ENDLESS™ Space is a turn-based 4X strategy game, covering the space colonization age in the ENDLESS™ Universe. You control every aspect of your civilization as you strive for galactic dominion.
Im definitely not just overlooking the folder. Heres a tree of my ES user data http://pastebin.com/1KjknUt2 with my mod restored. The factions folder is there and it never went anywhere. My race file was there and then it was gone. Sorry for sounding so pushy. I just really want my factions back, I worked hard on balancing them are writing descriptions
How do folks debug mods without doing entire play throughs?
... I don't know about you but I usually just cheat if it's a tech or something similar being tested for just function, but for AI, diplomacy, etc. I usually just slog through or have setup a test-rig save.
Would be good if the current wonders that don't go with Asteroids and Gas Giants
If I recall correctly the a Amp Dev mentioned some weeks (could be months now) that wonders don't spawn on gas giants, or didn't at a the time, something about graphical issues was the reason not silliness , not that I mind the silliness but I'm an odd puppy.
Would be good if the current wonders that don't go with Asteroids and Gas Giants, etc were stopped from spawning on those objects, and instead, there are wonders more designed for them... the only problem with that, of course, is if you decide to terraform a gas giant...
How about a device to charge a gas giant through ionisation of it's gas?
Not all the strange combos are so bad. Like Garden of Edens on deserts look like a giant oasis or Coral Reefs on arctics I imagine beautiful reefs with strange life just under the ice layer. Lots of the weird combos could work, but a few planet types like lava and gas giants dont work for many.
Foraven wrote: Anyone who value immersion when they play. I would have liked they bothered to include requirements for the wonders so they don't spawn on odd planets. It's not like it would have been a time consuming job to do, there are far fewer wonders than anomalies...
Agreed. I also like them to make sense. I mean, we do not know what's at the core of gas giants, so maybe it does have a hollow core or volcanoes, but the giant tree? not so much.
Igncom1 wrote: Depends who is actually bothered by it.
Anyone who value immersion when they play. I would have liked they bothered to include requirements for the wonders so they don't spawn on odd planets. It's not like it would have been a time consuming job to do, there are far fewer wonders than anomalies...
Foraven wrote: I wonder if there is a way to mod in prerequisite so certain anomalies can't happen on certain planets. Yeah, i too find a huge icecap on a volcanic planet silly.
Yea, it has bugged me since day one. By the way, where can I turn on the add-ons? my game just plays.
Lately had Ice 10 on a Helium Giant, by now I always had luck with Polaris and in my first game the tree thingy actually spawned on a Jungle planet(this time Hydrogen ...) . Resticting certain combinations really should get some attention, right now you never know what silly things may happen^^ Polaris just being the most obvious of them.
I recently checked how the galaxy generator works and i found we can alter what anomalies and rescources can spawn on what kind of planet. Someone just got lazy when setting the Light of Polaris and other wonders by not disabling it completely from certain planet types.
Thats means the application just moved may factions somewhere.
It didn't move them anywhere - All it does is filter saves view based on your currently loaded mod - each save contains within it if it was saved with a mod loaded. I load\unload mods all the time and have not had my custom races removed nor the related files removed, so I can't tell you what happened there.
Foraven wrote: I wonder if there is a way to mod in prerequisite so certain anomalies can't happen on certain planets. Yeah, i too find a huge icecap on a volcanic planet silly.
Not as silly as on a gas giant!
It's a shame that anomalies can't happen in the game, as in nature, meaning that certain combinations of planet do not go with certain anomalies. The planetary tree is another one that looks silly on a gas giant or a lava planet.
Hey everyone, I really hate sounding like a troll on my first post but I swear es used to ask if I wanted to use the Polaris expansion at the start of every game. I really cant stand the ice cap wonder because it looks ridiculous. The worst was on my last run where I had a workshop perched on top of a lava like a silly hat
If not maybe I could mod it out? I have no experience modding these games so I need a little guidance if its possible to do. I dont mind that the workshop wonder is in the game but hiding the planet effect is a must. Ill take a crack at it myself and write what I find before I post.
kk.. My first stop was the data folder. I found lots of asset files but there all packed as binaries. Does the community have an unpacker available somewhere?
I did a search on ..\public\ and found some kind of define entry for the anomaly I want removed (the planet effect at least)
I just moved my deleted mod folder back from the recycle bin to double check my normal ES custom factions didnt get stored there. nope
I only deleted documents/Endless Space/Modding/Scrivener, nothing else. It was when I activated my mod the first time in game my documents/Endless Space/Factions and documents/Endless Space/Save folders got cleared. It had to of gone somewhere unless the game really did just opps and delete the files.
Oh great news. Thats means the application just moved may factions somewhere. I searched all through my appdata and documents folders but still no trace.
I must have made a big mistake. After testing my mod I force closed the session with my mod still active. Deleted my mods folder and restarted the game. Not only were my saves and factions missing but my mod still appeared in the mod list. wth? This is what I did before my last post. Im really hoping a dev or modder can pop in and tell me where ES stores user data for inactive mods.
^^^ No it doesn't. If you go back to the modding screen and load the Endless Space option, you should get you files back (races and saves can't work between mods, if that makes any sense)
KnightHawk wrote: I suggest you visit the modding forums (or have a mod perhaps move this thread there), if you want to mod-out the anomaly you don't like it can easily (more or less) be done without touching the binaries.
I wonder if there is a way to mod in prerequisite so certain anomalies can't happen on certain planets. Yeah, i too find a huge icecap on a volcanic planet silly.
I suggest you visit the modding forums (or have a mod perhaps move this thread there), if you want to mod-out the anomaly you don't like it can easily (more or less) be done without touching the binaries.
I just commented out what I think is the internal path of one of the .asset packs. No crashing when I started a new game so thats a good start but I have no idea if the change took. Is there no dev console or anything useful for modding these games? Why is everything packed into binaries with no official tools
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