Expansion mod

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

Moderators: elliotg, Icemania

Alvek
Posts: 291
Joined: Fri Mar 24, 2023 9:47 pm
Location: Kyiv

Re: Expansion mod

Post by Alvek »

jayman wrote: Sun Mar 22, 2026 1:37 pm That's weird, because when I was able to get alternate ship images for my empire when running just the Bacon mod itself (1.82, before EM or DWUR and no other mods).
Then it should work same in EM. EM inherited code from BM, I am not author of that part so players know better.
Looks like I there is more to find out about bug.
Alvek
Posts: 291
Joined: Fri Mar 24, 2023 9:47 pm
Location: Kyiv

Re: Expansion mod

Post by Alvek »

[01.04.2026]
Version 2.2.1.5
https://github.com/DW-UX/DistantWorldsE ... ag/2.2.1.5

Bugfix for player ships design selection. Manual selection of alternate image works too, no random selection like AI empires.
Alternate ship images for AI should work too, haven't tested.
User avatar
CaesarAug
Posts: 555
Joined: Tue Jun 23, 2015 4:54 am

Re: Expansion mod

Post by CaesarAug »

Oh wow, how awesome, Alvek! :mrgreen:
User avatar
CaesarAug
Posts: 555
Joined: Tue Jun 23, 2015 4:54 am

Re: Expansion mod

Post by CaesarAug »

Alvek wrote: Wed Apr 01, 2026 6:08 pm [01.04.2026]
Version 2.2.1.5
https://github.com/DW-UX/DistantWorldsE ... ag/2.2.1.5

Bugfix for player ships design selection. Manual selection of alternate image works too, no random selection like AI empires.
Alternate ship images for AI should work too, haven't tested.
Getting strange crash at game-start, with ALL mods (and default vanilla) that were working correctly with 2.2.1.4.

Screenshot:
Attachments
IMG_7569.jpeg
IMG_7569.jpeg (7.5 MiB) Viewed 3510 times
Alvek
Posts: 291
Joined: Fri Mar 24, 2023 9:47 pm
Location: Kyiv

Re: Expansion mod

Post by Alvek »

[02.04.2026]
Version 2.2.1.6
https://github.com/DW-UX/DistantWorldsE ... ag/2.2.1.6

Bugfix for 2.2.1.5 startup bug
User avatar
CaesarAug
Posts: 555
Joined: Tue Jun 23, 2015 4:54 am

Re: Expansion mod

Post by CaesarAug »

Great! Amazing! Downloading…
User avatar
CaesarAug
Posts: 555
Joined: Tue Jun 23, 2015 4:54 am

Re: Expansion mod

Post by CaesarAug »

Alvek wrote: Thu Apr 02, 2026 8:34 am [02.04.2026]
Version 2.2.1.6
https://github.com/DW-UX/DistantWorldsE ... ag/2.2.1.6

Bugfix for 2.2.1.5 startup bug
Some quick play-testing: game start-up all normal... and the alternate shipset image selection now seems to be working as it should! :mrgreen: A GREAT update!
jayman
Posts: 58
Joined: Fri Jul 14, 2023 12:39 pm
Location: United Kingdom

Re: Expansion mod

Post by jayman »

CaesarAug wrote: Thu Apr 02, 2026 8:50 am
Alvek wrote: Thu Apr 02, 2026 8:34 am [02.04.2026]
Version 2.2.1.6
https://github.com/DW-UX/DistantWorldsE ... ag/2.2.1.6

Bugfix for 2.2.1.5 startup bug
Some quick play-testing: game start-up all normal... and the alternate shipset image selection now seems to be working as it should! :mrgreen: A GREAT update!
That's great news. With this and the latest DWUR it looks like I'll have to start another game now!
User avatar
CaesarAug
Posts: 555
Joined: Tue Jun 23, 2015 4:54 am

Re: Expansion mod

Post by CaesarAug »

Alvek, I've noticed that ever since official patch 1.9.5.7 introduced these new values for race policy files: ResearchDesignTechFocus1-6): 30=SuperTorpedo, 31=SuperMissile, 32=SuperRailGun, 33=SuperPhaser, when you try adding these to the Empire Policy Screen, and open it up again, the research & design tech focus reads "None."

In other words, these values do not seem to trigger in-game so the research & design tech focus defaults to "None." The same thing happens when you manually put these values in the actual race policy file itself: when opening up the file in the in-game Empire Policy Screen, the research & design tech focus also reads "None."

I'll test this with unmodded patch 1.9.5.7 and unmodded patch 1.9.5.12 and see the results. It may be a "bug" with the official patches, or maybe introduced with the Bacon Mod that may have carried over to the Expansion Mod?

I'll test and get back to you...

EDIT (TEST RESULTS): I've tested adding each of the new SuperWeapon tech IDs (introduced with official patch 1.9.5.7) in the Empire Policy Screen, with unmodded official patch 1.9.5.7 and unmodded official patch 1.9.5.12: I can confirm that these SuperWeapon tech IDs do NOT trigger, i.e., the research & design tech focus slot defaults to "None" each and every time. Other tech focus IDs DO trigger, only various the SuperWeapon tech IDs do NOT.

So this apparent "bug" is NOT introduced with the Bacon Mod nor the Expansion Mod. Somehow, this "bug" was introduced by the official patches, despite the new Super Weapon tech IDs features introduced with the patches themselves.
Augram
Posts: 1
Joined: Thu Apr 16, 2026 6:10 am

Re: Expansion mod

Post by Augram »

I just want to advise players that automate taxes to know the mod makes it so changes made to the tax policies in the policy editor are ignored in favor of keeping to the values set in ExapnsionModSettings.json.

This mod is great. I'm so happy I can change the ship images again.
AngelScott
Posts: 5
Joined: Thu Mar 20, 2014 11:05 am

Re: Expansion mod

Post by AngelScott »

OMG people are still playing this! 2.2.1.6 version working flawlessly here.

request: can you make civilian transports difficult/impossible to click on, on farther zoom outs. All i get when i try and click on a star is some transport. thanks.
Pilot Details: Angel Scott

Corporation: Cutting Edge Incorporated
Alliance: RAZOR Alliance
Kills: 1464
Losses: 65
Damage done (ISK): 270.06B
Damage received (ISK): 14.85B
Chance of enemy survival: 4.25%
Pilot Efficiency (ISK): 94.79%
Alvek
Posts: 291
Joined: Fri Mar 24, 2023 9:47 pm
Location: Kyiv

Re: Expansion mod

Post by Alvek »

Augram wrote: Thu Apr 16, 2026 6:24 am I just want to advise players that automate taxes to know the mod makes it so changes made to the tax policies in the policy editor are ignored in favor of keeping to the values set in ExapnsionModSettings.json.
You can disable it by setting EnableTargetHappinessTax to false in ExapnsionModSettings.json
Alvek
Posts: 291
Joined: Fri Mar 24, 2023 9:47 pm
Location: Kyiv

Re: Expansion mod

Post by Alvek »

CaesarAug wrote: Mon Apr 13, 2026 8:52 am EDIT (TEST RESULTS): I've tested adding each of the new SuperWeapon tech IDs (introduced with official patch 1.9.5.7) in the Empire Policy Screen, with unmodded official patch 1.9.5.7 and unmodded official patch 1.9.5.12: I can confirm that these SuperWeapon tech IDs do NOT trigger, i.e., the research & design tech focus slot defaults to "None" each and every time. Other tech focus IDs DO trigger, only various the SuperWeapon tech IDs do NOT.

So this apparent "bug" is NOT introduced with the Bacon Mod nor the Expansion Mod. Somehow, this "bug" was introduced by the official patches, despite the new Super Weapon tech IDs features introduced with the patches themselves.
I will check when I have time
Alvek
Posts: 291
Joined: Fri Mar 24, 2023 9:47 pm
Location: Kyiv

Re: Expansion mod

Post by Alvek »

AngelScott wrote: Sun Apr 19, 2026 4:25 pm OMG people are still playing this! 2.2.1.6 version working flawlessly here.

request: can you make civilian transports difficult/impossible to click on, on farther zoom outs. All i get when i try and click on a star is some transport. thanks.
Clicking on map or game view? Map have option to disable civ ship icons iirc.
User avatar
CaesarAug
Posts: 555
Joined: Tue Jun 23, 2015 4:54 am

Re: Expansion mod

Post by CaesarAug »

Alvek wrote: Sat Apr 25, 2026 11:58 am
Augram wrote: Thu Apr 16, 2026 6:24 am I just want to advise players that automate taxes to know the mod makes it so changes made to the tax policies in the policy editor are ignored in favor of keeping to the values set in ExapnsionModSettings.json.
You can disable it by setting EnableTargetHappinessTax to false in ExapnsionModSettings.json
There is a misspelling: Should it not be ExpansionModSettings.json?

EDIT: No, the game won’t even start-up. Changing back to ExapnsionModSetting.json. :mrgreen:
ZG264
Posts: 10
Joined: Mon Jan 01, 2018 8:59 am

Re: Expansion mod

Post by ZG264 »

Hi Alvek, and other mod makers that may know the issue here :)

I'm running your latest version of the Expansion Mod, 2.2.1.6 and have come across an issue where by after i've built the Military Academy building I can't seem to build the Special Forces units associated with it? In vanilla this was possible, and in an older version of Bacon Mod i used to play prior to giving your mod a play.

Is this a common issue for others and is there an easy fix for this? I have not seen the same problem with other units, like Armored units after building the Armored Factory etc, just the ability to train Special Forces units is not seeming to function as it did/should. Any suggestions on what to look for in the mod files to fix this?
Alvek
Posts: 291
Joined: Fri Mar 24, 2023 9:47 pm
Location: Kyiv

Re: Expansion mod

Post by Alvek »

ZG264 wrote: Wed Jun 10, 2026 10:11 am Hi Alvek, and other mod makers that may know the issue here :)

I'm running your latest version of the Expansion Mod, 2.2.1.6 and have come across an issue where by after i've built the Military Academy building I can't seem to build the Special Forces units associated with it? In vanilla this was possible, and in an older version of Bacon Mod i used to play prior to giving your mod a play.

Is this a common issue for others and is there an easy fix for this? I have not seen the same problem with other units, like Armored units after building the Armored Factory etc, just the ability to train Special Forces units is not seeming to function as it did/should. Any suggestions on what to look for in the mod files to fix this?
I will look into it today. If you use DWUR then maybe it have something in tech that makes them exclusive, but probably problem in code.
ZG264
Posts: 10
Joined: Mon Jan 01, 2018 8:59 am

Re: Expansion mod

Post by ZG264 »

Alvek wrote: Wed Jun 10, 2026 10:13 am I will look into it today. If you use DWUR then maybe it have something in tech that makes them exclusive, but probably problem in code.
It was a recent re-install of the GOG base DWU game and then your Expansion mod, so no DWUR involved :)

I used to run Bacon mod plus some graphic and GUI tweaks a few years back when i last played. I did see the DWUR mod, but prefer the race graphics etc that i used to use so passed it over. I also like to run DWU as "light" as possible, but Bacon mod added some great fixes to the base game (like Terraforming working better etc), so i was happy to see your further work based on that.

Overall really enjoying it, just trying to work out why the Special Forces build issue i've been seeing? It's not super clear in the mod code what the problem might be, and other things like i mentioned work as intended? Thanks for taking a look and responding so quick.
Alvek
Posts: 291
Joined: Fri Mar 24, 2023 9:47 pm
Location: Kyiv

Re: Expansion mod

Post by Alvek »

[12.06.2026]
Version 2.2.1.7
https://github.com/DW-UX/DistantWorldsE ... ag/2.2.1.7

Fix for error in detecting facility type during parsing txt file. Bug silently swapped all academies and pirate network.
ZG264
Posts: 10
Joined: Mon Jan 01, 2018 8:59 am

Re: Expansion mod

Post by ZG264 »

Yep, that fixed it, thanks very much for such a quick response. Distant Worlds is still one of the best in the genre imho and these mods just keep it there. Thanks to all the modders for keeping it alive 8-)
Post Reply

Return to “Design and Modding”