Invisible, Inc.

Invisible, Inc.

Mod Loader for Invisible Inc Update 11
27 Comments
antoinebourdon 14 Feb, 2016 @ 9:56am 
Could you translate the instructions in french please ?
AlternateEnding 13 Nov, 2015 @ 7:04pm 
You should fix it for the new DLC
Vkn164 4 Oct, 2015 @ 5:11am 
cant find the mod installer at
C:\Program Files (x86)\Steam\steamapps\workshop\content
Jackdw31 24 Aug, 2015 @ 12:59pm 
Hi - I can't find the file main.lua - wondering if you could set a link to somethng I can download the file from? I'd really appreciate it remi.D :conwayheadscratch:
1stReaper 18 Aug, 2015 @ 8:53pm 
ah it shown up this time
remi.D  [author] 18 Aug, 2015 @ 7:44pm 
in the gameplay tab it is the bright blue button next to the "view workshop" button.
GALAC7IC 16 Aug, 2015 @ 3:36pm 
how do you do it?
1stReaper 16 Aug, 2015 @ 11:07am 
@remi,
nope :<... looked in each
file , home , share and view tabs
looked in every clickable box
home tabs (properties)
and views options tab

no better for refresh languages appears :S anywhere,
not sure if it matters? ... but im using windows 8.1 (is that prob why its not showing up?)
remi.D  [author] 16 Aug, 2015 @ 5:13am 
Root directory is... ...\Steam\SteamApps\common\InvisibleInc\
Refresh Languages is in the options on one of the tabs. Once you press it, a ...\Steam\SteamApps\common\InvisibleInc\mods\ folder will be created. Inside that folder are the files that need to be copied out to where main.lua is.
1stReaper 15 Aug, 2015 @ 4:05pm 
Hi, i wondering,,,,
how do i get mod loader to work,
then starting programs + after that?

i've subscribed to both mods,
i go into invisible inc,
(game) - i dont see a tab for refresh languages,
(InvisibleInc folder), i cant find it in the folder too :S.

i cant seem to find a root directory
all that appears in the folder are _CommonRedist,
and inside that are Directx and vcredist

i also cant find a mod directory

onlyfile i've actually been able to find was the main.lua file
also when i load the game up in the options tab the light cyan colourd box which mods in it
isn't showing up
VooDooDad 13 Aug, 2015 @ 9:48pm 
Root directory is the game's main installation directory. Many people who have used a computer for more than a day or two know this or can at least guess what the term means.
Forbesy 13 Aug, 2015 @ 1:53pm 
WTF is root directory?
Fungusbrewis 13 Aug, 2015 @ 1:54am 
dose the mod loader work for mac
remi.D  [author] 8 Aug, 2015 @ 1:09pm 
This mod has been updated and should be operational with Update 11: Fresh Code, now.
remi.D  [author] 8 Aug, 2015 @ 12:33pm 
Should work with mainframe abilities. The fact that it's created locally doesn't matter, it's still returning the reference to it from the included file. You can't do mainframe_abilties = { ... }, but you can modify any the array however you want as long as you don't create a new array and point your variable at that instead (breaking the reference). That's the same as with itemdefs and serverdefs. You can post on the Klei forums if you want more help, and I can take a look after I get the rest of this worked out for the new update.
Quackertree 8 Aug, 2015 @ 12:17pm 
Just ran a check on this: Pretty sure this isn't possible.

When you take e.g. "server_defs", this lua scripts returns the class itself, with all the functions, etc. allowing you to modify it at your own leisure.

However, "mainframe_abilities" creates an array locally, then returns this array. Including this function will not return the mainframe_abilities with all of it's functions, but just the array, which means that the second you edit it, you've got a copy of the original array.

Still doubting whether I'm right, but the second I make an adjustment, it's not in there whenever I try to retrieve it in a different class again. I'll run some extra checks to see if I'm not a dingus.
Quackertree 8 Aug, 2015 @ 12:07pm 
Hmm.. I was pretty certain this isn't possible in some particular cases. I'll have another whirl at it and see how it turns out. :)

P.S.: ModLoader actually works for me, it only puts Invis back to the previous version (makes sense: you override the scripts.zip, which is the entire game). So you can still use this to maintain your mods, but you'll miss out on some of the new features. (<--- Is that actually true?)
remi.D  [author] 8 Aug, 2015 @ 11:56am 
It makes sense, but is actually incorrect. The "include" function in this codebase actually uses require (check out include.lua), so it only ever runs the file once, and returns the same array to all places. So if you 'include' the file and modify the returned array, when another file goes to 'include' it, your changes will be there too.
Quackertree 8 Aug, 2015 @ 11:47am 
Just going to put this up real quick, since you're redoing this stuff anyway. Note: Technical shizz incoming!

You might want to rewrite the include function to allow modders to bypass some of the framework (wait.. what?). For example: Right now, you can't add any new programs. This is because it's an array, which is being imported in 100 different files. If you were to import this array and then modify it, this only happens on a local scale, which means that you cannot add anything new unless you edit the file straight away.

To fix this, change the include function in such a way that, the second it wants to import files such as "sim/abilities/mainframe_abilities" it actually includes a different file, made by you, which grabs a copy of the array from a modloader.lua file. Now, whenever you include the modloader file, you're free to edit, as it's not local anymore.

Hopefully this makes sense, and sorry if this is a waaaay to long message (I agree)!
remi.D  [author] 8 Aug, 2015 @ 11:38am 
Yeah, I knew it was coming. I didn't expect it to be so hard to make it work again. Somehow the game just deleted its entire working directory while I was trying to update to the new version... so there's that.
The Man With No Name 7 Aug, 2015 @ 5:12pm 
Damn, you just made this mod too?
Great work, I love this game already as it is.
Now with mods? Oh yes. I appreciate your hard work.
remi.D  [author] 7 Aug, 2015 @ 12:52pm 
The game natively only supports loading language mods from Steam Workshop, this adds support for making game mods, and actually loading them from the workshop.

Since they just updated, this is currently not working. I need to effectively redo my work now that the new update is live.
Quackertree 7 Aug, 2015 @ 11:44am 
I believe all this does is bypass the MD5 check of the lua files, allowing you to tinker with them (and thus creating mods).

Been waiting for this for a very, very long time. Thanks man! I love modding stuff, and I'll certainly love modding the best TBS on the planet!
Human_Kirby 7 Aug, 2015 @ 1:17am 
Yes, its only the framework you need some mods from the workshop. We currently mark every non-language mod with [Mod] infront. Whatsoever, the modloader must be updated before you can use it, since the current update added new gui elements (which are broken when you install the current version). I also asked Klei yesterday if we get tickboxes to sort mods here.
OffPhil 6 Aug, 2015 @ 10:40am 
It appears to be just a framework. All the non-language mods I've seen require this.
[cn]shit5229 6 Aug, 2015 @ 8:00am 
Or is it just a framework?
[cn]shit5229 5 Aug, 2015 @ 9:20pm 
This mod have what function.
啥功能啊。这模组就是来摆着玩的?