Bacon Mod

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

Post by Vellarain »

Alright,

So I keep running into this error every single time at the same time in my current game.

The only other mod I am running with Bacon is Beyond, nothing fancy, I think I only turned off the asteroid colonization and the infrastructure investment.

https://www.dropbox.com/s/61jc2ugvlcdn0to/Untitled.png?dl=0
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Pocus
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RE: "Hyping" my forthcoming mod (pun intended)

Post by Pocus »

Still faced with 2 issues I can't solve somehow.

1. Why prices on some planets are all negative, when checking with a free trader?

2. I never manage to manually unload a freighter with alt-U. I order him to move to the planet, once I get the notification the order is done, I hit ALT-U. The freighter somehow accelerate to speed 3, but nothing else happens.
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RogerBacon
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RE: "Hyping" my forthcoming mod (pun intended)

Post by RogerBacon »

ORIGINAL: Vellarain

Alright,

So I keep running into this error every single time at the same time in my current game.

The only other mod I am running with Bacon is Beyond, nothing fancy, I think I only turned off the asteroid colonization and the infrastructure investment.

https://www.dropbox.com/s/61jc2ugvlcdn0to/Untitled.png?dl=0

What settings were you using for
allowInfrastructureImprovements=true
infrastuctureDurability=0.9

I've wrapped the code in a try-catch block to get past the error but it shouldn't have thrown an overflow exception.
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RogerBacon
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RE: "Hyping" my forthcoming mod (pun intended)

Post by RogerBacon »

ORIGINAL: Pocus

Still faced with 2 issues I can't solve somehow.

1. Why prices on some planets are all negative, when checking with a free trader?

2. I never manage to manually unload a freighter with alt-U. I order him to move to the planet, once I get the notification the order is done, I hit ALT-U. The freighter somehow accelerate to speed 3, but nothing else happens.

Hi,

1 Are you using a free trader or a free miner? (A ship with extractors). If the later, I mention that the cost of extraction is abstracted into the market price. Those negative values you are4 seeing are the difference between local market price and galactic price AFTER subtracting the real cost to extract resources. It prevents "free money". You should never see negative values for a free trader that doesn't have extractors and is buying and selling like a regular freighter.

2. Sorry for the confusion. RIGHT after issuing the order to move to a base/planet, give the ctrl-U order. It will insert a "Unload" action into the mission. If you wait until the ship has arrived at the base/planet, its too late.
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Pocus
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RE: "Hyping" my forthcoming mod (pun intended)

Post by Pocus »

1.Aaaah, I use a 'combo-design', a somehow huge behemoth in philosophy close to the East Indiamen of the Age of Sails (but even more versatile). So indeed, the merchantman has a luxury extractor, so that if there is a downtime, it is paying for its bill by extracting some resources. It seems I'm working against your game design here, as it prevents most trade operations in the end.

2. ok got it! Your readme don't mention this ctrl-U order and how it is special, if you want to update it for the future generations [:'(]
Also not clear at first is that ctrl-E is used to input any order with !. It is described as being used to search for a ship after its name, that's all.

edit: Something odd perhaps? I have a spy captured by the Caleph, then one year after I lose another spy to a pirate factions. Some months after, the pirates say they can ransom my 2nd spy. But the ctrl-P screen only show my initial spy. I waited 2 months after their announcement, and nothing new under the sun? Can it be that you have a bug and you only show one spy at a time?
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RogerBacon
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RE: "Hyping" my forthcoming mod (pun intended)

Post by RogerBacon »

ORIGINAL: Pocus

1.Aaaah, I use a 'combo-design', a somehow huge behemoth in philosophy close to the East Indiamen of the Age of Sails (but even more versatile). So indeed, the merchantman has a luxury extractor, so that if there is a downtime, it is paying for its bill by extracting some resources. It seems I'm working against your game design here, as it prevents most trade operations in the end.

2. ok got it! Your readme don't mention this ctrl-U order and how it is special, if you want to update it for the future generations [:'(]
Also not clear at first is that ctrl-E is used to input any order with !. It is described as being used to search for a ship after its name, that's all.

edit: Something odd perhaps? I have a spy captured by the Caleph, then one year after I lose another spy to a pirate factions. Some months after, the pirates say they can ransom my 2nd spy. But the ctrl-P screen only show my initial spy. I waited 2 months after their announcement, and nothing new under the sun? Can it be that you have a bug and you only show one spy at a time?

1 Right. Try it with just a regular state freighter. You will see regular prices.
2 I've updated the readme. The humble "ship finder" just found ships back when I made it.

I've seen more than 10 spies sitting in prison waiting to be ransomed so I know it handles more than one. It may be sending the wrong message. I'll look in to it. Right now I'm investigating a bigger bug, which I will talk about in the next post.
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RogerBacon
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RE: "Hyping" my forthcoming mod (pun intended)

Post by RogerBacon »

Hi all,

Busy day on the forums. Well, it seems a particularly big bug crept into the game some time back. I'm surprised no one noticed but I guess I didn't notice until yesterday. It seems once a system becomes visible (due to explorer, base or any other ship entering it) it remains visible to that empire forever.
I've been looking into it this morning and I believe it was related to the fix I made to the explorer ships being stuck near a star perpetually thinking it was unexplored. I'll work on this and hopefully have a fix for this weekend. Until then, I guess we all have the omniscience trait from Moo2. :)
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Vellarain
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RE: "Hyping" my forthcoming mod (pun intended)

Post by Vellarain »

Ohh, I might have set it to 1.0, so my investments stick around... that could be the problem eh?
RogerBacon
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RE: "Hyping" my forthcoming mod (pun intended)

Post by RogerBacon »

ORIGINAL: Vellarain

Ohh, I might have set it to 1.0, so my investments stick around... that could be the problem eh?

Well mathematically it shouldn't be. I assumed some people might do that. However, it would be incredibly unbalancing since infrastructure indirectly translates into extra money. Its part of the calculation for a planet's income. Best to let those roads and bridges decay a little. :)
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Vellarain
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RE: "Hyping" my forthcoming mod (pun intended)

Post by Vellarain »

I think that was the only value I changed, yet I am getting this crash over it. I even changed it to false and it is still happening at the exact same moment. Heck, I haven't even used the boost yet myself.
RogerBacon
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Location: Miami, Florida, U.S.A.

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

Post by RogerBacon »

ORIGINAL: Vellarain

I think that was the only value I changed, yet I am getting this crash over it. I even changed it to false and it is still happening at the exact same moment. Heck, I haven't even used the boost yet myself.

The Ai probably used it. I'm afraid you are stuck until the next patch (which should be out this weekend hopefully). Start a fresh game and leave the infrastructure off or at default values and see if you still have issues.
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sotthata
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RE: Bacon Mod

Post by sotthata »

I've encountered a pretty reproducible bug. Bacon related? No idea. I'm running 1.69.

Whenever I try and have an explorer "Explore Sector" and it first chooses a black hole (as indicated by a dashed yellow line), a moment later the arrow will switch to A1 (0,0) and the explorer will warp to that position.

If I manually tell it to explore the black hole and then tell it to explore the sector, it behaves properly.

Bacon, did you ever notice this behavior? I've not had a chance to play 1.7x, yet, and my systems have been fully explored at this point, anyway.
RogerBacon
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RE: Bacon Mod

Post by RogerBacon »

ORIGINAL: sotthata
I've encountered a pretty reproducible bug. Bacon related? No idea. I'm running 1.69.

Whenever I try and have an explorer "Explore Sector" and it first chooses a black hole (as indicated by a dashed yellow line), a moment later the arrow will switch to A1 (0,0) and the explorer will warp to that position.

If I manually tell it to explore the black hole and then tell it to explore the sector, it behaves properly.

Bacon, did you ever notice this behavior? I've not had a chance to play 1.7x, yet, and my systems have been fully explored at this point, anyway.

I have not. I usually have my explorers automated. I have seen them explore black holes but I have not tried the "explore sector". I'll see if I can reproduce it. I know that there may be a few rare cases left where ships heard to 0,0 although I ran several games on full auto for a long time and then checked the 0,0 location and didn't see any ships there.

It is normal in the mod for you to occasionally see vector lines pointing to 0,0 , such as when a constructor is building a base. It's a leftover type thing because the ship has no current target but is still doing its mission of building the base. The ships don't actually go there though.
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RogerBacon
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RE: Bacon Mod

Post by RogerBacon »

Version 1.71 released.
Fixed the always visible systems once explored bug. Note that in games started with a prior version the systems will still remain visible until the next time the game would change them to explored. That happens when your last ship leaves the system.

Added settings to BaconSettigns.txt to set speed for out of fuel ships.
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Pocus
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RE: Bacon Mod

Post by Pocus »

Ooooh shiny, the penalty to out of fuel, big thanks!
I did notice indeed that the fog of war was lifted permanently. Somehow I think I believed one of my allies had view on it.
I was intrigued too by these 0/0 coordinates.

question/remark: Helium is not part of the 'maintained stockpile' for stations. As such any upgrade requiring some will have the upgrade stalled until the civilian sector kicks in (and it can be a while as you know).

I have trouble making the 'out of fuel speed' setting works. In version 0.71, and I have stopped and restarting some ships that were out of fuel, still at 0.33, despite:
noFuelCruiseSpeedMultiplier=0.60
noFuelTopSpeedMultiplier=0.55
noFuelHyperSpeedMultiplier=0.50
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RogerBacon
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RE: Bacon Mod

Post by RogerBacon »

ORIGINAL: Pocus

question/remark: Helium is not part of the 'maintained stockpile' for stations. As such any upgrade requiring some will have the upgrade stalled until the civilian sector kicks in (and it can be a while as you know).

I was unaware of that. I never looked at upgrade stockpiles until I made the recent change allowing users to set a target level. It is strange that Helium would be excluded.
I have trouble making the 'out of fuel speed' setting works. In version 0.71, and I have stopped and restarting some ships that were out of fuel, still at 0.33, despite:
noFuelCruiseSpeedMultiplier=0.60
noFuelTopSpeedMultiplier=0.55
noFuelHyperSpeedMultiplier=0.50

Once a ship is out of fuel a flag is set and its speeds are changed. When it receives fuel the flag is removed and its speds are reset. So, you won't see any changes you make on ships that are already out of fuel. Sorry for not mentioning that.
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RogerBacon
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RE: Bacon Mod

Post by RogerBacon »


It has come to my attention that I have omitted a setting in the BaconSettings.txt file.I'll be sure to add it in the next version. In the meantime everyone can just add he following section. I put it after the researchperlab but it can go anywhere.

// These values determine how much scientific data a science ship will receive for discovering a resource or a ruins that contains a discovery. Ruins that contain nothing will give no data.
scientificDataForResourceSurvey=3
scientificDataForRuins=90

With out this entry the games is using the default values of 3 and 30.
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DasTactic
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RE: Bacon Mod

Post by DasTactic »

ORIGINAL: RogerBacon


It has come to my attention that I have omitted a setting in the BaconSettings.txt file.I'll be sure to add it in the next version. In the meantime everyone can just add he following section. I put it after the researchperlab but it can go anywhere.

// These values determine how much scientific data a science ship will receive for discovering a resource or a ruins that contains a discovery. Ruins that contain nothing will give no data.
scientificDataForResourceSurvey=3
scientificDataForRuins=90

With out this entry the games is using the default values of 3 and 30.

Thanks Roger. Can you please include the game defaults in the comment when it is in the final file? It's handy to use that as a reference.

Also, I'm not sure if you are receiving the PMs through the forum. I'd sent a couple and replied to yours.
RogerBacon
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RE: Bacon Mod

Post by RogerBacon »

ORIGINAL: Das123

Thanks Roger. Can you please include the game defaults in the comment when it is in the final file? It's handy to use that as a reference.

Also, I'm not sure if you are receiving the PMs through the forum. I'd sent a couple and replied to yours.

Well, the defaults are 3 and 30 but since then I've felt that 90 would be a better value for ruins so I'll probably make that the default going forward. I received one message from you. Looking forward to watching your next episode.
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DasTactic
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RE: Bacon Mod

Post by DasTactic »

ORIGINAL: RogerBacon

Well, the defaults are 3 and 30 but since then I've felt that 90 would be a better value for ruins so I'll probably make that the default going forward. I received one message from you. Looking forward to watching your next episode.

I agree that 90 works better than the game default. I just meant that in the comment section it would be good to know that the game default is 30 but that you have tweaked it 3x.

I've got the episodes scheduled 1 per day for about 4 hours from now. :) I really love the look of the space battles now in the mod inside the gravity well. :)
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