Bacon Mod
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- Posts: 13
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RE: Bacon Mod
Great mod! Some requests:
1. Source code? Would love to take a look at what you've got so far. Would be interested in adding my own stuff.
2. Speed multiplier more than 4x
3. Option to remove private ships from being constructable.
4. Way to increase empire research potential.
Thanks!
1. Source code? Would love to take a look at what you've got so far. Would be interested in adding my own stuff.
2. Speed multiplier more than 4x
3. Option to remove private ships from being constructable.
4. Way to increase empire research potential.
Thanks!
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RE: Bacon Mod
ORIGINAL: makotech222
Great mod! Some requests:
1. Source code? Would love to take a look at what you've got so far. Would be interested in adding my own stuff.
2. Speed multiplier more than 4x
3. Option to remove private ships from being constructable.
4. Way to increase empire research potential.
Thanks!
Thanks.
1 For reasons I can't go in to I can't talk about that. Sorry.
2 A speed multiplier higher than taht causes combat calculations to be skipped it seems. My very first mod for Distant Worlds Legends did a x8 and x15 speed mod and it caused problems.
3 I think that would cripple the AI as private ships are teh basis of teh economy.
4 You can simulate that by changing the research cost variable during galaxy setup.
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RE: Bacon Mod
Hmm any tips on decompiling, then? I thought this was made in c#, but ILSpy doesn't seem to want to open it up.
I meant remove private ships from being player-constructable, like in Vanilla. Just a setting to remove from the build order screen, basically.
For research potential, I want it to affect player (or anyone with modifier) only, not be global.
I meant remove private ships from being player-constructable, like in Vanilla. Just a setting to remove from the build order screen, basically.
For research potential, I want it to affect player (or anyone with modifier) only, not be global.
RE: Bacon Mod
Hi
I've been experiencing the following problem. Automated construction ships somehow target the coordinates (0,0) and the games starts lagging. They somehow correct their vectors but the fps drops are somehow annoying.
Deactivating the vectors helps so far but just wanted to report it. Anyone else experiencing the same problem?
So far I've reinstalled the mod 2 times but it didn't help.
I've been experiencing the following problem. Automated construction ships somehow target the coordinates (0,0) and the games starts lagging. They somehow correct their vectors but the fps drops are somehow annoying.
Deactivating the vectors helps so far but just wanted to report it. Anyone else experiencing the same problem?
So far I've reinstalled the mod 2 times but it didn't help.
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- Location: Miami, Florida, U.S.A.
RE: Bacon Mod
ORIGINAL: hermicus
Hi
I've been experiencing the following problem. Automated construction ships somehow target the coordinates (0,0) and the games starts lagging. They somehow correct their vectors but the fps drops are somehow annoying.
Deactivating the vectors helps so far but just wanted to report it. Anyone else experiencing the same problem?
So far I've reinstalled the mod 2 times but it didn't help.
The vector pointing to 0,0 is a side-effect of storing the source and destination points of the ship's mission. When a constructor is waiting for supplies to finish a build its mission destination is undefined and the x,y are 0,0. I haven't heard of it affecting frame rate though. The only issue peopel have had with frame rate is related to the range circles when zooming in. You can turn those off with the command !rangeCircles
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- Posts: 24
- Joined: Sat Dec 28, 2019 9:03 am
RE: Bacon Mod
Hello I just installed the mod for the first time and seem to have done something wrong. Everything loads up and works just fine but in game ships and bases don't display any information when you click on them. Planet screen works just fine, only ships and bases show a blank screen. Anyone have any ideas?
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- Posts: 22
- Joined: Fri May 30, 2014 5:20 pm
RE: Bacon Mod
Would it be possible to change the missile shoot down option a bit? It seems that for me atleast, missiles can be completely countered PD, lasers and railguns. Though the simple solution would be to just put False on the option, I do not want to give up on it since its such a cool and realistic feature
RE: Bacon Mod
I'm running Bacon Mod + RetreatUE + Das Chrome and it works. But I decided that I don't like some of the Bacon mod settings and tweaked the settings in Das_BaconSettings 1.77.txt. But then I'm getting this error message when I start a new game. This doesn't always appear, but I did some tests and it seems to appear 2/3rd of the time.
This is the text of the error message.
Does anyone knows what this error message is and why it appears? I'm quite sure that this is Bacon Mod related rather than Das Chrome or RetreatUE since it says Bacon right there. I've reverted the changes back to the Bacon World defaults, but I do want to know where I messed up.
This is the text of the error message.
Code: Select all
Error while starting a new game
There was an error while attempting to start a new game. If you are using a theme, please revert to the default Distant Worlds theme and try again
Error Details:
System.NullReferenceException: Object reference not set to an instance of an object. at BaconDistantWorlds.BaconHabitat.UpdatePlanetMarketCash(Habitat planet)
at
Bacon Distant Worlds.Bacon Habitat.HugeProcessingSpanActions(Habitat planet)
at DistantWorlds.Types.Habitat.DoTasks(DateTime time)
at Distant Worlds.Start.method_82(GalaxyShape galaxyShape_0, Int32 int_1, Int32 int_2, Boolean boot S, Double double 1, Int32 int_3, Double double 2,
Double double 3, Int32 int_4, Double double_4, Double double_5, Int32 int_5, Double double_6, EmpireStart empireStart_0, EmpireStartList empireStartList_0,
VictoryConditions victoryConditions_0, EmpireVictoryConditions empireVictoryConditions_0, EmpireVictoryConditions empireVictoryConditions_1, Boolean bool_6,
Boolean bool_7, GameStartResets gameStartResets_0)
RE: Bacon Mod
Are there any specific instructions anywhere that go into how to merge the fighter/bomber/terraforming other Bacon changes into a mod?

RE: Bacon Mod
ORIGINAL: Hanekem
ORIGINAL: RogerBacon
ORIGINAL: Hanekem
So, I am using the exe with Retreat EU (I like mods that slow down early FTL) and noticed that hanger AI seems to build fighters only. This is porbably related to something the exe is doing (perhasp in part due to the Fighter and bomber hangars of the mod) but I am quite sure that the fighter/bomber ratio was moddifiable but I don't seem to recall where (or if at all, maybe I am confused)
Hi,
If you are only using the exe with another mod's files then you will only get fighters. You need to add the new BomberBay component to build bombers. FighterBays make fighters and BomberBays make bombers. That's how you control the ratio of fighters to bombers on your ships. It's pretty easy to add a component and the accompanying research to a mod. You can look at the example files I included on page one for some popular mods.
So, basically, I'd need to do a component called Bomber Bay, associate it to the proper techs (so they can create/improve it) and that's that? or do I need to set the Bay name in a particular fashion?
I was looking at the files you linked for the other two mods, so I am just asking for clarifications, in case I misssed something (plos I am using the editor, so I might be missing a flag or something and given the game's load time, I'd rather be sure of whatever modification I am going to do)
So basically just add something like this to the bottom of the components file and that's it?
184, Standard Bomber Bay, 26, 0, , 19, 50, 4, 40, 4, 0, 0, 0, 0, 0, 10, 20, 17, 7, 16, 4,
185, Advanced Bomber Bay, 27, 0, , 19, 45, 5, 60, 7, 0, 0, 0, 0, 0, 10, 16, 17, 5, 16, 3,
186, Ultimate Bomber Bay, 130, 0, , 19, 40, 5, 80, 8, 0, 0, 0, 0, 0, 10, 16, 17, 5, 16, 3,
187, All Dimension Bomber Bay, 166, 0, , 19, 45, 5, 30, 3, 0, 0, 0, 0, 0, 10, 20, 17, 7, 16, 4,
And this for terraforming in the facilities file?
9, Terraforming Facility, 7, 0, 9, 20000.0, 2000.0, 50, 500, 80,

RE: Bacon Mod
ORIGINAL: tonnyc
I'm running Bacon Mod + RetreatUE + Das Chrome and it works. But I decided that I don't like some of the Bacon mod settings and tweaked the settings in Das_BaconSettings 1.77.txt. But then I'm getting this error message when I start a new game. This doesn't always appear, but I did some tests and it seems to appear 2/3rd of the time.
This is the text of the error message.Does anyone knows what this error message is and why it appears? I'm quite sure that this is Bacon Mod related rather than Das Chrome or RetreatUE since it says Bacon right there. I've reverted the changes back to the Bacon World defaults, but I do want to know where I messed up.Code: Select all
Error while starting a new game There was an error while attempting to start a new game. If you are using a theme, please revert to the default Distant Worlds theme and try again Error Details: System.NullReferenceException: Object reference not set to an instance of an object. at BaconDistantWorlds.BaconHabitat.UpdatePlanetMarketCash(Habitat planet) at Bacon Distant Worlds.Bacon Habitat.HugeProcessingSpanActions(Habitat planet) at DistantWorlds.Types.Habitat.DoTasks(DateTime time) at Distant Worlds.Start.method_82(GalaxyShape galaxyShape_0, Int32 int_1, Int32 int_2, Boolean boot S, Double double 1, Int32 int_3, Double double 2, Double double 3, Int32 int_4, Double double_4, Double double_5, Int32 int_5, Double double_6, EmpireStart empireStart_0, EmpireStartList empireStartList_0, VictoryConditions victoryConditions_0, EmpireVictoryConditions empireVictoryConditions_0, EmpireVictoryConditions empireVictoryConditions_1, Boolean bool_6, Boolean bool_7, GameStartResets gameStartResets_0)
I think you need to modify Bacon settings in the main DWU folder. I don't think it works in the mod folder?

RE: Bacon Mod
ORIGINAL: Tanaka
I think you need to modify Bacon settings in the main DWU folder. I don't think it works in the mod folder?
That's contradictory. I didn't change the Bacon settings file in the DWU folder and yet the changes I made in the Das Bacon Settings 1.77.txt appears in the game and the errors showed up. If Das Bacon settings 1.77.txt didn't matter then the error wouldn't show up, no?
Besides, I kept at it afterwards after posting the first time and as far as I can tell the error shows up only when I abandon a game and go to the Main Menu to create a new game without exiting the game completely. This suggests an incomplete clean-up of the variables or something like that.
It also seems to be an Age of Shadows thing, but I didn't try making enough classic start games to be certain, but if it's true it suggests that something in the pirate factions are the culprit.
RE: Bacon Mod
Hello,
I have problem with Carriers, when the battle is going on and all fighters fight game slow down to 5fps .. is any way to solve this issue?
i have turned of !rangecircles
im plaing bacon+retreatue+dasblue
gpu/cpu/ram usage is 20-45% max
I have problem with Carriers, when the battle is going on and all fighters fight game slow down to 5fps .. is any way to solve this issue?
i have turned of !rangecircles
im plaing bacon+retreatue+dasblue
gpu/cpu/ram usage is 20-45% max
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RE: Bacon Mod
ORIGINAL: Basek
Hello,
I have problem with Carriers, when the battle is going on and all fighters fight game slow down to 5fps .. is any way to solve this issue?
i have turned of !rangecircles
im plaing bacon+retreatue+dasblue
gpu/cpu/ram usage is 20-45% max
Build fewer carriers? Seriously you have already tried the only thing I could suggest. If you don't watch the battles it will have less impact on the framerate although that's less satisfying.
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RE: Bacon Mod
ORIGINAL: RogerBacon
ORIGINAL: Basek
Hello,
I have problem with Carriers, when the battle is going on and all fighters fight game slow down to 5fps .. is any way to solve this issue?
i have turned of !rangecircles
im plaing bacon+retreatue+dasblue
gpu/cpu/ram usage is 20-45% max
Build fewer carriers? Seriously you have already tried the only thing I could suggest. If you don't watch the battles it will have less impact on the framerate although that's less satisfying.
Do You have same problem?
RE: Bacon Mod
ORIGINAL: Basek
ORIGINAL: RogerBacon
ORIGINAL: Basek
Hello,
I have problem with Carriers, when the battle is going on and all fighters fight game slow down to 5fps .. is any way to solve this issue?
i have turned of !rangecircles
im plaing bacon+retreatue+dasblue
gpu/cpu/ram usage is 20-45% max
Build fewer carriers? Seriously you have already tried the only thing I could suggest. If you don't watch the battles it will have less impact on the framerate although that's less satisfying.
Do You have same problem?
Have you tried turning off the travel vector lines (3rd button on top of mini map -lower right). I found everything is fine on the Galaxy Map but zooming into a system with them on can tank FPS - especially if there's a construction ship in the system building something.
Shot in the dark but might help you out. [:)]
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- Posts: 27
- Joined: Sat May 27, 2017 12:17 am
RE: Bacon Mod
For anyone having issues with Starfall and Bacon mod I may have found a solve for the "No X image for family-1" Where X is anything that can be built. It seems (and correct me if I am wrong here) that -1 is an option when selecting the possible images displayed for ships. -1 is supposed to be random choice of all available familyX pictures. For whatever reason this is still working, as they select a random package, however with bacon mod it throws a prompt to press ok when it encounters this. If you give it a specific target (23-26 seem to be most vanilla pirate ship sets) you no longer drown in a click fest when you encounter a new pirate group. A contributing factor may be that in Starfall the actual index for a few of the families of added races seems to be outside of the 0-50 groups, not sure if it's what fixed it for me or if that was just extra.
TL:DR
DesignsPictureFamilyIndexPirates ;-1
to
DesignsPictureFamilyIndexPirates ;25
If you want them the same as their normal family pictures, go to:
DesignsPictureFamilyIndex ;XX
and copy that to the above line, where XX is whatever number you find.
Small caveat: ensure you are pointing to a folder that has all the images you need for this. You will still get errors if the pointed folder lacks an image for whatever reason, but on the good side it won't say "-1" folder doesn't have it, making the prompt much more helpful
Customization/Starfall/races/AnyADDEDrace.txt change the settings I suggest and Starfall appears to work without constant prompts.
TL:DR
DesignsPictureFamilyIndexPirates ;-1
to
DesignsPictureFamilyIndexPirates ;25
If you want them the same as their normal family pictures, go to:
DesignsPictureFamilyIndex ;XX
and copy that to the above line, where XX is whatever number you find.
Small caveat: ensure you are pointing to a folder that has all the images you need for this. You will still get errors if the pointed folder lacks an image for whatever reason, but on the good side it won't say "-1" folder doesn't have it, making the prompt much more helpful
Customization/Starfall/races/AnyADDEDrace.txt change the settings I suggest and Starfall appears to work without constant prompts.
RE: Bacon Mod
From what I understand, the Terraforming Facility now increases a planet's quality up to w/e Value 3 is in facilities.txt (80 by default), I'm curious though Value 2 is supposed to be how fast that takes place which is set to 500 by default what does that mean though, how fast is a value of 500, for instance the Terraforming Facility's normal function repairs damage and with a value of 1000 repairs 100% of damage in 1 year.
RE: Bacon Mod
Hello there, is this mod compatible with "Extended AI Improvement Mod 1.05"?
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RE: Bacon Mod
Yes.ORIGINAL: Enfernus
Hello there, is this mod compatible with "Extended AI Improvement Mod 1.05"?
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