• Announcements

    • JoeW
    • JanH

      Rhymes with Play 153 - Oxygen Not Included: Outbreak Upgrade Launch Stream   08/23/2017


      This week on the Rhymes with Play Dev Cast, join us as we play, discuss, and answer questions about the incoming Outbreak Upgrade for Oxygen Not Included! As always, the live stream will be going live Thursday (August 24) at 3:30 PM Pacific / 10:30 PM UTC. Outbreak Upgrade is coming to Oxygen Not Included August 24th, 2017. More information: https://forums.kleientertainment.com/topic/81341-upgrade-imminent/ Where is it? 
      On our official Twitch Channel: https://www.twitch.tv/kleientertainment When is it?
      Twitch Stream Date: August 24, 2017
      3:30 PM PDT (Pacific Time)
      10:30 PM UTC (Coordinated Universal Time) Here is a handy tool you can use to figure out what time that means for you. Check out the stream announce thread for discussions!

wodzu_93

Registered Users
  • Content count

    115
  • Joined

  • Last visited

Community Reputation

23 Excellent

About wodzu_93

  • Rank
    Member
  1. It does that because you're editing simunit:onStartTurn(). This function is called for every unit in the game at turn start. This includes both player's turn start and corp's. Fix is simple: get rid of for loop, and replace every "unit" with "self".
  2. You can spawn agents in using dev console. Press Ctrl + ~ to open/close, and use mouse/cursor keys and Enter/Backspace to navigate. Note, by default it is disabled, you have to open "main.lua" file in game's folder and change "DEV=FALSE" to "DEV=TRUE".
  3. Enable V-Sync. Simple as that.
  4. [MOD] Sim Constructor

    Yes, but you need to edit mod files directly, there is no GUI to dynamically change that order in-game. Editing can be a bit tricky if You don't know how it works.
  5. [MOD] Advanced Guard Protocol

    Found another bug, but it might be not related to AGP: Happened while Decker zapped Drone Engineer during Sleep daemon induced skipover, as a result its icon never goes away and Seed discount persists. To me this looks like missing animation, but I'm probably wrong. invisibleinc.txt savegame.lua
  6. Day 3 goes by uneventfull, now that speed is decent. Finished K&O and Plastech Cyberlab, and Plastech Nanofab Vestibule. Day 4 is here, time for OMNI raid. Day 4 - Omni Foundry Lab Decker immiedately deploys Portable Cryptography Server. There is a Camera Drone blocking the exit door from starting room, and 3 more guards around. Monst3r sits on the drone and guards the laptop, while others scout the facility. Quantum Reservoir is found quickly, no need for further scouting. Decker grabs it, triggering Modulate and Labyrinth. Alarm level 1 hits, Countermeasures install. It detects Monst3r, Super Heavy Enforcer goes to check him. I can't have that, so Decker cloaks Rush, who proceeds to sprint and jabs enforcer dude in the back. Banks manages to return to the elevator. Now it is down to cat and mouse play. I have to constantly distract guards with Ping, KO a few of them, use Monst3r's gun... Jet finally arrives, in the nick of time! Start of Day 5, Status Report: Decker: Banks: Rush: Incognita: - No changes
  7. [MOD] Advanced Guard Protocol

    I have a bug for you: I got myself into a big mess, there are several guards alerted. Ghost (it's Plastech) cloaked, Admin got alerted and teleported out on the same turn.
  8. @Cyberboy2000 Man, I would like to watch a video about that mission, sounds so entertaining! Congrats on beating the campaign! From the screenshots it looks like the idea behind item mod rework is holding up, I see multiple versions of Shock Traps, Stims, Disrupters, not just old all-tier-3-and-occasionally-4, and you had plenty of time to get what you wanted in extended campaign time too. Money stored seems quite high, guess Anarchy 5 really pays off now. Program composition is wonderfull as well, strong PWR generation, great utility with Wings and Ping, fantastic breakers (you lucky bastard, you got the Omni Wrench! I've seen it maybe once in a long time!), and a Daemon reversal as well. Map layout looks fairly reasonable, some nice cover between objective rooms. I guess what happened was, Countermeasures had been active (all guards alerted), camera or guard had undiscovered Sleep on it when it got hacked, and they got the drop on your agents with 2 turns worth of time. Was it Parasite into immediate end turn? Also, why you didn't hack Daemon Database? For me it is a must-grab usually, EXACTLY because of those pesky daemons.
  9. Day 2, Mission 7 - Sankaku Vault, 3 guarded Vault is immedately adjacent to the starting room, again. There is a Null Drone nearby. Banks tries to go into next room... and gets spotted by a camera, alerting Null and Akuma Drones, Sysadmin and two guards, retreat! Admin spots her next turn. Congestion clears, but it is over alarm leve 2 already. There is an elevator, directly opposite to guard spawn. I have to call this one early, this corridor is not worth the risk to pass. Decker cloaks around stationary Camera Drone and a Camera to the Nanofab. AMP Buster Chip would be nice, but no Anarchy to support that yet, but Wireless Overloader I will definetly take. To the exit we go. Decker gets a Strength upgrade. Mission 8 - K&O Nanofab Vestibule, 2 guarded So far so good. Patrols are managable, 2 Heavy Security out and about. Wireless Overloader takes care of safes with Daemons on. Banks finds the Nanofab: Purchases are Torque Injectors (installed immiedately on Banks), Penetration Scanner (in inventory) and Cataratic Paralyzer. Area to the east has a bunch of safes, ShopCat and a normal Nanofab, Banks gets Neural Disrupter 3. Decker puposefully opens door to get spotted, then cloaks and moves out. Next turn he scans ShopCat, Portculius, gets reversed into a Battery! Inside there are Emergency Reserve and Ping! Bless replaced with Ping, now to the exit. We're leaving just after alarm level hits 5. Banks Anarchy and Strength is now 4 and 3 respectively. BUG, Neural Disrupter 3 vanishes! I will debug-spawn it back right before finishing next mission. Mission 9 - Sankaku Detension Center, 2 guarded Quick scouting with Pulse Drone locates detention center quickly, but it's heavily guarded: Stationary Akuma Drone and Captain side by side, facing the door. After some shenanigans involving Ping, downed drone and Wireless Overloader, Rush is free. Camping for some safes, Null Drone is an annoyance. Decker robs 2 safes and sells the Med-Gel, Nanofab has Thermal Disrupter 3. All agents are in the large elevator room, now it is a waiting game for last two Consoles. Neural Disruper 3 is spawned back, we leave before alarm level 5. Day 3 hits, Status Report: Decker: Banks: Rush: Incognita: Storage: - Cryptology Brain Chip Next targets will be 2 Cyberlabs in Europe.
  10. Yeah, looking at the loot tables, they can carry powerfull stuff now. I think if it turns out to be too much selling snowball with anarchy, a table altering in "lateLoad()", when it detects reworked items option is on, could solve that. Higher skill requirements are there because trash items are very low in numbers now. Standard Buster Chip is 2 firewalls every 3 turns for example, so I felt it was too strong to just get them without dedicating some resources towards it. Level 5 requirements might be too far, but have yet to use any items that need them, so I'll wait until end of the DLC campaign. EDIT: Spike Server can actually be used early in the mission. When initial cooldown expires, pop it on the ground at the end of your turn, you get large surge of +10 PWR at the start of next turn, and pick it up again. Turn timer between bursts should freeze while being carried, so next time it will have to lay for some time deployed. In my run, I managed to store some money, but that is mainly thanks to Econ Chip, since CR multiplier is on 0.5, not default 0.75, and I finished 6 missions so far and can squeze 3 more before day 3 with lowered travel time constant. Anarchy only at 2 to steal at all for both agents.
  11. @Cyberboy2000 First off, MONEY, DELICIOUS MONEY! This with N-Umi basically solves all your PWR needs, that 5k CR can buy you around 50 PWR. Another solution to PWR would be Spike Server you sold. It doesn't fit your play style by chance? With the pricing in the items mod, anarchy 5 looks very strong, do you feel it is OP? If yes, I might have to introduce some filler loot from guards, like disposable one-time use stim or paralyzer (those won't be avaible in shops).
  12. Day 2 Mission 6 - Sankaku Vault, 2 guarded Starting room with 3 doors, one has a Vault, another one a Compile Terminal. Scientist shows up on turn 2, Decker set up on interception course by security door. I end turn... and disaster strikes: Scientist opens locked door and gets zapped, but door is left open. Guard walks into adjacent room, spots Decker, Elite gets alerted and sprints in, Sysadmin gets alerted as well. Alarm level jumps from 0(1/5) to 1(1/5), Support Drone spawns nearby, THEN security door locks on end of corp's turn. CRAP! Decker goes to transfer compile key to Banks, scans the safe on the way there, Chain. NOPE, not with Scientist on 1 turn of KO left. Grabbed a Camera, Facility and Daemon Databases, Labyrinth is on compile terminal. Wisp is a godsend, SO much easier to know patrol paths. Decker finds two big safes and a ShopCat, with Search and Bless. Nanofab found, contains EMP Pack, Monofilament Baton 1, Scanning Beacons and Cryptology Brain Chip. Took the last one for later. Compile gives me Wrench 3... Man, game really likes Wrenches for some reason. Taking Chain now, Banks robs the safe and goes to the exit. Sonar replaced with Bless. Way to the exit for Decker is clear. New augment goes to storage, will install it after cyberlab visit. Decker gets his Hacking skill to 4. 1500 CR in bank, next visit will be a Nanofab Vestibule.
  13. Nice read, @Cyberboy2000! Few thoughts: Have you run into any PWR issues yet? Mercenary is a PWR hog, and Power Uplink takes a while to get going. Xu should help a bit, but you're not going to get any breaker programs without a Server Farm visit with Programs Extended default settings. That is very lucky, both are very rare! In my campaign Shade would be my choice, because of Owl 2.0 at alarm level 4. Nice, you're basically set as far as armor piercing goes. It may lay in storage for 3 days, but after mid-mission on day 4 it will be handy to have. Was that one managable? In one of my runs some time ago I got one just before alarm level 5, most of guards hadn't been alerted, and then all hell broke loose. You're heavily upgrading anarchy, but no items requiring it yet and plenty of CR in bank, why is that?
  14. Day 2 Mission 5 - Sankaku Executive Terminals, 2 guarded Two doors in the starting room. There is a safe with a Daemon on. Decker goes to scan it, and reveals a Lockdown. NOPE, not taking that one. Banks finds Facility Database, that is a great grab at turn 1. Tsukumogami Drone is nearby, hopefully it won't bother me much. Lab Scientist shows up, Compile Key is secured immiedately by Banks. Akuma Drone with a Disarm daemon is patrolling the guard elevator. Decker finds a big safe, but it has a Poison on it. I take it, Decker is on the clock. There is Biogenic D.A.R.T in the nanofab, but I can't afford it now. Since Banks is camping at the compile terminal and Decker will be KO, I take the Lockdown daemon. Stolen Camera Drone triggers the Lockdown, whoops! Decker safely recovers from Poison KO. Compiled program is a Wrench 2, what a waste of time. Accidentally alerted Sysadmin, alarm level 3 spawns a Support drone, with a Buster Chip on it! After Econ Chipping the Consoles and selling Buster Chip, Biogenic D.A.R.T is mine! Picked K&O Cyberlab from the terminal, guard patrol shift moves them out of way to the exit. Alarm level 5 spawns an Inspector. Had to hack Akuma Drone. There is one more console left, but 2 guards home in on the exit, and with Disarm there is no way to hold the line. Turn 22, bailing out.
  15. Hello, operators! While doing my testing playthrough, i decided to share it here. I'm very interested how people play Invisible (what setting, what mods, if any), and what happens in campaigns. If you have a playthrough to share, feel free to post about it! I'm gonna be updating my playthrough here until I finish it. So here we go. Testing Run - Mods: - Contigency Plan - Advanced Guard Protocol - Generation Options+ - Programs Extended - New Items And Augments - Rescueable Archive Agents - Shirsh's Agents - Sim Constructor - Selectable Guards - UI Tweaks Starting Loadout: Decker, Banks, Seed, Flail Campaign Settings: Expert+ defaults with: - No rewinds - Extended Alarms to 'Normal' - 'Random' where possible in Generation Options+, upper and lower bounds left at defaults - CR multipler to '0.5' - Travel time constant at '1' Day 1 Mission 1 - FTM Executive Terminals, 1 guarded The only exit from starting room is guarded by a camera, so Flail is useless with no other device in sight. Thanks to Decker's new AOE cloak, both agents leave the room safely. Disrupter replaced with Thermal 1. Left with no problems. Mission 2 - FTM Security Dispach, 2 guarded Locker room is directly adjacent, but there is Interferer guard on 3 point patrol, no KOing him. Other door leads to very busy room, 1 guard, 1 elite, 1 camera drone. Sysadmin is also there, ugh. Decker with AOE cloak again. Banks picks up passcard and retreats for the locker. There is Poison Daemon on it, but I got lucky and reversed to a Battery instead! Inside is a Marathon Stim, nice! Shopcat yields Sonar, not bad, especially on Expert+. Elite had a Portable Siphon Server in his pocket, nice CR from selling that one. Sonar reveals a 6th safe across the map, but with alarm over level 4 it is time to bail out. Mission 3 - FTM Nanofab Vestibule, 1 guarded 2 locked doors, 1 normal door guarded by a camera and a peripheral guard and Prototype Security immiedately barging in to the starting room! Thank God for Banks, we're out, but half of facility is already on alert. Decker picks up Torque Injectors and an Econ Chip, CR solution right there. Managed to evade most of them. Got to all 6 safes. Another Econ Chip in the main shop, took Thermal Disrupter 2 for Banks. Guards dispersed, way to the exit was simple. Mission 4 - FTM Server Farm, 1 guarded Map turned out to be quite large. Decker found the exit and 4 consoles on the way, had to pin one guard though. Milks consoles over next 15 turns while pinning. Banks had to bypass Sysadmin and one stationary peripheral guard. Server Farm is very far from the exit. Picked up Data Blast and Wisp. Daemons are siting on the safes, hacking one blindly reveals a Mask, no biggie. Decker scans remaining two safes, Authority and Blowfish, alarm level just before hitting 4 too... I took a risk... and reversed a Rollback, holy hell! There are 3 consoles left, but I decide to leave. Alarm level hits 4, peripheral guards can see 180 degrees and Banks got pinned by 2 of them, one of them is blocking the way to the exit too... Decker sprints in, cloaks Banks and both retreat to the adjacent room. Decker ambushes one guy. Torque Injectors pay off, Thermal 1 is back online immiedately, second guard down. Alarm level hits 6, two rooms left to exit, put both on ambush, just in case... And last guard sprints over 10 tiles from the elevator room, just in time to get zapped in the face. We are OUT! Day 2, current status: Decker, Thermal 1, Econ Chip, his cloak, Torque Injectors Banks, Thermal 2, her Scorpion Paralyzer Seed, Flail, Sonar, Data Blast, Wisp Next target will probably be Sankaku Executive Terminals, 2 guarded.