Bacon Mod

Please post here for questions and discussion about scenario, art and sound modding and the game editor for Distant Worlds.

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RogerBacon
Posts: 724
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RE: Bacon Mod

Post by RogerBacon »

ORIGINAL: Noyyau

So I did set up a small test after all, and what I discovered what that, while research from explorers works as intended, the !setdifficulty command does not.
It does indeed use the custom parameters, but about at most a game-month later (sometimes as soon as a week) everything reverts to the original difficulty.
I also saved the game while the custom difficulty was active and reloaded this new savegame: it did start with the custom difficulty active, and about two weeks in it reverted to the original difficulty.
I did check and no, "difficulty scales up" was not selected at game creation.

Well that sucks. There most be some code that reverts the difficulty that I didn't notice. I rarely get the time to actually playtest my changes for very long these days. The next time I look at the code maybe I can find it.
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Noyyau
Posts: 16
Joined: Wed Jan 13, 2021 5:12 am

RE: Bacon Mod

Post by Noyyau »

ORIGINAL: RogerBacon
Well that sucks. There most be some code that reverts the difficulty that I didn't notice. I rarely get the time to actually playtest my changes for very long these days. The next time I look at the code maybe I can find it.

I hope you do manage to at least find some time to just enjoy the game!

In the meantime, I can confirm that explorer research is not affected by the difficulty level: I tested 2 same setting new games, prewarp start (to have nothing that would interfere), only difference was the difficulty, from Normal to Extreme.
In each game, I placed 10 science explorers (the same design, saved), manually set them all to research the same initial tech in each category: Enhanced Beam Weapons (standard tech cost), Adv Fission Reactors (x2 cost), and Colonization (x8 cost).
Also, in the research screens no techs were selected to research "normally", so that any research would be done by the explorers only.

In both tests, the techs were completed in almost the same month, with a +/- 1 month difference due to, I think, the time needed to gather the initial scientific data points for each explorer.
Magura
Posts: 3
Joined: Sun May 02, 2021 6:26 am

RE: Bacon Mod

Post by Magura »

Hey sorry if this has been answered before already, where do I put the text files if I want to run Beyond Extended Universe Alpha with Bacon mod? I put the text files in the customization>Beyond Extended Universe Alpha folder. I hope that's the right spot
RogerBacon
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RE: Bacon Mod

Post by RogerBacon »

ORIGINAL: Magura

Hey sorry if this has been answered before already, where do I put the text files if I want to run Beyond Extended Universe Alpha with Bacon mod? I put the text files in the customization>Beyond Extended Universe Alpha folder. I hope that's the right spot

Yes, that's correct except for the BaconSettings.txt file which goes in the main directory with the exe.
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Magura
Posts: 3
Joined: Sun May 02, 2021 6:26 am

RE: Bacon Mod

Post by Magura »

ORIGINAL: RogerBacon
ORIGINAL: Magura

Hey sorry if this has been answered before already, where do I put the text files if I want to run Beyond Extended Universe Alpha with Bacon mod? I put the text files in the customization>Beyond Extended Universe Alpha folder. I hope that's the right spot

Yes, that's correct except for the BaconSettings.txt file which goes in the main directory with the exe.


Cool, appreciate it! Fantastic work by the way, thanks for making this.
Leej
Posts: 4
Joined: Mon Aug 27, 2012 10:47 pm

RE: Bacon Mod

Post by Leej »

Having some issues getting science ships working. Using the Bacon Mod + Retreat UE + DasBlue UI combo.

I design a science ship with one of each lab and they fly around exploring a bit. I select one and hit cntrl-enter and either nothing happens or a dialog saying that the ship isn't a science ship pops up. The cntrl-alt-right-click menu only ever shows the hold position option.

What am I missing?
RogerBacon
Posts: 724
Joined: Wed May 17, 2000 8:00 am
Location: Miami, Florida, U.S.A.

RE: Bacon Mod

Post by RogerBacon »

ORIGINAL: Leej

Having some issues getting science ships working. Using the Bacon Mod + Retreat UE + DasBlue UI combo.

I design a science ship with one of each lab and they fly around exploring a bit. I select one and hit cntrl-enter and either nothing happens or a dialog saying that the ship isn't a science ship pops up. The cntrl-alt-right-click menu only ever shows the hold position option.

What am I missing?

Not sure but a couple of things come to mind. If you started the game without the Bacon mod then I believe the repeating timed trigger that checks for Science ship progress is not set. Another thing is that it takes up to one month for the science ship settings to show for any given ship once it's created.

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Ludoal
Posts: 1
Joined: Tue Jun 08, 2021 5:49 pm

RE: Bacon Mod

Post by Ludoal »

Hi, the Dropbox download links are not working.
Any way I can download the latest version of Bacon Mod ?
Thanks !
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LordMM
Posts: 1119
Joined: Sat May 28, 2016 11:09 pm

RE: Bacon Mod

Post by LordMM »

Yeh, was gonna say the same thing. Links are down.
It is better to live your own destiny imperfectly, than to live somebody else's life with perfection.
happypsion
Posts: 3
Joined: Fri Jun 18, 2021 6:51 pm

RE: Bacon Mod

Post by happypsion »

I clicked the Reanalyze button at VirusTotal on the BaconMod181r file. (SHA256 ebe79c38...)

Miraculously, there are ten fewer companies, Avast and BitDefender among them, who think it is no longer malicious now despite it being the exact same file. Down to 27 others. Microsoft still thinks it's bad, but that's Microsoft. My guess is the links are down because of this false positive.
RogerBacon
Posts: 724
Joined: Wed May 17, 2000 8:00 am
Location: Miami, Florida, U.S.A.

RE: Bacon Mod

Post by RogerBacon »

ORIGINAL: happypsion

I clicked the Reanalyze button at VirusTotal on the BaconMod181r file. (SHA256 ebe79c38...)

Miraculously, there are ten fewer companies, Avast and BitDefender among them, who think it is no longer malicious now despite it being the exact same file. Down to 27 others. Microsoft still thinks it's bad, but that's Microsoft. My guess is the links are down because of this false positive.

Yes, I talked to BitDefender about it and that's why they removed it from their list. That was driving me crazy since that's my AV and every time I compiled it would delete it.
Maybe I can contact Dropbox and find out what is going on.
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Suikostinger
Posts: 5
Joined: Mon Dec 10, 2012 8:21 pm

RE: Bacon Mod

Post by Suikostinger »

Oh man, I was coming on here to play some distant worlds again to dl some mods and bacon mod is down :(
RogerBacon
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Joined: Wed May 17, 2000 8:00 am
Location: Miami, Florida, U.S.A.

RE: Bacon Mod

Post by RogerBacon »

I've added another link, this time using One Drive.
https://1drv.ms/u/s!ApjhgGW40zIJhV09L5h ... w?e=xoeTnk
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Irbis
Posts: 2
Joined: Tue Jun 22, 2021 3:38 pm

RE: Bacon Mod

Post by Irbis »

I've added another link, this time using One Drive.

Thank you for the link Roger. I was able to download the file, but Avast still complains that it contains a virus. I might try to send the file to them, so they exclude it from the checks, but is there any other option to make this Avast friendly?

Update: Fixed this temporarily allowing the exception on the AV side.

BTW, can confirm that 1.82 works with Windows 2004 update.
QuantumAnubis
Posts: 3
Joined: Fri Aug 06, 2021 8:38 am

RE: Bacon Mod

Post by QuantumAnubis »

Hi, love the mod and been playing with the Beyond Extended Universe Alpha mod and everything seems to be working correctly but I can't figure out how to get my intelligence agents back when they get ransomed.
Appreciate any help, thanks.
RogerBacon
Posts: 724
Joined: Wed May 17, 2000 8:00 am
Location: Miami, Florida, U.S.A.

RE: Bacon Mod

Post by RogerBacon »

ORIGINAL: QuantumAnubis

Hi, love the mod and been playing with the Beyond Extended Universe Alpha mod and everything seems to be working correctly but I can't figure out how to get my intelligence agents back when they get ransomed.
Appreciate any help, thanks.

Control-P opens the prison form to see who is available for ransoming. Prisoners taken by the AI will not show up right way. They might hold them for awhile before offering a ransom to see if they can turn them. They have the same options you do in that regard.
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RogerBacon
Posts: 724
Joined: Wed May 17, 2000 8:00 am
Location: Miami, Florida, U.S.A.

RE: Bacon Mod

Post by RogerBacon »

A question was asked about how !filterresource works.
!filterresource [resource name or no parameter to clear]
This will filter the mining stations or potential mining stations list on the lefthand side menus. Once you have applied a filter you have to move your mouse over it before it refreshes. Then it will only show locations that have that resource.
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Fiore76
Posts: 7
Joined: Thu Aug 05, 2021 8:16 am

RE: Bacon Mod

Post by Fiore76 »

Strange it doesn't work for me...
You mean over the menu?
PoppySummers
Posts: 4
Joined: Sun Sep 13, 2020 5:27 am
Contact:

RE: "Hyping" my forthcoming mod (pun intended)

Post by PoppySummers »

This is exactly what I need for my game. Thank you for keeping this information to this day. This is wonderful.
Takttiger
Posts: 1
Joined: Tue Sep 28, 2021 7:08 am

RE: Bacon Mod

Post by Takttiger »

Hey guys,

I started playing Distant Worlds again, am using Bacon+RetreatUE+Das Chrome and some custom modifications in facilities and research.txt, additionally I have patched the .exe file with NTCores 4GB patch to use more RAM.

I have had a repeating crash in 3 different games some 50 years in game on medium maps, all this error log (its partly translated from german sorry for that):


An error has occurred. Distant Worlds will now exit.

Details of the error are below:

Error Code: GxHab

System.ARgumentException: target array not long enough. Check destIndex, length and lower limit of array.

at System.Array.Copy(Array sourceArray, Int32 sourceIndex, Array destination Array, Int32 destinationIndex, Int32 length, Boolean reliable)

at System.Collections.Generic.List`1.CopyTo(To array, Int32 arrayIndex)

at System.Collections.Generic.List`1.InsertRAnge(Int32 index, IEnumerable`1 items)

at DistantWorlds.Types.SyncList`1.AddRange(IEnumerable`1 items)

at DistantWorlds.Types.Empire.CountResourceSupplyLocations(Byte resourceId, Boolean includeIndependentColonies)

at BaconDistantWorlds.BaconHabitat.CalculateResourcePriceEnvironmentalFactors(Habitat planet, Int32 resourceID)

at BaconDistantWorlds.BaconHabitat.UpdatePlanetResourcePrices(Habitat planet)

at BaconDistantWorlds.BaconHabitat.HugeProcessingSspanActions(Habitat planet)

at DistantWorlds.Types.Habitat.DoTasks(DateTime time)

at DistantWorlds.Main.method_86(DateTime dateTime_7, Int64 long_1, BuiltObjectList builtObjectList_1, Boolean bool_28)

at DistantWorlds.Main.ProgramLoop()


I am wondering if it is connected to the Asteroid Habitats the AI is establishing, which are added by the BaconMod. Will try disabling them, but in the meantime I wanted to ask here, if somebody has experienced this error in the past.

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