Expansion mod
- Retreat1970
- Posts: 1117
- Joined: Wed Nov 06, 2013 11:09 am
- Location: Wisconsin
Re: Expansion mod
Hi Alvek, a couple things:
The automate hotkey A sometimes works but doesn't disable automation anymore.
Crtl-W for passenger works normally except a few times I would get the error like I spelled the planet wrong, but I didn't.
The automate hotkey A sometimes works but doesn't disable automation anymore.
Crtl-W for passenger works normally except a few times I would get the error like I spelled the planet wrong, but I didn't.
Re: Expansion mod
@Retreat1970
Fixed A key, its code got dumped in carrier auto toggle.
How exactly is Ctrl+W working? You write source\target planet names in file and press hotkey?
Fixed A key, its code got dumped in carrier auto toggle.
How exactly is Ctrl+W working? You write source\target planet names in file and press hotkey?
Re: Expansion mod
Wait… Ctrl+W is the universal finder, right? It does not find everything it should correctly but I think it’s a bug in the Bacon Mod for a long time now.
Re: Expansion mod
Ctrl+E is ShipFinder and command window.
Ctrl+W is assigning passenger ship missions, I just confused why RogerBacon didn't make control to chose planets from and instead opted to use txt file and without error handling.
Also now you can find all possible hotkey targets in options menu in HotKeys button that opens interface to change hotkeys (only during game).
- Retreat1970
- Posts: 1117
- Joined: Wed Nov 06, 2013 11:09 am
- Location: Wisconsin
Re: Expansion mod
Changing the way passenger ships work, like how freighters work, would be better.
So for freighters, alt-1 (source planet), alt-2 (destination planet), alt-3 (execute) with a shift modifier for repeat.
Change passenger to (maybe) crtl-1, 2, 3 and modifier would be easier. If possible of course I know nothing.
So for freighters, alt-1 (source planet), alt-2 (destination planet), alt-3 (execute) with a shift modifier for repeat.
Change passenger to (maybe) crtl-1, 2, 3 and modifier would be easier. If possible of course I know nothing.
Re: Expansion mod
@Retreat1970
Made UI control to chose planets from, if you like hotkeys method more I can add it too.

Made UI control to chose planets from, if you like hotkeys method more I can add it too.

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- PassengerMission.jpg (10.83 KiB) Viewed 471 times
Re: Expansion mod
Ah, well, it’s the toggle for the universal finder. As I recall, sometimes it wouldn’t find a planet (not sure about other items) even though the input was spelled correctly.Alvek wrote: ↑Wed Jun 07, 2023 5:17 pmCtrl+E is ShipFinder and command window.
Ctrl+W is assigning passenger ship missions, I just confused why RogerBacon didn't make control to chose planets from and instead opted to use txt file and without error handling.
Also now you can find all possible hotkey targets in options menu in HotKeys button that opens interface to change hotkeys (only during game).
- Retreat1970
- Posts: 1117
- Joined: Wed Nov 06, 2013 11:09 am
- Location: Wisconsin
Re: Expansion mod
Alvek that is fantastic!
Re: Expansion mod
Ctrl+W is very confusing, spent a lot of time to find why it work the way it is.
It is intended to work with state ships only, but due to a bug it work with private ships too (at least repeatable option available to state only).
Same thing with transport cargo (alt 1,2,3)
I will update behavior to work only with state only to passenger\cargo commands and add UI to them to select targets.
Edit: As mining command depends on alt 1,2,3 it will be modified too.
Edit2: Added setting to enable private ships for mission. All three mission working with new UI and changes, for now looking if there is any bugs with new behavior.
It is intended to work with state ships only, but due to a bug it work with private ships too (at least repeatable option available to state only).
Same thing with transport cargo (alt 1,2,3)
I will update behavior to work only with state only to passenger\cargo commands and add UI to them to select targets.
Edit: As mining command depends on alt 1,2,3 it will be modified too.
Edit2: Added setting to enable private ships for mission. All three mission working with new UI and changes, for now looking if there is any bugs with new behavior.
Re: Expansion mod
[10.06.2023]
Version 1.07
https://shorturl.at/uBLYZ
Changed behavior of BaconMod assign mission commands (passenger, cargo, mining):
1)Now work with state ship and for private ship may be disabled (to disable private ships change AllowPrivateShipAssigment to false in BaconSettings.txt)
2)Added UI to select from\to\auto
3)Setting target\destination via hotkeys removed (default Alt 1,2)
Updated Ctrl+E (ship\base finder) to use case insensitive culture invariant text comparison.(BaconMod)
Added warning to ship design window if mining roles have extractors above and belove maximum mining limit.(Known issue: text clipped)
Fixed group 1 assign not working (default Ctrl+1)
Fix of Travel Vectors that leads to upper left corner. (BaconMod)
Fixed ship auto toggle (default A). (BaconMod)
Beware, if you changed settings in BaconSettings.txt and don't want to loose them with overwriting then add a new property to your file. (AllowPrivateShipAssigment=true)
Do not update “AdvMods” folder if you want to preserve your hotkeys settings.
BaconMod command behavior will be described in the help file in later versions.
Version 1.07
https://shorturl.at/uBLYZ
Changed behavior of BaconMod assign mission commands (passenger, cargo, mining):
1)Now work with state ship and for private ship may be disabled (to disable private ships change AllowPrivateShipAssigment to false in BaconSettings.txt)
2)Added UI to select from\to\auto
3)Setting target\destination via hotkeys removed (default Alt 1,2)
Updated Ctrl+E (ship\base finder) to use case insensitive culture invariant text comparison.(BaconMod)
Added warning to ship design window if mining roles have extractors above and belove maximum mining limit.(Known issue: text clipped)
Fixed group 1 assign not working (default Ctrl+1)
Fix of Travel Vectors that leads to upper left corner. (BaconMod)
Fixed ship auto toggle (default A). (BaconMod)
Beware, if you changed settings in BaconSettings.txt and don't want to loose them with overwriting then add a new property to your file. (AllowPrivateShipAssigment=true)
Do not update “AdvMods” folder if you want to preserve your hotkeys settings.
BaconMod command behavior will be described in the help file in later versions.
Last edited by Alvek on Sat Jun 10, 2023 6:23 pm, edited 1 time in total.
Re: Expansion mod
Yay! Another update! You are one awesome dude! Thanks!
Re: Expansion mod
[10.06.2023]
Version 1.07.02
https://shorturl.at/giDJ4
Fixed crush on construction query editor open (default J)
Increased font size for editor and assign mission UI.
Version 1.07.02
https://shorturl.at/giDJ4
Fixed crush on construction query editor open (default J)
Increased font size for editor and assign mission UI.
Re: Expansion mod
I was wondering, Alvek, since your long-term plans include new terrestrial/celestial facilities… are you considering fighter/bomber bays for planets?
I remember the old classic Master of Orion II game had the possibility for a fighter garrison to be stationed on a colony planet. Perhaps tweaking Distant Worlds Universe can achieve that possibility?
I remember the old classic Master of Orion II game had the possibility for a fighter garrison to be stationed on a colony planet. Perhaps tweaking Distant Worlds Universe can achieve that possibility?
Re: Expansion mod
Not sure about fighter/bomber bays, currently planets don't have any components and adding such behavior will be hard. Adding special carrier base will be a lot easier.CaesarAug wrote: ↑Sun Jun 11, 2023 2:52 pm I was wondering, Alvek, since your long-term plans include new terrestrial/celestial facilities… are you considering fighter/bomber bays for planets?
I remember the old classic Master of Orion II game had the possibility for a fighter garrison to be stationed on a colony planet. Perhaps tweaking Distant Worlds Universe can achieve that possibility?
Re: Expansion mod
I understand, yes. Well, the carrier-base idea for planets should work as well. Though it sounds like some sort of orbital platform? How would that differ from existing bases?
Re: Expansion mod
I think something like faster repair, more capacity per bay, less bay size and so on. Maybe specialized bays that enhance fighters. I haven't thought about new bases in detail.
Mostly I considered super-weapons bases with system wide range and large damage and jump games bases for fast intra-system travel. Jump gates will be useful with lower engine speed and high gravity wells to deny intra-system jumps.
- Retreat1970
- Posts: 1117
- Joined: Wed Nov 06, 2013 11:09 am
- Location: Wisconsin
Re: Expansion mod
This has been happening. New game 1.07.02.
Re: Expansion mod
Retreat1970 more info please.
You get this error from game start or after some command? Any other thing you suspect?
You get this error from game start or after some command? Any other thing you suspect?
- Retreat1970
- Posts: 1117
- Joined: Wed Nov 06, 2013 11:09 am
- Location: Wisconsin
Re: Expansion mod
Not at start. Only zoomed out (happened a few times). Family-1 is strange since it starts at family0. The game doesn't crash but will not save while popups are out. I haven't changed anything except updating to 1.07.02.