous modding to mod in the base game. and things work.

Thanks Shirsh :)

Will check the sim\simdefs.lua

I don't know but all the new agents you made, in game at selection have a scroll bar. so I suspect the scroll bar will show up as well, once I have more agents. I do not know what will happen once I enter the game with more agents probaly a crash .

Also the shop have 8 inventory space and when you already have 4 items in the stash. once you bought the 5th item. 2 arrows left and right of the stash will appear.
So they did made a lot of UI changes to the HQ screen.
drake_hound 20 Jan, 2016 @ 6:18am 
But they start with 8 augment slot already, so would ruin a bit my choices in endless.
When I have to make a choice of adding a slot or the augment.

Since all my toons would be max out 8 augment slot.

The shop I am just going to goof around a bit. but with XCOM2 coming out soon.
I just want something fun to keep me occupied.
So am going to play endless see how far I can get before I am bored.
Shirsh 20 Jan, 2016 @ 6:24am 
Change augnent machine ability, honestly it's easiest option to implement and it will work for all agents.
Have no idea what are you talking about spaces near =, it's not change anything in lua. What's your native language btw?
Last edited by Shirsh; 20 Jan, 2016 @ 6:24am
Shirsh 20 Jan, 2016 @ 6:31am 
Pedler's trait "augmentMaxCapacity = 8" should allow to add slots through cybernetic lab up to 8, trait like Sharp's "augmentMaxSize=6" are slots already available, difference is in words "Capacity" and "Size", spaces matters nothing.
But instead of adding to everyone "augmentMaxCapacity = 8" (like through commondefs.lua - DEFAULT_AGENT_TRAITS) it's much easier and convenient to implement through useAugmentMachine.lua
there's a section in it:
if userUnit:getTraits().augmentMaxSize >= (userUnit:getTraits().augmentMaxCapacity or simdefs.DEFAULT_AUGMENT_CAPACITY) then
mission_util.showDialog( sim, "", STRINGS.UI.DIALOGS.AUGMENT_MACHINE_MAXED )
sim:dispatchEvent( simdefs.EV_UNIT_USEDOOR_PST, { unitID = userUnit:getID(), facing = facing } )
just change it to be like
if userUnit:getTraits().augmentMaxSize >= 8 then
mission_util.showDialog( sim, "", STRINGS.UI.DIALOGS.AUGMENT_MACHINE_MAXED )
sim:dispatchEvent( simdefs.EV_UNIT_USEDOOR_PST, { unitID = userUnit:getID(), facing = facing } )
add new useAugmentMachine ability through modinit.lua of your mod and it overwrite default one and every agent should be able to gain up to 8 aug slots.

Can't remeber, did I tested Pedler's ability to gain 8 augment slots or not btw (I hope I did), there's "or" argument that make me doubt now.
Last edited by Shirsh; 20 Jan, 2016 @ 6:43am
drake_hound 20 Jan, 2016 @ 6:39am 
Originally posted by Shirsh:
Pedler's trait "augmentMaxCapacity = 8" should allow to add slots through cybernetic lab up to 8, trait like Sharp's "augmentMaxSize=6" are slots already available, difference is in words "Capacity" and "Size", spaces matters nothing.
But instead of adding to everyone "augmentMaxCapacity = 8" (maybe through commondefs.lua - DEFAULT_AGENT_TRAITS) it's much easier and convenient to implement through useAugmentMachine.lua

Thanks Shirsh :) that is what I was looking for, instead of starting with augmentMaxSize=6

Yes that is what I was looking for Shirsh I even want Sharp back down to augmentMaxsize=4
Am going to try to see if AGENT_LIMIT = 6, in simsdef.lua works

But what you gave me is what I was looking for useAugmentMachine.lua
That is what I want to edit, since this way doing those augment missions is worthwhile doing.
drake_hound 20 Jan, 2016 @ 7:12am 
Oh well seems some hardcoded features prevent some stuff ! like put programs on 8 everything fine. but if I use it the game crashes . which it shouldn't cause it is possible on everything.

I guess have to wait for DLC to unlock it.
drake_hound 21 Jan, 2016 @ 4:39am 
Well guess maximum programs people can have is 7 the 8th one is bugged up.
So best is to put it on 7 +1 from DLC (but never ever buy the 8th program it simply crashes the game and incognita)
Shirsh 21 Jan, 2016 @ 6:10am 
Why not 6 +1 then? Or maybe change DLC mission's prize (with "sequential modLoader" library http://forums.kleientertainment.com/topic/61106-sequential-modloader/) to +3?
Or what about to try implement more and harder mid-missions for endless at 8th and 12 day, for example?
Last edited by Shirsh; 21 Jan, 2016 @ 6:15am
drake_hound 21 Jan, 2016 @ 6:53am 
Originally posted by Shirsh:
Why not 6 +1 then? Or maybe change DLC mission's prize (with "sequential modLoader" library http://forums.kleientertainment.com/topic/61106-sequential-modloader/) to +3?
Or what about to try implement more and harder mid-missions for endless at 8th and 12 day, for example?

Shirsh I really wish I had the dedication to a product like you have , to this one :)
I just play or do things when it is fun, and then I stop doing it when I get bored of it.
So for now it was interesting in testing how far things could go.

You can´t do the 8th Programs cause Incognita crashes it. 7th you can do without errors.
5 +2 (dlc) 6+1 or in my case I did 7+1 (the slot works in HQ and shopping) but if you enter incognita program mode. it simply goes into a loop. cause it can only show 7 programs max.

I haven´t test the 6 agent limit yet. cause am not getting any free prisoners missions.

Yes I would love to dedicate to some product. but I end up bored :(
But the first mission coming to my mind would be a defense mission.
Like the opening intro how your HQ get raided. but sadly this game isn´t like XCOM where killing people or assassinating people, is common.

This game is like a minipuzzle game. which I love and respect. just am bored a bit at this moment waiting for XCOM 2 to come out. so I decided to go mod this game into something I want to play for a short while. and what comes up to my imagination.

Like adding manualhack of XU and combining it with Nikia (double action) to Dr Peddler.
Totally unbalanced really not recommended. but it is fun for me to run around opening safes (get free action points) or manual hack somebody heartmonitor then killing him. :P

I just mod what I would think is fun at this moment. and if I comes to a program I will think about why it doesn´t work, what I would want. or how to fix it to work.

So don´t ask me why do stuff, I just am bored and am doing what I think is fun :) .
Shirsh 16 Feb, 2016 @ 2:50am 
Did you solved stash size restriction?
In scripts\client\states\state-upgrade-screen.lua at line 217 there's
if self._agency.upgrades and #self._agency.upgrades >= 4 then MOAIFmodDesigner.playSound("SpySociety/HUD/gameplay/upgrade_cancel_unit") modalDialog.show( STRINGS.UI.REASON.FULL_STASH )
change it to >=8 and it should take more than 4 items. There already native support to 5-8 items, with button to slide left/right in stash, but by default it shows only when you buy fifth item (or more) from M0nst3r.
Dunno if it's possible to make work as a workshop mod though, maybe with SimConstructor somehow.

About 8th Incognita slot, maybe it reserved for Turing (program from finale mission)?
Last edited by Shirsh; 16 Feb, 2016 @ 2:53am
drake_hound 16 Feb, 2016 @ 4:37am 
That makes sense Shirsh :) thank you.
gleepart 2 Nov, 2024 @ 7:12pm 
Originally posted by Shirsh:
Pedler's trait "augmentMaxCapacity = 8" should allow to add slots through cybernetic lab up to 8, trait like Sharp's "augmentMaxSize=6" are slots already available, difference is in words "Capacity" and "Size", spaces matters nothing.
But instead of adding to everyone "augmentMaxCapacity = 8" (like through commondefs.lua - DEFAULT_AGENT_TRAITS) it's much easier and convenient to implement through useAugmentMachine.lua
there's a section in it:
if userUnit:getTraits().augmentMaxSize >= (userUnit:getTraits().augmentMaxCapacity or simdefs.DEFAULT_AUGMENT_CAPACITY) then
mission_util.showDialog( sim, "", STRINGS.UI.DIALOGS.AUGMENT_MACHINE_MAXED )
sim:dispatchEvent( simdefs.EV_UNIT_USEDOOR_PST, { unitID = userUnit:getID(), facing = facing } )
just change it to be like
if userUnit:getTraits().augmentMaxSize >= 8 then
mission_util.showDialog( sim, "", STRINGS.UI.DIALOGS.AUGMENT_MACHINE_MAXED )
sim:dispatchEvent( simdefs.EV_UNIT_USEDOOR_PST, { unitID = userUnit:getID(), facing = facing } )
add new useAugmentMachine ability through modinit.lua of your mod and it overwrite default one and every agent should be able to gain up to 8 aug slots.

Can't remeber, did I tested Pedler's ability to gain 8 augment slots or not btw (I hope I did), there's "or" argument that make me doubt now.


I have been unable to make this work. I can change augmentMaxSize but that just gives them the available slots. I want my agents to have to earn them.

The code above probably does work, but is not possible to execute once the agent has 6 slots. I've tracked the code down to hud.lua.

local maxed = true for i, widget in screen.binder:forEach( "augment" ) do if augments[/i] then widget.binder.item:setVisible( true ) widget.binder.slot:setVisible( false ) widget.binder.empty:setVisible( false ) widget.binder.installPlus:setVisible( false ) local item = augments[/i] widget.binder.item:setImage( item:getUnitData().profile_icon ) local tooltip = util.tooltip( screen ) local section = tooltip:addSection() item:getUnitData().onTooltip( section, item ) widget.binder.item:setTooltip( tooltip ) widget.binder.item:setColor(1,1,1) elseif i <= userUnit:getTraits().augmentMaxSize then widget.binder.slot:setVisible( true ) widget.binder.item:setVisible( false ) widget.binder.empty:setVisible( false ) widget.binder.installPlus:setVisible( false ) widget.binder.slot:setTooltip( STRINGS.UI.AUGMENT_GRAFTER_EMPTY_SOCKET ) widget.binder.slot:setColor(1,1,1) elseif i == userUnit:getTraits().augmentMaxSize + 1 then widget.binder.item:setVisible( false ) widget.binder.slot:setVisible( false ) widget.binder.empty:setVisible( false ) widget.binder.installPlus:setVisible( true ) widget.binder.installPlus:setTooltip( STRINGS.UI.AUGMENT_GRAFTER_NEW_SOCKET ) maxed = false elseif i <= simdefs.DEFAULT_AUGMENT_CAPACITY then widget.binder.item:setVisible( false ) widget.binder.slot:setVisible( false ) widget.binder.empty:setVisible( true ) widget.binder.installPlus:setVisible( false ) widget.binder.empty:setTooltip( STRINGS.UI.AUGMENT_GRAFTER_FUTURE_SOCKET ) widget.binder.empty:setColor( 0.3,0.3,0.3,0.6) else widget.binder.installPlus:setVisible( false ) widget.binder.item:setVisible( false ) widget.binder.slot:setVisible( false ) widget.binder.empty:setVisible( false ) end end if maxed then screen.binder.bodyTxt1:setText(STRINGS.UI.AUGMENT_GRAFTER_MAX_SOCKETS) end

where specifically the second line
for i, widget in screen.binder:forEach( "augment" ) do
will only iterate through 6 items so it always returns `maxed=true` and disables the Add Augment Slot button.

I am unfamiliar with
screen.binder
so I can't figure out how to modify the code so it iterates through all 8. Any tips?
Last edited by gleepart; 2 Nov, 2024 @ 7:23pm
Hekateras 8 Nov, 2024 @ 3:12pm 
Originally posted by gleepart:
I am unfamiliar with
screen.binder
so I can't figure out how to modify the code so it iterates through all 8. Any tips?

If you want this option to be available for *all* your agents, then you would probably be fine with changing simdefs.DEFAULT_AUGMENT_CAPACITY instead.
A different question is, who is this mod for? Do you want a mod that you will use to enhance your own game, or do you want a mod you will publish to the Steam Workshop, a mod that should me compatible with others? The former is much easier to do than the latter.

Also, this kind of discussion is easier on the Discord.
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