Invisible, Inc.

Invisible, Inc.

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Facility Flux
   
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8 月 15 日 上午 2:50
10 月 28 日 上午 9:20
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Facility Flux

描述
This mod adds more variety to the game's procedural generation by adding special rooms and facility layouts that can appear in non-story missions.

The current additions are:

Special Layouts:
Only one of these can appear in each mission (appearance chance and enabled layouts set via generation options).

Split Facility:
A facility that is split in half, connected only by a pair of teleporters that agents and guards must use to get to the other side and back.
Laser Maze:
A maze full of lasers to dodge. A laser power supply database is present to help the player out if they find it.
Door Maze:
Lots and lots of doors, most of them locked. In addition to the normal security doors, yellow lvl2 security doors are also present. Lvl2 security passcards can be found in safes, but they only unlock lvl2 security doors, not their lvl1 counterparts.
Open Layout:
The opposite of the door maze, a wide and open facility with almost no doors. Due to the nature of this layout, it makes the room themes very apparent and levels quite nice to look at, in my opinion. The amount of available cover is depending on the theme. In some levels there will be abundant cover, in others, not so much.
Realistic Layout:
A layout in which almost all rooms are connected to a single, continuous hallway. Usually leads to high guard traffic in the hallway.


Situational Rooms:
"Rooms" that will always tried to be placed, but they can only be placed under certain conditions.

Maintenance Corridors:
Tight 1-tile corridors that only spawn in places where they will be considerable shortcuts. They have locked maintenance doors which can be opened by interacting with the maintenance control unit somewhere in the mission, or by waiting until alarm level 5, at which point they get unlocked automatically.
VIP Exit:
If the actual exit is far enough from the objective and there is enough space, a VIP Exit will appear at the objective. It requires a vault keycard to access: This exit is for emergency situations where the real exit is unrealistic to reach, but a vault keycard is available, giving the player an out at a considerable cost.


Special Prefabs:
Only one of these can appear in each mission. Unlike the situational rooms, the only condition for them is a random choice before the level generation starts (appearance chance and enabled prefabs set via generation options).

Objective Checkpoint:
A long room with an additional guard staring it down and a varying level of security (depending on mission difficulty) that is blocking the only way to the objective. A large safe is present at the checkpoint to make up for the increase in difficulty (the guard has credits, too).
Strongroom:
The facility has moved all of its safes into a guarded strongroom, but the total amount of safes is increased by 50%.
Power Station:
An opportunity presents itself to the player at the start of the mission: There is a power station placed directly at the entry. A guard is blocking its door, but if the player decides to engage with the power station anyway, they will be rewarded with the ability to double the stored power in all consoles of the facility (the room itself also has 2 consoles).
Experimental Teleporters:
A pair of one-tile teleporters placed far apart from each other in different rooms. The player can only use them once, while guards can use them without restrictions.

New Exits:
There are also 3 new exit prefabs that can be added. Unlike regular exits, two of these do not come pre-decorated and anything that the game can decide to place in normal rooms can also be placed in them. The third exit is external and doesn't have a real room that comes with it, it just attaches to another room.
I made these exits mainly to improve some of my layouts (for two layouts, these exits are always placed instead of normal exits when enabled), but they also feel nice to play with in general.

I also made some special entries that get filled procedurally and fit my layouts better, but I ended up scrapping them because the code of it was pretty fragile and they didn't even feel good to play with.



Requires Sim Constructor by Cyberboy 2000.
Special Thanks and credits to Qoala for providing the path icon for the guard teleport and being helpful in general.

The special facility layouts will not work with Hallway Hell. If you notice any mod incompatibilities other than that, please let me know and I will take a look.
13 条留言
sashakiller33 10 月 11 日 上午 7:31 
Yep. Fully working.
Phyrax  [作者] 10 月 11 日 上午 7:23 
On Windows, it's in "C:\Users\YOUR_USERNAME\Documents\Klei\InvisibleInc\logs"

I just updated the mod. Can you test if that fixed it for you? (you need to press "update mods" in the game options and then restart the game first)
sashakiller33 10 月 11 日 上午 7:13 
I would i just couldnt find it.
Phyrax  [作者] 10 月 11 日 上午 6:58 
Okay, I think I understand what happened. I will update with a bugfix in 30 min or so
Phyrax  [作者] 10 月 11 日 上午 6:52 
Sorry, I don't know what you mean by Generation Options+ found it, And can you please upload the full .txt log? It's also easier chat in discord if you don't mind: https://discord.gg/sR6yvd2C
sashakiller33 10 月 11 日 上午 6:47 
workshop-3549250878/sim/prefabs.lua:564 in function 'generatePrefabs'
workshop-3549250878/sim/prefabs.lua:564 in function 'generatePrefabs'
workshop-588953061/procgen_context.lua:112 in function 'generateRooms'
game/sim/procgen.lua:173 in function 'generatePass'
game/sim/procgen.lua:217 in function 'generateLevel'
game/sim/lvl_procgen.lua:48 in function 'onLoad'
game/sim/level.lua:314 in function 'oldloadLevel'
workshop-3549250878/sim/simquery.lua:8 in function 'loadLevel'
game/modules/game.lua:24 in function 'constructSim'
game/client/states/state-loading.lua:135 in function <game/client/states/state-loading.lua:91>
sashakiller33 10 月 11 日 上午 6:47 
Generation Options+ found it
Phyrax  [作者] 10 月 11 日 上午 6:42 
@sashakiller33
I also can't quite see what caused it. Can you please show the full log? And what happened?
sashakiller33 10 月 11 日 上午 6:37 
Kikako 9 月 15 日 上午 8:34 
Really a good mod. Nice to have such variety. Hell to beat in NG+, specialy when you find a strongrrom a want to open all safes.