Bacon Mod

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

Post by RogerBacon »

In the upcoming version of the mod I will make the feature that makes all bases and planets tradable an option because in the late game some people were reporting waits as long as 18 minutes to load the trade screen. This feature will be controlled by the baconSetting entry
tradeEverything=false

Still, I wanted people to be able to trade the occasional base so I have added this...

Be an Arms Dealer
Who doesn't want to? You will now be able to sell ships (and bases) to other empires. Here's a screenshot of me selling a cruiser.
Image

The price will be determined by several factors. The starting price is the CURRENT cost to build the ship based on resource prices. So build low, sell high. There are then other factors that go in to it. I'll leave it to the capitalist-minded among you to figure out what those are.

Procedure:
Select a ship or base you own and press CTRL-T (T for trade)
You can repeat as many as you like. Then, go to the diplomacy screen and open up the trade panel. All the ships you selected will be there. Once you leave the rade panel the list of ships will be cleared. So, before you queue up a large list of ships you might want to check that your potential trade partner has the cash.





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

Post by RogerBacon »

Coming in the next update...

Repeatable missions!

Manually assigned cargo and transport colonist missions can be ordered as repeatable.
If you assign a STATE freighter or passengership to a mission and hold down shift along with the usual key command the mission is set as repeating. After the ship finishes its mission it will repeat it again. It will continue until you clear it with the !clear command in the ship-finder.

I'm really happy about this one. I was so close to getting it working before but on subsequent trips the ships never grabbed any cargo or people. For cargo missions the ship will use the same logic to determine what to pick up each trip based on whats there at that moment. So you don't have to worry about it showing up looking for one thing, not finding it, and proceeding to fly the route with empty cargo holds.

Since the ships will continue doing the mission until manually cleared, you might want to give them a name that reminds you of what they are doing.

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

Post by RogerBacon »

It has been brought to my attention that the latest virus definition update from Bitdefender now flags the Bacon Mod as a generic Trojan. This is a false positive and you can tell its a false positive because even previous versions of the mod, which didn't flag before now flag. I have sent the exe to Bitdefender and we will see if they refine their detection algorithms so as not to falsely identify it. In the meantime if BD is deleting your exe or preventing it from running you will need to whitelist it or your DW folder.
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DonH58
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RE: "Hyping" my forthcoming mod (pun intended)

Post by DonH58 »

Wanted to say because of your mod I'm back to playing Distant Worlds. One question will the next update be save game compatible? or should I start a new game?
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DW2 Beta Tester
RogerBacon
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RE: "Hyping" my forthcoming mod (pun intended)

Post by RogerBacon »

ORIGINAL: DonH58

Wanted to say because of your mod I'm back to playing Distant Worlds. One question will the next update be save game compatible? or should I start a new game?

The next update will be save game compatible. No worries there. And welcome back to DWU.
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RogerBacon
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RE: "Hyping" my forthcoming mod (pun intended)

Post by RogerBacon »

When you give a mission to a construction ship it will load up with supplies to build the intended base as well as a little extra. Why it picks a little extra... who knows. Anyway, When it finishes it drops off the extra supplies at the newly built base. That's nice so the base can do upgrades if it needs to later on. It's not so nice for the construction ship who now has to fly all the way back to a space port to pick up supplies for its next mission. For this reason, it never madse any sense to order a manual supply mission (Alt-3) to a construction ship. It simply didn't help. Enter greedy construction ships.

Greedy Construction Ships
In the next version of the Bacon Mod construction ships will only drop off a max of 100 units of each type of resource when finishing a base. If you do nothing else this won't actually change default behavior because they only pick up about 50 units of each type of resource over what is required to build the base.
However, if you order a manual supply mission to a freighter and top it off with lots of supplies then it will be able to complete several build commands before having to go home for supplies. To that end, the manual supply mission has been slightly modified as follows. When a construction ship is the target (Alt-2) the freighter will try to load an even number of ALL non-luxury supplies instead of just whatever the source has in excess.
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RogerBacon
Posts: 724
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RE: "Hyping" my forthcoming mod (pun intended)

Post by RogerBacon »

ORIGINAL: RogerBacon

It has been brought to my attention that the latest virus definition update from Bitdefender now flags the Bacon Mod as a generic Trojan. This is a false positive and you can tell its a false positive because even previous versions of the mod, which didn't flag before now flag. I have sent the exe to Bitdefender and we will see if they refine their detection algorithms so as not to falsely identify it. In the meantime if BD is deleting your exe or preventing it from running you will need to whitelist it or your DW folder.

I'm happy to report that Bitdefender corrected the false positive with today's virus definition update and DistantWorlds.exe no longer flags as dangerous.
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RogerBacon
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RE: "Hyping" my forthcoming mod (pun intended)

Post by RogerBacon »

Coming in the next release (planned for later today)...

Find your Damaged, Out of Fuel, or Newly Built ships fast with new dropdown options


Look for damaged ships...
Image

And we find these three.
Image

Damaged or out of fuel are self-explanatory. "Newly built" means ships that have been built since the last time you checked the "newly built" screen. The only limitation is that the newly built is reset when loading a saved game so no ships will show the first time, even if you just built one before saving. I hope this will make it easier for people to find the ships they are looking for.
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RogerBacon
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RE: "Hyping" my forthcoming mod (pun intended)

Post by RogerBacon »

Version 1.5 released!

New
'A' key toggles ship automation
CTRL-T adds selected base or ship to tradable items list if you own it.
Shiplist screen - added new categories: damaged, low fuel, newest, under attack.
Freighter and passenger ship mission can be made repeatable.
Ability to pop up a custom reminder when a ship finishes its mission.

Changed
'Trade Everything' now optional. Set to true in settings to enable.

Fixed
If you opened the ship finder with a state ship selected it would order the ship to escape since the game detected the 'e' key being pressed.


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adecoy95
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RE: "Hyping" my forthcoming mod (pun intended)

Post by adecoy95 »

thanks rogerbacon for adding my suggestion, you do some incredible work

about the gas giants, i just think it could be fun to be able to colonize them and barren worlds, i know it would be completely unbalanced, but i have always been curious what it would look like in game to see that happen. asteroids are cool too, in the beginning its basically a mining station! and you said ai will colonize asteroids too? thats pretty sweet

thanks for making trade everything optional, it was very laggy even in early game to trade
OrnluWolfjarl
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Joined: Fri Oct 20, 2017 8:36 pm

RE: Bacon Mod

Post by OrnluWolfjarl »

Hi, I just installed this mod on top of my Extended Universe mod folder.

The Star Fighters tech is now specific only to the Yor. Any idea how to fix this? I'm pretty sure this is not the Bacon Mod's fault, but rather I must have messed up something in my mod folder, since I can't find anyone else with the same issue. If anyone can help me I'd greatly appreciate it.

Edit: I figured it out. The Research and Components files in the Bacon Mod are not at all working with the Extended Universe races in my folder. Everything in the tech tree is messed up. All special techs are mixed up between races. Banoserits no longer have Far Sight discovery. The Yor special phaser is no longer visible. The Keskudon special reactors now belong to the Quameno. Can anyone confirm this? Has anyone managed to make the two mods compatible? Otherwise I'll have to go in and do it manually.
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 »

ORIGINAL: OrnluWolfjarl

Hi, I just installed this mod on top of my Extended Universe mod folder.

The Star Fighters tech is now specific only to the Yor. Any idea how to fix this? I'm pretty sure this is not the Bacon Mod's fault, but rather I must have messed up something in my mod folder, since I can't find anyone else with the same issue. If anyone can help me I'd greatly appreciate it.

Edit: I figured it out. The Research and Components files in the Bacon Mod are not at all working with the Extended Universe races in my folder. Everything in the tech tree is messed up. All special techs are mixed up between races. Banoserits no longer have Far Sight discovery. The Yor special phaser is no longer visible. The Keskudon special reactors now belong to the Quameno. Can anyone confirm this? Has anyone managed to make the two mods compatible? Otherwise I'll have to go in and do it manually.

Hi,

If you are talking about "Beyond Extended Universe Alpha" then that's the same mod I'm running. Several people have had trouble merging the two. Here are the text files needed to make the two mods work together.
https://www.dropbox.com/s/i7zsgf2iahycm ... a.zip?dl=0
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OrnluWolfjarl
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RE: Bacon Mod

Post by OrnluWolfjarl »

ORIGINAL: RogerBacon

Hi,

If you are talking about "Beyond Extended Universe Alpha" then that's the same mod I'm running. Several people have had trouble merging the two. Here are the text files needed to make the two mods work together.

Hi,

Thanks for the files. I am using Haree78's Extended Universe 1.03 however. Luckily, thanks to Larry Monte I've found the files to make the Bacon Mod and Extended Universe compatible here: (unfortunately I can't post links until 10 days have passed since creating this account, I'll pm you the link)

Perhaps include both links in the original post as compatibility patches for the two mods? I'm enjoying the mod so far!
RogerBacon
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RE: Bacon Mod

Post by RogerBacon »

ORIGINAL: OrnluWolfjarl

Perhaps include both links in the original post as compatibility patches for the two mods? I'm enjoying the mod so far!


Good idea. Done.
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RogerBacon
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RE: Bacon Mod

Post by RogerBacon »

There was a small bug in the version 1.5 I posted yesterday. Performing a manual resupply mission to a construction ship sometimes resulted in a (recoverable) crash. That has been fixed in the new version I just uploaded. It is still 1.5 but the timestamp on the exe is today (2017-10-21).
I've also added a new selection for the shilist dropdown menu: ships that can be upgraded.
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eu33
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RE: Bacon Mod

Post by eu33 »

THANK YOU ! THE UPDATE WORKS LIKE A CHARM !
ceyan
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RE: Bacon Mod

Post by ceyan »

I just recently found out about the BaconMod and I look forward to exploring it more, however after starting a game with 1.5 I noticed two problems, or at least one problem and one annoyance.

1) For colonize and retire missions (the only two I've noticed it happening on, although I haven't done an exhaustive test) I've found if you order the mission with the ship outside of the destination system or via a menu then the ship will fly there, move to be outsides the gravity well regardless of where it landed, and then move to the target and retire/colonize. If I catch the ship when it's in the destination system and order it back to the target by right-clicking or from the right-click menu, it will stop trying to leave the gravity well and execute it properly.

2) The annoyance item, the AI is offering up crazy deals to initiate sanctions with other countries. I've been offered colonies, multiple research bases, and even defensive bases around their capital just to initiate sanctions against a minor empire. You can ignore this with some self-control, but they're constantly trying to push these crazy deals on me.
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 »

ORIGINAL: ceyan

I just recently found out about the BaconMod and I look forward to exploring it more, however after starting a game with 1.5 I noticed two problems, or at least one problem and one annoyance.

1) For colonize and retire missions (the only two I've noticed it happening on, although I haven't done an exhaustive test) I've found if you order the mission with the ship outside of the destination system or via a menu then the ship will fly there, move to be outsides the gravity well regardless of where it landed, and then move to the target and retire/colonize. If I catch the ship when it's in the destination system and order it back to the target by right-clicking or from the right-click menu, it will stop trying to leave the gravity well and execute it properly.

2) The annoyance item, the AI is offering up crazy deals to initiate sanctions with other countries. I've been offered colonies, multiple research bases, and even defensive bases around their capital just to initiate sanctions against a minor empire. You can ignore this with some self-control, but they're constantly trying to push these crazy deals on me.

1 Before 1.45 there was no pathing. Ships flew directly to their destination ignoring the gravity well. In 1.45 I added logic so that if a ship was in a gravity well and its destination was a good distance away it would first try to exit the gravity well and then hyperjump to its target. So far I haven't seen any cases where its taking a longer route to its target but its possible.
Is it possible the ship was escaping from a perceived attacker? If the ship is set to retreat when "enemy sighted" it would abort its mission if there was an enemy anywhere in the system. Try setting it to "when attacked" and see if that helps.

3 I didn't change any AI deal making logic. I occasionally get strange deal offers. As far as I know its always been that way.
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ceyan
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RE: Bacon Mod

Post by ceyan »

ORIGINAL: RogerBacon

ORIGINAL: ceyan

I just recently found out about the BaconMod and I look forward to exploring it more, however after starting a game with 1.5 I noticed two problems, or at least one problem and one annoyance.

1) For colonize and retire missions (the only two I've noticed it happening on, although I haven't done an exhaustive test) I've found if you order the mission with the ship outside of the destination system or via a menu then the ship will fly there, move to be outsides the gravity well regardless of where it landed, and then move to the target and retire/colonize. If I catch the ship when it's in the destination system and order it back to the target by right-clicking or from the right-click menu, it will stop trying to leave the gravity well and execute it properly.

2) The annoyance item, the AI is offering up crazy deals to initiate sanctions with other countries. I've been offered colonies, multiple research bases, and even defensive bases around their capital just to initiate sanctions against a minor empire. You can ignore this with some self-control, but they're constantly trying to push these crazy deals on me.

1 Before 1.45 there was no pathing. Ships flew directly to their destination ignoring the gravity well. In 1.45 I added logic so that if a ship was in a gravity well and its destination was a good distance away it would first try to exit the gravity well and then hyperjump to its target. So far I haven't seen any cases where its taking a longer route to its target but its possible.
Is it possible the ship was escaping from a perceived attacker? If the ship is set to retreat when "enemy sighted" it would abort its mission if there was an enemy anywhere in the system. Try setting it to "when attacked" and see if that helps.

3 I didn't change any AI deal making logic. I occasionally get strange deal offers. As far as I know its always been that way.

Regarding the pathing issue, there weren't always enemies in system and when there were it wasn't evading or trying to get away. I jumped into a new game to grab a couple screenshots. This one does have the Beyond Extended Universe activated with your edits because I didn't think to turn it off to eliminate the possibility of a conflict from that side.

This one is a alien ship I had ordered to retire at the nearest spaceport. Like the colony ships as soon as it arrives in system it will assign a movement order back to where it came from, despite having the order to still retire, fly out to where it could warp out, then set a movement point back to the spaceport and retire.
http://steamcommunity.com/sharedfiles/f ... 1176982237

Here is a colony ship where there is enemies in system, but unfortunately I didn't have the ship selected to see the current order it was doing. Like above, it's supposed to be colonizing the planet but instead sets a movement line back to my capital (where it came from).
http://steamcommunity.com/sharedfiles/f ... 1176978854

This one I also didn't have the ship selected, but you can see on the left there are no enemies in this system according to the colony target list.
http://steamcommunity.com/sharedfiles/f ... 1176978835

Something I noted while doing this is my retire orders to ships I built (instead of alien ships) work fine. Otherwise it happens every single time I attempt to do a colony or retire an alien ship.
OrnluWolfjarl
Posts: 312
Joined: Fri Oct 20, 2017 8:36 pm

RE: Bacon Mod

Post by OrnluWolfjarl »

After yesterday's patch I started up a new game and noticed three issues:

a) Construction ships will reliably try to travel to coordinates (0,0) (top left corner of the map) when they are automated and decide to go repair something. This does not remedy itself once they escape the gravity well, i.e. they actually warp to (0,0). This can also happen with manual orders, but it's far less frequent.

b) Construction ships, when ordered to build a mining/gas mining station (automated or manual) will often try to travel on impulse speed to the edge of the gravity well to warp to a planet of the same system, that they could normally get to faster if they went straight there on impulse speed. This occurred particularly often in systems with large gravity wells (such as my home system in this particular game). After modding the star to have a smaller gravity well, this happened a lot less frequently. It's my impression that ship pathing was smarter in the previous version.

c) Independent colonies will no longer build up their military strength. They remain at a standard of 0-2 troops.
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