[Script] Factory Complex Constructor [4.02]
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Nestan: I just did a parallel, English installation of X³:TC to test. I've found the bug. Due to a error in the English language file, it couldn't be loaded and so no command slot could be assigned for it. I've fixed it, and already uploaded the new version alpha.03.
I'm sorry for that bug.
Update:
Two hotkeys to cycle through the factories of a complex got added in the new version of the "Compliance-Update".
I'm sorry for that bug.
Update:
Two hotkeys to cycle through the factories of a complex got added in the new version of the "Compliance-Update".
Hi all,
I didn't have much time recently to read the forums here, so sorry for my long absence. Anyway, I have updated the FCC to version 4.02, which should now work correctly with TC version 2.5.
The changes include a function to cycle trough all Stations of a complex to target them (Targeting a station in a complex has been made impossible in patch 2.5). To do this, target a (fixed!) complex hub and press [Rotate Station X-] respectively [Rotate Station X+] to cycle through the stations.
Additionally, you can target the station in a complex which is the closest to the Playership by pressing the [Send report] hotkey while targeting the hub of the complex or any other station in it. Note that the station will only be targeted if it is no further away from the playership than 1500 metres.
I have also fixed several smaller bugs that came with version 2.5, including a problem with the library lib.cm.isincomplex by X-Freak Cartman. The new version of this script should now work correctly with TC version 2.5.
The new version 4.02 can be downloaded in the start post of this thread. Have fun - and if there ary any bugs left, please report them here.
Last but not least, many thanks to Saetan who did a great job fixing the bugs while I wasn't here!
I didn't have much time recently to read the forums here, so sorry for my long absence. Anyway, I have updated the FCC to version 4.02, which should now work correctly with TC version 2.5.
The changes include a function to cycle trough all Stations of a complex to target them (Targeting a station in a complex has been made impossible in patch 2.5). To do this, target a (fixed!) complex hub and press [Rotate Station X-] respectively [Rotate Station X+] to cycle through the stations.
Additionally, you can target the station in a complex which is the closest to the Playership by pressing the [Send report] hotkey while targeting the hub of the complex or any other station in it. Note that the station will only be targeted if it is no further away from the playership than 1500 metres.
I have also fixed several smaller bugs that came with version 2.5, including a problem with the library lib.cm.isincomplex by X-Freak Cartman. The new version of this script should now work correctly with TC version 2.5.
The new version 4.02 can be downloaded in the start post of this thread. Have fun - and if there ary any bugs left, please report them here.
Last but not least, many thanks to Saetan who did a great job fixing the bugs while I wasn't here!
No problem, it was fun to sight you source code and to do that job. I just did it quite to late, as there were just a few days between my "fix" and your official update. ^^-Dusty- wrote:Last but not least, many thanks to Saetan who did a great job fixing the bugs while I wasn't here!
@all:
I'll add an uninstall script within some of the next days, maybe at the weekend. Then you will be able to do a clean uninstall of my unofficial fix. At the moment I'm quite busy because of working and getting my own flat. ^^
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- Posts: 3206
- Joined: Thu, 16. Jul 09, 12:24
... these page-id must be from a third party library or something like that. They are almost the same ... if the differences in t-id 1003 and 1004 are doing any harm to the function of each scripts, I don't know.Requiemfang wrote:Hmmm... you might want to post this in the OP post because two of the files are the same as ones used in the MARS mod
8910-L044
8910-L049
I'm also posting this in the MARS thread
MARS Fire Control wrote:<?xml version="1.0" encoding="UTF-8" ?>
<language id="44">
<page id="8910" title="">
<t id="1000">67.100.133.167.200.233.267.334.370.270</t>
<t id="1001">'li</t>
<t id="1002"> j</t>
<t id="1003">.,"!|frtI-/\\\(\)</t>
<t id="1004">cksJLz?\{\}</t>
<t id="1005">abdeghnopuvxy*$`BEFKPSTVXYZ1234567890</t>
<t id="1006">ACDGHNRU</t>
<t id="1007">mwMO+#^</t>
<t id="1008">W@</t>
<t id="1009">%</t>
<t id="1010">~</t>
<t id="1098">%s\n|%s|</t>
<t id="1099">ÿ</t>
<t id="2001">{</t>
<t id="2002">}</t>
<t id="2003">\\</t>
<t id="2004">\033</t>
</page>
</language>
Factory Complex Constructor wrote:<?xml version="1.0" encoding="UTF-8" ?>
<language id="44">
<page id="8910" title="">
<t id="1000">67.100.133.167.200.233.267.334.370.270</t>
<t id="1001">'li</t>
<t id="1002"> j</t>
<t id="1003">.,"!|frtI-/\</t>
<t id="1004">cksJLz{?</t>
<t id="1005">abdeghnopuvxy*$`BEFKPSTVXYZ1234567890</t>
<t id="1006">ACDGHNRU</t>
<t id="1007">mwMO+#^</t>
<t id="1008">W@</t>
<t id="1009">%</t>
<t id="1010">~</t>
<t id="1098">%s\n|%s|</t>
<t id="1099">ÿ</t>
<t id="2001">{</t>
<t id="2002">}</t>
<t id="2003">\</t>
<t id="2004">\033</t>
<t id="91099">|%s|\n|%s|\n|%s|\n|%s|\n</t>
<t id="91098">%s\n|%s|</t>
</page>
</language>
I've added the uninstall routine to my unofficial fix. You can download the new version in my release-post on the page before.
Saetan wrote:[...]
To uninstall copy the file 'setup.plugin.fcc.sadiablo.xml' from the './scripts.uninstall'-directory into your './scripts'-directory and load your savegame. Save it and exit your game.
Next, delete all script- and language-files with the help of the 'Delete all 'FCC X3TC 2.5 Compliance Update.bat'-file in your './scripts.delete'-directory. Simply open that file and it will automatically delete all script- and language-files of this script.
[...]
1.00
- Beta-Phase finished.
- Added a routine for uninstallation
I'm having a weird problem with the stations built using this system, and only this system:
I placed my hub first, build my stations, removed the need for crystals from my SPP L and then connected them all together (hub to SPP, SPP to Wheat Farm L, SPP to Distillery L). I expected this work work great since the SPP could just power the whole endeavor without any inputs, but it didn't. I kept having to feed it e-cells
Eventually I started to investigate, only to see that my SPP L was producing ten (10) ecells per cycle rather than the 2600+ that it was supposed to.
I figured this might be my problem, so I destroyed everything, gave my TL an SPP L, a wheat farm and 2 complex kits and did some experiments:
SPP, remove crystal requirement, wheat farm, connect SPP and wheat farm -> expected number of ecells
SPP, remove crystal requirement, place hub, connect hub and SPP -> 10 ecells/cycle
Am I falling afoul of a known bug? Is there a way to fix this? I would really rather have that extra control of where the hub is relative to the station
I placed my hub first, build my stations, removed the need for crystals from my SPP L and then connected them all together (hub to SPP, SPP to Wheat Farm L, SPP to Distillery L). I expected this work work great since the SPP could just power the whole endeavor without any inputs, but it didn't. I kept having to feed it e-cells
Eventually I started to investigate, only to see that my SPP L was producing ten (10) ecells per cycle rather than the 2600+ that it was supposed to.
I figured this might be my problem, so I destroyed everything, gave my TL an SPP L, a wheat farm and 2 complex kits and did some experiments:
SPP, remove crystal requirement, wheat farm, connect SPP and wheat farm -> expected number of ecells
SPP, remove crystal requirement, place hub, connect hub and SPP -> 10 ecells/cycle
Am I falling afoul of a known bug? Is there a way to fix this? I would really rather have that extra control of where the hub is relative to the station
- EmperorJon
- Posts: 9378
- Joined: Mon, 29. Dec 08, 20:58
- EmperorJon
- Posts: 9378
- Joined: Mon, 29. Dec 08, 20:58
- George Wills
- Posts: 546
- Joined: Wed, 6. Nov 02, 20:31
This is perfect tool for building nice looking complex. THX for it
But, it's not easy to use it well from beginning. I spent whole day and placed 9 stations, before I learned it.
Problem is to target that bad placed stations and correct their positions.
When my complex had only few stations, targeting of individual ones works every time. But now even newly connected stations don't want to be targeted.
Is any way, how to free station from complex? Shoot out tubes or something like that? (Extra Search did not find me any answer)
But, it's not easy to use it well from beginning. I spent whole day and placed 9 stations, before I learned it.
Problem is to target that bad placed stations and correct their positions.
When my complex had only few stations, targeting of individual ones works every time. But now even newly connected stations don't want to be targeted.
Is any way, how to free station from complex? Shoot out tubes or something like that? (Extra Search did not find me any answer)
- George Wills
- Posts: 546
- Joined: Wed, 6. Nov 02, 20:31
Auto destruct worked very well thx
Immediately after exposion were now released stations still untargetable. I had to leave sector and return there to be able target that stations.
I corrected positions of some fabrics and joined them again. And again lost possibility to target most of them. But not big problem this time, because my complex now looks all nicely organized and refined.
This way is little more expensive (needs all new complex connection kits). But when your badly placed station in complex cannot be targeted, then it is good solution. thanks again for this good tip
Immediately after exposion were now released stations still untargetable. I had to leave sector and return there to be able target that stations.
I corrected positions of some fabrics and joined them again. And again lost possibility to target most of them. But not big problem this time, because my complex now looks all nicely organized and refined.
This way is little more expensive (needs all new complex connection kits). But when your badly placed station in complex cannot be targeted, then it is good solution. thanks again for this good tip
Has anybody ever run into a problem with a useless station? I'm running TC 2.1 I think and I've got a Crystal Fab M that simply won't do anything. It's got no primary resources, no secondaries, and no product. It's just a giant piece of space junk that I paid a bunch of credits for. I don't know if the mod is causing this problem, but this is the only mod I use, so I figured I'd ask here. Anybody seen this before or know how to fix it?
- EmperorJon
- Posts: 9378
- Joined: Mon, 29. Dec 08, 20:58