Bacon Mod
RE: "Hyping" my forthcoming mod (pun intended)
Been trying to play a few games now, but each time I begin to explore other systems after researching warp engines, the systems remain "unexplored" even though I have a ship in them.
I noticed you mentioned in the changelog for v1.3 that you fixed "Fixed bug where ships sometimes do not reveal the system they are in.". Playing on the latest version (55). This problem doesn't happen when I play with the original exe
I noticed you mentioned in the changelog for v1.3 that you fixed "Fixed bug where ships sometimes do not reveal the system they are in.". Playing on the latest version (55). This problem doesn't happen when I play with the original exe
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RE: "Hyping" my forthcoming mod (pun intended)
ORIGINAL: Kingah
Been trying to play a few games now, but each time I begin to explore other systems after researching warp engines, the systems remain "unexplored" even though I have a ship in them.
I noticed you mentioned in the changelog for v1.3 that you fixed "Fixed bug where ships sometimes do not reveal the system they are in.". Playing on the latest version (55). This problem doesn't happen when I play with the original exe
Are you playing in conjunction with another mod? Are the explorers automated? If manual, what command did you give them (Explore system, sector, or just 'go here')?
When I said that comment about fixing the bug its not referring to individual planets showing as unexplore4d. It was referring to having a ship (any kind) in a system and still having the diagonal lines overlay present like how you see a system when you have no ships in it.
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RE: "Hyping" my forthcoming mod (pun intended)
Playing with Unleashed Extended II. Have tried with both manual and automated explorers as well as all the commands. I only get this bug in other systems. exploring planets in my homesystem works fine.
RE: "Hyping" my forthcoming mod (pun intended)
ORIGINAL: Kingah
Playing with Unleashed Extended II. Have tried with both manual and automated explorers as well as all the commands. I only get this bug in other systems. exploring planets in my homesystem works fine.
How do you boot up the program? Through Steam?
I've found that the game won't start properly if you use the steam link/shortcut. You need to make a separate shortcut and link it directly to the modified exe by roger bacon. That solved my problem which sounds awefuly similar to yours.
Make sure you also get roger bacon's altered start up screen. If you don't see his startup screen then you likely did not boot up the mod properly.
Hope this helps!
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RE: "Hyping" my forthcoming mod (pun intended)
ORIGINAL: BlindOne
ORIGINAL: Kingah
Playing with Unleashed Extended II. Have tried with both manual and automated explorers as well as all the commands. I only get this bug in other systems. exploring planets in my homesystem works fine.
How do you boot up the program? Through Steam?
I've found that the game won't start properly if you use the steam link/shortcut. You need to make a separate shortcut and link it directly to the modified exe by roger bacon. That solved my problem which sounds awefuly similar to yours.
Make sure you also get roger bacon's altered start up screen. If you don't see his startup screen then you likely did not boot up the mod properly.
Hope this helps!
Thanks Blindone. I'm glad its working for you. Yeah, I always start games and pretty much every program by double clicking on the exe. I'm an old school gamer.

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RE: "Hyping" my forthcoming mod (pun intended)
Hey RogerBacon,
Thanks so much for adding the No Independent option in your mod! That was a personal pet peeve of mine.
Wish I could do hex editing (I'm assuming this is your method?) or is it simpler than that? I'm just a basic txt script monkey and that's about the extend of my modding prowess. I do have access to the infinite reality matrix but that's a totally different ball game...I mean who really cares to know that our reality itself is run on a quantum computer based on the Mandelbrot right? [8|] I think I'll just boot up your modded exe game now and enjoy some time off. Keep up the good work! [:'(]
Kind regards,
Blind One
P.S.
If you could ask any question and have it answered...what would you like to know? I'll spoil something for you, reality is a hologram...so ask me anything about the hologram you'd want to know.[:D]
Thanks so much for adding the No Independent option in your mod! That was a personal pet peeve of mine.
Wish I could do hex editing (I'm assuming this is your method?) or is it simpler than that? I'm just a basic txt script monkey and that's about the extend of my modding prowess. I do have access to the infinite reality matrix but that's a totally different ball game...I mean who really cares to know that our reality itself is run on a quantum computer based on the Mandelbrot right? [8|] I think I'll just boot up your modded exe game now and enjoy some time off. Keep up the good work! [:'(]
Kind regards,
Blind One
P.S.
If you could ask any question and have it answered...what would you like to know? I'll spoil something for you, reality is a hologram...so ask me anything about the hologram you'd want to know.[:D]
RE: "Hyping" my forthcoming mod (pun intended)
Some Notes:
> Your robotic troop foundry facility (facilities.txt) claims (not-checked) to produce troops at one quarter (1/4th) (as opposed to the vanilla one third (1/3)) maintenance cost. This is not mentioned in the readme or any of the versions updates. I assume this is a personal modification of your own that snuck in and is unmentioned. (Edit: I am incorrect somehow about this...was sure it read one third...somehow...somewhere)
> Your planetary shield facility (facilities.txt) has 2 altered value's, I don't know what they mean, I hope you can elaborate on this? I am curious...I suspect another personal modification that is unmentioned?
> Your bombers (fighters.txt in BaconWorld) actually do 3x more damage than vanilla versions this is unmentioned in the changes log. Your fighters have a special setting that increases their damage against their fellow bombers by an adjustable setting in your baconsettings which impacts the vanilla versions which is cool as it is currently set to default at 3x making them fair in relation to the bombers. However it is not mentioned that bombers do 3x more damage in baconworld...(I have not tested this but this is what I assume from checking and comparing the txt files) (Edit: Indeed it seems you have mantioned this in later posts, it just unclear since it is umentioned in the readme and the first post.)
> What exactly did you change in the mining rate upgrades? (research.txt) You seem to have changed a value but I have no idea what this value actually does...could you care to explain what you changed in the mining rate? The mining rate values seem unchanged...so what did you alter? (Edit: Nvm, I understand now, the mining cap rate has been increased meaning you can stick more mining components on a single ship to increase it's mining speed)
> The CharacterNames.txt (BaconWorld) adds extra names for humanoid characters ''only'' however I recommend you delete this file for future downloads so that the total download size stays small and no unnecessary clutter of files is created since it is an unmentioned change/addition. This will help modders integrate your mod more easily into other projects without getting confused. I assume this was something you enjoyed personally, however for an external download it just clutters up the file with an unmentioned slight alteration.
> Your (BaconWorld) gametext.txt is completely unchanged from the original vanilla, it is not necessary to add this file to the download. Or am I mistaken and you did change something? Notepad ++ compare plugin did not detect any changes at all.
Hope this helps you a bit.
> Your robotic troop foundry facility (facilities.txt) claims (not-checked) to produce troops at one quarter (1/4th) (as opposed to the vanilla one third (1/3)) maintenance cost. This is not mentioned in the readme or any of the versions updates. I assume this is a personal modification of your own that snuck in and is unmentioned. (Edit: I am incorrect somehow about this...was sure it read one third...somehow...somewhere)
> Your planetary shield facility (facilities.txt) has 2 altered value's, I don't know what they mean, I hope you can elaborate on this? I am curious...I suspect another personal modification that is unmentioned?
> Your bombers (fighters.txt in BaconWorld) actually do 3x more damage than vanilla versions this is unmentioned in the changes log. Your fighters have a special setting that increases their damage against their fellow bombers by an adjustable setting in your baconsettings which impacts the vanilla versions which is cool as it is currently set to default at 3x making them fair in relation to the bombers. However it is not mentioned that bombers do 3x more damage in baconworld...(I have not tested this but this is what I assume from checking and comparing the txt files) (Edit: Indeed it seems you have mantioned this in later posts, it just unclear since it is umentioned in the readme and the first post.)
> What exactly did you change in the mining rate upgrades? (research.txt) You seem to have changed a value but I have no idea what this value actually does...could you care to explain what you changed in the mining rate? The mining rate values seem unchanged...so what did you alter? (Edit: Nvm, I understand now, the mining cap rate has been increased meaning you can stick more mining components on a single ship to increase it's mining speed)
> The CharacterNames.txt (BaconWorld) adds extra names for humanoid characters ''only'' however I recommend you delete this file for future downloads so that the total download size stays small and no unnecessary clutter of files is created since it is an unmentioned change/addition. This will help modders integrate your mod more easily into other projects without getting confused. I assume this was something you enjoyed personally, however for an external download it just clutters up the file with an unmentioned slight alteration.
> Your (BaconWorld) gametext.txt is completely unchanged from the original vanilla, it is not necessary to add this file to the download. Or am I mistaken and you did change something? Notepad ++ compare plugin did not detect any changes at all.
Hope this helps you a bit.
RE: "Hyping" my forthcoming mod (pun intended)
Hmm... Seems to work when I have star gravity well on but not when I have it off. I'm at a loss.
Not sure what you meant by altered start up screen unless you refer to the small "Bacon Mod by Roger Bacon" popup.
Not sure what you meant by altered start up screen unless you refer to the small "Bacon Mod by Roger Bacon" popup.
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RE: "Hyping" my forthcoming mod (pun intended)
ORIGINAL: BlindOne
Some Notes:
> Your robotic troop foundry facility (facilities.txt) claims (not-checked) to produce troops at one quarter (1/4th) (as opposed to the vanilla one third (1/3)) maintenance cost. This is not mentioned in the readme or any of the versions updates. I assume this is a personal modification of your own that snuck in and is unmentioned.
> Your planetary shield facility (facilities.txt) has 2 altered value's, I don't know what they mean, I hope you can elaborate on this? I am curious...I suspect another personal modification that is unmentioned.
> Your bombers (fighters.txt in BaconWorld) actually do 3x more damage than vanilla versions this is unmentioned in the changes log. Your fighters have a special setting that increases their damage against their fellow bombers by an adjustable setting in your baconsettings which impacts the vanilla versions which is cool as it is currently set to default at 3x making them fair in relation to the bombers. However it is not mentioned that bombers do 3x more damage in baconworld...(I have not tested this but this is what I assume from checking and comparing the txt files)
> What exactly did you change in the mining rate upgrades? (research.txt) You seem to have changed a value but I have no idea what this value actually does...could you care to explain what you changed in the mining rate? The mining rate values seem unchanged...so what did you alter?
> The CharacterNames.txt (BaconWorld) adds extra names for humanoid characters ''only'' however I recommend you delete this file for future downloads so that the total download size stays small and no unnecessary clutter of files is created since it is an unmentioned change/addition. This will help modders integrate your mod more easily into other projects without getting confused. I assume this was something you enjoyed personally, however for an external download it just clutters up the file with an unmentioned slight alteration.
> Your (BaconWorld) gametext.txt is completely unchanged from the original vanilla, it is not necessary to add this file to the download. Or am I mistaken and you did change something? Notepad ++ compare plugin did not detect any changes at all.
Hope this helps you a bit.
I didn't make a change to robotic foundry, as you suspected. However, even my facilities.txt in the main folder mentions 1/4th cost. As far as I know, that is the vanilla text.
The only change I have in the facilities.txt file is for the terraforming facility. Everything else shows the same as vanilla. Unless I modded my vanilla a long time ago and forgot about it, there are no other changes.
Bombers do have x3 damage. I mention increasing their damage to compensate for the fact that they have limited ammo. Of course, you are free to set them any way you like.
The characterNames.txt is 8k so download times are measured in milliseconds. I added extra names because the fighter aces use up quite a few names and you start getting repeats pretty quickly. I intended to do it for all racial families but I never got around to it.
These days I assume most people are using my mod in conjunction with other mods (myself included) so I think most people aren't using the files in the BaconWorld folder.
Thanks for your feedback.
He means the mod's ability to have a custom background screen for the main menu. If you put a file called "customBackgroundImage.jpg" in your [modName]\Images folder you will get a custom background.ORIGINAL: Kingah
Hmm... Seems to work when I have star gravity well on but not when I have it off. I'm at a loss.
Not sure what you meant by altered start up screen unless you refer to the small "Bacon Mod by Roger Bacon" popup.
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RE: "Hyping" my forthcoming mod (pun intended)
ORIGINAL: RogerBacon
... You can simulate a bigger galaxy with slower warp speeds. There is a global variable you cna set in the settings file to change all warp speeds so no need to edit them individually in the tech tree. ...
Where I can find this setting? In BaconSettings.txt I don't see it.
RE: "Hyping" my forthcoming mod (pun intended)
I have a rather simple question.
How did you implement the separation of bombers and fighters? Or how does the game know it's a bomber bay rather than a fighter bay? is it hardcoded or does it look at the name somehow?
How did you implement the separation of bombers and fighters? Or how does the game know it's a bomber bay rather than a fighter bay? is it hardcoded or does it look at the name somehow?
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RE: "Hyping" my forthcoming mod (pun intended)
ORIGINAL: fruitgnome
ORIGINAL: RogerBacon
... You can simulate a bigger galaxy with slower warp speeds. There is a global variable you cna set in the settings file to change all warp speeds so no need to edit them individually in the tech tree. ...
Where I can find this setting? In BaconSettings.txt I don't see it.
That one's not actually mine. Its a vanilla thing. You will find it in the Startup.ini in the root DWU folder.
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RE: "Hyping" my forthcoming mod (pun intended)
ORIGINAL: BlindOne
I have a rather simple question.
How did you implement the separation of bombers and fighters? Or how does the game know it's a bomber bay rather than a fighter bay? is it hardcoded or does it look at the name somehow?
If the component is of type fighterbay and it has 'bomber' in its name it will be treated as a bomber bay.
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RE: "Hyping" my forthcoming mod (pun intended)
ORIGINAL: RogerBacon
ORIGINAL: BlindOne
I have a rather simple question.
How did you implement the separation of bombers and fighters? Or how does the game know it's a bomber bay rather than a fighter bay? is it hardcoded or does it look at the name somehow?
If the component is of type fighterbay and it has 'bomber' in its name it will be treated as a bomber bay.
Sweet, thank you, that is all I needed to know. That means it's quite easy to extend its functionality!
RE: Bacon Mod
Whenever I run the game with the replacement DistantWorlds.exe included with Baconmod, the game never launches but it does spawn a Distantworlds.exe taking up 21.0MB of ram in taskmanager. I have tried a few other versions and have the same issue. Any way to debug to find out where my issue is? I run ESET AV and have tried with it disabled, no change.
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RE: Bacon Mod
ORIGINAL: BlindOne
Sweet, thank you, that is all I needed to know. That means it's quite easy to extend its functionality!
That's the way I roll.
ORIGINAL: aviper9
Whenever I run the game with the replacement DistantWorlds.exe included with Baconmod, the game never launches but it does spawn a Distantworlds.exe taking up 21.0MB of ram in taskmanager. I have tried a few other versions and have the same issue. Any way to debug to find out where my issue is? I run ESET AV and have tried with it disabled, no change.
Are you running the exe by double clicking on it? What version of Windows? Try right clicking on the exe and hit properties. Make sure it doesn't have the annoying "This file was downloaded..." and if it does, click the "unlock" so Windows will let it run. You shouldn't have to do any of that but maybe it will help.
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RE: Bacon Mod
ORIGINAL: RogerBacon
Are you running the exe by double clicking on it? What version of Windows? Try right clicking on the exe and hit properties. Make sure it doesn't have the annoying "This file was downloaded..." and if it does, click the "unlock" so Windows will let it run. You shouldn't have to do any of that but maybe it will help.
Yes I am, also tried a shortcut but no change. Running Windows 10, Version 1709 Build one-six-two-nine-nine-POINT-six-four (forum thinks the build number is a phone number and wont let me post), no insider or beta stuff. Checked for the "This file was downloaded" part but I am good to go, I am the current file owner permissions-wise.
RE: Bacon Mod
With the terraforming, players will be free to set whatever values they want. They could also make techs that improve the terraforming values the same way a tech can improve the values of weapons. So, an initial terraforming tech might have a habitability cap of 70 and a later one improves it to 80. It will be interesting to see what people come up with. The only reason I didn't do it is that I want to make as few dependencies on the text files as possible so that people can use the Bacon Mod with other mods fairly seamlessly.
Exactly how does that work? I don't remember there being a facility that actually benefits from research upgrades. I understand how it works for components but I have no clue how to apply it for facilities. Could you explain this to me? Or did you mean to say that one should add an extra terraforming facility separate from the original that allows for a higher terraforming level later in the game? That is certainly easily do-able.
RE: Bacon Mod
That's a good point actually BlindOne, there is no way to improve facility abilities in the way components can be upgraded. You could create a new, better facility higher up in the tech tree but then the AI would probably just end up building both.