[Mod] Litcube's Saturn Complex Hub V0.99b

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zymurg
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Post by zymurg »

Litcube wrote:
zymurg wrote:Have I given up on you fixing it???. Still waiting.

;)

My job is based around travel. I'm rarely home these days. When I do get home, I have a lot of stuff to do. One of them is usually look into these bug reports. It'll get done, but folks might have to wait for a while.


Seraph Kaoru certainly seems to have a good handle on the issue, and the problem is exactly the same one I have tried to describe and illustrate and have spent hours on myself. Perhaps Seraph Kaoru could help you with the resolution of the issue since he has a knowledge of the script details that I do not have. It is a great script if it would work. There is nothing I can do because I don't understand the programing aspect of it. I also travel a lot (internationally) but use remote access so will stay current of any progress.
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bluenog143
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Post by bluenog143 »

Thanks for the script litcube :D!
SinisterDeath wrote:This reminds me of something...

"I don't believe in GoD, but GoD sure believes in blowing up my factories."
Dark_Ansem wrote:Seeing your creation in-game and working makes one feel all warm and fuzzy inside.
Seraph Kaoru
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Post by Seraph Kaoru »

I deeply appreciate Litcube's attention (given that it's very obvious he leads a busy life, and has several other issues even inside of the TC/AP community that are clamoring for attention, things much bigger than my own issues) and would be more than happy to try and help out in any way I can should he require it, but for the moment I've just gotten used to resetting product configuration at least once for each new SCH before I try to assign the 'real' thing I want produced. The script is brilliant, and all that seems to be happening is an assignment error due to some overflow in the script - due to whatever outside variables and gamestates it's parsing that aren't what it's expecting.

Suffice to say, since I've found a workaround (one that might work for you, Zymurg - it's worth a shot, at least!) - I'm complacent, for the moment. Also, Zymurg, something to keep in mind - if you're using XRM, Shadow Missiles are inherently impossible to produce - their production-number-per-cycle (24) is larger than the space each individual factory has to hold them in (20), and so the Saturn Complex Hub can't make them even when it's working normally. It's possible Phantom missiles have the same issue, I haven't checked.

The fix is a simple one (it just involves a change to the Relative Value and Relative Value (Player) fields in the Shadow Missile entry under TMissiles.pck/txt) and it's already been brought to the attention of Paul (the guy who makes XRM.)

If you need a hand or can use anything more from me (my modified TFactories, other gamefiles, saves, etc.) please feel free to ask once you've got a chance to have a look at this, Litcube.
~K
zymurg
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Post by zymurg »

@Seraph Kaoru,
Your postings are very helpful and appreciated.
I have two active games in progress. One is X3TC (the latest version) and one is X3AP. I removed this script from X3TC because I could not get it to work (for me) and I went on to AP. Initially I tried to see if it would work in AP but had no success. I would expect there would have to be a change in the programing in AP because the Saturn 3 shipyard sells Argon shipyard and the 'Saturn Complex Hubs' did not even appear at that shipyard after installing SCH so I think that is a long wait considering Litcube's schedule etc.
I still have save games in X3TC where I was using SCH and would sure like to get it to work because as I have always said, I think it is a great script if working I will try your work around, but I don't fully ubnderstand what you mean by resetting the product configuration. Could you explain how you "reset" configuration? I have done-over many times, but perhaps have not 'reset' the configuration in the manner you have.
Thanks. Litcube has some other great scripts and I agree with your comments.
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Seraph Kaoru
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Post by Seraph Kaoru »

zymurg wrote:@Seraph Kaoru,
Your postings are very helpful and appreciated.
I have two active games in progress. One is X3TC (the latest version) and one is X3AP. I removed this script from X3TC because I could not get it to work (for me) and I went on to AP. Initially I tried to see if it would work in AP but had no success. I would expect there would have to be a change in the programing in AP because the Saturn 3 shipyard sells Argon shipyard and the 'Saturn Complex Hubs' did not even appear at that shipyard after installing SCH so I think that is a long wait considering Litcube's schedule etc.
I still have save games in X3TC where I was using SCH and would sure like to get it to work because as I have always said, I think it is a great script if working I will try your work around, but I don't fully ubnderstand what you mean by resetting the product configuration. Could you explain how you "reset" configuration? I have done-over many times, but perhaps have not 'reset' the configuration in the manner you have.
Thanks. Litcube has some other great scripts and I agree with your comments.
Awww, you're makin' me blush. :D As for AP vs. TC, the change needed to the script to get SCHs stocked isn't actually that big - it's probably not something someone unfamiliar with scripting languages could do, but the only real 'change' necessary is to make the script look for the shipyard that's already there, in AP, and have the Saturn Complex Hubs all added as stock to the existing inventory. There's directions on page...11, I think, of this thread, that cover how to do something similar if a shipyard already exists there in TC, but, again, it's pretty much scripter stuff, and the casual end-user might get a little overwhelmed if they don't have much of a background in a scripting language. (Then again, people can surprise you!)

As for "resetting" product configuration - it's very possible you're doing the same thing I'm doing, and not getting the desired result, so this may not help you, but: What I do is, I deploy the Saturn Complex Hub in whatever sector and location I want it, first. Once it's built, I can go into the command console, and when I click on that list of ten empty command slots that pops up, one of the options is "Saturn Hub Console." I select this, and the configuration screen pops up - divided into two parts. The top simply reads "Set Product Configuration", the bottom usually reads "Boron Particle Accelerator Cannon Forge" or some other factory, and below that, "Energy Reserve." The first entry there - the Boron PAC factory - is the Product.

For your initial setting, any product will do, but I try to pick a factory from the same race as the product I actually want (because I'm superstitious.) Pick anything, really, or just leave it as the Boron PAC Forge, and then click on "Set Product Configuration." The screen should change, freeze for a few moments as it grinds out calculations, and then it'll take you to a screen displaying a great deal of info about, supposedly, the product you're going to manufacture, the factories needed, and the resources needed.

At this point, for me, the "product" displayed is invariably not the product I initially picked, but rather some advanced resource that is used in its production. Now - before doing anything, before docking any TLs to the SCH, before selecting any mineral asteroids or adding any factories to it - there will be three options at the very top of this new screen. "Operation: Install", "Source TL: None", and "Reset Product Configuration", possibly not in that order. Source TL isn't really an option, either, but anyway.

To get around the problem I described, I click on "Reset Product Configuration", which takes me back to the initial screen where you select a factory and an energy reserve from the big list. From this point on, in my games, at least, that specific Saturn Complex Hub will correctly take any factory assignment I give it, and effortlessly produce the requested ware when set up normally from that point on. So to recap, the steps to "Reset Product Configuration" in order to possibly get around this are -

Deploy SCH in desired location/sector --> Go into command menu, Saturn Hub Console, and set initial configuration for Boron PAC (or any other factory) --> In the resulting screen displaying erroneous product information, click "Reset Product Configuration" to take you back to the initial configuration screen --> Select actual factory/product you want for this SCH, and select "Set Product Configuration" again --> Profit?

This works for me, but, again, may not work for you, though I hope it does! Do bear in mind that these steps have to be followed for every successive Saturn Complex Hub you build. Sorry if that got very granular and basic, at times, I just figured that being as exact as possible would help out, and didn't want to make any assumptions about your process or experience.

Good luck!
~K

EDIT: Also, bear in mind that unless you have the latest version of XRM, if you attempt to produce Shadow Missiles, you won't be able to. The factory tries to produce more per cycle with XRM 1.14 settings than it has room to store, and SCH just multiplies storage space and production values by whatever factor of factory (005, 010, 100) you have, so you will always have insufficient space for even one run of production. In 1.15 and above of XRM, this has apparently been fixed.
Xebov
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Post by Xebov »

I had the same problem like zymurg in X3AP. My Shipyard only showed the Argon Shipyard for sale. The Problem got fixed for me after i used the X3 Editor 2 for copy the TFactorys.pck from the cat file to the types folder.

Is this Mod still in developement and will it get available for building half open Komplexes (getting Energy from Outside source for example)?
zymurg
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Post by zymurg »

Xebov wrote:I had the same problem like zymurg in X3AP. My Shipyard only showed the Argon Shipyard for sale. The Problem got fixed for me after i used the X3 Editor 2 for copy the TFactorys.pck from the cat file to the types folder.

Could you please give a little more detail of exactly what you did and how? (I already have Editor 2 installed and know how to use it)
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Xebov
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Post by Xebov »

zymurg wrote: Could you please give a little more detail of exactly what you did and how? (I already have Editor 2 installed and know how to use it)
Ok, i opened TFactories.pck with the editor and used save as to save it into the addon/types folder, so its available outside the cat file.
zymurg
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Post by zymurg »

Xebov wrote:
zymurg wrote: Could you please give a little more detail of exactly what you did and how? (I already have Editor 2 installed and know how to use it)
Ok, i opened TFactories.pck with the editor and used save as to save it into the addon/types folder, so its available outside the cat file.
Thanks. However, for me, TFactories.pck is already in the addon/types folder and has been, and I still have the issue.
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Xebov
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Post by Xebov »

zymurg wrote:
Thanks. However, for me, TFactories.pck is already in the addon/types folder and has been, and I still have the issue.
Have you looked into the TFactories file you had inside the folder if the stations are listed inside (under Xenon)? I Also seen that the Mod only has englisch text files, and i made the Saturn cat file into a fake patch (without the fake patch i got invisible stations^^).
zymurg
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Post by zymurg »

Xebov wrote:
zymurg wrote:
Thanks. However, for me, TFactories.pck is already in the addon/types folder and has been, and I still have the issue.
Have you looked into the TFactories file you had inside the folder if the stations are listed inside (under Xenon)? I Also seen that the Mod only has englisch text files, and i made the Saturn cat file into a fake patch (without the fake patch i got invisible stations^^).
I just looked inside the file (...addon/types/TFactories.pck) and it doesn't show anything listed that looks anything like the saturn complex hub. Its been awhile so I forget how it initilized the shipyard and whether I have to go back and do anything over again).
Also, since the Terran are my enemies at this time in the X3AP plot, I don't understand how you got it to install and purchase anything from the Saturn shipyard anyway.
In the game, the Saturn3 shipyard still only shows an Argon shipyard in its listing.
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Xebov
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Post by Xebov »

zymurg wrote: I just looked inside the file (...addon/types/TFactories.pck) and it doesn't show anything listed that looks anything like the saturn complex hub. Its been awhile so I forget how it initilized the shipyard and whether I have to go back and do anything over again).
Also, since the Terran are my enemies at this time in the X3AP plot, I don't understand how you got it to install and purchase anything from the Saturn shipyard anyway.
In the game, the Saturn3 shipyard still only shows an Argon shipyard in its listing.
OK, now i know what exacly causes your Problem. Do you have another Mod/Scripts installed that add additional Stations?

If the Answer is no, do the following:
1. use the X3 Editor 2 and open the SaturnCH.cat
2. open the types/TFactories.pck from the cat
3. chose save as and save the file to the addon/types/ directory and override the existing one
4. change the SaturnCH files to a fake patch (next free number should be 03 or whatever is next for you)

If the Answer is yes, do the following:
1. use the X3 Editor 2 and open the SaturnCH.cat
2. open the types/TFactories.pck from the cat
3. open the addon/types/TFactories.pck
4. merge the files (copy over the Saturn Hub data under Xenon to the file from the directory)
5. save the addon/types/TFactories.pck
6. change the SaturnCH files to a fake patch (next free number should be 03 or whatever is next for you)

And for your Terran Problem, use this http://forum.egosoft.com/viewtopic.php?t=312348 to ad dthe Stations to your desired Shipyard.

This should help you. The basic problem you have is that the TFactories from the folder seems to be loaded last and thus the game isnt aware that these stations exist so it cant add them.
zymurg
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Post by zymurg »

Thank you for all this help and now I am really getting close.
The only station I am aware of from another script is the 'Repair Laser Production facility' and I have a lot of those so my answer is the second one.

I found all the saturn complexes in the saturnCH.cat file (which I had renamed to 03.cat and .dat) and only have a problem with what you mean by merge (copy) the files. Since I don't seem to be able to cut and paste them, how do I merge the two files without individually typing each one in? Sorry for my unfamiliarity with this and my questions.

Thanks again
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zymurg
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Post by zymurg »

It worked. Thank you very much. I have been trying for a long time and gave up (twice) on trying to get this script to work in X3AP. You are the first to show how to do it and I thank you.
Now I can go back to playing X3AP! Could have never done it by myself.
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Xebov
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Post by Xebov »

NP. Have fun with your new Stations ;).
Etyneo
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Post by Etyneo »

I've been using the Complex Cleaner/Modular Complexes script/mod by Gazz (found here) in my X3AP, but have been lamenting the lack of capital ship docking ports. I'm curious as to whether this script/mod would allow me to set up multiple products and thus create a FPS friendly super-plex (as I can with Gazz's mod).
Etyneo
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Post by Etyneo »

I'm considering replacing Gazz's Complex Cleaner mod with this one, but I need to know if there are any special instructions regarding installing it to X3AP (since this was designed for X3TC).

To my knowledge, I'm not using any mods that affect TFactories aside from Gazz's mod, which I'm going to remove. In any case, I'm going to include a brief list of scripts I use:
  • MARS Weapons System by Gazz.
  • CODEA Weapons System by Lucike.
  • X3AP Bonus Pack.
  • Military Transport by Lucike (as part of CODEA reqs.)
  • Personnel Transporter by Lucike (as part of CODEA reqs).
  • M7M 'Rocket Launcher' (translated from German) by Lucike (from his script collection, I've never actually used it so don't know what it does, but it's installed.)
  • Missile Defense Mosquito by Lucike (an updated version as he's updates it since an older version was signed for the BP.)
  • Missile Safety (I think this one's by Gazz as well.)
  • Salvage Command Suite by TECSG.
  • Cycrow's Plugin Manager.
  • Cycrow's Cheat Package (used only to assist in customizing my gamestart, since even when the game was stock and entirely unmodified I get the **modified** tag...likely an issue with AVG...)
  • Complex Cleaner/Modular Complexes by Gazz (to be removed.)
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DrBullwinkle
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Post by DrBullwinkle »

Etyneo wrote:have been lamenting the lack of capital ship docking ports.
I don't know about the rest of your questions but, for capital-ship docking ports on your complexes, you could use Advanced Complex-Hub.
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Litcube
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Post by Litcube »

This will dock a capital ship. There's nothing special about installing this to AP.
Etyneo
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Post by Etyneo »

Litcube wrote:This will dock a capital ship. There's nothing special about installing this to AP.
Just thought I'd ask as the OP mentioned that this uses TFactories from X3TC 3.0 and I didn't know if there was any difference between X3TC's TFactories and the one for AP 2.0...

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