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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Retreat1970
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RE: Bacon Mod

Post by Retreat1970 »

tm.asp?m=4481684

RetreatUE is an extension of UEII so yes it works. Use the link above to install.
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FlipsTheSlayer
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RE: Bacon Mod

Post by FlipsTheSlayer »

Thanks! [:)]
Time is the greatest, most valuable resource that Humanity could ever have the ability to underestimate
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Kingah
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RE: Bacon Mod

Post by Kingah »

Hi. Thanks for the feedback. Once the asteroid colonies are filled up the extra people are being used as food since the colonies don't have any farmland. Just kidding. I'll look in to it and see if there is some hardcoded minimum value where the AI always tries to reach. Highly possible since asteroid colonies have such low populations.

OMG. I just watched your video. That was amazing! I laughed my ass off. I wish I had video skills like that.

I looked into making barren worlds colonizable when I made the asteroids and there was some problem with it. I don't remember what now though.

As for spawning asteroids as moons... check out my Bacon scenario "Pirates of Jupiter" and look closely at the "moons" of Saturn. :) Finding some way to do it in-game is certainly possible. I'll think about the implementation details over the next couple of weeks and hopefully something will spring to mind. At the minimum it will be a command you can do.

My friends think I'm insane for playing this "90s" game so I'm glad to see some people enjoyed the video.

I did get around to playing your "Pirates of Jupiter" the other day. While I've never been fond of the pirate gameplay, I love what you did with the moons of Saturn :P
It really should be a part of the base game galaxy generation.

I'm glad to see you're still working on the mod off and on. Could easily have dropped it by now, but you haven't. You are one of the reason I keep coming back to this beautifully clonky game (love you Elliot).

If you do happen to find a way to find and arrest the cannibal farmers in the rim it would be greatly appreciated. Might get back into the game to colonize the galaxy and purge some xeno skum if I knew my people wasn't eating Caleph bacon for breakfast :P
JOFA27
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RE: Bacon Mod

Post by JOFA27 »

Up in 450h of vanilla game playing I tried out my first mod six months ago. New dawn was a absolute first choice because of the inspired Isaac Asimov universe.

(True story is acctually that I first bought the game when this mod was mentioned but it took me 450h of gameplay to figure out how to play it - slsh - spending time figuring out how to mod rather than playing)

Das tactic has made a revolutionary youtubevideo named: "How to install mods in distant worlds universe." Its four years old but still working well. Six months ago the same caster (most probably Das123 in this forum?) made a 50minute long video named: "Distant Worlds + Bacon Mod + RetreatUE + Das Chrome Blue = YAYYYY!!!!!!!!". It describes bacon as the big new thing [&o] and includes all new stuff that will make the game a total diffrence [&o]

Knowing that its someone named Bacon and not Das that has made this mod - I will lift my hat just as much for the creator as the promotor. Just as small stuff as not needing to "assign smuggling mission" will bonker my game experience (partly because the smuggling missions not always boost up as much and fast as wanted).

THE BIG QUESTIONMARK: The very informative "four years ago" youtube video describe in detail on how to install mods. The "six months ago" is very informative about all stuff ingame but the installation is only a one minute mentioned as NOT AS SIMPLE AS USUAL MODS [&:]. Larry monte is also worth mentioning as a great inspirer to try this mod out. Very inspiring youtube series called "Extended bacon mod" where he over time fills up with new stuff in the baconmod. ALSO he mentions the installation early on as "not that simple" [:)] In this Bacon mod thread - There is text about how to install this mod but ITS NOT THAT SIMPLE [;)] to get..

I have tried "how to install dw bacon mod" on youtube but there is no such video. If this is the new standard and a must try out - It would be easier to get how to do this installation with a video. Everyone in the DW community is not a "modder" - someone like me is just a gamer [8D]

Hoping for answeres and will try out my first beyond extended until I figure the "delete exe things"[8D]

BR MR Andersson
Naviaras
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RE: Bacon Mod

Post by Naviaras »

I tried running the Bacon Mod from the Pre-Warp start and their is an error. I can run the game fine if I use any later start. Is this a known issue or do you need more information from me?
RogerBacon
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RE: Bacon Mod

Post by RogerBacon »

ORIGINAL: Naviaras

I tried running the Bacon Mod from the Pre-Warp start and their is an error. I can run the game fine if I use any later start. Is this a known issue or do you need more information from me?

I have not heard anyone mentioning that problem so please give me the details. I don't have as much time to work on the mod these days but hopefully I can fix whatever problem you are having.
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OzoneGrif_slith
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RE: Bacon Mod

Post by OzoneGrif_slith »

Hi Roger.

I have a graphical issue with Bacon Mod, and changing the settings won't fix it.

See the Postures circles (Blue or Red circles for fleet).
In the vanilla game, these circles disappear when you zoom-in in the systems.
When Bacon Mod is installed, the circles remain visible, giving a washed blue or red tint to everything on the screen.

Is there a way to fix this?
Ranged
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RE: Bacon Mod

Post by Ranged »

I'm having an issue with fighters. I use baconmod+retreatUE.

I changed the settings to
fighterBayLabel=assault
bomberBayLabel=assault
mixedBayLabel=assault

Since I like my designs automated, and with these settings I don't have to change my millitary designs every time to mix up fighter and bomber bays. But now unfortunately none of my ships or bases automatically build fighters. I have to click build on every fighter and every bomber per ships, which can get to 50 clicks per ship (ridiculous). And when they are destroyed in combat I have to do it again!
RogerBacon
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RE: Bacon Mod

Post by RogerBacon »

ORIGINAL: OzoneGrif_slith

Hi Roger.

I have a graphical issue with Bacon Mod, and changing the settings won't fix it.

See the Postures circles (Blue or Red circles for fleet).
In the vanilla game, these circles disappear when you zoom-in in the systems.
When Bacon Mod is installed, the circles remain visible, giving a washed blue or red tint to everything on the screen.

Is there a way to fix this?

I'm not sure exactly what you are talking about since I don't think I've ever set posture circles. Chance "ShowRangeCircles" to false. Setting it to true keeps things that normally are not drawn at extreme zoom-in.

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RogerBacon
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RE: Bacon Mod

Post by RogerBacon »

ORIGINAL: Ranged

I'm having an issue with fighters. I use baconmod+retreatUE.

I changed the settings to
fighterBayLabel=assault
bomberBayLabel=assault
mixedBayLabel=assault

Since I like my designs automated, and with these settings I don't have to change my millitary designs every time to mix up fighter and bomber bays. But now unfortunately none of my ships or bases automatically build fighters. I have to click build on every fighter and every bomber per ships, which can get to 50 clicks per ship (ridiculous). And when they are destroyed in combat I have to do it again!

I never thought someone would use the same label for all three settings. I have no idea what that would do off the top of my head.
Pick one you want and change the labels for the other two to something that doesn't exist. If I recall correctly, its just looking for a match and if it doesn't find anything for two of them it should be OK.

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Ranged
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RE: Bacon Mod

Post by Ranged »

ORIGINAL: RogerBacon

ORIGINAL: Ranged

I'm having an issue with fighters. I use baconmod+retreatUE.

I changed the settings to
fighterBayLabel=assault
bomberBayLabel=assault
mixedBayLabel=assault

Since I like my designs automated, and with these settings I don't have to change my millitary designs every time to mix up fighter and bomber bays. But now unfortunately none of my ships or bases automatically build fighters. I have to click build on every fighter and every bomber per ships, which can get to 50 clicks per ship (ridiculous). And when they are destroyed in combat I have to do it again!

I never thought someone would use the same label for all three settings. I have no idea what that would do off the top of my head.
Pick one you want and change the labels for the other two to something that doesn't exist. If I recall correctly, its just looking for a match and if it doesn't find anything for two of them it should be OK.


I really can't get that to work.

fighterBayLabel=assault
bomberBayLabel=
mixedBayLabel=

-My carriers only create bombers

fighterBayLabel=
bomberBayLabel=
mixedBayLabel=fighter

-My carriers only create fighters

fighterBayLabel=assault
bomberBayLabel=assault
mixedBayLabel=assault

-What I mentioned before

What should I do to just let them have a healthy mix of fighters and bombers? I really like the retreat UE mod but I don't like having to change my designs again to replace half the fighter bays with bombers bays *every time* I auto-retrofit the designs.
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OzoneGrif_slith
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RE: Bacon Mod

Post by OzoneGrif_slith »

ORIGINAL: RogerBacon

I'm not sure exactly what you are talking about since I don't think I've ever set posture circles. Chance "ShowRangeCircles" to false. Setting it to true keeps things that normally are not drawn at extreme zoom-in.

Hi Roger, thanks for your answer.
I tried to add "ShowRangeCircles=false" in the configuration file (it wasn't present so I added it) but that doesn't solve the graphical issue.

See a screenshot of said Posture circles attached.

Image
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OzoneGrif_slith
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RE: Bacon Mod

Post by OzoneGrif_slith »

Now a zoom-in.
Note how everything is "washed blue" in the zoomed version.
This doesn't occur in the vanilla game since the posture circles are hidden at high zoom levels.

Image
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RogerBacon
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RE: Bacon Mod

Post by RogerBacon »

ORIGINAL: OzoneGrif_slith




Hi Roger, thanks for your answer.
I tried to add "ShowRangeCircles=false" in the configuration file (it wasn't present so I added it) but that doesn't solve the graphical issue.


OK, I was working from memory and that entry really doesn't exist. lol.
Instead, try this:
Type !rangecircles into the ship finder (the text box where all the commands go). That will toggle the range circles off and should revert to not drawing stuff below a certain zoom level like before.
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OzoneGrif_slith
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RE: Bacon Mod

Post by OzoneGrif_slith »

Type !rangecircles into the ship finder (the text box where all the commands go). That will toggle the range circles off and should revert to not drawing stuff below a certain zoom level like before.
Amazing, that works and makes zooming much more comfortable!

It would be amazing to have this in the configuration file (unless you manage to fix the root issue itself of course).

Thanks again :)
AKicebear
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RE: Bacon Mod

Post by AKicebear »

I'm getting an error with the mod, loading a existing save. I've been able to load it before, am still able to start new games or load other saves - any ideas?

https://imgur.com/kMXSsxL

I can post a copy of the save later, if useful. For now I've reverted back 20 minutes to the last autosave, but concerned this could happen again or with more than just the core save. Thanks!
RogerBacon
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RE: Bacon Mod

Post by RogerBacon »

ORIGINAL: AKicebear

I'm getting an error with the mod, loading a existing save. I've been able to load it before, am still able to start new games or load other saves - any ideas?

https://imgur.com/kMXSsxL

I can post a copy of the save later, if useful. For now I've reverted back 20 minutes to the last autosave, but concerned this could happen again or with more than just the core save. Thanks!

Thanks for the screenshot. In the last patch to the Bacon mod I added the ability for point defense to intercept missiles. Maybe some part of that is not being saved in the save gaem file and so it is causing an argument out of range exception. I don't have time to look at it thesedays but I'll try and narrow it down.
For now I would suggest not saving when there is a battle taking place, at least one that is happening on screen. That should help.
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Beyondfubar
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RE: Bacon Mod

Post by Beyondfubar »

Hey RogerBacon, what is the chance that completed ship components could be traded? Like hab modules or fighter bays?
RogerRogertheDodger
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RE: Bacon Mod

Post by RogerRogertheDodger »

Thank you Roger for your great mod additions to the base game as I am just starting to play DW:U. I am loving it.
I am an old Master of Orion 2 fanatic and this game is a great update to a very similar playstyle as MoO2. I only wish I had found it sooner.


Regards,

RogerRogertheDodger
RogerBacon
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RE: Bacon Mod

Post by RogerBacon »

Version 1.76 Released

Fixed bugs with loading a saved file where missiles are targeted for interception.
Fixed passenger ships continuing to send population to colonies that are full.

Added

!overtime x Adds X years to the start time when victory conditions are checked.

!yourock This will add an asteroid in orbit around the currently selected colony (selected on the map, not in a colony list). The cost is set in the following BaconSettings entry:
orbitalAsteroidCost=10000
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