Bacon Mod
RE: Bacon Mod
Hi Roger,
Thank you for for this unvaluable mod..so nice.
I am trying to install it in a laptop, with windows 10 Home Edition.
Original exe file works fine, but when trying to run yours, nothing happens.
I don't know if it crash or if it is unable to show your firstwindows showing mod and version and get stalled there..really don't know. I have tryed to find some log file or whatever,..nothing.
Perhaps some library missing only needed for your exe file?..
If you can help it would be very appreciated.
Happy new year!
Arturo
Thank you for for this unvaluable mod..so nice.
I am trying to install it in a laptop, with windows 10 Home Edition.
Original exe file works fine, but when trying to run yours, nothing happens.
I don't know if it crash or if it is unable to show your firstwindows showing mod and version and get stalled there..really don't know. I have tryed to find some log file or whatever,..nothing.
Perhaps some library missing only needed for your exe file?..
If you can help it would be very appreciated.
Happy new year!
Arturo
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RE: Bacon Mod
Hi Arturo,ORIGINAL: Arturo28
Hi Roger,
Thank you for for this unvaluable mod..so nice.
I am trying to install it in a laptop, with windows 10 Home Edition.
Original exe file works fine, but when trying to run yours, nothing happens.
I don't know if it crash or if it is unable to show your firstwindows showing mod and version and get stalled there..really don't know. I have tryed to find some log file or whatever,..nothing.
Perhaps some library missing only needed for your exe file?..
If you can help it would be very appreciated.
Happy new year!
Arturo
Open the task manager and see if the DistantWorlds.exe process is running. If it shows up there and is very small then it sounds like a problem some other people had. You can search this thread for a solution. They did get it working.
I have neither Windows 10 nor a laptop so I'm not much help in diagnosing your problem. I would suggest downloading the latest version of the dot net framework since there is a chance that some of my code uses a newer version. However if you have other games installed on the laptop then this probably isn't the cause as you probably already have a newer version of dot net on your laptop.
If (when) you find a solution be sure to post it here to help others.
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RE: "Hyping" my forthcoming mod (pun intended)
One thing that's always bothered me in the Expansion Planner, the dropdown always reverts to "Potential Colonies" when opened. It would be so nice if it remembered the user's selection and use that each time it was opened. Don't know if something like that would be possible, but just a suggestion... 

Old & Lost
RE: Bacon Mod
ORIGINAL: RogerBacon
ORIGINAL: Arturo28
Hi Roger,
Thank you for for this unvaluable mod..so nice.
I am trying to install it in a laptop, with windows 10 Home Edition.
Original exe file works fine, but when trying to run yours, nothing happens.
I don't know if it crash or if it is unable to show your firstwindows showing mod and version and get stalled there..really don't know. I have tryed to find some log file or whatever,..nothing.
Perhaps some library missing only needed for your exe file?..
If you can help it would be very appreciated.
Happy new year!
Arturo
Hi Arturo,
Open the task manager and see if the DistantWorlds.exe process is running. If it shows up there and is very small then it sounds like a problem some other people had. You can search this thread for a solution. They did get it working.
I have neither Windows 10 nor a laptop so I'm not much help in diagnosing your problem. I would suggest downloading the latest version of the dot net framework since there is a chance that some of my code uses a newer version. However if you have other games installed on the laptop then this probably isn't the cause as you probably already have a newer version of dot net on your laptop.
If (when) you find a solution be sure to post it here to help others.
I have found the solution
my laptop is a LENOVO YOGA 3 with touchscreen. Testing desactivating windows 10 services it has work disabling the service "touchpad keyboard".
So, let's play Distant Worlds... [:D]
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RE: Bacon Mod
ORIGINAL: Arturo28
I have found the solution
my laptop is a LENOVO YOGA 3 with touchscreen. Testing desactivating windows 10 services it has work disabling the service "touchpad keyboard".
So, let's play Distant Worlds... [:D]
That's great to hear! I hope you enjoy the mod.
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RE: Bacon Mod
Thank you Roger Bacon for this awesome mod! I put 1000's of hours into the DW series and this gives me a chance to play it again with these fun changes.
2 issues/questions:
1. I *love* the gravity wells, but find that it causes my fleets to arrive 'piecemeal' when I order an attack on an enemy base. My faster destroyers are able to escape the gravity well before my slower cruisers. Is there any way to avoid this (besides setting a primary waypoint outside the well and then a secondary waypoint at the enemy location)?
2. I am playing Bacon + DasChrome = RetreatUE. I find my military ships will retreat at ANY amount of armor damage - in spite of the settings I pick. I've tried Flee When: "Shields 20%" and "Armor 50% or Shields 20%" and my ship retreats when it receives 1 damage to armor. My only workaround is to change Flee When to "Never".
Any suggestions on how to troubleshoot this?
Thanks again for everything.
2 issues/questions:
1. I *love* the gravity wells, but find that it causes my fleets to arrive 'piecemeal' when I order an attack on an enemy base. My faster destroyers are able to escape the gravity well before my slower cruisers. Is there any way to avoid this (besides setting a primary waypoint outside the well and then a secondary waypoint at the enemy location)?
2. I am playing Bacon + DasChrome = RetreatUE. I find my military ships will retreat at ANY amount of armor damage - in spite of the settings I pick. I've tried Flee When: "Shields 20%" and "Armor 50% or Shields 20%" and my ship retreats when it receives 1 damage to armor. My only workaround is to change Flee When to "Never".
Any suggestions on how to troubleshoot this?
Thanks again for everything.
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RE: Bacon Mod
ORIGINAL: scotten_usa
Thank you Roger Bacon for this awesome mod! I put 1000's of hours into the DW series and this gives me a chance to play it again with these fun changes.
2 issues/questions:
1. I *love* the gravity wells, but find that it causes my fleets to arrive 'piecemeal' when I order an attack on an enemy base. My faster destroyers are able to escape the gravity well before my slower cruisers. Is there any way to avoid this (besides setting a primary waypoint outside the well and then a secondary waypoint at the enemy location)?
2. I am playing Bacon + DasChrome = RetreatUE. I find my military ships will retreat at ANY amount of armor damage - in spite of the settings I pick. I've tried Flee When: "Shields 20%" and "Armor 50% or Shields 20%" and my ship retreats when it receives 1 damage to armor. My only workaround is to change Flee When to "Never".
Any suggestions on how to troubleshoot this?
Thanks again for everything.
Hi.
1 Nope. You will have to micromanage it or build your ships with about the same sublight speed.
2 I didn't make any changes in this area so I don't know what to say. Are you seeing behavior that is different from unmodded games?
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RE: Bacon Mod
Roger,
I have a question about the command !stockpile # which adds strategic resources to all empires when used. Does this add resources for pirates when playing a pirate campaign? Would it add to your pirate resource supplies once you gain a true colony?
Regards,
RogerRogertheDodger
I have a question about the command !stockpile # which adds strategic resources to all empires when used. Does this add resources for pirates when playing a pirate campaign? Would it add to your pirate resource supplies once you gain a true colony?
Regards,
RogerRogertheDodger
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RE: Bacon Mod
ORIGINAL: RogerRogertheDodger
Roger,
I have a question about the command !stockpile # which adds strategic resources to all empires when used. Does this add resources for pirates when playing a pirate campaign? Would it add to your pirate resource supplies once you gain a true colony?
Regards,
RogerRogertheDodger
Hi.
It only adds to empires, not pirate empires. That was an oversight on my part. Poor pirates always get the short end of the stick.
I just added another command !stockpilebooty X that will give X resources to each pirate home base. It will be in a future release.
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RE: Bacon Mod
ORIGINAL: RogerBacon
Hi.
1 Nope. You will have to micromanage it or build your ships with about the same sublight speed.
2 I didn't make any changes in this area so I don't know what to say. Are you seeing behavior that is different from unmodded games?
1. Thanks. I'll adapt my playing and strategies.
2. Well, I'm not sure. I just reinstalled DW after a few-year hiatus and jumped right back into Bacon-modded DW. I'll root around and see if I have any old save games, or (I guess) start a vanilla game and see what happens.
Thanks again.
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RE: Bacon Mod
Thank you Roger for the future 'booty' allotment increase. 
In regards to the existing and future commands for the Stockpile function, you have stated that it adds the 'Strategic Resources'. Does this translate to mean all non-Luxury resources as listed in the Resource.txt file for the chosen theme/mod? Is this something that we can designate/change in the Resource file or is that part of the EXE file programming?
I know that previously in a post, it was mentioned that the current combination mod combo "RetreatUE+Das Blue+Bacon Mod" changes some of the resources to be Fuel category and that fuels were not always added since RetreatUE changed some of the Fuel types from the base game.
Regards,
RogerRogertheDodger
Poor Pirate of Deep Space

In regards to the existing and future commands for the Stockpile function, you have stated that it adds the 'Strategic Resources'. Does this translate to mean all non-Luxury resources as listed in the Resource.txt file for the chosen theme/mod? Is this something that we can designate/change in the Resource file or is that part of the EXE file programming?
I know that previously in a post, it was mentioned that the current combination mod combo "RetreatUE+Das Blue+Bacon Mod" changes some of the resources to be Fuel category and that fuels were not always added since RetreatUE changed some of the Fuel types from the base game.
Regards,
RogerRogertheDodger
Poor Pirate of Deep Space
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RE: Bacon Mod
I am a new player, and of course I never read any manuals. I must admit that it took me a while to figure out what the heck was going on, but eventually I felt sorted out enough to start "the real game." I put a solid number of hours in getting my home system developed and pushing research to get my guys up to the faster than light threshold. And realized that the implementation, from a gameplay standpoint, was awful. Battles were a series of jumps around the system with no flow in the action. Frankly, without your mod I'd have shelved this game.
But, I did find your mod, and saw that you had a solution to the problem. A solution that I initially hated, but at least you had a solution...the developers apparently didn't know they had a problem. What I hated about it was that it makes early game development outside your home system really hard, unless I'm missing something. I can't count how many constructor ships I've dumped down neighboring gravity wells without enough fuel to get back out. Tried to make 'em smaller to reduce the well, tried giving them more fuel, less engines, more engines.
Now, I have arrived. Development in nearby systems is what mining ships are for. Constructors are a dead play until there is enough tech to go along with a warp or hyperdrive, and that's just something that would be galactic despots have to deal with. I'm satisfied. Thank you very much for your work.
But I do have one thing that seems backwards...small, and wouldn't be worth pointing out if I wasn't posting anyway. Through all my experimental starts I never bothered with state owned freighters, despite becoming very familiar with their purpose. Not using them upgrading a base seems doomed to being an endless parade of halted production notices.
I'm finally through experimenting and playing 'the game,' so when I went to retrofit a base for the first time I immediately built myself a state freighter and read the directions. By the time I got the 'halted, no steel, no krypton' message the freighter was rolling off the ways at the spaceport and I was ready to go. Alt-1 source, conveniently I have hoards of stuff at the spaceport ready to go. Alt-2 destination, my crippled defense platform at the big gasbag that will be providing fuel for my fledgling empire.
Alt-3 and...
The freighter loads a mixed cargo of the twelve most abundant resources at the spaceport. I had anticipated that I would be a bit dismayed by all the extraneous stuff being loaded, but I had anticipated it so wasn't too dismayed...until I realized that while my enormous stock of steel had been tapped my modest hoard of krypton had failed to make the cut.
My bad for having not yet tapped a source of krypton and relying on gas miners to bring it in. I have plenty, but apparently not enough to qualify as abundant.
And I think that this would really be a better solution if the freighter made its loading decision by considering what is needed at the destination rather than what is abundant at the source. Am I missing something?
But, I did find your mod, and saw that you had a solution to the problem. A solution that I initially hated, but at least you had a solution...the developers apparently didn't know they had a problem. What I hated about it was that it makes early game development outside your home system really hard, unless I'm missing something. I can't count how many constructor ships I've dumped down neighboring gravity wells without enough fuel to get back out. Tried to make 'em smaller to reduce the well, tried giving them more fuel, less engines, more engines.
Now, I have arrived. Development in nearby systems is what mining ships are for. Constructors are a dead play until there is enough tech to go along with a warp or hyperdrive, and that's just something that would be galactic despots have to deal with. I'm satisfied. Thank you very much for your work.
But I do have one thing that seems backwards...small, and wouldn't be worth pointing out if I wasn't posting anyway. Through all my experimental starts I never bothered with state owned freighters, despite becoming very familiar with their purpose. Not using them upgrading a base seems doomed to being an endless parade of halted production notices.
I'm finally through experimenting and playing 'the game,' so when I went to retrofit a base for the first time I immediately built myself a state freighter and read the directions. By the time I got the 'halted, no steel, no krypton' message the freighter was rolling off the ways at the spaceport and I was ready to go. Alt-1 source, conveniently I have hoards of stuff at the spaceport ready to go. Alt-2 destination, my crippled defense platform at the big gasbag that will be providing fuel for my fledgling empire.
Alt-3 and...
The freighter loads a mixed cargo of the twelve most abundant resources at the spaceport. I had anticipated that I would be a bit dismayed by all the extraneous stuff being loaded, but I had anticipated it so wasn't too dismayed...until I realized that while my enormous stock of steel had been tapped my modest hoard of krypton had failed to make the cut.
My bad for having not yet tapped a source of krypton and relying on gas miners to bring it in. I have plenty, but apparently not enough to qualify as abundant.
And I think that this would really be a better solution if the freighter made its loading decision by considering what is needed at the destination rather than what is abundant at the source. Am I missing something?
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RE: Bacon Mod
Hi Timsup2nothin,
I'm glad you are enjoying the mod. Your idea about loading based on destination needs instead of source supply is worth thinking about.
In the meantime, you have two solutions to your supply shortage.
1 Find a source that has an abundance of the resource you need and send a freighter from there.
2 Create a free trader and buy the resource you need and then sell it to the destination that needs it. I made free traders for a little bit of role-playing as an independent trader but they can also be used to fill supply shortages like you mention. You'll want to read the read me on them though as they are a little more involved than 1,2,3.
I'm glad you are enjoying the mod. Your idea about loading based on destination needs instead of source supply is worth thinking about.
In the meantime, you have two solutions to your supply shortage.
1 Find a source that has an abundance of the resource you need and send a freighter from there.
2 Create a free trader and buy the resource you need and then sell it to the destination that needs it. I made free traders for a little bit of role-playing as an independent trader but they can also be used to fill supply shortages like you mention. You'll want to read the read me on them though as they are a little more involved than 1,2,3.

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RE: Bacon Mod
I did think about that. Problem being that at that very early point I hadn't built a mining station on the only source of krypton in my system. I was letting the mining ships handle it and exploiting the inner system in anticipation of the great Kaltor extravaganza when I finally popped a warp ship. As it happened they did in fact appear at the one planet with krypton that I had to work with. It worked out that by the time my state freighter got there with the steel and other stuff the locals had already delivered steel and krypton and the refit was completed anyway. Probably Murphy's Law, but I'm telling myself that having a state run supply ship bearing down on them lit a fire under the local merchant fleet.
Next question...construction ships and colony ships that are built at the planet instead of the port. How does the smaller gravity well for smaller ships work for them? For a regular ship the factor is size of ship over maximum allowed size of ship, but ships built at the planet have a larger maximum allowed size. So are they using their maximum allowed size in the denominator, or are they using maximum size for a basic military ship and actually enlarging the gravity well effect? I've got upgraded tech for engines, reactors, and storage. I have the ship as stripped down as I can see how to make it and it's only about half the size that it actually could be, but the gravity well is extending a full diameter of the system beyond my outermost orbit. It would take a very, very long time for this thing to jump anywhere.
Next question...construction ships and colony ships that are built at the planet instead of the port. How does the smaller gravity well for smaller ships work for them? For a regular ship the factor is size of ship over maximum allowed size of ship, but ships built at the planet have a larger maximum allowed size. So are they using their maximum allowed size in the denominator, or are they using maximum size for a basic military ship and actually enlarging the gravity well effect? I've got upgraded tech for engines, reactors, and storage. I have the ship as stripped down as I can see how to make it and it's only about half the size that it actually could be, but the gravity well is extending a full diameter of the system beyond my outermost orbit. It would take a very, very long time for this thing to jump anywhere.
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RE: Bacon Mod
ORIGINAL: Timsup2nothin
I did think about that. Problem being that at that very early point I hadn't built a mining station on the only source of krypton in my system. I was letting the mining ships handle it and exploiting the inner system in anticipation of the great Kaltor extravaganza when I finally popped a warp ship. As it happened they did in fact appear at the one planet with krypton that I had to work with. It worked out that by the time my state freighter got there with the steel and other stuff the locals had already delivered steel and krypton and the refit was completed anyway. Probably Murphy's Law, but I'm telling myself that having a state run supply ship bearing down on them lit a fire under the local merchant fleet.
Next question...construction ships and colony ships that are built at the planet instead of the port. How does the smaller gravity well for smaller ships work for them? For a regular ship the factor is size of ship over maximum allowed size of ship, but ships built at the planet have a larger maximum allowed size. So are they using their maximum allowed size in the denominator, or are they using maximum size for a basic military ship and actually enlarging the gravity well effect? I've got upgraded tech for engines, reactors, and storage. I have the ship as stripped down as I can see how to make it and it's only about half the size that it actually could be, but the gravity well is extending a full diameter of the system beyond my outermost orbit. It would take a very, very long time for this thing to jump anywhere.
Ships that can be built beyond 100% max size, such as carriers, do indeed have farther to go before escaping their gravity well. If you think the gravity wells are too big you can use the new field I created on Hyperjump engines to mitigate the effects. In my game I set the warp bubble to 66% effect so the gravity well isn't too bad in the early game. Then it produces a design decision of whether to upgrade to the faster hyperjump and loose the smaller gravity well effect or stick with the warp bubble longer.
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RE: Bacon Mod
If that hadn't gone completely over my head I would do that, for sure.
Research required...
General direction...guessing...use editor to change a component, maybe (edit: strike that)...else root around in the BaconWorld folder for updated component definitions (edit: definitely found a data table document for components and hyperdrive components have seven specific value slots, four of which are unused...but they are all at the default zero values, so if your code is accessing one of them it must be using zero for 'full effect')...
Research required...
General direction...guessing...use editor to change a component, maybe (edit: strike that)...else root around in the BaconWorld folder for updated component definitions (edit: definitely found a data table document for components and hyperdrive components have seven specific value slots, four of which are unused...but they are all at the default zero values, so if your code is accessing one of them it must be using zero for 'full effect')...
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RE: Bacon Mod
ORIGINAL: Timsup2nothin
If that hadn't gone completely over my head I would do that, for sure.
Research required...
General direction...guessing...use editor to change a component, maybe (edit: strike that)...else root around in the BaconWorld folder for updated component definitions (edit: definitely found a data table document for components and hyperdrive components have seven specific value slots, four of which are unused...but they are all at the default zero values, so if your code is accessing one of them it must be using zero for 'full effect')...
Here is my warp bubble
125, Movement - Warp Bubble Generator, 125, 0, ,23, 10, 0,1250, 65, 50, 2, 3, 0, 0,17, 4, 4, 7, 10, 5,
Note the 2,3 toward the middle. That's a 2 numerator and a 3 denominator. so the effect is to multiply the gravity well by two thirds.
These are values 4 and 5 of the 4-7 that are unused. I was looking for this in the Readme but maybe I didn't document it. It's mentioned in this thread somewhere though.
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RE: Bacon Mod
Excellent! Thanks. I have actually read most of the thread, but looking back through for details is a hit or miss prospect, and a lot of the details in that first pass were outside my comprehension. I considered just dumping numbers into those unused registers and trying to figure it out, but it seemed wiser to wait.
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RE: Bacon Mod
ORIGINAL: Timsup2nothin
Excellent! Thanks. I have actually read most of the thread, but looking back through for details is a hit or miss prospect, and a lot of the details in that first pass were outside my comprehension. I considered just dumping numbers into those unused registers and trying to figure it out, but it seemed wiser to wait.
I found the post where I introduced the new gravity well mitigation effect. It is post 600 in this thread. That would be the last post on page 20 with default page settings.
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RE: Bacon Mod
ORIGINAL: RogerBacon
ORIGINAL: Timsup2nothin
Excellent! Thanks. I have actually read most of the thread, but looking back through for details is a hit or miss prospect, and a lot of the details in that first pass were outside my comprehension. I considered just dumping numbers into those unused registers and trying to figure it out, but it seemed wiser to wait.
I found the post where I introduced the new gravity well mitigation effect. It is post 600 in this thread. That would be the last post on page 20 with default page settings.
Ugh. When I saw that I remembered poring over that screenshot trying to figure out what the other guy saw. At the time the point just didn't really sink in.
You provide excellent support. Among the best I've seen among more modders on more games than I could count. Thank you.