Master of Orion

Master of Orion

Diverse Specials Lite v2.5 - 5XUCP Compatible
39 Comments
Venusaisha 28 Dec, 2019 @ 11:35am 
However when used in my bimoo lite collection i noticed a tech not visible and blocks few techs but other then that no biggie just work around with only few techs missing out of tech tree. however lite b has no problems.:Diplomat:
Venusaisha 26 Dec, 2019 @ 11:43am 
Awesome:homeplanetearth::happyooo::Diplomat:
Morpheus  [author] 17 Jul, 2019 @ 7:11pm 
@Mightymouse the descriptions on the planet screen are reading backwards but the code should be working properly and giving you 10% pop growth. These signs will be fixed in UCP v6 :)
You found one! That is the rarest special! Fun
MightyMouse 17 Jul, 2019 @ 11:25am 
The special "Ancient Earth" has a typo or error. In the description it says that the materials found there increase population growth, but under "Bonuses" it says Growth -10%.
jpoisel 10 Jan, 2018 @ 12:22pm 
For those who haven't seen my report in my main Discussion post, just updating that Morpheus' v,2,2 fix does work. As of the time of this post (12:20 pst), you'll have to Unsubscribe from 2.1 within MOO, then download v,2,2 fix and install it as a local mod.

Or, you can wait until he gets a handle on updating within Steam and you'll get it eventually. :)

If you do it manually, remember to keep an eye out here and, when it's announced as available via steam, to unsubscibe from your manual install and resubscribe here. :)
Morpheus  [author] 9 Jan, 2018 @ 7:50am 
@jpoisel the .yaml files have been renamed to reorder them properly, but you should be able to run your old games, and simply move past the point where the error occured. Please report back when you can. The one missing block for StructureTypes in Harsh Env. Module was the only thing I found while proofing the rest of that and all the other .yaml files for errors.
Morpheus  [author] 9 Jan, 2018 @ 7:46am 
This should fix the problem with the Harsh Environment Module. A quick fix but I've been limited on time to fight with the Steam Uploader. I will try to post on Steam tonight (it will be only my second attempt to figure out how to update an existing mod on Steam Workshop)

I posted the update on Nexusmods, and plan to continue updating this mod but RL will be keeping me busy so please bear with me.

https://www.nexusmods.com/masteroforionconquerthestars/mods/46?tab=files
jpoisel 9 Jan, 2018 @ 3:42am 
@Morpheus: I take it there was more to the issue than just a block of code? If you'd like folks to test your fix(es), I volunteer - got a lot of time on my hands ATM.
jpoisel 6 Jan, 2018 @ 1:19pm 
@Morpheus: Yep. :) Though I'm not a coder beyond a rank hobbyist level, I've done plenty of code review and program runtime debugging at a practical level. I like to think I'm generally pretty good at finding before-and-after patterns of code execution.
Morpheus  [author] 6 Jan, 2018 @ 11:12am 
Like you said jpoisel, "an extra set of eyes"
jpoisel 6 Jan, 2018 @ 9:44am 
@Num7: Thanks, but I didn't do all that much. I just got curious over WhatisSol's assumption that the savegame was corrupt due to Massive planet errors in that main discussion forum post I made and wondered if my savegame here was similarly corrupt, and whether going back in the timeline would show me where, if anywhere, the corruption occurred.

Just a happy accident that I put 2 and 2 together when I saw Alcor 4 working normally prior to researching the ARE branch.
Morpheus  [author] 6 Jan, 2018 @ 9:15am 
To my knowledge the function of restricting colony structures to resources is still something I need 5X/UCP to do for me. They are required for those to work. The original listing of Diverse Specials and Massive Planets is stand-alone however since it does not have the Resource Extraction tech
Num7 6 Jan, 2018 @ 8:42am 
It works stand-alone, but also with UCP and 5X mod.
A-tf 6 Jan, 2018 @ 5:05am 
There is no info in necessary of original release. May be will be better to do this mod standalone?
Morpheus  [author] 5 Jan, 2018 @ 9:01pm 
@a-tf is it possible that you only have the icons from the original mod release v1.0?
There were 58 icons in the original release and the 2.0 update I added about 25 more.
A-tf 5 Jan, 2018 @ 4:32pm 
Some icons for custom specials is missing. For example elliptical.png, insects.png.
Num7 5 Jan, 2018 @ 10:18am 
Nice work you guys! :)
jpoisel 4 Jan, 2018 @ 9:09pm 
Woohoo! Glad I could help. I'm always kind of hesitant to report issues here, because I don't have/can't afford the extra races DLC and don't know how much that changes mod design assumptions. Glad that wasn't a factor here. :)

Now, if we can just get Massive Planets back in play... ;) I, personally, like what you reported about how changing the range from Tiny-Giant to Small-Massive lets the player be able to choose Massive as a homeworld. The other implications and adjustments to the change sound fine to me as well. Might we be seeing that as a separate mod soon?
Morpheus  [author] 4 Jan, 2018 @ 8:06pm 
@jpoisel thanks to your efforts I was able to identify a missing block of code on the Harsh Environment Module structure. I will correct the issue and update asap after I give everything a once over. High Five!
jpoisel 4 Jan, 2018 @ 5:44pm 
To reproduce with my linked savegame: Use the Timeline to go back to turn 140. Select Advanced Resource Extraction to research. You'll notice Alcor 4 is working as usual at this time. Without switching population around anywhere (so you can research the tech in two turns), do what you need to do to Next Turn to the beginning of Turn 142, where you discover the tech and the issue begins.

The reason I'm reasonably confident EER and TI are okay are because I can build their buildings on qualifying planets, and those planets don't have any problems at all.
jpoisel 4 Jan, 2018 @ 5:35pm 
Partially found the problem. Definitely related to Advanced Resource Extraction branch. Exotic Element Refinery and Tourism Infrastructure appear to be OK, but Harsh Environment Module and/or Advanced Containment Field are not providing their building(s) for Alcor 4, the Hazardous Mineral planet that has the production issue in the savegame I linked earlier.

Alcor 4 immediately starts having the problem the same turn Advanced Resource Extraction is discovered. Output_log.txt shows a series of errors too long to post here, but relate to building queue. I'm thinking that since both the HEM and ACF buildings can be built on Hazardous Mineral planets, MOO is confused as to which ones to make available to build? I'd try simplifying HEM and ACF so there's no overlap of planet specials they can be built on.
Num7 4 Jan, 2018 @ 8:53am 
I confirm that when I experienced the prod queue bug, it was pretty late game, like turn 150-200. So it might well be one tech or one building that were added, that cause the issue at some point.
jpoisel 3 Jan, 2018 @ 9:37pm 
As for removing the tech - who knows? I'd certainly be willing to try it, if for no other reason than to help eliminate or confirm whether that part of it is actually the issue or not.

I'm also willing to look at your modified yaml/csv/whatever files to see if there are any straightforward editing mistakes you might have missed - filenames misspelled when called, accidental save with cr/lf when expected cr (or lf) only, tabs instead of spaces in formatting, etc. Sometimes an outside pair of eyeballs is useful. ;)
jpoisel 3 Jan, 2018 @ 9:30pm 
Single-player always. The production issues always occured in each of 4 games I played with DSMP 2.0+5X/UCP Compatability (Three Miniscule, 1 Small, all different seeds). They generally didn't start appearing until turns had reached the high 100s. I only played 1 game with DSL 2.1, where the prod. issue again appeared after turns had reached the high 100s (170-something, I think). That's the savegame I made available here.
Morpheus  [author] 3 Jan, 2018 @ 9:08pm 
@jpoisel, I can release a Super Lite version that removes the tech as well if you want to try that?

No tech, no Massive planets = no bugs?
Morpheus  [author] 3 Jan, 2018 @ 9:02pm 
Awesome, ty. I have used VS in the past, and now I know about the output_log.txt I've heard mentioned on the forum before. That is helpful, I will look into this more when I can. Thank you for your info.

I am running deep into a single player game to look for issues, but so far all is stable. Does this production error occur every game for you? Do you play single player or multiplayer?
jpoisel 3 Jan, 2018 @ 9:00pm 
Also, FWIW and respectfully (I really do appreciate what you've done!), I also reported issues with the original (that I know of) DSMP 2.0, but didn't follow up because you released DSMP 2.0 (5X/UCP compatible). Multiple people reported the same production issue in DSMP+5X/UCP. This may not be a problem per se with your mod on its own, but a problem with your mod, 5X and/or UCP accidently stepping on each other's toes.

I would think if there's unwanted interaction, it's probably between 5x and DS, since you both modify the tech tree and add planet specials/buildings, but obv only debugging is going to confirm or discard that guess.
jpoisel 3 Jan, 2018 @ 8:44pm 
@Morpheus: What coding/debugging tools are you familiar with? A lot of potentially useful debug info is automatically written to output_log.txt in the C:\Program Files (x86)\Steam\steamapps\common\Master of Orion\MasterOfOrion_Data folder. Also, a quick browse seems to suggest Visual Studio (and with addon and some limitation, the free VS Express) can work with Unity debugging.- here's a beginner's tutorial:

https://unity3d.com/learn/tutorials/topics/scripting/debugging-unity-games-visual-studio
Morpheus  [author] 3 Jan, 2018 @ 8:19pm 
@jpoisel maybe I don't "need more data", I "need more knowledge". In other games like the Elder Scrolls you could view debugging code in the console in game and troubleshoot any and all bugs

I am happy to work on any fixes we think are necessary to remove all bugs. So far, Massive planets were the only known problem and they have been removed from this version. My single player tests are coming up with no errors but my time to play and test is very limited right now :(
Morpheus  [author] 3 Jan, 2018 @ 6:55pm 
I apologize, specifically I mean I have no way to debug or see where the errors might be coming from. WhatIsSol was able to look into the save and identify OutOfRange errors and exceptions being thrown out by parts of the code, but I don't have the knowledge to do that with the tools available so looking at saved games won't show me what needs to be fixed. Perhaps someone can tell me how to view some kind of debug code?

Perhaps this mod cannot be run with 5X/UCP as I thought. No issues were reported from the first DSMP mod, even though Massive planets were a part of the first release. The mod ran perfectly as a stand-alone.
jpoisel 3 Jan, 2018 @ 4:52pm 
@Morpheus: What do you mean "need more data"? As in you need others to report the issue(s) and make savegames available?
Num7 3 Jan, 2018 @ 3:09pm 
Okay, I'll start a game anyway and report anything I might find. Thanks. :)
Morpheus  [author] 2 Jan, 2018 @ 10:07pm 
I experience an error in game when I play Multiplayer, at some point in game an "outofsync" error occurs and then the next turn button stops working. Then to continue playing you have to get in and out of the game each turn to move on and it makes the game unplayable.

I have seen the production issue, but I can't say if it is linked to my mod or not. I haven't confirmed yet if any issues exist in single player. I am only running my mod and the 5X/UCP combo

This weekend I modified the yaml files in Diverse Specials as per some info WhatIsSol linked me to so that they are loaded in the proper order, but it had no effect on this. I apologize to anyone experiencing any issues, I want any issues fixed but I need more data.
Num7 2 Jan, 2018 @ 9:46am 
Hi, were you able to investigate the error? I'm excited to start a new game with your mod. :) Thanks.
jpoisel 29 Dec, 2017 @ 7:50pm 
No worries, take your time. I definitely appreciate the effort!
Morpheus  [author] 29 Dec, 2017 @ 7:04pm 
The next step for me would be to try Diverse Specials plain and simple without tech and make sure it runs no problems. At that point the mod can run without 5X/UCP and is in its most basic form. If no errors in game then I'll go from there.

I have been unable to perform tests of my own as of yet
jpoisel 29 Dec, 2017 @ 8:13am 
Correct, it was run (from top to bottom in mod list) as 5x, ucp, 5x ucp compatibility, your DSL 2.1 then the ucp steam downloader "mod" stub. DS&MP 2.0 is not in the list (unsubscribed, not just deactivated)
Morpheus  [author] 29 Dec, 2017 @ 7:11am 
@jpoisel I'm assuming this is a new game that was run from the beginning without the full DSMP mod?
jpoisel 28 Dec, 2017 @ 9:24pm 
Unfortunately, still has production issue:

https://drive.google.com/open?id=1BitC-XZ1SRRh1tLkPlIC6wI1F2hm4rwG

Look for planet Alcor IV. Enabling autobuild is the only way you can continue.

Either you missed something when reverting Massive planets, or it's possible one or more of your tech buildings isn't fully or correctly implemented. You'll get it working, I'm confident. :)