No. FDN will only buy wares if a factory requires it for production, I'm sure I said that a couple of post back.Chris0132 wrote:Can it also buy using teleportation from stations that have a lot of that ware?Logain Abler wrote:FDN & Trade Post call sell using teleportation, only to NPC stations that require the ware and if they are not Foes.Chris0132 wrote:Hmm, guess that makes more sense. Trade dock can sell to the entire universe without messing up your FDN nodes, while FDN nodes can supply the immediate area more easily. I also use trade docks as NPC outlet points actually and I forgot that I did.
Does FDN also buy with teleportation then? And can it buy/sell if trading with other races is disabled for that station?
If so then the system is more powerful than I thought.
LA
So for example if I dropped an FDN node in argon prime and set it to buy and sell a load of different wares that are used/made in that area, it would basically do the job of a dozen sector traders by itself?
[MOD/Script] LI Freight Distribution Network (FDN) - v7.2 21/11/2010
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 2255
- Joined: Mon, 31. Oct 05, 08:44
-
- Posts: 1463
- Joined: Sun, 22. Jun 08, 01:25
Oh right, durr, silly me.
I didn't actually know about either the buy or sell functions, I was kinda just using it to supply my factories in the same sector. If it can actually buy the goods I need as well that's even better, I was using freighters to buy stuff and then ship it to the node which then distributes it to the factories.
I didn't actually know about either the buy or sell functions, I was kinda just using it to supply my factories in the same sector. If it can actually buy the goods I need as well that's even better, I was using freighters to buy stuff and then ship it to the node which then distributes it to the factories.
-
- Posts: 2255
- Joined: Mon, 31. Oct 05, 08:44
Looking for testers!
The new build of FDN is ready for testing so I'm looking for some brave volunteers. However before you step forward please check the guidelines:
- Most be willing to either start a new game or rebuild existing FDN network
- Most not be using Production Modules or Global Production Report
- Most be happy to figure out how it works (no guide as yet) & try a break it, experience with earlier versions will help
- Most be using Community Plugin Configuration by Cycrow
If your interested drop me a PM.
LA
The new build of FDN is ready for testing so I'm looking for some brave volunteers. However before you step forward please check the guidelines:
- Most be willing to either start a new game or rebuild existing FDN network
- Most not be using Production Modules or Global Production Report
- Most be happy to figure out how it works (no guide as yet) & try a break it, experience with earlier versions will help
- Most be using Community Plugin Configuration by Cycrow
If your interested drop me a PM.
LA
-
- Posts: 3
- Joined: Mon, 7. Sep 09, 21:19
i wasn't sure if i should post this now seeing how your busy with the new version but im going to post this little quark i found. Im using the lastest FND and PM versions you have and have a PM making spacefuel with the FDN moving it to a trade post to sell. The problem is that when ships come to buy the spacefuel they take a long time to pick it up. (I timed a boron ship from the time it docked, to the moment it reappeared on the sector list at around 30 minutes.) the sector im set up in is Unknown Sector 8-8 (im using MUS, Its the one next to montalaar.)
I have only 2 modules set to make spacefuel and the imbound ship report shows ships wanting alot of it but my trade post is full at 10,000 units of spacefuel.(ex. a ship wants 4000 units, docks waits sometime and then leaves while only taking a handful.)
I ran some trials (clean install with only PM and FND, had a FND node supply a complex of distilleries, and a few other ways)and a 4 distillery complex being supplied energy and wheat couldnt keep full. Any ideas on whats causing this?
I have only 2 modules set to make spacefuel and the imbound ship report shows ships wanting alot of it but my trade post is full at 10,000 units of spacefuel.(ex. a ship wants 4000 units, docks waits sometime and then leaves while only taking a handful.)
I ran some trials (clean install with only PM and FND, had a FND node supply a complex of distilleries, and a few other ways)and a 4 distillery complex being supplied energy and wheat couldnt keep full. Any ideas on whats causing this?
-
- Posts: 14163
- Joined: Sun, 16. May 04, 13:01
Ships will never take more than a handful. Thats the nature of spacefuel itself. Nothing buys more than about 4 a time (forget the exact amount but its very small), so no ship needs more than that.
An M5 can be the best ship for selling it, since only a small cargo hold is needed for the biggest sale you can make.
A ship with 4000 space is a total wasted ship for moving spacefuel around.
The wait times is most likely the time it takes for a destination in range to actually want some. Once you have sold to all possible destinations in range, there wont be any call for it until somewhere has sold enough to want to buy some more. So ships trading in it will sit idle until a destination becomes available.
Edit : With spacefuel, I proactively sell. You position the source so that utilizing your hub gates, you can easily sell to the whole universe, with a half dozen fighters. The actual position you choose for the source is 1 jump from Argon space, so that all the Argon ships will dock to buy 1's and 2's from you for own use, not for resale.
I put my booze facility in the Hub sector, and then gate to one of the Argon Prime gates. That means that there is a steady stream of Argon ships all buying booze. Then I position the other gates, so selling ships can cover the whole universe as quickly as possible, mainly selling to pirate bases.
An M5 can be the best ship for selling it, since only a small cargo hold is needed for the biggest sale you can make.
A ship with 4000 space is a total wasted ship for moving spacefuel around.
The wait times is most likely the time it takes for a destination in range to actually want some. Once you have sold to all possible destinations in range, there wont be any call for it until somewhere has sold enough to want to buy some more. So ships trading in it will sit idle until a destination becomes available.
Edit : With spacefuel, I proactively sell. You position the source so that utilizing your hub gates, you can easily sell to the whole universe, with a half dozen fighters. The actual position you choose for the source is 1 jump from Argon space, so that all the Argon ships will dock to buy 1's and 2's from you for own use, not for resale.
I put my booze facility in the Hub sector, and then gate to one of the Argon Prime gates. That means that there is a steady stream of Argon ships all buying booze. Then I position the other gates, so selling ships can cover the whole universe as quickly as possible, mainly selling to pirate bases.
-
- Posts: 2255
- Joined: Mon, 31. Oct 05, 08:44
FAQ - Started for v7 (09/08/2010)
FAQ:
Inter Node Networking (INN) - Node Coverage:
LI_Modv7 Compatibility with older versions:
Merging LI_Modv7 tDock:
Buying LI_Modv7 Stations:
Sector Coverage & Jump Distance:
FDN Storage and PM Storage and Production Caps:
Daisy Chaining FDN Nodes:
Load Balance Wares between Nodes:
Inter Node Networking (INN) - Node Coverage:
Logain Abler wrote:The 5 jump limit is for Factories, Docks & Relays, which need to be within 5 jumps of a Node. Node to Node is 8 Jumps. You are rightish, A node will see it's immediate neighbour and everything it's neighbour can see (including other Nodes), but no further.chrisianak wrote: The second INN range picture (one with just nodes) seems to indicate that there is a limit of two chained nodes, or in other words that a node cannot connect to the INN if there is more than one node between it and the start point. Yet your text description seems to imply that as long as a node is within 5 jumps of a node in an INN that it too will be a part of the INN ( and so on) leading to the possibility, with sufficient nodes, of a single INN covering all jump connected sectors. Is either one of these scenarios correct or am I totally lost?
1 Node = 8 jumps
2 Nodes = 16 Jumps
3 Nodes = 24 jumps
There will be gaps in this coverage where stations sit between the 5 jump and 8 jump limits, but the amount of coverage is still very good.
LA
Logain Abler wrote:Sorry, I won't be daisy chaining Nodes.Kainx17 wrote:The script looks great I can't wait to try it
I was wondering however if it would be possible to add the option to have nodes daisy chain for a cost or something.
Basically what I eventually want is to have all sectors of the universe under my sphere of influence at some point without having to build a massive complex everywhere I don't know if that's currently possible or not tho.
One way I was thinking of is possibly using freighters to transfer goods between nodes in order to keep them all at a similar stock level like Cycrow's X3 Trading Distribution Network however without that script I don't know how I could even begin to get something like that to work.
It gets to complicated to script
It would be hell to debug
It would increase CPU usage (complicated search & supply logic)
It would remove the need for TS ships and other trade scripts
It would make FDN to damn powerful (some would say it already is)
With just allowing Nodes to communicate with other Nodes in range can give a hugh coverage. Throw in LV’s Jumpgate Construction script you can cover the whole universe with some clever placement.
I won't be adding the feature but there is always an alternate approach
LA
Logain Abler wrote: Nodes will automatically communicate with other Nodes that fall within their sphere of influence. Inter Node Networking has a range of 8 jumps and the Node will communicate with Nodes within this range, they will also have access to all FDN enabled element visible to these Nodes. This includes other Nodes; however INN will not extend past this limit.
[ external image ]
In this example all Factories, Docks and Relays within 5 jumps of the three linked Nodes will be visible to and able to communicate to all three Nodes.
Any Factories, Docks and Relays outside of this range will not contribute to the network. Any Nodes outside of the Node range will not be part of the same INN.
[ external image ]
This example shows the INN range limitations.
LI_Modv7 Compatibility with older versions:
Logain Abler wrote:LI_Modv7 has been re-built to address the PHQ Blueprints issue caused by using modified HQ.dpadula wrote:@LA: Do you mean that if you have anything deployed it has to be destroyed and recreated...correct?
There could be object reference issues, however fingers crossed all it will do is show incorrect models in-game and in the PM, FDN & SDDN menus.
The worst it will do is show your save file as corrupt.
LA
Logain Abler wrote:If you have an issue and you want to replace LI docks:dpadula wrote:Got it. I was just wondering since I started a new game a few days ago and I have yet to buy anything related to your mods.
Dummy Docks are named LI - "name"
Real Docks are named LI "name"
Replace existing docks with the dummy ones, open up either the FDN, PM or SSDN Main Menus, or the any config Menu and the dummies will be replaced with the real versions.
LA
Merging LI_Modv7 tDock:
imperfiction wrote:@Varek RaithVarek Raith wrote:I've been trying to merge your tdocks with that of the SRMv0.83 mod.
I've been failing, badly.
Can I trouble you for some help?
I'm going to assume you know how to merge tdocks. I've had a little progress merging the mods. basically...
Change the number of entries (in SRM) in the 3rd line of tdocks from 87 to 96 (to reflect the 9 dummy stations) then copy/paste/overwrite the fdn/pm entries in. You'll have to unpack and modify 9951-L044.pck because it contains wrong text which will mess up the merge. I just deleted them since the 9910-L044 does that anyway. So far it works ok on that end.
The problem I'm having now is the shipyard install which will add FDN Nodes but not the Relay or Trading Post. No problems with the PM. With the dock install fix most work but I've found a shipyard going blank in Siezewell. I'm just going to wait on script updates before i proceed any further.
Buying LI_Modv7 Stations:
Logain Abler wrote: There is a potential issue adding custom stations to existing race Shipyards, by which tradable items become unavailable to the player and the Shipyard show no items for sale.
To overcome this issue if LI_Modv7 is installed two new Shipyards are created for each Major race and all LI Stations are added for purchase as normal by the player. This removes any requirement to modify and existing race Shipyards
LI Stations can be bought as normal via these outlets.
Logain Industries:SpoilerShowArgon - Ringo Moon & Treasure Chest
Bororn - Rolk's Drift & Hollow Infinity
Paranid - Emperor Mines & Priest Refuge
Split - Thuruk's Pride & Njy's Deception
Teladi - Greater Profit & New Income
Terran - Saturn 3 & Neptune
Sector Coverage & Jump Distance:
Logain Abler wrote:StreetRat wrote:Great mod, the parts that are working work well, just 2 small things.
Second, how does it calculate range, if I put a node in Antigone Memorial is Queens Space calculated as 1 jump or 5, Likewise is Family Whi to Shareholders Fortune 1 jump? IE, is it based on the number of gates a transport would have to travel, or the coordinate location?
ThanksMidge wrote:Range is calculated the same way as for jumping, i.e. the number of gates you would otherwise have to pass through. One caveat though, the game counts some sectors as two jumps. The unknown sector east of Montalaar (Avarice) comes to mind. Also the HUB seems sometimes to count as one jump in one direction but two jumps in the other direction.
FDN uses the in-game SE command for calculating jump distance, so to find a Node stations use:With distance being 5 or 8 jumps depending if it’s being called by a Node or other station, it’s a bit more complicated as the search takes into account other Nodes, but there is no custom search logic.Code: Select all
$flags = [Find.Multiple] $dock.Array = find station in galaxy: startsector=$sector class or type={Dock 2007} race={Player} flags=$flags refobj=null serial=null max.jumps=$distance num=100
Midge is correct; there are some sectors that have a different Jump weight, in that they return a jump distance of 2 instead of 1.
FDN Storage and PM Storage and Production Caps:
Logain Abler wrote:The maintain locally is there for wares the PM produces but also uses as a resource, it stops PM sending what it needs locally to FDN and then having to requesting it back later.breytac wrote:I'm still getting used to the new way of doing things. I forgot to change the "Maintain Locally" setting. Once I set it to 0 on the PM, all products were transferred to the FDN for transport to factories. I know I could keep some products on the PM, but I think of the FDN as a sort of warehouse and distribution point.
I always ensure I have a local stock for such scenarios.
If the PM is a Node there’s a bit more thought required as its doing 2 functions.
I set the “Production Cap” slightly higher than the “Maintain Locally Cap”.
I set the FDN “Ware Cap” to the same as the “Maintain Local Cap”
With the three settings set as such PM will build more than it has been told to store locally, this excess is passed to the FDN element which will then pass it out to other FDN Node within INN range.
I use this approach as a kind of load balance between multiple PM and FDN stations.
Daisy Chaining FDN Nodes:
Logain Abler wrote:Sorry, I won't be daisy chaining Nodes.Kainx17 wrote:The script looks great I can't wait to try it
I was wondering however if it would be possible to add the option to have nodes daisy chain for a cost or something.
Basically what I eventually want is to have all sectors of the universe under my sphere of influence at some point without having to build a massive complex everywhere I don't know if that's currently possible or not tho.
One way I was thinking of is possibly using freighters to transfer goods between nodes in order to keep them all at a similar stock level like Cycrow's X3 Trading Distribution Network however without that script I don't know how I could even begin to get something like that to work.
It gets to complicated to script
It would be hell to debug
It would increase CPU usage (complicated search & supply logic)
It would remove the need for TS ships and other trade scripts
It would make FDN to damn powerful (some would say it already is)
With just allowing Nodes to communicate with other Nodes in range can give a hugh coverage. Throw in LV’s Jumpgate Construction script you can cover the whole universe with some clever placement.
I won't be adding the feature but there is always an alternate approach![]()
Load Balance Wares between Nodes:
Logain Abler wrote:No, not directly, but you can configure your FD Network so that once a Node has reached it's Maximum Stock Level for a ware the supplying station will use an alternate Node via INN.Zaranthan wrote:Is there a way to have my FDN nodes automatically maintain each others' stocks?
I've claimed every asteroid in Mines of Fortune, for the profitsss. For obvious reasons, this has totally saturated the ore and silicon markets for several sectors around. I'd like to share the hundreds of thousands of ores and wafers piling up with my other FDN nodes to bring those products to fresher markets (such as PTNI HQ and the four dozen factories around it). I can do this manually with the "Move Ware..." command, and my Crystal Fabs are happily supplied, but is there any way to set selling nodes to automatically request supplies from nodes that have them?
Set the Maximum Stock Level on the Node in question to something lower that it's current stock, you should see the ware start to go to alternate Nodes (if in range).
There is an explanation of how INN (Inter Node Networking) works in the FAQ, use this and manage your ware levels appropriately to balance distribution of wares.
Hope that helps?
LA
Last edited by Logain Abler on Fri, 17. Sep 10, 19:25, edited 29 times in total.
-
- Posts: 1463
- Joined: Sun, 22. Jun 08, 01:25
Odd because I regularly have freighters coming and buying hundreds, even thousands of units at once.apricotslice wrote:Ships will never take more than a handful. Thats the nature of spacefuel itself. Nothing buys more than about 4 a time (forget the exact amount but its very small), so no ship needs more than that.
I have 20 L factories moduled into a trade post and it's still emptying itself just from people flying in and buying it.
That's why I like booze actually, you don't need any freighters, just put the dock in an US and fill it full of fuel, let everyone come and help themselves.
Sometimes they can clutter the docking ports (presumably they all just get wasted on the booze and can't undock or something) but otherwise the stuff sells itself.
Last edited by Chris0132 on Thu, 22. Jul 10, 16:42, edited 1 time in total.
-
- Posts: 2255
- Joined: Mon, 31. Oct 05, 08:44
I’ve revised the guide to hopefully provide a better understanding of how each part of FDN works and its relation to other elements, rather than just screen shots of the menus. BUT obviously it makes perfect sense to me because I built it, what are peoples thought on the new approach in the post above?
Cheers.
LA
Cheers.
LA
-
- Posts: 1463
- Joined: Sun, 22. Jun 08, 01:25
The guide is OK, but it's a bit wordy, I realise you can't really describe something complex without being wordy but it's a bit much to digest at once.Logain Abler wrote:I’ve revised the guide to hopefully provide a better understanding of how each part of FDN works and its relation to other elements, rather than just screen shots of the menus. BUT obviously it makes perfect sense to me because I built it, what are peoples thought on the new approach in the post above?
Cheers.
LA
It would be much better if you included a help tab in the actual script, so each menu would have a help button and in it, it lists all the other buttons on that menu and gives a brief description of what they do.
Example:
Remote Access: This controls whether or not the selected ware can be accessed by docks and relays connected to the FDN network, if disabled, docks and relays will not be able to draw this ware frrom the node. Factories and production modules however will always be able to draw resources from linked nodes.
That way, if someone has a specific question, they just press the help button and get the specific reference they want.
-
- Posts: 21
- Joined: Sun, 5. Feb 06, 00:08
-
- Posts: 2255
- Joined: Mon, 31. Oct 05, 08:44
Good idea and one I've looked at, but the menu system doesn't support a help button as such, unless you have a help menu item line on every menu. When I tried this I didn't like the results, very clunky.Chris0132 wrote: It would be much better if you included a help tab in the actual script, so each menu would have a help button and in it, it lists all the other buttons on that menu and gives a brief description of what they do.
If there was a way to have a context sensitive help key, like how the “i” key is used I'd be more than happy.
Good idea, I'll add as a readme on release (not that I ever read them!)Duckydude wrote:I think a simple readme in the download would work.
LA
-
- Posts: 1461
- Joined: Fri, 12. Sep 08, 04:27
LA - I thought FDN couldn't work in complexes unless it was with a complex of its own stations?
Wait, I think I answered my own question there...or did you change this
Wait, I think I answered my own question there...or did you change this

"The more we, as a human race, becomes more advanced, the more we, as a human race, lose our humanity and common sense." - Sean Patrick Feeney
"Technological progress is like an axe in the hands of a pathological criminal." - Albert Einstine
"Technological progress is like an axe in the hands of a pathological criminal." - Albert Einstine
-
- Posts: 45
- Joined: Thu, 21. Jun 07, 22:24
The script looks great I can't wait to try it 
I was wondering however if it would be possible to add the option to have nodes daisy chain for a cost or something.
Basically what I eventually want is to have all sectors of the universe under my sphere of influence at some point without having to build a massive complex everywhere I don't know if that's currently possible or not tho.
One way I was thinking of is possibly using freighters to transfer goods between nodes in order to keep them all at a similar stock level like Cycrow's X3 Trading Distribution Network however without that script I don't know how I could even begin to get something like that to work.

I was wondering however if it would be possible to add the option to have nodes daisy chain for a cost or something.
Basically what I eventually want is to have all sectors of the universe under my sphere of influence at some point without having to build a massive complex everywhere I don't know if that's currently possible or not tho.
One way I was thinking of is possibly using freighters to transfer goods between nodes in order to keep them all at a similar stock level like Cycrow's X3 Trading Distribution Network however without that script I don't know how I could even begin to get something like that to work.
-
- Posts: 2255
- Joined: Mon, 31. Oct 05, 08:44
Sorry, I won't be daisy chaining Nodes.Kainx17 wrote:The script looks great I can't wait to try it
I was wondering however if it would be possible to add the option to have nodes daisy chain for a cost or something.
Basically what I eventually want is to have all sectors of the universe under my sphere of influence at some point without having to build a massive complex everywhere I don't know if that's currently possible or not tho.
One way I was thinking of is possibly using freighters to transfer goods between nodes in order to keep them all at a similar stock level like Cycrow's X3 Trading Distribution Network however without that script I don't know how I could even begin to get something like that to work.
It gets to complicated to script
It would be hell to debug
It would increase CPU usage (complicated search & supply logic)
It would remove the need for TS ships and other trade scripts
It would make FDN to damn powerful (some would say it already is)
With just allowing Nodes to communicate with other Nodes in range can give a hugh coverage. Throw in LV’s Jumpgate Construction script you can cover the whole universe with some clever placement.
I won't be adding the feature but there is always an alternate approach

LA
Last edited by Logain Abler on Fri, 23. Jul 10, 09:41, edited 2 times in total.
-
- Posts: 139
- Joined: Tue, 21. Nov 06, 17:16
LA, I like the new guide. Without distracting images and a detailed interface description it provides a far more accessible introduction to the FDN to a new user. On the basis of this guide, I have decided to start using your mod. I have Cycrow's CPC installed, and am not using PM or Global Production Reports. If you wish to, consider me a beta tester, as I am sure to break something given half a chance!Logain Abler wrote:I’ve revised the guide to hopefully provide a better understanding of how each part of FDN works and its relation to other elements, rather than just screen shots of the menus. BUT obviously it makes perfect sense to me because I built it, what are peoples thought on the new approach in the post above?
Cheers.
LA
A few initial feedback points, if I may:
1. Installation information
It is not immediately clear, on reading the first post in this thread, as to which files are to be downloaded and installed for the most up-to-date version.
I first installed FDN v6_01.zip, which turned out not to contain the full mod. I was able to install via the plugin manager, and set up an XL node and start a FDN within the Argon Prime area using a range of existing complexes. The station model, however, was not loaded and the station was just a blank area in space that had a radar and navmap icon.
I have now downloaded and installed LI_MODv5.zip and installed as a fake patch. Hopefully this will work; I'll test later. EDIT: It is working.
I would recommend that you clear this matter up on the front page to increase accessibility, as I had to browse this (...monster of a ...) thread for a solution.
2. FDN Setup
As stated above, I have bought and setup an XL node. I activated a number of stations in the area to operate as FDN factories. A major gripe has developed here!
When a factory is linked in to the FDN, it immediately begins transfer of good with the network before a user has chance to fully configure the setup. My plan had been to use the FDN to control the flow of primary supplies: ore, silicon, energy, crystals, food; and then keep sales of goods local to each factory. Instead, as soon as I linked the stations to the FDN, the node emptied them of all their products: FAAs, Adv Sats, Spacefuel and Space Weed, etc.
With regard to this problem, it seems that I should have had the foresight to setup the node with the applicable wares beforehand, changing such things as ware caps to avoid this happening. I feel though that it may be better solved with a "START" button. ie, the user links the factory to the FDN, has time to change the configuration, then chooses when the factory should start operating with the network.
This leads to the next point:
3. Local Configuration
If I observe correctly, the FDN provides supplies for factories in a complex to such a level that they just stay operational. While this is good for single factories, and for complexes that produce an exclusive end-product. I think it meets a limitation with complexes that produce their end-product from their intermediary wares.
For example, I have a self-sufficient Crystal complex: SPPs, Food and Bio, Silicon comes from mobile mining, and the Crystal fabs. The crystals therefore are needed in the loop, but also form the end product. When this complex is linked to the FDN, the node simply steals all the crystals produced, only bar those needed for ECell production.
I wouldn't mind this as much if I intended to pass those Crystals around the other stations in my network, which I plan to eventually. But, right now, I'm sticking them in a TL and shipping them en-masse to the HUB!
With the current state of the FDN mod, I cannot specify how many crystals that I want leaving in my complex. If I could increase this to, say, 50% of capacity, it would give my CLS pilots chance to offload the excess required for the HUB. I could work around this matter by adding FDN Trade Docks for the job, but it seems like a waste to solve a problem that didn't exists prior to implementing FDN.
I appreciate that you have made this a very simplified and streamlined mode, which is fantastic for many reasons, but not in this instance. Perhaps finding a way to retain complexity in customisation, without compromising ease-of-use would be a big improvement.
4. Cost vs Gain
This mode is very powerful. I entirely appreciate any mod that reduced the clutter and complexity of the vanilla trading system, but only within limits. This, in its current state, pushes that a bit far.
Basically, there is no cost, apart from buying the rather costly nodes, to setting up an FDN. But, comparing these nodes to the price of a large complex, or series thereof, that cost becomes insignificant again.
I love Lucike's script collection for various reasons. But one of their strong points is that you don't get anything free. Pilots have realistic wages and make time-demands of training. With careful consideration, this mod could incorporate similar elements to give it a more considerate balance over other scripts and the existing vanilla game.
There have been a few ideas suggested, but I don't know if this one has come up yet. My thought: energy costs. Each element of the FDN should require energy to operate. It is, after all, operating a Point to Point Faster than Light Transference system.
How this could operate: each element has an associated energy draw, similar to how any station uses ECells in production. Say:
- Nodes = 2xL station
- Relay = 1xS station
- Dock = 1xM station
- Factory/Complex = 1xS station, ontop of current energy demands
Therefore, creating or expanding an FDN would require the user to source greater energy supplies; building complexes for energy or buying an increased amount from the local economy.
Thanks for a great script/mod. I will continue trying my damnedest to break it; and provide feedback when I am succesful!

-
- Posts: 2255
- Joined: Mon, 31. Oct 05, 08:44
Thanks for the feedback and I hope you enjoy FDN. Yes it's become complicated as its grown in size and requested features. Ill try and address some of your points.
Sounds like your are using the old version, the new version is still under testing and as not yet been released.
. The new version will hopefully help, all your with just being turned on, but also give the player scope to direct its behaviour.
All elements can be set-up individually prior to being turned on, Factories being the main on as previously their menu was not accessible unless linked.
You can however set limits at a Node as you mentioned, however the new version will check other Nodes in rage if it hits a limit on its primary choice.
I do think it's worth the effect to add a cap level, I will have a look into this today, I have an idea on how to implement it without overloading the user with options... I'll post a screen once done for your thoughts.
I've look at it a few times but never come up with a satisfactory approach within my abilities. The energy requirement option I have looked at (but it was a while ago), one idea war that each transfer cost an small energy amount, this was a real drain as FDN can make 100's of transfers in a minute (all depends on the size of your production network). The factory style energy demands I haven't considered before, it does have merit. It would require a running timed task to implement again increasing game resources...
LA
Edit:
Okay, this is my fist draft of the local factory ware management options for FDN.
Option is show when player selects show full details
[ external image ]
This is a shot of the cap levels for small test complex
[ external image ]
This is the complex in action
[ external image ]
How it affects FDN.
There are two parts to the FDN supply process for factories:
Supplying Products to FDN Nodes, I've updated the script to check for any caps against the ware. If there is a cap it won't touch the ware until above the set limit, same goes for Complexes Products & Intermediate Products.
Supply resources to factories, this has also been updated to check for a cap, if no cap is set to will supply the default cycle value. If there is a cap set it will supply up to the cap level. If it can't and any other node in range fails to supply, and if the Node's are set to but the resource, FDN will try and buy up-to the cap level. It will be down to the player to manage this.
Sounds like your are using the old version, the new version is still under testing and as not yet been released.
Fair point, Ill clean that up when I re-write the OP. I separated the mod file a few versions back to incorporate all the models into one file rather than multiple fakes patches.Maverick024 wrote: 1. Installation information
It is not immediately clear, on reading the first post in this thread, as to which files are to be downloaded and installed for the most up-to-date version.
This is one of the points I to some extent agree with you. I like to take the time to configure the FDN Network, set levels ans such. However I got lots of posts & PM's about the complexity of set-up. Not easy to find a middle groundMaverick024 wrote: 2. FDN Setup
As stated above, I have bought and setup an XL node. I activated a number of stations in the area to operate as FDN factories. A major gripe has developed here!

All elements can be set-up individually prior to being turned on, Factories being the main on as previously their menu was not accessible unless linked.
Again a fair point, the supply side is very much single minded and not really open to fine tuning, you can stop a Factory from supplying it's product to FDN, but you can't set a level to maintain. I think this comes down to how I use FDN and what it was designed to do.Maverick024 wrote: 3. Local Configuration
You can however set limits at a Node as you mentioned, however the new version will check other Nodes in rage if it hits a limit on its primary choice.
I do think it's worth the effect to add a cap level, I will have a look into this today, I have an idea on how to implement it without overloading the user with options... I'll post a screen once done for your thoughts.
Yes, this was one of the early decisions made way back on version 1, the cost for FDN would be the infrastructure, rather than an in an up-keep cost. Even in game you don't pay any penalty or maintenance fee's no matter how big your fleets or how many factories/complexes you have.Maverick024 wrote: 4. Cost vs Gain
I've look at it a few times but never come up with a satisfactory approach within my abilities. The energy requirement option I have looked at (but it was a while ago), one idea war that each transfer cost an small energy amount, this was a real drain as FDN can make 100's of transfers in a minute (all depends on the size of your production network). The factory style energy demands I haven't considered before, it does have merit. It would require a running timed task to implement again increasing game resources...
I'll make the factory wares level cap (try to) and I could PM you a link to the newer versionMaverick024 wrote: Thanks for a great script/mod. I will continue trying my damnedest to break it; and provide feedback when I am succesful!

LA
Edit:
Okay, this is my fist draft of the local factory ware management options for FDN.
Option is show when player selects show full details
[ external image ]
This is a shot of the cap levels for small test complex
[ external image ]
This is the complex in action
[ external image ]
How it affects FDN.
There are two parts to the FDN supply process for factories:
Supplying Products to FDN Nodes, I've updated the script to check for any caps against the ware. If there is a cap it won't touch the ware until above the set limit, same goes for Complexes Products & Intermediate Products.
Supply resources to factories, this has also been updated to check for a cap, if no cap is set to will supply the default cycle value. If there is a cap set it will supply up to the cap level. If it can't and any other node in range fails to supply, and if the Node's are set to but the resource, FDN will try and buy up-to the cap level. It will be down to the player to manage this.
-
- Posts: 1463
- Joined: Sun, 22. Jun 08, 01:25
I mean just include a button at the bottom of every menu that contains a list of descriptions for all the commands on that menu.Logain Abler wrote:Good idea and one I've looked at, but the menu system doesn't support a help button as such, unless you have a help menu item line on every menu. When I tried this I didn't like the results, very clunky.Chris0132 wrote: It would be much better if you included a help tab in the actual script, so each menu would have a help button and in it, it lists all the other buttons on that menu and gives a brief description of what they do.
If there was a way to have a context sensitive help key, like how the “i” key is used I'd be more than happy.
Good idea, I'll add as a readme on release (not that I ever read them!)Duckydude wrote:I think a simple readme in the download would work.
LA
Doesn't have to be anything context sensitive although that would be nice, just a localised reference, so if I'm on a menu and I don't know what a command does, I click the help button on that menu and it brings up a text page with all the buttons on that menu explained. It's faster and easier than having to tab out to read the guide, and allows detailed descriptions without overloading people with a massive wall of text, because you only see that part of the menu at any one time.
Basically take the original guide, copy chunks of it into text files, and then load them up when people press the relevant button.