Bacon Mod + RetreatUE + Das Chrome
RE: Bacon Mod + RetreatUE + Das Chrome
Thanks for the link, i see there that RetreatUE does in fact include Haree78's Extended, Icemania's AI Improvement and DAS's Chrome UI mods.
Just to clarify: RetreatUE INCLUDES all the mods listed on that first post? so i do NOT need Unleashed Extended II if i install RetreatUE?
Just to clarify: RetreatUE INCLUDES all the mods listed on that first post? so i do NOT need Unleashed Extended II if i install RetreatUE?
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- Retreat1970
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RE: Bacon Mod + RetreatUE + Das Chrome
yes and you do not
RE: Bacon Mod + RetreatUE + Das Chrome
ORIGINAL: Retreat1970
yes and you do not
Thank you for the clarification, i am pleased to say all is working well so far.
I was just wondering what mod the images in RetreatUE came from as i really like them, but i like the GEM ones as well and would like to combine them if possible?
Can i just renumber the GEM images and add them in the appropriate places?
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- Retreat1970
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RE: Bacon Mod + RetreatUE + Das Chrome
Mordachai created the original UE and UEII. RetreatUE is made from that. So if it's not stated in his post in the link I provided, I don't know where he got his materiel. It should be no problem to swap images.
RE: Bacon Mod + RetreatUE + Das Chrome
ORIGINAL: Retreat1970
Mordachai created the original UE and UEII. RetreatUE is made from that. So if it's not stated in his post in the link I provided, I don't know where he got his materiel. It should be no problem to swap images.
Thanks for the clarification, i will have another look over that post and the replies to see if anyone else asked about it.
Would it still be possible to ADD the GEM landscapes to RetreatUE if i renumber them? to clarify, i want them ALL if possible, both GEM and the ones already included in RetreatUE.
I will try it and see what happens but i don't know how i will be able to check if it is working or not without just being lucky and one of my renumbered ones happens to show up in my game!
Sorry for the constant questions!
EDIT: I discovered they are sourced around the internet into a mod called: astradeus-graphics-mod. Now i just need to find a way to merge the 2 graphics mods!
EDIT 2: Just discovered on P13 (p24) of the DW Modding Guide that the game only recognises a small handful of images so i will have to choose between them and renumber my choices correctly anyway.
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RE: Bacon Mod + RetreatUE + Das Chrome
Hey, love the work you do. I am trying to go through and install this and when I install your patch and then run the batch file the game no longer works. I have have started up the game after every step and it is after I do you patch which causes it. The game starts and seems to run, but throws another exception for small font when trying to gen a world and the world never gens.
This is the text of the first one.
see the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
Microsoft.Xna.Framework.Graphics.DeviceLostException: Exception of type 'Microsoft.Xna.Framework.Graphics.DeviceLostException' was thrown.
at Microsoft.Xna.Framework.Graphics.GraphicsDevice.CreateDevice(GraphicsAdapter adapter, PresentationParameters presentationParameters)
at Microsoft.Xna.Framework.Graphics.GraphicsDevice..ctor(GraphicsAdapter adapter, GraphicsProfile graphicsProfile, PresentationParameters presentationParameters)
at Class1..ctor(IntPtr intptr_0, Int32 int_1, Int32 int_2)
at Class1.smethod_0(IntPtr intptr_0, Int32 int_1, Int32 int_2)
at DistantWorlds.Controls.MainView.OnCreateControl()
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.Form.WmShowWindow(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
I would post the rest but it flags it and thinks I am posting a phone number which I cant do.
Edit: Strange I didn't change anything, waited a day and its fine. So nevermind I guess. All is good.
This is the text of the first one.
see the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
Microsoft.Xna.Framework.Graphics.DeviceLostException: Exception of type 'Microsoft.Xna.Framework.Graphics.DeviceLostException' was thrown.
at Microsoft.Xna.Framework.Graphics.GraphicsDevice.CreateDevice(GraphicsAdapter adapter, PresentationParameters presentationParameters)
at Microsoft.Xna.Framework.Graphics.GraphicsDevice..ctor(GraphicsAdapter adapter, GraphicsProfile graphicsProfile, PresentationParameters presentationParameters)
at Class1..ctor(IntPtr intptr_0, Int32 int_1, Int32 int_2)
at Class1.smethod_0(IntPtr intptr_0, Int32 int_1, Int32 int_2)
at DistantWorlds.Controls.MainView.OnCreateControl()
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.Form.WmShowWindow(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
I would post the rest but it flags it and thinks I am posting a phone number which I cant do.
Edit: Strange I didn't change anything, waited a day and its fine. So nevermind I guess. All is good.
RE: Bacon Mod + RetreatUE + Das Chrome
I hadn't played distant worlds in years and I somehow stumbled upon the newest das series on youtube and now I have the bug again. There goes many hours of my spare time.
RE: Bacon Mod + RetreatUE + Das Chrome
Hi guys,
maybe some of you fine modders have an idea of what I might have been doing wrong, or what went wrong:
I followed the installation instructions (or so I thought), and I can play for a few (game)years alright.
But then at some point (reloading a save from before changes that point) the minimap you get when looking at ships or planets is replaced by a white box with a red x in it and the following error-message is shown:
System.NullReferenceException: Object reference not set to an instance of an object.
at DistantWorlds.Controls.GalaxyMap.method_6(Int32 int_4, Int32 int_5, Int32 int_6, Int32 int_7, Double double_5, Graphics graphics_0)
at DistantWorlds.Controls.GalaxyMap.OnPaint(PaintEventArgs e)
at System.Windows.Forms.Control.PaintWithErrorHandling(PaintEventArgs e, Int16 layer)
at System.Windows.Forms.Control.WmPaint(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
(do you need the loaded assemblies list as well?)
Let me repeat that this only happens well into the game. First time around I had 1400 planets and thought that this might be an issue, but the same thing happened with 1000 planets (which I usually do to keep save/load times in check).
Thanks for lending an ear (eye).
maybe some of you fine modders have an idea of what I might have been doing wrong, or what went wrong:
I followed the installation instructions (or so I thought), and I can play for a few (game)years alright.
But then at some point (reloading a save from before changes that point) the minimap you get when looking at ships or planets is replaced by a white box with a red x in it and the following error-message is shown:
System.NullReferenceException: Object reference not set to an instance of an object.
at DistantWorlds.Controls.GalaxyMap.method_6(Int32 int_4, Int32 int_5, Int32 int_6, Int32 int_7, Double double_5, Graphics graphics_0)
at DistantWorlds.Controls.GalaxyMap.OnPaint(PaintEventArgs e)
at System.Windows.Forms.Control.PaintWithErrorHandling(PaintEventArgs e, Int16 layer)
at System.Windows.Forms.Control.WmPaint(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
(do you need the loaded assemblies list as well?)
Let me repeat that this only happens well into the game. First time around I had 1400 planets and thought that this might be an issue, but the same thing happened with 1000 planets (which I usually do to keep save/load times in check).
Thanks for lending an ear (eye).
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RE: Bacon Mod + RetreatUE + Das Chrome
Can you please clarify what the resource extraction cap is for this collection of mods? If it differs from vanilla that is. Thank you.
RE: Bacon Mod + RetreatUE + Das Chrome
ORIGINAL: tofudog
Hi guys,
maybe some of you fine modders have an idea of what I might have been doing wrong, or what went wrong:
I followed the installation instructions (or so I thought), and I can play for a few (game)years alright.
But then at some point (reloading a save from before changes that point) the minimap you get when looking at ships or planets is replaced by a white box with a red x in it and the following error-message is shown:
System.NullReferenceException: Object reference not set to an instance of an object.
at DistantWorlds.Controls.GalaxyMap.method_6(Int32 int_4, Int32 int_5, Int32 int_6, Int32 int_7, Double double_5, Graphics graphics_0)
at DistantWorlds.Controls.GalaxyMap.OnPaint(PaintEventArgs e)
at System.Windows.Forms.Control.PaintWithErrorHandling(PaintEventArgs e, Int16 layer)
at System.Windows.Forms.Control.WmPaint(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
(do you need the loaded assemblies list as well?)
Let me repeat that this only happens well into the game. First time around I had 1400 planets and thought that this might be an issue, but the same thing happened with 1000 planets (which I usually do to keep save/load times in check).
Thanks for lending an ear (eye).
The message "Object reference not set to an instance of an object" is a message I have to deal with a number of times in the mods I am making...... I do several hours of developing the mod and when I then taste the changes I may at times get the message "Object reference not set to an instance of an object" due to a typo or other error in the mod.
Are you using a mod other than Bacon Mod + RetreatUE + Das Chrome when you get this error? As you are getting this era well into the game it sounds like the mod is crashing due to an error.
If you are using a mod can you let me know and I will try to find the problem.
- Retreat1970
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RE: Bacon Mod + RetreatUE + Das Chrome
Can you please clarify what the resource extraction cap is for this collection of mods? If it differs from vanilla that is. Thank you.
No idea. Probably unchanged.
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RE: Bacon Mod + RetreatUE + Das Chrome
ORIGINAL: Retreat1970
Can you please clarify what the resource extraction cap is for this collection of mods? If it differs from vanilla that is. Thank you.
No idea. Probably unchanged.
Hmm, the starting values for Mineral/Luxury/Gas and research upgrades point to a larger cap or even perhaps limitless. Would be neat to know so I can design efficient Mining Stations/Ships.
Cheers
RE: Bacon Mod + RetreatUE + Das Chrome
Thanks for the help rjord,
I do use the anime character picture selection and that has some portraits missing, so this may be related.
I will call on you again, if the problem returns once I repaired that (which I was going to do doing anyway).
Strange that a missing portrait might mess up the minimap - but that's computers for you.
I do use the anime character picture selection and that has some portraits missing, so this may be related.
I will call on you again, if the problem returns once I repaired that (which I was going to do doing anyway).
Strange that a missing portrait might mess up the minimap - but that's computers for you.
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RE: Bacon Mod + RetreatUE + Das Chrome
ORIGINAL: MikeLeWatt
ORIGINAL: Retreat1970
Can you please clarify what the resource extraction cap is for this collection of mods? If it differs from vanilla that is. Thank you.
No idea. Probably unchanged.
Hmm, the starting values for Mineral/Luxury/Gas and research upgrades point to a larger cap or even perhaps limitless. Would be neat to know so I can design efficient Mining Stations/Ships.
Cheers
The starting values are the same. In my mod I increase the cap so taht more mining engines can extract more stuff. In vanilla DWU the increase in tech only reduces the number of mining engines you need to reach the cap but the max amount of material mined never increased. I think its in the readme somewhere.
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RE: Bacon Mod + RetreatUE + Das Chrome
ORIGINAL: RogerBacon
ORIGINAL: MikeLeWatt
ORIGINAL: Retreat1970
No idea. Probably unchanged.
Hmm, the starting values for Mineral/Luxury/Gas and research upgrades point to a larger cap or even perhaps limitless. Would be neat to know so I can design efficient Mining Stations/Ships.
Cheers
The starting values are the same. In my mod I increase the cap so taht more mining engines can extract more stuff. In vanilla DWU the increase in tech only reduces the number of mining engines you need to reach the cap but the max amount of material mined never increased. I think its in the readme somewhere.
I've read the readme. I would still like to know the cap so that I don't design something silly and inefficient. If you don't know the cap, is there an easy way to find it in game or game folders as to what it is? I would like to play with the mod, but I'm just waiting to figure this out.
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RE: Bacon Mod + RetreatUE + Das Chrome
From teh readme
Improved mining cap with tech increase – Value 2 (which is zero in vanilla DW) is now used to override the mining rate cap. In unmodded DW the mining rate cap is 10 for mining and luxury mining and 40 for gas mining. You can now change that with tech advanced. See the entries in research.txt for suggested values. If you leave it as zeros then the default values will be used (10, 10, 40).
So to figure out the max number of mining engines you would need take teh production value for a mining module *based on your tech) and divide the max cap by that number. From memory I think the starting tech mining module has a value of 4 so in vanilla DWU 10/4 = 3.
Improved mining cap with tech increase – Value 2 (which is zero in vanilla DW) is now used to override the mining rate cap. In unmodded DW the mining rate cap is 10 for mining and luxury mining and 40 for gas mining. You can now change that with tech advanced. See the entries in research.txt for suggested values. If you leave it as zeros then the default values will be used (10, 10, 40).
So to figure out the max number of mining engines you would need take teh production value for a mining module *based on your tech) and divide the max cap by that number. From memory I think the starting tech mining module has a value of 4 so in vanilla DWU 10/4 = 3.
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RE: Bacon Mod + RetreatUE + Das Chrome
ORIGINAL: RogerBacon
From teh readme
Improved mining cap with tech increase – Value 2 (which is zero in vanilla DW) is now used to override the mining rate cap. In unmodded DW the mining rate cap is 10 for mining and luxury mining and 40 for gas mining. You can now change that with tech advanced. See the entries in research.txt for suggested values. If you leave it as zeros then the default values will be used (10, 10, 40).
So to figure out the max number of mining engines you would need take teh production value for a mining module *based on your tech) and divide the max cap by that number. From memory I think the starting tech mining module has a value of 4 so in vanilla DWU 10/4 = 3.
Thanks a lot for the reply. I might be being dumb and probably I'm missing something obvious, but that excerpt from the readme doesn't actually state the actual new mining cap. That is really all I want. I know how to reach it vanilla, its trivial to divide the cap by the extraction rate to figure out how many mining engines I need, that literally wasn't my question. I'm just looking to know the current cap.
Value 2 (which is zero in vanilla DW) is now used to override the mining rate cap
This bit isn't useful at all. I'm just looking for three numbers for the three extraction caps.
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RE: Bacon Mod + RetreatUE + Das Chrome
ORIGINAL: MikeLeWatt
Value 2 (which is zero in vanilla DW) is now used to override the mining rate cap
This bit isn't useful at all. I'm just looking for three numbers for the three extraction caps.
AActually that is the value you are looking for. Consulting the research.txt file for the combined mod (assuming I didn't change it in my personal version), I see values of 16, 20, 24 for Fast mining, Optimized Mining, and High Power Extractors. For the gas extractors its 80, 100, 120, 150 for Enhanced, Improved, Advanced, and Optimized.
You should check your own research.txt file though to make sure those are your values.
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RE: Bacon Mod + RetreatUE + Das Chrome
Thanks for your reply. I think I'm just being dumb, really dumb.
Above is my combined mod research.txt which I haven't edited.
I can see the extraction rate increase per tech level. But what is the game's max allowable extraction cap so that I can put the right amount of engines on my stations/ships?
I'm missing something here, sorry if the question is stupid.
PROJECT ;119, Mining, 0, 27, 1, 6, 1, 0.0,
COMPONENTS ;59, 60, 61
PROJECT ;120, Fast Mining, 2, 27, 1, 6, 0, 2.8,
COMPONENT IMPROVEMENTS ;59, 2, 4, 12, 0, 0, 0, 0, 0, 61, 2, 4, 8, 0, 0, 0, 0, 0,
PARENTS ;119, N
PROJECT ;121, Self-Optimizing Extractors, 4, 27, 1, 6, 0, 8.0,
COMPONENT IMPROVEMENTS ;59, 4, 5, 15, 0, 0, 0, 0, 0, 61, 4, 5, 10, 0, 0, 0, 0, 0,
PARENTS ;120, N
PROJECT ;122, High Power Extractors, 6, 27, 1, 6, 0, 14.7,
COMPONENT IMPROVEMENTS ;59, 6, 6, 18, 0, 0, 0, 0, 0, 61, 6, 6, 12, 0, 0, 0, 0, 0,
PARENTS ;121, N
////////////////////////////////
PROJECT ;468, Enhanced Gas Extraction, 2, 28, 1, 6, 0, 2.8,
COMPONENT IMPROVEMENTS ;60, 2, 40, 120, 0, 0, 0, 0, 0,
PARENTS ;119, N
PROJECT ;469, Improved Gas Extraction, 4, 28, 1, 6, 0, 8.0,
COMPONENT IMPROVEMENTS ;60, 4, 50, 150, 0, 0, 0, 0, 0,
PARENTS ;468, N
PROJECT ;470, Advanced Gas Extraction, 6, 28, 1, 6, 0, 14.7,
COMPONENT IMPROVEMENTS ;60, 6, 60, 180, 0, 0, 0, 0, 0,
PARENTS ;469, N
PROJECT ;471, Optimized Gas Extraction, 7, 28, 1, 6, 0, 18.5,
COMPONENT IMPROVEMENTS ;60, 7, 75, 225, 0, 0, 0, 0, 0,
PARENTS ;470, N
Above is my combined mod research.txt which I haven't edited.
I can see the extraction rate increase per tech level. But what is the game's max allowable extraction cap so that I can put the right amount of engines on my stations/ships?
I'm missing something here, sorry if the question is stupid.
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RE: Bacon Mod + RetreatUE + Das Chrome
ORIGINAL: MikeLeWatt
Above is my combined mod research.txt which I haven't edited.
I can see the extraction rate increase per tech level. But what is the game's max allowable extraction cap so that I can put the right amount of engines on my stations/ships?
I'm missing something here, sorry if the question is stupid.
No. You have it backward. Those numbers ARE the caps. In vanilla DWU they NERER CHANGE no matter how high your tech goes. The only thing that happens is you need fewer mining engines to reach that cap as teh efficiency of each enging goes up (very slightly). So, for example with a cap of 10 for mining you start off needing 4 engines since they each produce 3 units of mining. Later when you tech goes up and the efficiency is 4 you only need 3 engines (4 dx 3). Quite uninspiring. I made it so that the actual cap increased. Those numbers you saw are the new caps. Below are the production rates for the various extractors. The rate is 3 for mining and luxury and 30 for gas. (I beleive DAS modified it sicne it is 20 in vanilla DWU).
59, Mining - Mineral Extractor, 59, 0, , 18, 14, 3, 3, 0, 0, 0, 0, 0, 0, 10, 5, 11, 5,
60, Mining - Gas Extractor, 60, 0, , 16, 16, 2, 30, 0, 0, 0, 0, 0, 0, 10, 4, 16, 3,
61, Mining - Luxury Extractor, 61, 0, , 17, 22, 3, 3, 0, 0, 0, 0, 0, 0, 10, 3, 11, 3,
Since cap now increases as efficiency increases you should just keep 3 extractors on each mine.
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