[MOD] Complex Cleaner v4.09 / Modular Complexes (TC 3.2 / AP 1.1)

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testmod
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Post by testmod »

Gazz, recently I tried merging a mod w/ complex cleaner that also modifies the TFactories file. Now when I start, I get a install "FAILURE" message along with a note about "station object files" not being detected.

Can you give any pointers as to what this error message means? Is it having problems finding the /object/ files or is it a problem with TFactories?

note: I simply appended your TFactories lines to the end of the other TFactories file since the mods did not modify the same factories (to my knowledge)

thx


edit: doh, figured it out, have to modify # lines
agent59
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Post by agent59 »

Hi again,
got another question:

I want to move my crunshed complex to another sector. Is there any way to do this?
Well it probably wont work with complex cleaner, but do you guys know some other script I can use?

Thanks...Promotional Codes
discount makeup
Last edited by agent59 on Sun, 17. Jul 11, 19:12, edited 1 time in total.
Merroc
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Post by Merroc »

I had a teeny little question and its likely has been answered before already. But there are things to capture, missions to do, etc etc instead of browsing like a quazillion posts.

Say you have a complex that which ends up in 1 PPC factory and you want to add another.
So you put the 2nd PPC factory down, recrunch and all. But the first PPC factory was 5 minutes off making a product. What does this script/mod do then? Will it reset the production and start making 2 new ones (= lost profits). Will it make 2 products in 5 minute (= additional profits). Or will it just make the one and make two the next time around?
If you see what i mean...
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Gazz
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Post by Gazz »

Production is always reset.
Cost of doing business.

It's your choice whether you combine the factories or just add the new one while leaving the old running.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
Merroc
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Post by Merroc »

Yes makes sense of course. Its like the Jumpdrive needing EC or the CLS taking money and stuff :). Just wanted to know before i start using this. I suppose it can mostly be avoided anyway, by just making a huge complex in one go or time it better when expensive products are involved :).
Hyppe
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Post by Hyppe »

Can i build several modular complexes in same sector?

Couldn't bother to read the huge thread to find an answer, sorry :oops:
Aquitaine
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Post by Aquitaine »

I doubt this has anything to do with the complex cleaner but figured I'd ask here:

In a game of 2.7.1 with the Naval reshuffle (+cc compatibility mod from Sorenson and resource-free SPPs), everything is going fine, and I hire my first TL to make a factory. I put down a wheat farm, a medium SPP, and a large distillery (all Argon). I have two complex construction kits in the hired TL's hold.

When I go to drop them, it asks me to pick the first station, only there aren't any on the menu, even though my new factories are all right there.

I've checked if the TL is close to the stations. It is.

I've tried crunching the stations first and linking them once the factory module is made (which is usually what I do). No luck - the complex constructor doesn't 'see' the crunch'd FACts.

any idea what could cause this?
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Gazz
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Post by Gazz »

Never heard that one.
The modules are normal factories as far as the game is concerned and they are always in range.
You didn't move the hub out of range by other means?
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
Aquitaine
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Post by Aquitaine »

Not a range issue - the problem was that I was somehow using a 2.7.1 beta exe with LAA enabled, which works fine for everything except this. d'oh!
CasualT
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Joined: Sat, 19. Jun 10, 16:20
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Post by CasualT »

Edit: Ok nevermind, my asteroids came back...somehow... :)

Aw, this mod sounds great for me since my FPS is already dropping with 7 factories in sector. After I installed it (and its prerequisites) I noticed the "space tubes" gone which is fine. But also all asteroids are invisible too. Oh you can still run into them, they're just invisible now. I'm pretty sure that isn't supposed to be part of the mod :)

Other mods I'm running:
Super tractor
Factory Complex Constructor
Improved Races
Improved boarding
MARS
No rep loss gates
Numeric ranks
CMod3 w/ APPC and military HUD
Universal best buys/sells
X3TC bonus pack
Cheat collection package
Ware manager

Any ideas?
CasualT
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Post by CasualT »

If this command is run for the first time, the Module Container is built at the position you supplied.
Watch where you build it. This thing is huge and it is unlikely you can ever move it again.
Umm, doesn't the "relocate" command do exactly that?
Kimmy
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Joined: Wed, 18. Aug 04, 20:58
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Post by Kimmy »

Can someone help me with this?

I’ve been running this brilliant MOD since day one. Recently I had to do a re-install of everything because I bought a SSD drive to replace my old drive.

CC installs and runs OK, but for some reason the ‘drop’ command has stopped working for me. I have five transports loaded with factories and I’m on a ship with tractor beam installed. I’ve used this mod 100s of times and have created 100s of complexes.

When I run the ‘drop’ command, I get a message saying ‘0 factories built’ and the factories are still onboard my transports.

http://i775.photobucket.com/albums/yy31 ... n00002.jpg

What am I missing this time? Can any one help?

Kimmy

Edit..

I’ve just typed ‘?’ where I should type ‘drop’ and I get a message showing the available commands. I don’t see ‘drop’ in the list anymore.

http://i775.photobucket.com/albums/yy31 ... n00004.jpg

What have I done wrong?
Retiredman
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Post by Retiredman »

Maybe a reinstall of the mod might help..

(it could be in conflict with another mod added after this one)


For Gazz:

Did not look intensely thru the entire thread for the answer..

I tried this..

Droped 5 Spectere fabs
3 Ghouls
5 M/AM Warhead fabs
3 M/AM Mine fabs

All Terrans - All supposively unlinkable by the CCK.

Did a Crunch.
It crunched them into the respective numbers and types.
I was then able to create a CCK link to all of them while in the "Gazz Box"

Not a complain.. never.. But I thought it was impossible to CCK those types of factories.

Is this something that is "extra goodies" with the Box?
or I have stumbled onto a feature that was unknown?
Or did I miss the post about these being crunchable and linkable?

Seems to work as of now..
That looks like it going to make building those fabs a lot more easy on a multiplex.
Alan Phipps
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Post by Alan Phipps »

@ Retiredman: I guess the reason it works is that the 'vanilla' Terran station models of those non-complexing types often have no connection nodes. Once crunched, you are using Gazz's placeholder/module model with whatever linkage method used by any of his factory modules. So yes I think this is an added benefit of Complex Cleaner!
Redwazza
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Joined: Thu, 6. Dec 07, 15:54

Post by Redwazza »

Hi Gazz

As the title says.... my Complex has stopped working. The problem is with the SPP's

The complex is huge, used the Complex Cleaner to crunch everything into FACT (200) parts. It was running fine for over a week, earning over 100,000,000 every SETA hour, then all SPP's no resources and the cells eventually run out.

The complex is a closed loop and until now have had no probs with it.

It's 4 x 200 sized SPP
1 x 100 sized SPP

5 x 200 sized Crystal fab (everything is argon race)
5 x Spacefuel 200
5 x Wheatfarm 200
6 x Cahoona 200
7 x Beef 200
1 x Teladianium 200
5 x Silicon 200 (moved in a few silicon Asteroids to make the plant run)


and the complex has around 5,000,000 crystals in storage.

it's a Space fuel complex in the Unknown sector (avarice in Reunion)

have tried self distruct on the complex and reconnecting, it runs for 1 cycle and stops.

Any help would be appreciated as i'v e just finished making the 75,000 crystals for the hub plot and starting again would be a bit annoying!!!

Thx
Red
Redwazza
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Post by Redwazza »

ok so i went back a couple of saves and stopped the production of 3 of the Crystal fabs, now it keeps working. so maybe there's a problem if the crystal fabs are too full, or maybe there's a bug in the game that if you have 5,000,000 (or even maybe 4,500,000) crystals the spp's dont' register this and think that they're empty. I mean no fault to egosoft cos without your script it would be impossible to have a useable factory this big so maybe it's a bug after all.

Lesson to be learned maybe!!!
Loner87
Posts: 66
Joined: Thu, 15. Jan 09, 16:25
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Post by Loner87 »

Hi and help,

I unzipped Complex Cleaner MOD but I forget to select the mod the first time I launched the game :(
As a result I lost all the construction kits in my existing complexes and every factory got disconnected. Ok, I can live with that as I only have 3 small complexes.

Then, I crunched 139 new factories in a Module container, connected everything. Great.

Then I saved/reloaded and lost my kits everywhere and so even the Module Container thrown out his Factory modules. It's that each time I load any savegame. I m stuck.

How can I arrange that please ? :x


Nota : can we get more than a Module Container per sector, as I have an old microchips "complex" (disconnected now, well) I don't want to merge with that new missile one I just made ?
Retiredman
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Joined: Fri, 4. Sep 09, 02:35
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Post by Retiredman »

Installing it as a fake patch helps..

/searches for instruction on how to install a fake patch....

Found it..



Fake Patches


and

And TC Tutorials
Loner87
Posts: 66
Joined: Thu, 15. Jan 09, 16:25
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Post by Loner87 »

Nice, thank you for the hint.

I just tried this method but unfortunately it has the same result : every time I quit the game, restart it and load a savegame all connected factories, factory modules or hubs I had (ie all construction kits) have disappeared (even ones built while Complex Cleaner Mod was in use).


Arrrrgh...


Is there an important risk I screw my game campaign if I try to remove manually all the files the MOD installed and reload a previous savegame ? (I did not payed attention to what was overwritten so it can be a dangerous one). Then maybe reinstalling the MOD ?


EDIT : after a look at the Mod archive and my game folder it looks like Complex Cleaner installed files are those ones :

/Root
14.cat (this mod)
14.dat (this mod)

/scripts
!init.gz.set.mod.xml (looks like its an original scripts/mod maker always put in their package)
lib.gz.find.voice.ID.xml
lib.gz.get.fps.xml
plugin.gz.CmpClean.*.*.xml (13 files)
x2script.xsl (looks like to be used by Factory Complex Constructor as well)

/t
7021-*.xml (4 language files)

If I have the courage I will try to remove all these except '!init.gz.set.mod.xml' and 'x2script.xsl' and try to load an 'old' savegame (hoping I have some non-overwritten ones left *cross fingers*).
I said 'courage' as my game loading times are so looooong ;)


EDIT 2 : I think I solved the problem.
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ThalonMook
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Post by ThalonMook »

Complex Cleaner Bugfix

Hi People,

I fixed the problem that ships allways crash into the complex cleaner modules.

I made a NavMesh for the cubes and the tubes that was used in this mod.

So the ships now see the borders of this complex and fly around.

It was tested and will work as it shoud :D

Here is the link:

Complex Cleaner Fix

Installation:

Only change the cat/dat with them form the download. Maybe it's better when you not in a sector with complex cleaner, so fly to a empty sector, save the game, install the fix, load the game and have fun.

Thx to Gazz for his awesome Mods and Scripts.

Cu Thalon

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