[Mod] Ashleys Factories L + XL + XXL V2.5 *Updated 09/11/2007*

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Should XL food and XL Mines be inported to X3?

XL Food Yes
37
5%
XL Mines Yes
65
9%
XL Food No
3
0%
XL Mines No
11
2%
Yes for XL Plants!
575
80%
No! XL Plants
24
3%
 
Total votes: 715

Saint-Ashley
Posts: 1267
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[Mod] Ashleys Factories L + XL + XXL V2.5 *Updated 09/11/2007*

Post by Saint-Ashley » Sun, 29. Jan 06, 23:00

THIS MOD IS 2.0.02 COMPATIBLE!

Current Version *2.5*

Download can be found at : After-Dominaton Fourms :wink:

Alternative Download links from xdownloads.co.uk (formerly x1tp.com):
Normal version:
[ external image ]

Version for XTM:
[ external image ]


If you have any problems or concerns Please feel free to PM me on the After-Domination Fourms.
http://www.After-Domination.net This is where I am nearly always on, and also where I will reply to you faster. I dont tend to check Ego fourms as much as I used to anymore.


=============================================
Name: Ashley's Factories
Version: V2.5
Author: Saint-Ashley Armegeddon
Updated: 09/11/2007
=============================================


To install:

- Use Cycrows X Script installer or do it the hard way!

- Extract the file into the main X3 directory, it should
contain a scripts and mods directory with all the
appopriate files.

- Start X3, and at the configuration dialog, click the
'Select Mod Package' button, then highlight the entry
'Ash.Fabs.ExtHub.2.5' and click OK, next hit 'Start X3'.

=============================================

1. Basic Idea:

Will help reduce cluttered complex designs as XL factories reduce the need for multiple factories of the same type to supply each other.

2. Use With Other Mods:

This mod will probally be compatable with most mods that are curently avaiable. Just attempt to merge them as this if you wish to use this mod and do not want to combine the mods yourself, just leave a post in topic asking for a combo of the mods you want.

Please note you must post the mods you want [Names AND versions Please!]

3. Read the readme's Before sending me PM's about mod combinations PLEASE!
Note: C:\Program Files\EGOSOFT\X3 REUNION\Readme\Ashleys Factories & Extended Complex Hubs (Default location for US installations) Is where you should be able to find them ;)


4. It should take 30 seconds to 2 minuites to set up the resources. That means you CANNOT connect the factories to a complex before hand! Resources must be fixed first!

===========================================

If you have a problem finding a SY or haveing resources set up correctly, please run 'ash.force.reset.XXL' through the script editor. This will force a reinstall of Ashleys SY's and recall all resource libs. It will take up to 10 minuites to take effect.

===========================================

Armegeddon wrote:Extended Complex Hub and Complex Node Bazaar

Replaces the standard 10 dock Complex Hub with an Extended Complex Hub offering much increased docking facilities. Also adds a Complex Node Bazaar which has 14 connection nodes, no docking ability, and no products or resources.

Final version of the Extended Complex Hub will contain:
2x internal hanger bays (second added to keep hub looking symetrical and give two paths for ships to dock at so they don't cause too much of a traffic jam) offering nearly unlimited docking of M3/M4/M5 ships.
2x Quicklaunch bays to prevent undocking small ships from getting in the way of docking craft.
4x 5 port docking clamps offering upto 20 TS/TP/M6 ships to dock simultaneously
1x Capital ship docking arm allowing a single TL/M2/M1 to dock

Merged versions

Extended Complex Hub merged with Ashley's L/XL/XXL factories mod can be found in the thread for the XXL mod

HERE.

From the Readme:
Extended Complex Hub and Complex Node Bazaar for all races (standalone)

This mod replaces the standard 10 dock Complex Hub with an Extended Complex Hub featuring increased docking capabilities. It also provides a Complex Node Bazaar which has 14 connection nodes, but no docking and no products or resources.

Both items will be stocked at every shipyard in the game. They have no reputation requirement to buy, so as long as you can dock a TL to the shipyard, you can buy one. The Complex Node Bazaar is priced at 1,038,784 credits (4 times a normal construction kit), and the Extended Complex Hub is priced at 779,088 credits (3 times a normal construction kit).

Installation:
1) Ensure no ships are docked at any of your complex hubs.
2) Do not be in the same sector as any complex hub.


Uninstalling:
Due to the game being unable to reconcile the number of docking spaces when the complex hub changes, uninstalling this mod will make your game unloadable. If you really wish to uninstall, destroy all of the Extended Complex Hubs and save your game first.


What was changed:
Tfactories.xml was modified to replace the race Complex Construction Kits and Complex Hubs slots with the Extended Complex Hub. This was necesarry due to the game refusing to place a construction kit/complex hub if it was not in one of those 5 positions in the file. Complex Node Bazaar was added after the Paranid Tractor Beam Factory.
Pictures:
Extended Complex Hub

The Extended Complex Hub with a Teladi Phoenix, and one of every major type of TS, TP, and M6 docked.
[ external image ]
Click HERE for larger picture.

Farther away view of above picture. The Phoenix is the largest ship in the game and it has no problem docking with the Hub. You can see that there is a connection tube running downwards from the back of the hub. The Capital ship docking arm is far enough forward that even wide-arse Boron ships can dock with no problem.
[ external image ]
Click HERE for larger picture.

Falcon entering one of the docking bays
[ external image ]
Click HERE for larger picture.

Distance view of a Nova entering a docking bay
[ external image ]
Click HERE for larger picture

Discoverer entering a docking bay. You can see part of the docking arms to the left.

Discoverer entering a docking bay. You can see part of the docking arms to the left.
[ external image ]
Click HERE for larger picture.

Complex Node Bazaar

[ external image ]
Click here for larger picture.
===========================================
V2.5 (Current Version)

* Fixed Teladi SPP XXL to correct resources.
* Further Improved performance of AL Scripts.
* Added 'ash.force.reset.XXL' which can be used to force the reinstall of Ash Fabs, and SY's.
* Improved resource librarys for all races.
* Improved delay in resource correction for fabs.
* Lowered CPU usage.
* Updated scene file for Armegeddons Extended Complex Hub.

*** Now only availabe with Armegeddons Extended Complex Hubs, and Node Bazzar.
*** Compatible versions will be released shortly (within a few weeks) for all major mods.


===========================================
V2.4 (Never Released)

* Added PHQ's to Ashleys SY's.
* Improved performance of AL Scripts.

===========================================

V2.3

* Added combined support for XFP using the same scripts. They can now be interchanged between different mods.
* Fixed a small bug in the placement of the SY's which could cause capitol class ships not to dock.
* Now only Extended Complex Hub version is available. (It doesnt mean you have to use them)

===========================================
V2.2

* Added in XL and XXL version of Ore, Silicon, and Nividium Mines
* Added check to scripts in case mod is not selected in X3 launcher

===========================================
V2.10

* multiple bugfixes that I can't remember

===========================================
v2.00 (Update done by Armegeddon)

* Rewrite and complete integration of Custom Factory Library into XXL mod
-The Custom Factory Library now uses an AL setting ('XXL fab automtic resource fixer') to control if new
-station are automatically scanned or if a command is placed in station commands.
-If the AL setting is turned "OFF" a new command is enabled in the command menu of all player stations.
-The new command is labeled "Fix Station Resources". Selecting this command will check every station
-that the player owns and make sure the resources are correctly setup.
-When the AL setting is turned "ON" player stations will be checked automatically every 10 seconds.

* Added Nividium M and L mines each of the 5 mod shipyards
* Added Concussion Impulse Generator M/L/XL/XXL fabs to each of the 5 mod shipyards
* Added Terran Alpha/Beta Electro-Magnetic Plasma Cannon forges M/L/XL/XXL to each of the 5 mod shipyards
* Added Kha'ak Alpha/Beta/Gamme Kyon Emitter Forges M/L/XL/XXL to each of the 5 mod shipyards
* If you are able to combine this mod with DDRS, you will also have access to 2 addtional factory lines
-The Anti-Matter Pulse Cannon from the Boron and Teladi mod shipyards
-The 5GJ shield from the Argon, Split, and Paranid mod shipyards
* Altered the Expanded Complex Hub model so that the docking tube no longer comes off the bottom and prevents big

ships from docking when the player is In-Sector. This change will not take effect on existing Expanded Hubs, and

may even cause the game to crash. It is recommended to destroy all Expanded Hubs prior to installing this

version, or start a new game.

=============================================

v1.38

* Added compatability for Bala GI 2.0.01.
* Added undocking to SY's before the scripts destroy them upon updateing.
* XL + XXL mines commented out.

=============================================
v1.32

* Fixed scripts for vanilla and Extended Hubs versions (both now supported).

* Shipyards can be found in the following sectors:

Akeela's Beacon
Mists of Elysium
Unholy Descent
Rhy's Crusade
The Vault

=============================================
v1.31

* Reduced random generation area.

=============================================

v1.30

* Fixed a few resource setup errors.

=============================================

v1.29

* Fixed a minor issue that caused SY's to blow every load.

=============================================

v1.28

* Repacked *.spk with the correct scripts (oops!) :oops:

=============================================

v1.27

* Added randomized SY placement

Shipyards can be found in the following sectors:

Akeela's Beacon
Mists of Elysium
Unholy Descent
Rhy's Crusade
The Vault

=============================================
v1.26 (Never Released)

* Added stations are as follows

***Nividium Mines are curently commented out***

Argon

M Nividium Mine
L Nividium Mine
XL Nividium Mine
XXL Nividium Mine
XXL Crystal fab
XXL Wheat Farm
XXL Cattle Ranch
XXL Rimes Fact
XXL Cahoona Bakery
XXL Space Fuel Distillery
XXL Ore Mine
XXL Silicon Mine
XXL Solar Power Plant

Boron

M Nividium Mine
L Nividium Mine
XL Nividium Mine
XXL Nividium Mine
XXL Crystal fab
XXL Plankton Farm
XXL Bio Gas Factory
XXL Stott Mixery
XXL BoFu Chemical Lab
XXL Ore Mine
XXL Silicon Mine
XXL Solar Power Plant

Paranid

M Nividium Mine
L Nividium Mine
XL Nividium Mine
XXL Nividium Mine
XXL Crystal fab
XXL Soyfarm
XXL Snail Ranch
XXL Space Jewellery
XXL Soyery
XXL Ore Mine
XXL Silicon Mine
XXL Solar Power Plant

Split

M Nividium Mine
L Nividium Mine
XL Nividium Mine
XXL Nividium Mine
XXL Crystal fab
XXL Scruffin Farm
XXL Chelt Space Aquarium
XXL Massom Mill
XXL Rastar Refinery
XXL Spacefly Farm
XXL Ore Mine
XXL Silicon Mine
XXL Solar Power Plant

Teladi

M Nividium Mine
L Nividium Mine
XL Nividium Mine
XXL Nividium Mine
XXL Crystal fab
XXL Flower Farm
XXL Teladianium Foundry
XXL Dream Farm
XXL Sun Oil Refinery
XXL Bliss Place
XXL Ore Mine
XXL Silicon Mine
XXL Solar Power Plant

=============================================

v1.25 BETA

Added X Script intall support :P


* Added stations are as follows (for each race):

L Weapon Component Factory
XL Weapon Component Factory
L Quantum Tube Fab
XL Quantum Tube Fab
L Chip Plant
XL Chip Plant
L Computer Plant
XL Computer Plant
L Lasertower Factory
XL Lasertower Factory
L Drone Factory
XL Drone Factory
L Satellite Factory
XL Satellite Factory
L Advanced Satellite Factory
XL Advanced Satellite Factory
L Ammunition Factory
XL Ammunition Factory
L SQUASH Mine Factory
XL SQUASH Mine Factory
L Mobile Drilling System Factory
XL Mobile Drilling System Factory
L Tractor Beam Factory
XL Tractor Beam Factory
L Aurora Missile Factory
XL Aurora Missile Factory
L Blizzard Missile Factory
XL Blizzard Missile Factory
L Cyclone Missile Factory
XL Cyclone Missile Factory
L Disruptor Missile Fab
XL Disruptor Missile Fab
L Dragonfly Missile Factory
XL Dragonfly Missile Factory
L Firefly Missile Factory
XL Firefly Missile Factory
L Firestorm Torpedo Factory
XL Firestorm Torpedo Factory
L Hornet Missile Factory
XL Hornet Missile Factory
L Hurricane Missile Factory
XL Hurricane Missile Factory
L Mosquito Missile Factory
XL Mosquito Missile Factory
L Silkworm Missile Factory
XL Silkworm Missile Factory
L Tempest Missile Factory
XL Tempest Missile Factory
L Thunderbolt Missile Factory
XL Thunderbolt Missile Factory
L Tornado Missile Factory
XL Tornado Missile Factory
L Typhoon Missile Factory
XL Typhoon Missile Factory
L Wasp Missile Factory
XL Wasp Missile Factory
L Alpha IRE Forge
XL Alpha IRE Forge
L Beta IRE Forge
XL Beta IRE Forge
L Alpha PAC Forge
XL Alpha PAC Forge
L Beta PAC Forge
XL Beta PAC Forge
L Aplha HEPT Forge
XL Aplha HEPT Forge
L Beta HEPT Forge
XL Beta HEPT Forge
L Alpha PBE Forge
XL Alpha PBE Forge
L Beta PBE Forge
XL Beta PBE Forge
L Alpha PSG Forge
XL Alpha PSG Forge
L Beta PSG Forge
XL Beta PSG Forge
L Gamma PSG Forge
XL Gamma PSG Forge
L Alpha PPC Forge
XL Alpha PPC Forge
L Beta PPC Forge
XL Beta PPC Forge
L Gamma PPC Forge
XL Gamma PPC Forge
L Alpha Flak Artillery Forge
XL Alpha Flak Artillery Forge
L Beta Flak Artillery Forge
XL Beta Flak Artillery Forge
L Ion Disruptor Forge
XL Ion Disruptor Forge
L Mass Driver Forge
XL Mass Driver Forge
L Shield Production Facility 1 MJ
XL Shield Production Facility 1 MJ
L Shield Production Facility 5 MJ
XL Shield Production Facility 5 MJ
L Shield Production Facility 25 MJ
XL Shield Production Facility 25 MJ
L Shield Production Facility 125 MJ
XL Shield Production Facility 125 MJ
L Shield Production Facility 1 GJ
XL Shield Production Facility 1 GJ
L Shield Production Facility 10 GJ
XL Shield Production Facility 10 GJ

=============================================

v1.20 (Never Released)

Brought v1.10 up to X3 1.4 standards

Added in Armegeddon's custom factory resource library.

=============================================

v1.10

Rearragned TFactories to add factories in the order listed in v1.0.

=============================================

V1.0

* Added stations are as follows:

Agron

XL Cahoona Bakery
XL Cattle Ranch
L Crystal Fab
XL Crystal Fab
XL Ore Mine
XL Rimes Fact
XL Silicon Mine
XL Space Fuel Distillary
XL Wheat Farm

Boron

XL Bio Gas Factory
XL Bofu Chemical Lab
L Crystal Fab
XL Crystal Fab
XL Ore Mine
XL Plankton Farm
XL Silicon Mine
XL Stott Mixery

Paranid

L Crystal Fab
XL Crystal Fab
XL Ore Mine
XL Silicon Mine
XL Snail Ranch
XL Soyery
XL Soyfarm
XL Space Jewelery

Split

XL Chelt Space Aquarium
L Crystal Fab
XL Crystal Fab
XL Massom Mill
XL Ore Mine
XL Rastor Refinary
XL Scriffin Farm
XL Silicon Mine

Teladi

XL Bliss Place
L Crystal Fab
XL Crystal Fab
XL Dream Farm
XL Flower Farm
XL Ore Mine
XL Silicon Mine
XL Sun Oil Refinary
XL Teladianium Foundry

=============================================

Finally,

Thanks to PabloRSA, for encourageing this release.
Thanks to Naffarin, for help with scripting.
Special Thanks to nuclear_eclipse, for also help with scripting.
Special Thanks to Armegeddon for writeing the custom factory resource library. And now for changeing the library into an AL plugin.


Edit: added alternative Download links. X2-Illuminatus
Last edited by Saint-Ashley on Fri, 9. Nov 07, 20:57, edited 74 times in total.

Fachtna
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Post by Fachtna » Sun, 29. Jan 06, 23:02

SaintAshley, magic work.

Any chance you could package this as spk for use with cycrows script installer?

Saint-Ashley
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Post by Saint-Ashley » Sun, 29. Jan 06, 23:05

Im not sure you can package mods with his program, keep in mind this *is* a mod, not a 100% script. I will check that out though.

Edit: Heh, Checked this out quite awhile ago, releases are now in *.spk :wink:
Last edited by Saint-Ashley on Wed, 17. May 06, 02:25, edited 1 time in total.

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Dgn Master
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Post by Dgn Master » Sun, 29. Jan 06, 23:07

Great work, Thanks ALOT.

Not trying to be a pest here, so please don't take it the wrong way, but is there any chance of adding the L and XL of the others needed so i can start making loops in earnest without still needing 2 L food and 2 silicon L's?
Could the parents of the little Argon girl, Suzie, please claim her sealed jar of remains?
She didn't mind the gap and ended up vapourized!

Saint-Ashley
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Joined: Sat, 3. Dec 05, 03:40
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Post by Saint-Ashley » Sun, 29. Jan 06, 23:17

Not trying to be a pest here, so please don't take it the wrong way, but is there any chance of adding the L and XL of the others needed so i can start making loops in earnest without still needing 2 L food and 2 silicon L's?
This is an option for addition in a update. As of right now I dont see why they shouldnt be implemented.

Possible work for tomorrow :P

Edit: Has been completed :P
Last edited by Saint-Ashley on Wed, 17. May 06, 02:26, edited 1 time in total.

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Dgn Master
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Post by Dgn Master » Sun, 29. Jan 06, 23:49

From other thread, moved as requested.
SaintAshley wrote:
I might have this done by tomorrow. Kinda skeptical of importing XL food and mines because the way Im adding the factories NPC's can also buy them and of course run them, this may have a dramatic effect on the X3 economy.

Ashley
I say let them use them too, over half of the sectors i have visited are starving to death anyways, mostly due to them being to stupid to buy energy, but even if they did build these factories it would save me having to have every complex be a loop and even so, there is a good chance they would just get destroyed quickly anyways due to the GOD engine.
Could the parents of the little Argon girl, Suzie, please claim her sealed jar of remains?
She didn't mind the gap and ended up vapourized!

Saint-Ashley
Posts: 1267
Joined: Sat, 3. Dec 05, 03:40
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Post by Saint-Ashley » Mon, 30. Jan 06, 02:59

Can anyone help me throw together a list of all the food fabs for each race? As I do not know all the races well except for Argon.

Also if their is any other facts that should be upgraded please post its name / race. Thanks.

XL Mines are complete I just need to write the scripts for them.
Last edited by Saint-Ashley on Wed, 17. May 06, 02:27, edited 1 time in total.

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nuclear_eclipse
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Post by nuclear_eclipse » Mon, 30. Jan 06, 03:12

Just FYI, the AI will not use these new factories unless you end up modifying the x3 map to explicitly include them. Even new factories are declared in the map before the game is even started, theyre just declared differently.

So don't worry about this killing the balance of the game, it will simply make life easier for you! =]

Cheers

PabloRSA
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Post by PabloRSA » Mon, 30. Jan 06, 03:30

http://forum2.egosoft.com/viewtopic.php?t=103553

Excel sheet of all stations in the game.

This should give you a good idea of food stations.

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the old one
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Mods

Post by the old one » Mon, 30. Jan 06, 03:40

Could you add the less asteriods mod,with with your crystal fab mod please,thanks, the old one
only steam i want is out of a kettle

Saint-Ashley
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Joined: Sat, 3. Dec 05, 03:40
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Post by Saint-Ashley » Mon, 30. Jan 06, 03:50

So don't worry about this killing the balance of the game, it will simply make life easier for you! =]
Well thats truely good news Nuke ty :P
Could you add the less asteriods mod,with with your crystal fab mod please,thanks, the old one
the old one, can I have the name of the one you want? I beleive their are like 3 or 4 out now, so therefore I have no clue which one you want. Thanks.

PabloRSA,

Thanks, I had a older version of this, seems this one's layed out much better :P



Edit: I have the mod technically completed, just need to finish the scripts.
Last edited by Saint-Ashley on Wed, 17. May 06, 02:27, edited 3 times in total.

Naffarin
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Post by Naffarin » Mon, 30. Jan 06, 09:46

I installed your mod and it shifts existing factories...e.g a cattle ranch became a wheat farm now, but still produces argnu meat.

It seems that you modified the references of the existing stations, so i willl uninstall the mod again, until you fixed that.

*edit
X3 Version used was 1.3 german
Last edited by Naffarin on Mon, 30. Jan 06, 10:07, edited 1 time in total.

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the old one
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Mods

Post by the old one » Mon, 30. Jan 06, 10:03

It is blackrains stand alone less asteriods mod,thanks the ,the old one
only steam i want is out of a kettle

Jono491
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Post by Jono491 » Mon, 30. Jan 06, 10:09

I downloaded this and my computer wants me to use excel to open it please help me!

:? :S

Jono

PabloRSA
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Post by PabloRSA » Mon, 30. Jan 06, 10:17

http://www.winrar.de/edownload/

Download and open with this tool.

Saint-Ashley
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Post by Saint-Ashley » Mon, 30. Jan 06, 13:23

Naffarin wrote:I installed your mod and it shifts existing factories...e.g a cattle ranch became a wheat farm now, but still produces argnu meat.

It seems that you modified the references of the existing stations, so i willl uninstall the mod again, until you fixed that.

*edit
X3 Version used was 1.3 german
Im guessing the german version may have a different reference to the factories, besides that did you load a save or start a new game?
the old one wrote:It is blackrains stand alone less asteriods mod,thanks the ,the old one
I will get that together soon as I get back from class, 8 am class at the college :P
Jono491 wrote:I downloaded this and my computer wants me to use excel to open it please help me!



Jono
Download WinRar (via link from PabloRSA [Thanks again :P]) extract the file into the main X3 directory, it should contain a scripts and mods directory with all the appropriate files. Start X3, and at the configuration dialog, click the 'Select Mod Package' button, then highlight the entry 'Ashleys Crystal Fabs' and click OK, then 'Start X3'

Naffarin
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Post by Naffarin » Mon, 30. Jan 06, 13:30

SaintAshley wrote:
Naffarin wrote:I installed your mod and it shifts existing factories...e.g a cattle ranch became a wheat farm now, but still produces argnu meat.

It seems that you modified the references of the existing stations, so i willl uninstall the mod again, until you fixed that.

*edit
X3 Version used was 1.3 german
Im guessing the german version may have a different reference to the factories, besides that did you load a save or start a new game?
I was using a saved game...can't say if it happens in a new game, too. But i can't imagine that the german version handles references differently because all the languages share the same files and only use different strings from the t files.

Maybe it is caused because the new crystal factories were inserted in the TFactories.txt instead of being appended at the end of the file ?

Saint-Ashley
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Post by Saint-Ashley » Mon, 30. Jan 06, 16:09

I was using a saved game...can't say if it happens in a new game, too. But i can't imagine that the german version handles references differently because all the languages share the same files and only use different strings from the t files.

Maybe it is caused because the new crystal factories were inserted in the TFactories.txt instead of being appended at the end of the file ?
Well I just tried a few times to load a save game with defult scripts, X3 crashes for me :o .

But I dont have a problem when createing a new game, also factories seem to be *untouched* except for the ones lib.setup.product.placement had added the crystal fabs of course.

Can you try createing a new game, and post what happens? Thanks.

About to update the script to alow for the newer factories.

Ashley

Naffarin
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Post by Naffarin » Mon, 30. Jan 06, 18:59

New game is working ok, no shifting happens.

It's just the saved game that becomes corrupted...doesn't seem to be a problem with my save, because i saw the same effect with another save i received for debugging.

Do i have to change anything besides TFactories to duplicate the changes you made ? I would like to try and build the same modification from the original TFactories file.

*edit* solved my problem with the save game by adding the modified TFactories into another mod and using that instead of the cat/dat file in your archive. I noticed i couldn't extract your cat/dat with the x2 archiver, but the mod seemed to be running fine...anyway problem is solved now

Saint-Ashley
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Post by Saint-Ashley » Mon, 30. Jan 06, 20:01

*edit* solved my problem with the save game by adding the modified TFactories into another mod and using that instead of the cat/dat file in your archive. I noticed i couldn't extract your cat/dat with the x2 archiver, but the mod seemed to be running fine...anyway problem is solved now
Thats good news I hope :) I used X3 mod mannager to make the mod and as you found out its just a simple TFactories edit as well as the one I just uploaded.
the old one wrote:It is blackrains stand alone less asteriods mod,thanks the ,the old one
the old one, there you go! Enjoy, and sorry it took so long.

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