Invisible, Inc.

Invisible, Inc.

Items Evacuation
36 Comments
pauloel7 19 Apr, 2022 @ 2:02am 
Oh well... TYVM for answering, though. Cheers.
Shirsh  [author] 18 Apr, 2022 @ 8:09am 
@Baka-Taske no, it works only for items listed in description (and as we can see from comments it doesn't even work for many similar items that came from other mods), also no, you can't evacuate Derek with it, I can make some in-lore explanation like that there is a shielding that won't allow to teleport via such portable device, or that there are range limits to device itself, but code-wise it's just something item never was coded to do and this mod doesn't change item itself in any way
Shirsh  [author] 18 Apr, 2022 @ 8:05am 
Hey guys
To pauloel7 I'm not using NIAA much actually, and when I do I'm using pretty small part of it, idk how those items works and how they are coded. Also I'm not playing II or any other games much recently. Those require some serious work to fix I guess
Baka-Taske 29 Mar, 2022 @ 11:30am 
I have some questions. At first, can I evacuate, for example, a battery for Incognita or some kinds of ranked and melee weapon, or even some kinds of tools(like paralizer or lock decoder)?
Secondly, let's talk about Derek's beacon. Is that working like: "I've evacuate Derek's beacon. Now he can use it to leave level at any moment, without going to teleport", or it isn't?
pauloel7 12 Mar, 2022 @ 5:39am 
Portable Cryptography Server, Portable Siphon Server, and Portable Spike Server did evac as intended by this mod, though something funny happened: somehow three times as much Portable Servers showed up on the jet than those I had on the teleporter booth floor on a mission I happened to use the teleported twice. Maybe the code counted the same items every time the teleporter was activated, it seems. TYVM.
pauloel7 8 Mar, 2022 @ 2:13am 
Hello Shirsh. Confirming: it was a "Transponder Grenade", and not Dereck's. I believe those two items do the same thing, just have different names? Anyways, it would be lovely to have any and ALL items left on the elevator both floor to be recovered as you evac. Micromanaging the agents limited carrying capacity, and the myriad of items, is already painful enough. I really hope you may agree, and if not, perhaps find a way to handle most items evac.
Shirsh  [author] 6 Mar, 2022 @ 3:21am 
@pauloel7 Hi. If you meant Dereck's grenade, then it supposed to appear in a storage and it's some new bug happened. But if it's a new item from another mod, it likely was made after this mod and I need to check with that mod's maker or look inside that mod to see why it didn't worked. I'll look into this anyway
pauloel7 27 Feb, 2022 @ 8:47pm 
Hi. Thank you for the mod. I've just tried and lost a Transponder Grenade: left it on the teleporter booth floor (yes, inside) and it did not show up in the jet storage up next. I could actually read the tile as I evac'ed which still showed the Transponder Grenade left behind. Description says "+any above or GRENADES...". Please review/fix. If possible, can you make it simpler: any and all items on the teleporter booth are recovered? You see, as all missions have an additive time to it, above the travel time, it would be thematically fine: during such time, the agents would perform mission clean up including recovering all items lying on the teleporter booth floor.
Sozin 6 Jul, 2021 @ 8:26am 
Please make replicate a optional feature
HealthBar 4 Aug, 2018 @ 10:23am 
I think this bug can be exploited to replicate multiple Portable Servers, and sell them for a large amount of Credits or gain an unfair edge in terms of PWR or Alarm decrement (NAaI mod). Never tried it before though, just a theory. I do not think this bug impacts the gameplay critically as Invisible Inc. is a single-player game, and the Expert Difficulty only offers 1 Rewind per mission. However because Steam Achievements are a thing, I cautiously suggest at least taking a look at your script.
Shirsh  [author] 4 Aug, 2018 @ 10:01am 
that is interesting, I mean, do it provides some interesting gameplay opportunities? Iit possible that I'll be unable to figure how to fix it anyway, hmmm, not sure
HealthBar 4 Aug, 2018 @ 7:09am 
If you evacuate the Transport Beacon, rewind, and complete the mission with an Agent carrying the Transport Beacon, you end up having 2 Transport Beacons (one on Agent, the other one in storage).
HealthBar 17 Jun, 2018 @ 9:00am 
It is working properly for me. Thank you!
Shirsh  [author] 23 Apr, 2018 @ 10:44am 
and refresh mods too, please, I rechecked files and reuploaded, just in case there could be any mistake with initial mod upload
Shirsh  [author] 23 Apr, 2018 @ 10:31am 
I don't know what problem there can be then, hmmm, there no other mods that edit same thing ("escape" ability), I do suspected that you had save that started before installing mod so this save not used it, but hmmmmmm, can you recheck game cache maybe and then do quick test with Derek on beginner mission?
Paradigm 22 Apr, 2018 @ 3:10pm 
I have it on, both downloaded and enabled in the campaign options.
Shirsh  [author] 21 Apr, 2018 @ 6:20pm 
@Valance worked for me right now, are you sure downloaded mod (subscribed/refreshed, seeing mod in a list and checkbox in options)? If you started this save game without mod, that also can be a reason.
Paradigm 21 Apr, 2018 @ 12:31pm 
Yeah this mod doesnt work, Just lost the teleportation beacon in the elevator.
Hotklou 6 Mar, 2018 @ 6:47am 
Ah cool, thanks! :steamhappy:
Shirsh  [author] 6 Mar, 2018 @ 5:17am 
yep @Hawkeye, just re-checked, in all mods that add those I know about, this trait preserved
Shirsh  [author] 6 Mar, 2018 @ 5:10am 
This mod not thinking about what item is it, it just teleports out anything that have "locator" trait (its trait to show item differently colored in Incognita mode iirk) ie sure.
Hotklou 6 Mar, 2018 @ 4:54am 
Does this mod work for items added by other mods? Like new grenades or reworked versions of the portable server?
Jiji 19 Dec, 2017 @ 1:08pm 
ahh, ESL, my bad. native english speakers are so inexcusably terrible that i can't tell the difference anymore.
Shirsh  [author] 18 Dec, 2017 @ 1:58am 
Other than that, sorry dude, I hear your pain, but can do nothing beside advising to stop reading it. Wherever I had a chance for me to get a proper foreign languages education I screwed it (and I think you know it already). Don't be like me, people, study when you have a chance.
Shirsh  [author] 18 Dec, 2017 @ 1:48am 
Soda Popinski, I'm sorry, I cant leave f-word here where young children can read it.
Shirsh  [author] 27 Nov, 2017 @ 9:21pm 
Cyberboy added option for storage size in Generation Options+, nice :steamhappy:
Shirsh  [author] 18 Nov, 2017 @ 8:38am 
Could be, I was making it for beacon, and when was looking for what use as identifier for entity to be recognised and "teleported" (actually play warp out animation, despawn, add version of that item to agency possessions list) seen that there's specific "locator" characteristic that beacon and those deployed things have in common, was pretty much convenient property to be used for modded version of "escape" script (one that scans all teleport floor tiles for agents, closes doors etc).
As a "mark" can be used something else, could be complications to filter items that not supposed to appear in stash ever (keycards, corp intel/maps, vault artefacts, tech) or to make em despawn or work properly (reminds that tech carried by couriers or prisoners didn't gives money bonus),
Dynamite Dinosaur 18 Nov, 2017 @ 3:13am 
It would be Decent if this worked with all items.
Ziel 13 Nov, 2017 @ 3:26pm 
That's true. Endless by Day 7-8 you can already have most if not all the items you want, it's just about rounding out the edges.

I reckon it would be cool if we can 'upgrade' weapons ie add specific modifiers to weapons based on the upgrade item.

Anyway, thanks again for the slick quality-of-life mod - your mods are always appreciated! :D
Shirsh  [author] 13 Nov, 2017 @ 9:44am 
I'd wouldn't mind it for Endless, could be element of preparation or to have different loadouts for different corps or missions. Now around 12 day I have no interest to run nor nanofab nor security dispatch, pretty much no real reason in any mission beside moving counter forward, collecting stuff could be some reason at least.
Ziel 13 Nov, 2017 @ 8:03am 
Ah gotcha - that's pretty neat! I can see how this can make the game easier if you were allowed to store as many things as you want!
Shirsh  [author] 13 Nov, 2017 @ 6:34am 
See, game just add buttons to scroll to left and right (sadly I'm not smart enough to make a mod that removes a limit, but direct files edit allow to try): http://puu.sh/yl77c/881c704c98.png and in Monster window too: http://puu.sh/yl78p/647dd720cd.png
Shirsh  [author] 13 Nov, 2017 @ 6:17am 
Storage is infinite or close to it, player just not allowed put there more than 4 manually, but if you will buy items from Monster or transfer them from Courier or Prisoner or this mod it handles as many as there will be.
Ziel 13 Nov, 2017 @ 5:35am 
Eg if you drop 8 items in teleporter, only 4 will go into stash (assuming empty stash) and 4 will be lost?
Ziel 13 Nov, 2017 @ 5:30am 
Hey Shirsh, awesome mod as always! I'm not able to check eighth own but it will get ALL items dropped in exit teleporter and not just the ones you listed right? Also, I assume excess items beyond jet's stash is permanently lost?
Shirsh  [author] 12 Nov, 2017 @ 4:24am 
All point of the mod is to stop losing transport beacon you forgot to pick up in teleporter :stress:
Other stuff is more like a side effect.