[Script] Factory Complex Constructor [22.9.2007] [V3.21 FINAL]

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-Dusty-
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Post by -Dusty- »

SuperBeast wrote:Ok, now i've gone and done what it said not to do in the manual. I've attached non-fixed stations to a complex and now these stations are not showing up in the complex. Is there anyway to fix this problem?
Damn. I knew that this will happen...

There was a bug in previous versions, which added two billion credits to the player if a station was unfixed... it did happen very few times, and I couldn't reproduce the bug. The Stations did change the race to "unknown" when unfixed - this made it impossible to add the stations to a complex, but I guess it did also cause the bug.

To fix the problem, I've removed the race-change... this has the bad side-effect that you can attach an unfixed station to a complex.

Well, I've got an idea to fix the new problem too... I'll give it a try, maybe today, maybe tomorrow.
SuperBeast
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Post by SuperBeast »

Sorry Dusty :oops:
Anyway i decided to go ahead and give the station complex relocator mod a try. The first thing i had to remove was the complex hub. Subsequently all the pipes were removed and all the stations became lone stations. However the affected stations still had no products listed. So i made a note of the stations locations and, using the mentioned mod, loaded them onto my mammoth. Upon unloading the station, it was back to the way it should be! :D
So there is a fix. A costly fix nontheless, but it works and thats all that matters.
Thanks again.
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-Dusty-
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Post by -Dusty- »

Don't apologize, that's my mistake... It shouldn't happen that the users have to correct the failures in the FCC by using another script (and even pay for it).

But it doesn't look good, seems like X3 cannot add wares to a station which is already attached to a complex. :|

Well, I've got another solution - The FCC will not remove the wares or stop the production tasks of stations anymore when unfixing them.
That should prevent people from having a big problem when attaching unfixed stations to a complex... unfortunately, it also worsens the identification of unfixed stations.
Anyway, it works - and that's all that matters, as you've said :D

Update will come soon.
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-Dusty-
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Version 3.21 released

Post by -Dusty- »

Okay, the update didn't come soon. It took me more time than i've expected to fix some things... But finally, here is it - the (hopefully) Final Version of the Factory Complex Constructor.


Image

[ external image ] Download:

Factory Complex Constructor V. 3.21.rar
[ external image ]
RAR-Archive
[.rar]
(including manual and ScriptInstaller-file [.spk])
Thanks to Lt. Ford for the Webspace


Factory Complex Constructor V. 3.21.exe
[ external image ]
EXE-Installer
[.exe]
(including manual)

Notice: When using the installer, select your X3-Folder to install. After Installation, you'll find find the manual in the folder 'readme' in your X3-directory.


>>>Mirror for .rar-Version<<< (including manual and ScriptInstaller-File [.spk])

>>>Mirror for the Installer<<< (including manual)


FCC-Plugin for Ashley's Factories

Installation of this Plugin: Extract the file, and copy 'lib.dy.station.sizes' into your 'scripts' folder in the X3-Directory.


Image

[ external image ] Changelog:

3.21 FINAL:
  • Compatibility improvements
  • Wares will not be removed anymore when unfixing a station
  • Unfixed stations can be attached to complexes without problems
  • Stations will be fixed automatically when building
  • removed some failures in station library
  • Informations-feature improved and expanded. Example:
[ external image ]


The Factory Complex Constructor uses now ChemODun's String library. :)

Image



And once again - if there are still some bugs left, please report them. I just don't have the time to check every possible failure in this script :)
Last edited by -Dusty- on Sun, 23. Sep 07, 11:31, edited 2 times in total.
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NavyAICS
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Post by NavyAICS »

THANKS! I just downloaded the last update about a week ago and was having some weird issue getting it to install using Cycrow's Installer. I've since deleted it and have just downloaded the new one. I'll give it a spin and let you know if I see anything weird.

Keep up the great work!
-NavyAICS.
TRAMPLE THE WEAK, HURDLE THE DEAD!
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-Dusty-
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Post by -Dusty- »

Updated the files once again. They include now the french language files and Readme.
Thanks very much to La Confrérie des échanges, especially Phlt and CitizenCuts, for translating the script into french :)

I've also compressed the files a bit stronger, so their size isn't as huge as before :D
draffutt
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Post by draffutt »

Your FCC-Plugin for Ashley's Factories link is a 404 error for the past week
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
Reunion player bug fixes
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-Ford-
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Post by -Ford- »

@-Dusty-

Really nice work, -Dusty-, like every time. Excellent job. And, congratulations, to your post no. 1.500 (on topic :)).
>>>Mirror für den Installer<<< (including manual)


:D

@draffutt

I uploaded the plugin here - Hope thats ok -Dusty- :)

Greets
Ponyfabulous
xxbluedragonxx
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Post by xxbluedragonxx »

Hi I had this problem it kept crashing to desktop X3! I installed the .exe and then ran X3. Then I tried to load my save game. It shows the "LOADING" screen then after a few moments it crashed to desktop. It did this all the time! So I loaded with a previous save game and that one worked!

The problem save game was in The Wall. I had a Orca waiting in the sector with a Space Fuel Distillary L and one construction kit in the cargo bay. The Orca had transporter device.

Also in same sector was my Medusa which had transporter device too.

The sector has also my existing complex with 3 x Wheat Farm M and 1 x Space Fuel Distillary M


After it crashed 3 times I loaded a save game from earlier which is different sector and no station waiting to be deployed and that loaded ok! I got the Welcome message.


Now I try to load the other save game above again and still crash to desktop!
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-Dusty-
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Post by -Dusty- »

Hi, which version do you have? There was such a bug in previous versions... I guess it was 3.08, or 3.09.
If you've built the stations with one of these versions, the problem could still exist. At least, the latest version doesn't cause such an error.

If you're using the latest version, please describe exactly what you've done... How did you bild the existing complex? Which stations are attached to the complex? Is the complex, or one of its stations unfixed?
And could you maybe send me your savegame and a list of installed scripts/mods? Unfortunately, it's impossible to rescue your current savegame... But I could write you a little script that fixes the error when using an older savegame.

... And maybe the FCC isn't responsible for the problem. Other Scripts or Mods can cause exactly the same failure, I think there was such a problem in the Xtended-Mod.

Could you please check something? Load an older savegame, and jump into the sector with your complex. If the game crashes immediately, the FCC could be responsible - if not, you have to search the problem's source somewhere else.
xxbluedragonxx
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Post by xxbluedragonxx »

Hi I used the new version 3.21 and never installed FCC before (first time!) so the complex I made it the normal way in X3 by using the keypad and moving the stations around and the numkey "5" to help.

So, like this. First I had complex in normal X3, no FCC. The complex is Wheatfarm M x 3 and one Distillery L x 1 all of them from Argon Prime shipyard.

Now I got some money I bought an Orca and send it to Omicron Lyrae and buy Distillery L x 1 and Construction Kit x 1.

Then I send Orca to The Wall which is where my complex is. Then I jump into there with my Medusa. I save game.

* Now I install FCC *

Then I try to load the save game and it crashes to desktop.

The only other script I am using is Nvidium's Harvest Rock script which is running on some Mercury TS in another sector. I don't have anything else except Cycrow Script Installer and Galaxy's old Cockpit fakepatch.

I loaded an old save and then I got the FCC welcome message. Then I loaded the Orca again and sent it to The Wall. After that I jumped in myself and all is working now.

It only crashes when doing the initial install so no big deal since it works if I start with older save game. Weird!

I have the save game which crashes and one from before it so you can do the steps above (but you need clean X3 with bonus pack, patch and Nvidium's miner script) and can send you both if you want to look?
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-Dusty-
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Post by -Dusty- »

Yeah, that sounds quite weird. I guess it's not a specific problem of the FCC... The setup-script adds commands to all TL-Ships - now, it looks like your game crashes because one of the TL-Ships (your Orca) is in the same sector as you. I've no Idea why this doesn't work...

I've tried it too - started a new game, built some stations, bought a TL with some factories, installed the FCC and saved. Absolutely no problem to load this savegame.

Well, let's hope that it won't happen again. If you want to send me your savegame, you can find my EMail-Address in my profile. I can't promise to find out what's going wrong, but I can give it a try :)
soRahms
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Post by soRahms »

Hi, I've downloaded and just set up this, but as I've just reached the "Operation" part, I've hit a slight hitch...

I'm running game version 1.3 (others crash at startup, tech support didn't help much :<), so I can't get hold of a tractor beam (from what I understand, thats v1.4+)...so will it be possible for me to move/rotate stations?
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-Dusty-
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Post by -Dusty- »

Ramiw00t wrote:... so I can't get hold of a tractor beam (from what I understand, thats v1.4+)...so will it be possible for me to move/rotate stations?
Well, no. There are several checks in the script that avoid moving/rotating stations without a tractorbeam.
But I could modify the scripts, so that the tractorbeam isn't required anymore - I hope that solves the problem for you. Just give me a minute...

Edit: Done.

Download

Version 3.21 has to be installed! Now unpack this file, and copy the files into your 'scripts' folder. Click yes to overwrite the old ones.

And, remember - I can't guarantee that the FCC will work with version 1.3!
...But I hope so :D


Anyway - I wonder why updating your game doesn't work? Maybe you've installed Mods which are not compatible with versions higher than 1.3... Did you already try to re-install your game and install patch 1.0 -> 2.0.02?
soRahms
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Post by soRahms »

I've tried all routes i.e. 1.0-2.02, 1.0-1.1-1.2-1.3-1.4-2.0-2.01-2.02 etc :P Same crash all the time. Tried a full reformat without success, and after that posted a filemon report, but got no response >.<

And if you could edit them, you'd be my hero, because this script looks rediculously useful.... I've always been scared of messy complexes.
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-Dusty-
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Post by -Dusty- »

I guess I've edited my post at the same time as you've written yours... ^^
soRahms
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Post by soRahms »

Very very much appreciated :) Think I'll go build a booze/weed empire in presidents end, I've had enough of UTs.
xxbluedragonxx
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Post by xxbluedragonxx »

On page 4 of the manual it says "after adjustment of station x/y is done a connection test should be done (standard - station command) just to check whether the pipeline is straight"

How do I do connection test? I have some stations put in space already and they are not connected yet. I can't find how to do connection test? Do you mean use a construction kit? If it isn't straight then have to destroy the hub and start all over again? :?
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-Dusty-
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Post by -Dusty- »

xxbluedragonxx wrote:Do you mean use a construction kit?
Well - yes. It's just a general tip for complex building, not FCC-specific. Simply save your game, connect the stations and check if the connections are where you want them.
If not, reload your savegame or correct the stations with the FCC (this part of the manual has been written before there was the possibility to move and rotate stations in a complex; maybe I should update that...).
It's that simple ^^
xxbluedragonxx
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Post by xxbluedragonxx »

ok now I got it! I thought it mean there is some new command "test connection" :)

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