Page 17 of 72

RE: Bacon Mod

Posted: Thu Nov 02, 2017 4:03 pm
by Sabranan
ORIGINAL: exin
Should I edit the vanilla facilities.txt as well?

No, it's best practice to never edit the vanilla files. It shouldn't be required anyway.

The default settings for BaconWorld have a max quality of 80, so it won't improve planets beyond that.

The only other thing I can think of is that since you have 1.45 at the moment it's probably a good idea to update to the latest 1.51 version and see if that works.

RE: Bacon Mod

Posted: Thu Nov 02, 2017 4:30 pm
by Hattori Hanzo
ORIGINAL: exin
ORIGINAL: Sabranan

Exin if you're using the BaconWorld theme then it should just work out of the box.

If you're using some other mod, an edit to its facilities.txt file is required to get it working as described.

The base game doesn't include the terraforming changes.

Using only BaconWorld, no other mods. My customization folder only has: BaconWorld, Distant Worlds Original and The Ancient Galaxy.


I've also let the game run for a while and saw no change in the Quality of my planets.

Should I edit the vanilla facilities.txt as well?

by the way Exin, which starting quality have your planets where you build the Terraforming facility ?

RE: Bacon Mod

Posted: Thu Nov 02, 2017 5:13 pm
by exin
ORIGINAL: Hattori Hanzo

ORIGINAL: exin
ORIGINAL: Sabranan

Exin if you're using the BaconWorld theme then it should just work out of the box.

If you're using some other mod, an edit to its facilities.txt file is required to get it working as described.

The base game doesn't include the terraforming changes.

Using only BaconWorld, no other mods. My customization folder only has: BaconWorld, Distant Worlds Original and The Ancient Galaxy.


I've also let the game run for a while and saw no change in the Quality of my planets.

Should I edit the vanilla facilities.txt as well?

by the way Exin, which starting quality have your planets where you build the Terraforming facility ?

One with 60%, one with 30% and one with 29%. Started a new game now with patch 1.51. Hope it will work this time around.

RE: Bacon Mod

Posted: Sun Nov 05, 2017 9:20 am
by gazdadude
i'm getting unhandled exeptions in certain mods :( when clicking the design button

RE: Bacon Mod

Posted: Sun Nov 05, 2017 11:02 am
by DonH58
Hi Roger and gazdadudu
I replied in the UEII thread with this:
gazdadude
I used Retreat1970s version along with phisari's character mod, using the Bacon mod exec and the 3 text files with no problem at all. When I used the BaconWorld folder with its files I couldn't get it work. I wasn't sure how to make the changes in the research file so as to be able to use the hanger bay changes. Presently I am playing with the Beyond Extended Universe Alpha mod and the text file changes that Roger made with no problems. I will say though I prefer playing the unleashed mod i find it more immersive and challenging but that is my opinion. Maybe someday Roger will have the time to look into this mod and get his wonder full mod to fully work with UEII:)

RE: Bacon Mod

Posted: Sun Nov 05, 2017 9:45 pm
by RogerBacon
ORIGINAL: gazdadude

i'm getting unhandled exeptions in certain mods :( when clicking the design button

Someone else got that with one of the other mods. It was missing some ship pictures. That's probably the same issue you are having. If you tell me which mod and post the stack trace I might be able to narrow it down better.

RE: Bacon Mod

Posted: Sun Nov 05, 2017 9:52 pm
by RogerBacon
Since this past February I've been working a REALLY easy job that has allowed me to spend a lot of extra time working on my mod. Starting November 6th, 2017 I'll be doing a new job that will be much more challenging so my time on the mod will be more limited. I've considered it complete at least a dozen times but always found more to add. No doubt that will be the case in the future. There remain a few rare bugs. Most noticeably explorers going to 0,0. I'm pretty sure this happens when ordered to explore "sector". Use "system" or auto explore instead.

I'm hoping to see people expand on this mod. I didn't touch the ship templates since anyone can do those. As they stand, explorers don't have labs so they are not science ships. That puts the AI at a disadvantage. Also, the AI might benefit from more fuel on some ships and stuff like that.

Anyway, this is not goodbye but more of an explanation that I won't be able to do the weekly or bi-weekly updates as I have in the past.

RE: Bacon Mod

Posted: Mon Nov 06, 2017 7:29 am
by gazdadude
ORIGINAL: RogerBacon

ORIGINAL: gazdadude

i'm getting unhandled exeptions in certain mods :( when clicking the design button

Someone else got that with one of the other mods. It was missing some ship pictures. That's probably the same issue you are having. If you tell me which mod and post the stack trace I might be able to narrow it down better.

there where a few

the human revolution mod
the star trek the picard eramod
unleashed extended mods
new dawn
its also happening with baconworld
(sorry for so many)

RE: Bacon Mod

Posted: Mon Nov 06, 2017 12:01 pm
by RogerBacon
ORIGINAL: gazdadude
ORIGINAL: RogerBacon

ORIGINAL: gazdadude

i'm getting unhandled exeptions in certain mods :( when clicking the design button

Someone else got that with one of the other mods. It was missing some ship pictures. That's probably the same issue you are having. If you tell me which mod and post the stack trace I might be able to narrow it down better.

there where a few

the human revolution mod
the star trek the picard eramod
unleashed extended mods
new dawn
its also happening with baconworld
(sorry for so many)

If it is happening with Baconworld then, assuming it's missing images, it means on of the ship images in your base game has been deleted somehow.Are you getting it with no modsand the original exe? If yes, try reinstalling the game.
The stack trace would help. Post it next time it happens.

RE: Bacon Mod

Posted: Tue Nov 07, 2017 7:26 am
by gazdadude
ORIGINAL: RogerBacon

ORIGINAL: gazdadude
ORIGINAL: RogerBacon




Someone else got that with one of the other mods. It was missing some ship pictures. That's probably the same issue you are having. If you tell me which mod and post the stack trace I might be able to narrow it down better.

there where a few

the human revolution mod
the star trek the picard eramod
unleashed extended mods
new dawn
its also happening with baconworld
(sorry for so many)

If it is happening with Baconworld then, assuming it's missing images, it means on of the ship images in your base game has been deleted somehow.Are you getting it with no modsand the original exe? If yes, try reinstalling the game.
The stack trace would help. Post it next time it happens.

Ive reinstalled multiple times get the same message for each mod

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at DistantWorlds.Controls.DesignListView.BindData(Galaxy galaxy, DesignList designs, Bitmap[] builtObjectImages, Boolean allowMultiSelect)
at DistantWorlds.Main.method_307(Design design_3)
at DistantWorlds.Main.tbtnDesigns_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at DistantWorlds.Controls.GlassButton.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at DistantWorlds.Controls.GlassButton.OnMouseUp(MouseEventArgs e)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.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)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.7.2556.0 built by: NET471REL1
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
BoxedAppSDK_AppDomainManager
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/WINDOWS/assembly/GAC/BoxedAppSDK_AppDomainManager/1.0.0.0__ef07ce3257ee81c1/BoxedAppSDK_AppDomainManager.dll
----------------------------------------
DistantWorlds
Assembly Version: 1.9.5.12
Win32 Version: 1.9.5.12
CodeBase: file:///D:/Program%20Files%20(x86)/Steam/steamapps/common/Distant%20Worlds%20Universe/DistantWorlds.EXE
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.7.2556.0 built by: NET471REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.7.2556.0 built by: NET471REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.7.2556.0 built by: NET471REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
DistantWorlds.Controls
Assembly Version: 1.9.5.12
Win32 Version: 1.9.5.12
CodeBase: file:///D:/Program%20Files%20(x86)/Steam/steamapps/common/Distant%20Worlds%20Universe/DistantWorlds.Controls.DLL
----------------------------------------
DistantWorlds.Types
Assembly Version: 1.9.5.12
Win32 Version: 1.9.5.12
CodeBase: file:///D:/Program%20Files%20(x86)/Steam/steamapps/common/Distant%20Worlds%20Universe/DistantWorlds.Types.DLL
----------------------------------------
BaconDistantWorlds
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///D:/Program%20Files%20(x86)/Steam/steamapps/common/Distant%20Worlds%20Universe/BaconDistantWorlds.DLL
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.7.2556.0 built by: NET471REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.7.2556.0 built by: NET471REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.7.2556.0 built by: NET471REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
AxInterop.WMPLib
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///D:/Program%20Files%20(x86)/Steam/steamapps/common/Distant%20Worlds%20Universe/AxInterop.WMPLib.DLL
----------------------------------------
Interop.WMPLib
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///D:/Program%20Files%20(x86)/Steam/steamapps/common/Distant%20Worlds%20Universe/Interop.WMPLib.DLL
----------------------------------------
Microsoft.Xna.Framework.Graphics
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30901.0 built by: xnabldr
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_32/Microsoft.Xna.Framework.Graphics/v4.0_4.0.0.0__842cf8be1de50553/Microsoft.Xna.Framework.Graphics.dll
----------------------------------------
Microsoft.Xna.Framework
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30901.0 built by: xnabldr
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_32/Microsoft.Xna.Framework/v4.0_4.0.0.0__842cf8be1de50553/Microsoft.Xna.Framework.dll
----------------------------------------
System.Deployment
Assembly Version: 4.0.0.0
Win32 Version: 4.7.2556.0 built by: NET471REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Deployment/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Deployment.dll
----------------------------------------
DW_Steam
Assembly Version: 1.0.5257.18237
Win32 Version:
CodeBase: file:///D:/Program%20Files%20(x86)/Steam/steamapps/common/Distant%20Worlds%20Universe/DW_Steam.DLL
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 10.0.0.0
Win32 Version: 14.7.2556.0 built by: NET471REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
Microsoft.DirectX.DirectSound
Assembly Version: 1.0.2902.0
Win32 Version: 5.04.00.2904
CodeBase: file:///C:/WINDOWS/assembly/GAC/Microsoft.DirectX.DirectSound/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.DirectSound.dll
----------------------------------------
PresentationCore
Assembly Version: 4.0.0.0
Win32 Version: 4.7.2556.0 built by: NET471REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_32/PresentationCore/v4.0_4.0.0.0__31bf3856ad364e35/PresentationCore.dll
----------------------------------------
WindowsBase
Assembly Version: 4.0.0.0
Win32 Version: 4.7.2556.0 built by: NET471REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/WindowsBase/v4.0_4.0.0.0__31bf3856ad364e35/WindowsBase.dll
----------------------------------------
System.Management
Assembly Version: 4.0.0.0
Win32 Version: 4.7.2556.0 built by: NET471REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Management/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Management.dll
----------------------------------------
Microsoft.DirectX
Assembly Version: 1.0.2902.0
Win32 Version: 5.04.00.2904
CodeBase: file:///C:/WINDOWS/assembly/GAC/Microsoft.DirectX/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.dll
----------------------------------------
Accessibility
Assembly Version: 4.0.0.0
Win32 Version: 4.7.2556.0 built by: NET471REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.



RE: Bacon Mod

Posted: Tue Nov 07, 2017 10:14 am
by RogerBacon
Yep, that's the ship design image missing error.One of the ship images is missing in one of the ship families. Someone else had the same issue with their game. You can search through the thread and see how he solved it. It's probably the same image missing. I'm writing on a cell phone so it's not really good for forum searching.

RE: Bacon Mod

Posted: Wed Nov 08, 2017 8:24 am
by BTAxis
That's what I was experiencing too, but it seems to have randomly stopped for me. Note that this is NOT the issue with missing graphics, I still have no idea what that's about. That only happens with Starfall Corrected (as far as I know), and it does NOT go away if you copy the stock ship families.

RE: Bacon Mod

Posted: Sat Nov 11, 2017 5:53 pm
by RogerBacon
Version 1.52 released

A few small changes
Changed war weariness so that it does not magically reset to zero as soon as wars are over. Now it decays gradually.
Removed where the game would set a colony's population to 10 million if it was less than 10 million after an invasion. This was causing small asteroid colonies to shoot up to 10 million after an invasion.
Edited some other places that had population checks for less than 10 million to take in to account small populations.

Exposed some new variables for editing via the BaconSetings file. None of the default values are changed since I have no time to test them. I just opened them up for people to play with.
shipMaintenanceCostPerSizeUnit=1
shipMarkupFactor=5
shipMarkupFactorPirates=2.5
warWearinessMax=40

Thanks to Larry and his playthrough series for pointing out how war weariness worked. I never noticed it before.

RE: Bacon Mod

Posted: Sat Nov 11, 2017 9:33 pm
by StarLab
ORIGINAL: RogerBacon

Version 1.52 released

A few small changes
Changed war weariness so that it does not magically reset to zero as soon as wars are over. Now it decays gradually.
Removed where the game would set a colony's population to 10 million if it was less than 10 million after an invasion. This was causing small asteroid colonies to shoot up to 10 million after an invasion.
Edited some other places that had population checks for less than 10 million to take in to account small populations.

Exposed some new variables for editing via the BaconSetings file. None of the default values are changed since I have no time to test them. I just opened them up for people to play with.
shipMaintenanceCostPerSizeUnit=1
shipMarkupFactor=5
shipMarkupFactorPirates=2.5
warWearinessMax=40

Thanks to Larry and his playthrough series for pointing out how war weariness worked. I never noticed it before.

No worries! I appreciate the breath of fresh air to the game. [8D]

I've already recorded my next session for upload, but should have this version installed for next time.

RE: Bacon Mod

Posted: Sun Nov 12, 2017 6:24 am
by Nobody987
Hello Mr. Bacon,

one thing that bothers me is the thing that design templates for ships and bases are loaded only on game startup and there is no way to change designs mid game.
So if I want to switch from missiles to better phasers during the game, AI will still auto design ships with missiles ignoring phasers.

My question is, is there a possibility to 'force' game to acknowledge changes made in design template file so that we can switch designs?

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

Posted: Sun Nov 12, 2017 3:30 pm
by Canaris_PL
ORIGINAL: RogerBacon

OK, here is the first teaser pic from the mod. Let's make a game of this. Can you spot the mod?



Canaris_PL, if you are still playing Distant Worlds, your wish from two years ago is about to come true.

Holy shit, absolute mad man ... [&o][&o]

EDIT : is there some instruction on how to use Bacon with Extended Universe and those merge files ? Im feeling kind dense here ...

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

Posted: Sun Nov 12, 2017 10:00 pm
by StarLab
ORIGINAL: Canaris_PL
ORIGINAL: RogerBacon

OK, here is the first teaser pic from the mod. Let's make a game of this. Can you spot the mod?



Canaris_PL, if you are still playing Distant Worlds, your wish from two years ago is about to come true.

Holy shit, absolute mad man ... [&o][&o]

EDIT : is there some instruction on how to use Bacon with Extended Universe and those merge files ? Im feeling kind dense here ...
Full instructions here: https://www.youtube.com/watch?v=O6pCLoOHY2Q [:)]

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

Posted: Thu Nov 16, 2017 11:46 pm
by RogerBacon
In making and releasing the Bacon Mod I've generally tried to not include things that others can do. One area is ship templates. Those are plain text files that users can modify to their own liking. However, if you aren't making some changes to them then you aren't getting the most out of my mod. For example, "science ships" are explorers with labs on them. Unless you add labs to the racial templates for exploration ships they will never put labs on them. Also, the templates only have one weapon on the private ships. I modded mine to take in to account the greater weapons the Bacon mod allows. Here is a picture of a well armed freighter of an AI empire. It has as much fire power (and significantly longer range) than my cruisers.

Image

And here's a not so well armed battleship from the same empire.

Image

The circles around the ships are weapon ranges, which will be in the next version of the Bacon Mod.



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

Posted: Fri Nov 17, 2017 4:04 pm
by Osito
In the past I have made modded maps, and I found that it was impossible to create a map with more than 1400 stars without causing the game to crash. It might take 20 years, or it might take 100 years, but eventually the number of stars would cause the crash.

I was just wondering whether the 2000 star setting in this mod's game menu manages to avoid this issue.

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

Posted: Fri Nov 17, 2017 4:33 pm
by RogerBacon
ORIGINAL: Osito

I was just wondering whether the 2000 star setting in this mod's game menu manages to avoid this issue.

All I can say is so far so good. We've had it out for awhile with no reports of crashes. I've played a 2000 star game to completion but it didn't take anywhere near 100 years.
There are no hardcoded array limits for the number of stars so it should just be a matter of memory. By the time you get late in the game it Is ships that are taking up most of the memory.

I'm glad to see your post Osito. I plan to credit you with inspiring a little bonus project I plan to release next week.