[SCRIPT] [2008.11.24] Station Repacker v1.10

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alex2069
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Post by alex2069 » Sun, 31. May 09, 07:20

I've never had any problems connecting my moved stations to another complex (pre-existing or otherwise). However there is a limit to how far away you can place your factories from the main hub of a complex (X3TC/game limit). I'm not sure what it is, but it drove me insane for a good many hours trying to figure out why the f it wouldn't connect up.
I finally decided to test it deployed directly next to the HUB, and it worked.
I slowly moved it away and eventually noticed it wouldn't connect up past a certain point - even if there was another factory directly next to it from the complex.
i.e. I had my huge-ass 50 station factory for the HUB mission, and me being the perfectionist I am, I likes to have my stations nice and neat and organised (in a nice straight row). I couldn't keep doing it, as eventually the end of the factories was too far from the main HUB or some bs.

Anyways, if this isn't the same problem, it could be that a recent update changed the way the station object types work or something. For a Mine, there are actually 2 different objects. There's the "deployed" version, and the "brand spanking new" version (the one sitting in your hold, lol). Initially if you repacked a mine, you could never redeploy it - this was an annoying bug.
When you deploy a mine, it actually destroys the asteroid, destroys the object in your cargo hold, and creates an entirely new object where the asteroid used to be. It could be that this is occurring with normal buildings or something now.

The other possibility is that you have some sort of mod/script that changes the objects or usage of a complex. Do you have anything that might do that? i.e. Ashley's Factories? (I have no idea if they've been finally done for X3TC btw - here's hoping).

uberex
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Post by uberex » Wed, 24. Jun 09, 05:14

This kind of script is just what I need for my pirate theme, but, as it is right now I cannot use it. The reason are the limitations like no-credits/no-products/etc before I'm allowed to re-pack the station. As I play a pirate and board enemy stations, sometimes deep in hostile territories, I do not have time nor ability to quickly empty the station so I can repack it and get the hell out of there before military patrols show to check up on disturbance and tear my new shiny piece of real estate to shreds.

Are you willing to make some modifications to your scripts to accommodate for it?

alex2069
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Post by alex2069 » Wed, 24. Jun 09, 06:51

Those checks are there to make it a little more realistic in terms of what happens when you repack it.
I guess if the ship you're in (that is, the one attempting to repack it) has a transporter, I could probably be seen as beaming the stock/etc on-board or something.

I don't have X3 installed at the moment, and am right in the middle of final exams, but it'd be easy enough to do at some point (I have exams for 2 more weeks yet - 2 down, 3 to go).
Saying that, it'll be at least 2 weeks before I do anything like playing games, so until then you could easily remove the restrictions yourself at the cost of what's on the station.
i.e. you could remove the restrictions - but you'd lose the credits and stock on the station once you've packed it (gone permanently). It'd be a simple matter of finding the if () checks and just deleting or commenting them out.

uberex
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Post by uberex » Thu, 25. Jun 09, 16:45

I was thinking along the lines of:
- Automatically transfer station funds into player's account for convenience sake (it is several extra clicks otherwise, very important automation nonetheless);
- All docked ships are forced to un-dock (both player and NPCs);
- All station's ware (products / primary / secondary) is ejected in space in form of crates with total cargo space per crate not exceeding 5,000 units of cargo space.

Example 1: If station has 8,000 Energy Cells in stock, since 1 Energy Cell = 1 Cargo Space unit - two crates will be ejected - 5,000 Energy Cells & 3,000 Energy Cells.

Example 2: If station has 3,000 Cloth Rimes in stock, since 1 Cloth Rime = 2 Cargo Space units - 2 crates will be ejected - 2,500 Cloth Rimes & 500 Cloth Rimes.

If player is not in a hurry, he can order nearby freighters to pick them up. Or if hostile forces are closing in on your position and bad things are about to happen and very soon at that, player may forfeit the space loot and opt for getting the hell out of there with the station safely in TL's hold.

edit :: Nevermind, I wrote one for myself

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eldyranx3
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Post by eldyranx3 » Thu, 27. Aug 09, 06:22

Im having an issue where one of my captured flail fabs is always in production no matter the amount of resources and or products are, and hence, I cant repack it. Any suggestions?

dminor
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Post by dminor » Thu, 27. Aug 09, 06:34

A quick fix is to use the cheat pack and replace it.
" I'm a Sexy Shoeless GOD of WAR " Belkar

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eldyranx3
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Post by eldyranx3 » Thu, 27. Aug 09, 06:37

Actually I dropped another captured flail fab beside it and complexed the two together. Then I just repacked the hub, resetting the production cycles. Whew. :roll:

DaveyP
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Post by DaveyP » Tue, 27. Jul 10, 20:39

I get an error message cos there's an npc ship still docked. I've set #2allow other races" to "no" but it still sits there.

Any idea to get him to undock?

Cheers.

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dreis
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Post by dreis » Mon, 25. Oct 10, 20:10

Hi Guys..

is this script still alive and kicking?
I mean.. does it works with 3.0? anyone tested ?

Tks!

Smart_Bomb
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Post by Smart_Bomb » Wed, 17. Nov 10, 20:43

can the stations be repacked into a hired transport service from npcs?
- Please check out & vote on my X4:F expansion idea thread

[ external image ]

fisiu
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Post by fisiu » Sun, 10. Apr 11, 19:34

Ive managed to use this on 2 occasions earlier and it worked but now I have got a problem with a 3rd station.

It´s a property baron bought the CIG forge in company strength, (other were also property baron bought).

I get a error message says it is 6337 seconds into a production cycle and that I have to make sure it is totally empty on resources. There are no ships, money, resources or products on the station. It is totally empty. I even gave it the exact amount of each resource to make a cycle so that all resources would be 0 when it finished and unloaded the product, again the station was totally empty and I have the same problem.

The whole idea with this station was that I was gonna move it to a weapon producing complex I have that supplies me with the ore and nostrop I need.

Now I don´t want to reload a save 2h earlier to not buy it, but I dont want to use CAG´s when there is allready a complex that is going to supply it with everything I need (I hade allready planned for it to be moved there).

Any suggestions what can be wrong?

fisiu
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Post by fisiu » Sun, 10. Apr 11, 20:04

eldyranx3 wrote:Actually I dropped another captured flail fab beside it and complexed the two together. Then I just repacked the hub, resetting the production cycles. Whew. :roll:
Anyone having repacking problems read my post above.

If you have the "repack fails allthough station empty" - problem such as I had, here is the solution based on help from the quote above but with some modification that worked for me.

You do not need to connect 2 stations together, it is enough to make a complex hub and then connect the factory to it i.e you need 2 complex construction kits (1 for the hub and 1 for the pipes) Then you repack the hub and then the station. In this process you loose a net of 1 constuction kit since you can not pack the pipes (i.e 250k) but it´s worth the hassle.

If you drop another station and connect the 2 stations together using 1 kit (it will form a hub inbetween + pipes between both of the stations and the hub). Then you repack all 3 of them not loosing anything (such as described in the quote) but then you need a available station to drop.

Since it seems that the connection to a complex triggers the resetting of the cycle I presume that the 2 stations do not have to be of the same type.

Thanks to eldyranx3 for this solution.

jc-desk1
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Post by jc-desk1 » Mon, 11. Apr 11, 03:50

Snowdogjoe wrote:x3:tc
I have used the repacker and it works (mostly:)

I can't get any repacked stations to connect to complex other than the original repacked factories.

Example:
Pirates (frakin bumbs:) blow up a SpaceFuel comples, leaving a Wheat farm.

I repack it and move it to another existing SF complex and then go buy a complex construction kit. When I build the kit I can pick either (repacked wheat far or SF complex but then (after picking one) have no other factory to connect it to.

I am assuming that I can not connect a repackaged factor to another complex - true? or did I do something wrong?

This is the second factory I have moved and was unable to connect to an existing complex. The first one I moved and while it was able to reconstruct it to it's original factor I was NOT able to connect it to another existing complex.

I hope that makes sense :)

As always any help is appreciated -
(should I have started another post for this question?>

Are your stations within 5Km of another? If not, then you have done something wrong - if they are within 5Km then you may have found a bug...
jt-desk loves X3!

sambozauk
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MAJORS with this script - It just does not work period.

Post by sambozauk » Wed, 10. Aug 11, 23:47

This just does not work, no matter how hard I try, it does not even show the script being in the scripts.

I have heard that I need to remove wares from the station as well. Well tried that, it refuses to remove wares from the station in order to maybe allow me to utilize this station packer. So I tried to destroy it with 7 OTAS Boreas so I could get rid of it, and of course X3 TC being X3 TC does not allow me to destroy my own stations. So I have a complex that I used specifically for the HUB missions, only to find out that I can neither destroy or pack the bloody thing up. Annoying yes :).

This game can sometimes be harrowing to use and massively cludgey. I have spent the best part of 2 hours trying to work out how the hell this station packer works. Sorry to say but as good as this script sounds, its bloody useless if it does not work isnt it?.

1. The problem could be that I am unable to remove the wares, e-cells anything from the station, which may be blocking the special command that you are claiming comes up when the script is installed.

2. I do not think the script is installed anyway, even though I say enable, go into the game, still I have no commands open to me when I am in my TL.

3. Please put me out of my mysery, by either telling me I am doing something wrong, or whether this is a dud script.

Thanks

Sambozauk

irR4tiOn4L
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Post by irR4tiOn4L » Sun, 21. Aug 11, 04:51

Could the requirement that the station not be in a production be dropped?

It is absolutely idiotic to include this requirement if it is not required for bug prevention as in almost EVERY case where a station is bought, stolen or otherwise 'acquired' you must often wait a few minutes to a few hours for the current production cycle to finish, in addition to emptying the station's holds - with absolutely NO WAY to speed up this process or just dump the current product cycle. I just bought the IBL forge in Loomanckstrat's - its production cycle reads 0% yet I STILL cannot repack it likely because the script is comparing its production cycle (3 hours something because it has optional products) to the stock production cycle (4 hours something with no optional products)

Its so moronic that you very often need to use cheat scripts to create an identical station and repack that instead - which begs the question - why not just use the cheat scripts in the first place to destroy the current station and place an equivalent station pack in the TL's hold?

If this script imposes requirements so time consuming that a person has no choice but to resort to a cheat script instead, it loses its reason for being - which is a shame because its a great script. Perhaps the checks should just be dropped altoghether and if the player wants to recover the resources on board they can offload them before repacking the station, otherwise any production cycle and onboard products are simply destroyed.
fisiu wrote:Ive managed to use this on 2 occasions earlier and it worked but now I have got a problem with a 3rd station.

It´s a property baron bought the CIG forge in company strength, (other were also property baron bought).

I get a error message says it is 6337 seconds into a production cycle and that I have to make sure it is totally empty on resources. There are no ships, money, resources or products on the station. It is totally empty. I even gave it the exact amount of each resource to make a cycle so that all resources would be 0 when it finished and unloaded the product, again the station was totally empty and I have the same problem.

The whole idea with this station was that I was gonna move it to a weapon producing complex I have that supplies me with the ore and nostrop I need.

Now I don´t want to reload a save 2h earlier to not buy it, but I dont want to use CAG´s when there is allready a complex that is going to supply it with everything I need (I hade allready planned for it to be moved there).

Any suggestions what can be wrong?
You are likely encountering the same issue as me - and i suspect its because the station has a shorter cycle then normal (maybe some extra optional products) and the script is trying to compare to the standard station - which theoretically means youll NEVER be able to repack the station!

Apparently the solution is to reset the cycle by cheating in a complex hub then destroying it
fisiu wrote:
eldyranx3 wrote:Actually I dropped another captured flail fab beside it and complexed the two together. Then I just repacked the hub, resetting the production cycles. Whew. :roll:
Anyone having repacking problems read my post above.

If you have the "repack fails allthough station empty" - problem such as I had, here is the solution based on help from the quote above but with some modification that worked for me.

You do not need to connect 2 stations together, it is enough to make a complex hub and then connect the factory to it i.e you need 2 complex construction kits (1 for the hub and 1 for the pipes) Then you repack the hub and then the station. In this process you loose a net of 1 constuction kit since you can not pack the pipes (i.e 250k) but it´s worth the hassle.

If you drop another station and connect the 2 stations together using 1 kit (it will form a hub inbetween + pipes between both of the stations and the hub). Then you repack all 3 of them not loosing anything (such as described in the quote) but then you need a available station to drop.

Since it seems that the connection to a complex triggers the resetting of the cycle I presume that the 2 stations do not have to be of the same type.

Thanks to eldyranx3 for this solution.
Thanks, but a far better solution would be an option to reset the cycle or to ignore it when repacking

150147
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Post by 150147 » Tue, 20. Sep 11, 12:54

Hi Guys,
Is this download still available? I can not find it. On selecting the download link I am forwarded to gamefront.com and can not find on there.
Help please.

breytac
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Post by breytac » Sat, 24. Sep 11, 08:41

Unfortunately the file is no longer available for download. Unless someone provides a link to download the script, you're out of luck.

150147
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x3tc

Post by 150147 » Sat, 24. Sep 11, 10:24

Thanks Breytac.
This is not the answer I had hoped for but at least I now Know where I stand.

If anyone out there can provide me with a link to this script I would be grateful.

I am currently playing a pirate start and trying to achieve "dominance" as a true looter. I my aim is to avoid buying anything (particularly ships or stations) but to pillage and steal anything I need. I know that I can takeover stations and use them but I want to move them to my own sectors to build complexes and the lack of this facility is a serious blow.

Hope someone can help.

Observator1081
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Joined: Sun, 25. Sep 11, 23:00
x3tc

Post by Observator1081 » Sun, 25. Sep 11, 23:05

you can find a link to it here

http://www.x1tp.com/root/index.php?opti ... 3&cid=1208

it is the SPK

so open the link, right click on it and choose save page as...

this way have alwasy work for me when I use the plug-in manager

150147
Posts: 350
Joined: Mon, 31. Mar 08, 13:50
x3tc

Post by 150147 » Mon, 26. Sep 11, 12:57

Thanks observator1081.

Got the link, downloaded and used ---- same problems as other users above. After boarding a station "resources needed" reverts to 100% permanently and production cycle becomes continuous. Hence not packable.

EDIT: The above discussion refers to a boarded Solar Power Plant. Just noticed that all the SPPs in my game have no primary resources. The crystals are shown as secondary resources - hence SPPs are resource free and not repackable since the production cycle will be continuous - curses. Other stations seem to be OK. Soooo.. Hey Ho a pirate's life for me!!

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