Posts: 194
Joined: 1/4/2008 From: France Status: offline
Ok, I dont understand, after loading the game this morning. The yt'la race is disappear and she is replaced by another human race... The game dont crash now, I just modify the 'tradeEverything=true' to flase, it's strange...
Hi. I just ran this save (and the other one). I talked to everybody and didn't get a crash. Of course I didn't see the yt'la race though. I have tradeAnything=true because I wanted to see if I could replicate your crash but still couldn't.
Das, if changing the setting for tradeAnything prevents the conversation crash on your machine then there is something in the text of one of the planet or base names that the game is having trouble rendering. Your crash was an XNA drawing crash, not any code in the Bacon Mod. Is it possible you have a custom names file with non-standard characters? I find it interesting that the yt'la race may be related to the crash. Windows is notorious for not dealing with the ' character correctly in strings. I used to joke that Microsoft hated the Irish because of issues with names like O'Conner and such.
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Hi. I just ran this save (and the other one). I talked to everybody and didn't get a crash. Of course I didn't see the yt'la race though. I have tradeAnything=true because I wanted to see if I could replicate your crash but still couldn't.
Das, if changing the setting for tradeAnything prevents the conversation crash on your machine then there is something in the text of one of the planet or base names that the game is having trouble rendering. Your crash was an XNA drawing crash, not any code in the Bacon Mod. Is it possible you have a custom names file with non-standard characters? I find it interesting that the yt'la race may be related to the crash. Windows is notorious for not dealing with the ' character correctly in strings. I used to joke that Microsoft hated the Irish because of issues with names like O'Conner and such.
I wondered about the apostrophe as well but everything seemed to work ok in the files. I've run a small game with Yl'ta starting close by and the diplomatic interaction is working fine for me. Maybe you could try that, nicodede62. Setup a game with Yl'ta in the same system (they start close by for me but at least you'll find them quickly).
Can someone put me up to date on how to calculate the max mining rate of a mining station? Are the techs increasing that also increasing this max rate (if no, they are not that useful)
Can someone put me up to date on how to calculate the max mining rate of a mining station? Are the techs increasing that also increasing this max rate (if no, they are not that useful)
The mining rate is number of mining components of a type (mineral, gas, luxury) times the extraction rate (which is value 1 for those component types). In vanilla DWU these values are capped at 10, 40, 10 for the three categories. So increasing the resource extraction rate only reduces the number of mining components needed to max out. In the Bacon mod I allow people to raise those values by editing value2 of the mining components improvements in the research.txt file.
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Can the Bacon Mod be used with the Beyond Universe Mod?
The Bacon Mod can be used with anything. Haven't you ever heard the expression, "Everything's better with Bacon"? If you want terraforming, fighters, and moddable resource caps you will have to do some manual editing of the files though. It's really easy.
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Another question but I don't feel opening a thread each time, is the component upkeep cost purely dependent of the resources cost? It seems there is a base upkeep cost to each component also. I'm trying to introduce components with low upkeep despite their resource cost, but perhaps that's not feasible.
Posts: 898
Joined: 10/7/2016 From: England Status: offline
Been having great fun with this so far thanks alot!
Are mining ships supposed to cost the player upkeep with this mod package? The maintence of them seems to be applied to my own STATE income instead of PRIVATE income in my games
Another question but I don't feel opening a thread each time, is the component upkeep cost purely dependent of the resources cost? It seems there is a base upkeep cost to each component also. I'm trying to introduce components with low upkeep despite their resource cost, but perhaps that's not feasible.
I believe I once saw that the is a constant cost of 1 per component plus the resource cost.
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Been having great fun with this so far thanks alot!
Are mining ships supposed to cost the player upkeep with this mod package? The maintence of them seems to be applied to my own STATE income instead of PRIVATE income in my games
Thanks!
The Bacon Mod allows the state to build types of ships that are usually built by the private sector. If you build them then they are state ships and the state pays for their maintenance. The private sector will continue to build as it always sits so there is no need to build state versions of you don't want to. I usually only built a few when I have specific plans for them, such as using gas mining ships as flat refuelers or freighters for specific cargo runs.
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Is this something to consider when tweaking maintenance? // This is the base cost paid per unit size regardless of the cost of materials. It is reduced by the same factors that reduce ship maintenance costs in general. Defaul for vanilla Distant Worlds is 1 shipMaintenanceCostPerSizeUnit=1
I have ceased using gas mining ships as fleet tankers. Weirdly enough, they keep wanting to go back to a base to refuel when they are low, on their own and this bother me. I never quite figured why sometime a ship would stay put even when she runs dry of fuel compared to others cases where she will head to a refuel depot.
Is this something to consider when tweaking maintenance? // This is the base cost paid per unit size regardless of the cost of materials. It is reduced by the same factors that reduce ship maintenance costs in general. Defaul for vanilla Distant Worlds is 1 shipMaintenanceCostPerSizeUnit=1
Yeah. I forgot I exposed that to modding. Its a floating point value type so you can set it to a really small number to reduce maintenance costs. You might be able to set it to zero but I have no idea if its used as a divisor anywhere.
quote:
I have ceased using gas mining ships as fleet tankers. Weirdly enough, they keep wanting to go back to a base to refuel when they are low, on their own and this bother me. I never quite figured why sometime a ship would stay put even when she runs dry of fuel compared to others cases where she will head to a refuel depot.
Two gas miners in a fleet can refuel each other. Make sure they are actually IN the fleet, not just nearby. #join [fleetName]. FleetName is case-sensitive, like all the #fleet commands.
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ok thanks. You know you can add to a fleet any ship that is armed (through a right click), so #join is not needed. Armed ships also get the patrol order, which is handy to remove them from the idle list.
ok thanks. You know you can add to a fleet any ship that is armed (through a right click), so #join is not needed. Armed ships also get the patrol order, which is handy to remove them from the idle list.
I found that out later after I had made the fleet commands. Still, Does the right click menu let you and any ship to any fleet? Sometimes I make up a deep exploration fleet of two gas miners, an exploration (science) ship, a colony ship (to see asteroids if needed) and a destroyer or two to fend off pirates. Then I send it off to see what it can find.
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Hey guys. I've been playing distant worlds again with these mods and it's been amazing, so thanks a lot!
I've noticed a bug with the constructors though, when they're building something it shows a move vector to the top left of the galaxy. I've noticed this slowing the game down a lot after having a bunch of them waiting for supplies. You can see it happening in Das' playthrough of this pack on youtube /NisJobuJWss?t=16m29s
It seems to have to do with the hyperdrives in components.txt, as changing the grav well divisor values (values 4 and 5) to zero seems to fix the problem.
Hey guys. I've been playing distant worlds again with these mods and it's been amazing, so thanks a lot!
I've noticed a bug with the constructors though, when they're building something it shows a move vector to the top left of the galaxy. I've noticed this slowing the game down a lot after having a bunch of them waiting for supplies. You can see it happening in Das' playthrough of this pack on youtube /NisJobuJWss?t=16m29s
It seems to have to do with the hyperdrives in components.txt, as changing the grav well divisor values (values 4 and 5) to zero seems to fix the problem.
Its a side-effect of gravity wells I think. It's been in there since before I added mitigation values to hyperdrives. They shouldn't slow down the game in any way though. The ships shouldn't actually MOVE in that direction. I can't imagine that slowing down the game unless you have hundreds of constructors sitting around waiting for supplies and pointing to 0,0. If you do, you can turn off travel vectors.
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Hm, I thought I had it fixed by changing those values but apparently not.. It doesn't seem to happen in vanilla though, and it's definitely slowing my game down, i notice it as soon as i select a constructor. (I'm playing on a bacon big though..)
what do I need to do to fix it? Took out all the mods and reinstalled and got the same situation when I am trying to Switch to theme "RETREATUE Bacon"
Thanks in advance for the help... Just need to know where I messed up.
Bill
I would say that you removed some races from the folder and so some others races (or all of them) have an issue because there is a reference to a racial bias that can't be resolved.
Be sure to re-install all files and don't delete any for starter.
what do I need to do to fix it? Took out all the mods and reinstalled and got the same situation when I am trying to Switch to theme "RETREATUE Bacon"
Thanks in advance for the help... Just need to know where I messed up.
Bill
I would say that you removed some races from the folder and so some others races (or all of them) have an issue because there is a reference to a racial bias that can't be resolved.
Be sure to re-install all files and don't delete any for starter.
Unfortunately I went as far as to uninstall the entire program and start over. Still the same results... Apparently, there was a reference to there being some old updates and that some of the files were residual etc... Did not really understand it, but it said if you have a relatively new install of windows 10 that it would not work on your system. Not sure why.
Without boosting colony devlepoment with money none of those many bugs appear - I can even take control of Ancient Guardians without crashing my game.
It seems this features is literally game breaking x_X (because everything gets ridiculous high)
edit: oh well got a bluescreen - I need a new PC <.< (no wasn't a reply to fenmoorz. I've to figure this forum out .. And I thought I was used to this kind of forum
< Message edited by SuperSchokoKeks -- 7/12/2018 10:55:24 PM >
Is it possible to disable having fighter/bomber bays seperate in this mod? I like my autorefits and it really annoys me that it only fits fighter bays and never bombers, and when it upgrades my Carrier/base design again after I modified it it's all gone again.