Terra Invicta

Terra Invicta

Universe Bounty
128 Comments
Zedbrah Sep 5 @ 9:26am 
As a heads up, in the Validation release, under Economy both the Mission Control and Control Points buttons close the window instead of working.
SirKaijuofVaudeville Sep 2 @ 3:09pm 
I updated the mod which worked to stop the AI hate crashing... but now the AI get cheat techs too including the alien rockets.
Akry Aug 11 @ 2:50am 
The alien reset hate button crashes the game for me.
I am playing on validation-release fork so that might be the issue. is it?
0zwolf  [author] Aug 6 @ 5:52pm 
Alien hate has a base value that changes depending on the state of the solar system. The reset hate function for the aliens will only reset hate to that base value. So if you have massive fleet, have spent a lot of time fighting the Servants, or have a very big space presence, the alien's base hate value will remain quite high.

As for the AI getting access to this, I'm not sure how. Nothing in this mod does anything to non-player factions except reset hate. All other features are direct effects against the player faction only. Unless there is in-game code that boosts AI capabilities and fleet production based on the game difficulty (TBH, I thought it was a feature of the new patch and enjoyed actually seeing the AI be worth something away from earth, either as an ally or a combatant).
Phoenix-D Aug 4 @ 5:24pm 
The AI got the cheat engines from this. Was quite the shock seeing them engaging the aliens in the outer solar system pre 2030 :D
Astraeos Jul 27 @ 11:37pm 
Tried doing Archangel's method, and I still can't reset hate specifically and only for the Aliens.

I can reset hate for every other faction just fine, except for the Aliens.
Lulu Jun 16 @ 3:59am 
reinstall the mod fully
michaelbcurtis Jun 15 @ 3:11pm 
Crashing 100 percent when hate removed, any hate
Archangel May 30 @ 11:54am 
I *finally* figured it out. Posting here in case anyone else is stuck. Don't know if you need to do all this, but this is how I unfucked the mod to v2.2.0.
1. Uninstall game
2. Delete "Terra Invicta" folder under steamapps/common
3. Reboot PC
4. Reinstall game
5. Install UMM plugin
6. Sub to mod on Workshop
7. If it *still* doesn't show up, go to Mods > Browse Steam Workshop in the game's main menu.
8. Find Universe Bounty (it was on top for me) > click the disc icon on the right to install it.
9. Reboot game.

Hate reset function and everything else is working so far. UMM says mod is on v2.2.0.

Thank you for the quick response, 0zwolf. I saw nothing. I know nothing. <3
Pardot Kynes May 30 @ 8:56am 
yeah it worked, thanks
Archangel May 30 @ 8:52am 
That should work, Granny. You just need to go to the "Mods" option on the main menu and enable mod use.
Pardot Kynes May 30 @ 6:48am 
it's my first time using nexus mod manager, and I couldn't find your mod in their site. Can I just open the game with your mod installed from steam? I have the unity mod manager installed too.
Archangel May 30 @ 6:39am 
I'm probably very stupid, but how do I force Steam to update the damn file? I tried unsub-resub, restarting both my PC and Steam, and then unsubbed and deleted the mod from the game's directory. I resubbed, but now Steam refuses to download any mod files at all.

Any advice would be appreciated. >_<
Dr. Baphomet May 29 @ 4:46pm 
Can confirm for myself, it works now :praisesun:
Lazy Invincible General May 28 @ 8:33pm 
anyways it does work now once you manage to get the new files downloaded and placed into the mods folder
Lazy Invincible General May 28 @ 8:24pm 
:lunar2019deadpanpig:
0zwolf  [author] May 28 @ 7:50pm 
Should be fixed now. Let's just ignore the fact the author forgot to actually add the modified files to the mod upload directory. Carry on, nothing to see here :P
Lazy Invincible General May 28 @ 12:49pm 
so, i'm gonna go with steam did not actually update the mod because even if I use a forceful method to download the file its still giving the files for 2.1 instead of 2.2
Dr. Baphomet May 28 @ 9:25am 
I looked at the workshop files, WorkshopItemInfo mentions 2.2.0, ItemData has the current update in it's files but ModInfo still says 2.1.0, maybe a little hiccup in uploading files to the workshop from your side?
gta810-JP- May 28 @ 7:52am 
I did the same thing, but
UMM still shows 2.1.0
Dr. Baphomet May 28 @ 7:48am 
I can't get the update to 2.2.0 to work, I unsubbed, resubbed, deleted it both from my workshop folder and from the game folder, restarted the game several times but UMM still shows 2.1.0
0zwolf  [author] May 28 @ 4:52am 
Patched to 2.2.0. Should be good to go.
0zwolf  [author] May 28 @ 4:22am 
Yep, noticed them myself. Working on an update as we speak.
thefire225 May 27 @ 8:23pm 
Yep Same here Reset hate is a hard crash to desktop.
Lulu May 27 @ 12:06pm 
Everything works for me except the reset hate
Archangel May 27 @ 9:48am 
The hate reset worked for me the first time I used the mod, but I now get the same error as Dr. Baphomet. Clicking the "reset hate" button for any faction (including Aliens) just collapses the UB section of the UMM popup window. Does not change the hate value. Checked the log, and it says:
[Universe Bounty] [Exception] OnGUI: MissingMethodException -void
PavonisInteractive.TerraInvicta.TIFactionState.SetFactionHate(PavonisInteractive.TerraInvicta.TIFactionState,single,bool)

Please advise. :)
Archangel May 27 @ 8:37am 
Here's how I got this working, step by step.
1. Install Unity Mod Manager 0.32.2.0 or above / update your UMM. (It's super convenient, there's just a button in the UMM program.
2. From the dropdown of games in UMM, select "Terra Invicta" and Install the UMM plugin. If it's already installed, make sure it's up to date.
3. Close UMM.
4. Subscribe to this mod here on the Steam Workshop and allow it to install.
5. Launch Terra Invicta
6. On the main menu, click the "Mods" button.
7. Ensure the "Use Mods" checkbox is checked.
8. Close Terra Invicta and relaunch it.
9. When you hit the main menu, you should see the UMM popup menu with Universe Bounty (and any other such mods) listed and enabled.
10. You will have options in UMM popup when you load your game.
11. Profit

Thank you Ozwolf for this amazing mod! Feel free to use part or all of the above text in any way you wish. <3
Dr. Baphomet May 27 @ 7:31am 
Okay on 2.1.0 now but -hate button still seems to not do anything, it just closes the tab in UMM
Dr. Baphomet May 27 @ 7:19am 
Addendum: I seem to be on version 1.50 still, I'll try to update manually
Dr. Baphomet May 27 @ 7:13am 
I get a consistent crash when I press the "- hate" for any faction, I don't know if this is because of mod incompatibilities (running about 15 mods) or because it's broken on the newest update
Rure May 26 @ 4:36pm 
same this mod doesn't work
BranW1 May 21 @ 7:24am 
ah im not using the unity mod manager ill have to get that working
BranW1 May 21 @ 7:20am 
I cant get the LCtl + U hotkey to work ive also tried Shift + U how do I access the mod settings to change the hotkey?
Lulu May 20 @ 4:36pm 
yes, I saw recently, good job ! I should have edited lol, good job !

Do you think we could have diplomatic options with it one day ?
O is that too much out of the scope of the mod ?
0zwolf  [author] May 20 @ 2:50am 
Volatiles are in there...I just hadn't updated the screenshots :P
Lulu May 15 @ 1:16pm 
god tier mod, thank you ! Any plan to expand on it ?

(Also, no volatile cheat ? )
Jichael Mackson May 12 @ 4:29pm 
What might be nice to see would be a monthly research increase. This was present with the NG Cheat Mod. Having it on this would be good.
0zwolf  [author] Apr 28 @ 5:48pm 
2.1.0 is live. Fixes the construction time boost for ships bug plus adds a feature to insta-complete any ships under construction and boost hab module construction by 10% each time the button is clicked.
0zwolf  [author] Apr 27 @ 7:17am 
Just a not for people: there is currently a bug around ship construction time. I caught it while play testing a feature for hab module building. Hope to have a fix out in the next 24 hours.
joe Apr 25 @ 11:07am 
The option to get Volatiles is also gone in 2.0.1
joe Apr 25 @ 4:13am 
and thank you once more for the quick fix :)
joe Apr 25 @ 4:09am 
Don't know if it wouldn't be more annoying if the mod would point the camera into space than the current situation where the game recognises inputs for UMM. At least with the recognised inputs you can work around by yourself.
0zwolf  [author] Apr 25 @ 2:46am 
Thanks joe! Have made a quick patch to add the missing exotics and antimatter boosts.

As for UMM, I believe it's using a different UI system to the game world (understandable given how much of the UI state is driven by what you interact with in the 3D world) any input blocking by UMM is ignored by the game world. Best I can offer is pointing the camera into space?
joe Apr 24 @ 11:04pm 
Thanks for the Mod and the new version.

2 small things I found in 2.0.0:
- the option to gain Exotics seems to be missing
- in the Unity Mod Mangaer UI inputs are recognised by Terra Invicta and so scrolling will zoom out in gae and clicks on buttons will also trigger click an asteroids and planets and so on
Warnstaff Apr 24 @ 2:48pm 
You are AWESOME!
0zwolf  [author] Apr 24 @ 2:43pm 
Version 2.0.0 is live.

The custom UI has been removed and replaced with a UI directly inside Unity Mod Manager. While a custom UI was a fair idea and a showcase for splicing custom Unity prefabs into the game, it meant the mod could be brittle with UI changes by the developers.

I have also released the source code on GitHub for anyone that wants to pillage it for knowledge, code fragments, or if I get run over by a bus and someone wants to continue it's support.
0zwolf  [author] Apr 21 @ 5:06pm 
Updated to 1.6.1 to work with 0.4.78 of the game. May require an update to Unity Mod Manager if you're running an old version.
BURAN☭ Apr 21 @ 8:00am 
A miracle!
0zwolf  [author] Apr 21 @ 7:22am 
I have successfully got the mod running on the latest version of the game. Will be doing some play testing for a bit before rolling it out.

For UI modding, you need to use Unity to create an asset bundle with your UI elements in it. I generally create a prefab asset bundle. The rest is all then done in code using the Unity API to instantiate the prefab then dig into the object tree. I am going to clean up this project a bit and publish the C# + Unity projects to GitHub for people to reference from.
Jichael Mackson Apr 20 @ 7:15am 
Have you considered adding buttons to increase monthly income of resources, as opposed to needing to constantly hit the buttons?