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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HAL2000
Posts: 2
Joined: Wed Jul 24, 2019 4:28 am

RE: Bacon Mod

Post by HAL2000 »

I am experiencing weird FPS issues with the Bacon Mod. When I run the game at x4 speed every 2-3 minutes the game starts stuttering and runs at about 10 FPS.

I normally start the game on pre-warp and it usually starts occuring when my ships start warping out of the initial system. About 30 seconds after the stuttering starts the frame rate goes back to normal and then the problem repeats 2-3 minutes later.

I despise the gravity well mechanic and I've tried to turn it off in the BaconSettings.txt text file however my ships still fly to the edge of the system before they warp out. Am I doing something wrong in the text file?

// Valid values are 'true' or 'false' without the quotes.
useStarGravityWells=false

The game runs at 60 FPS quite happily in vanilla and when using Extended Universe and other mods.

I've tried completely reinstalling the game but it has not helped.

Is there anything you can suggest to remedy the problem with the FPS? The periodical stuttering is a complete buzz kill and I'd love to play the game with the mod enabled.

I have tried turning off the range circles and empire influence but the problem persists.
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HAL2000
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Joined: Wed Jul 24, 2019 4:28 am

RE: Bacon Mod

Post by HAL2000 »

Disabling the !rangecircle seemed to fix the issue with the FPS.

However my ships seem to still be bound by the gravity well of the star despite the fact I turned off the gravity wells in the settings.
rogerbacon51
Posts: 79
Joined: Thu Oct 29, 2009 4:08 pm

RE: Bacon Mod

Post by rogerbacon51 »

ORIGINAL: HAL2000

Disabling the !rangecircle seemed to fix the issue with the FPS.

However my ships seem to still be bound by the gravity well of the star despite the fact I turned off the gravity wells in the settings.

Ships that were heading to the edge of a gravity well will continue to do so after disabling the gravity wells. Try giving them a new order and they should jump right away.
Innocentius
Posts: 6
Joined: Sat Jul 27, 2019 6:52 pm

RE: Bacon Mod

Post by Innocentius »

Hi there,

I tried using the links to download the mod but unfortunately the links are dead.
Any chance of uploading them again or giving me an alternative place where to get it?
mark_valley
Posts: 3
Joined: Wed Nov 14, 2012 12:34 am

RE: Bacon Mod

Post by mark_valley »

ORIGINAL: Innocentius

Hi there,

I tried using the links to download the mod but unfortunately the links are dead.
Any chance of uploading them again or giving me an alternative place where to get it?

Same thing here... Any alternate source?
aar2ak
Posts: 2
Joined: Fri Jan 03, 2014 5:04 pm

RE: Bacon Mod

Post by aar2ak »

ORIGINAL: mark_valley
ORIGINAL: Innocentius

Hi there,

I tried using the links to download the mod but unfortunately the links are dead.
Any chance of uploading them again or giving me an alternative place where to get it?

Same thing here... Any alternate source?
Just adding my voice to the others. Went to re-install DW:U after some time off and can't seem to get the Bacon Mod anywhere.
Innocentius
Posts: 6
Joined: Sat Jul 27, 2019 6:52 pm

RE: Bacon Mod

Post by Innocentius »

I asked on reddit and somebody found where to get the 1.67 version.
Unfortunately I am not allowed to post links here but search for r/DistandWorlds and you should find my post called 'Download location bacon mod?'
In there somebody linked where to get 1.67
aar2ak
Posts: 2
Joined: Fri Jan 03, 2014 5:04 pm

RE: Bacon Mod

Post by aar2ak »

Went to redit and in r/DistantWorlds someone also posted a link to 1.77 which seems to work.

Thanks for pointing out that thread Innocentius.
rogerbacon51
Posts: 79
Joined: Thu Oct 29, 2009 4:08 pm

RE: Bacon Mod

Post by rogerbacon51 »

Holy crap. I've been out of the country for the past week. I just checked and Dropbox deleted all of my files. Fortunately there is a restore option and I jsut used it so all files should be back. I have no idea how they all got deleted. Also, I'm glad someone on Reddit has copies.
bluestrike15
Posts: 22
Joined: Fri May 30, 2014 5:20 pm

RE: Bacon Mod

Post by bluestrike15 »

Hello everyone, While using this great mod I seem to be running into a bug that is causing me some issues. If you take a quick look at the screenshot I gave, every so often one of or more of my ships makes a vector to the top left corner of the galaxy. Usually this happens if its A.) (Ship on the left) A construction ship building a station. Or B.) Any other ship using its hyperdrive. It does not happen all the time however it does happen often enough that is becoming an issue. I've had to stop dozens of state ships from flying to the other side of the galaxy for no reason. Anyone else tracking this bug or is there a fix I haven't seen. Tried searching for Corner, Edge and similar in the search bar but nothing came up. [&:]
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davidjruss
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Location: Derby, England

RE: Bacon Mod

Post by davidjruss »

bluestrike15,

I am using the same mod and have the same lines running to the top left quadrant as you. i my screen shot a constructor is building a mining station so the line shown may just be a graphical glitch as no ships seem to actually wander off to the left corner.

DavidR

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davidjruss
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RE: Bacon Mod

Post by davidjruss »

bluestrike 15,

Further to my previous post , once the Constructor had finished the Mining Station it stopped and advised that the mission had been completed. The vector line to the top left vanished when the ship moved to the edge of the planet. Do your ships actually move towards the top left edge as mine would not have the range at present to move that far.

DavidR
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USSAmerica
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RE: Bacon Mod

Post by USSAmerica »

I don't think this issue is limited to the Bacon Mod as I'm not using it but have seen the issue a couple of times. Not sure if there is a fix for this.
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RogerBacon
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RE: Bacon Mod

Post by RogerBacon »

When a constructor is building something, espicially if it is waiting for supplies to finish construction, it's mission target is null. That is interpreted by the game as having a 0,0 x,y coordinate. That is why the movement vector points to the upper left corner of the map (0,0).

At one time there was a bug where ships would actually travel to 0,0 but I'm 99% sure its fixed. I haven't seen it in over a year.
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bluestrike15
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RE: Bacon Mod

Post by bluestrike15 »

I have actually had ships (Mostly explorers) try to run up to the edge before. I usually have them on "Explore x Sector" Missions if that helps narrow down the problem.
rmse17
Posts: 15
Joined: Sat Dec 13, 2014 11:38 pm

RE: Bacon Mod

Post by rmse17 »

ORIGINAL: bluestrike15

I have actually had ships (Mostly explorers) try to run up to the edge before. I usually have them on "Explore x Sector" Missions if that helps narrow down the problem.

Same here - explorers go to 0,0 when told to explore specific sector.
RogerBacon
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RE: Bacon Mod

Post by RogerBacon »

ORIGINAL: rmse17

ORIGINAL: bluestrike15

I have actually had ships (Mostly explorers) try to run up to the edge before. I usually have them on "Explore x Sector" Missions if that helps narrow down the problem.

Same here - explorers go to 0,0 when told to explore specific sector.

So here's how it works behind the scense. A ship has a mission. A mission have many fields including (from memory) target, habitatTarget, builtObjectTarget, creatureTarget, and maybe more. Depending on what type of mission it is one of those fields will hold the X,Y values to go to. I had to take into account a lot of things when I added gravity wells and epicially when I taught the AI how to find the shortest path out of a gravity well. It seems that searching a sector is one scenario I didn't cover as I never ordered a scout to do that. Searching a system works though. So it might be best just to tell the scout to search a system. You can use a reminder note (!note) to notify you when it is done. Personally I always have my scouts on auto explore. Also, don't forget to add labs to your scouts so they can be researching for you as science ships. In most of the playthrough videos of people using my mod nobody ever does that for some reason.
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Murtagh21
Posts: 2
Joined: Fri Aug 23, 2019 11:51 pm

RE: Bacon Mod

Post by Murtagh21 »

Any way to turn off the state freighters and such? I have never had problems with them that detract from the game. I would love to turn them off so that I don't accidentally build 100s when bulk ordering suggested ships.
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Emperor0Akim
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RE: Bacon Mod

Post by Emperor0Akim »

Your work is amazing.

it is like you are working your way through the suggestion thread for DW/DW2 [;)][;)]

Since you are that active with modding I was wondering, if you might have the PDF of the full modding guide for DW:U ?
Sadly the link on the forum and slytherin page is no longer available and there are no alternative downloads only links to the official site [&:]
Constant DW2 Wishlist :
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Messages for finished Ship Missions
Messages for Character Promotion ( Skills / Traits )
RogerBacon
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RE: Bacon Mod

Post by RogerBacon »

ORIGINAL: Emperor0Akim

Your work is amazing.

it is like you are working your way through the suggestion thread for DW/DW2 [;)][;)]

Since you are that active with modding I was wondering, if you might have the PDF of the full modding guide for DW:U ?
Sadly the link on the forum and slytherin page is no longer available and there are no alternative downloads only links to the official site [&:]

Thanks.

You are in luck. I do have it:
https://www.dropbox.com/s/aeo3ogg4dc0pr ... K.pdf?dl=0
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