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





Joined: 11 Dec 2011
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PostPosted: Wed, 18. Jan 12, 21:34    Post subject: Reply with quote Print

Litcube wrote:
This is an extremely sensitive script. When I get back from camp, I can test out your scenario to be able to tell you if the problem is script related.

I need:

- SCH size
- Product
- Reserve
- Sector

Understood. I edited my post above (at the bottom) to notate one thing I found which is super-definitely not the fault of your script, but that I still wouldn't scoff at any help figuring out how to change - (production values, so I can fix an error in the files.)

As for your questions: For the error that does appear to be in the SCH scripts (Resource set as product, error beeps, error messages to log) here's the dish:

SCH Size: Tested with 5, 10, 25, and 3. Further tested with 4, 70, 101, 130, 140, 160 and 189, to try and discount size as a variable. All sizes tested demonstrated the same behavior (Initial Product setting would be overwritten under "Production Configuration" tab with a food item from that race, usually Tier 2 Food.)

Product: Every product I tested (various weapons and missiles, manufactured goods like microchips and computer parts, drones, all the food items, energy cells, crystals, from any and all of the races) displayed the same behavior (which I've refined down now that I've done more testing): Instead of displaying what that factory produces under "Product Configuration", the SCH console displayed its most complex Resource. So -
-Any fab that used second-level food as a resource displayed that
-Second-level food factories displayed their first-level food resources as their "product"
-Crystal fabs asked for second-level food
-Mines displayed Energy Cells as their "Product"
-SPPs display Crystals as their "Product"

So on, so forth.

Reserve: Tested with 0, 1,000, 20,000. No change to behavior under any circumstances (though the additional reserves were correctly calculated in the final factory request spread, so that's working.)

Sector: Gamma 1 (Unknown Sector 1 South from Oort Cloud in vanilla X3), Kuiper Belt, Avarice, Ore Belt, Omicron Lyrae tested. All displayed the same behavior. Sector does not appear to play a role.

Conclusion: SCH size, product, ECell reserve and Sector do not appear to cause any change in demonstrated behavior. However, upon selecting "Reset Product Configuration" from the Console, and then selecting the Product again, it displays normally under Product Configuration and (presumably) will manufacture normally, as the script appears to go back to standard operation at that point and no longer throws out errors when the SCH Console is brought up (for that factory.)

What appears to be happening is that in the initial product assignment, the most complex resource (2nd-level food for any factory that uses it, 1st-level food for any factory that uses that, crystals for SPPs and Ecells for mines) is erroneously pegged as the "Product Configuration" whose data is displayed. All of the data across that tab is dispayed for whatever product (MREs, Nostrop Oil, Rastar Oil, etc) has been mistakenly written into that spot instead of the product that the player (me) was attempting to assign.

However, the factories requested at the bottom tally, remain the factories needed to produce the initial product (which is not displayed up top, and is only displayed down in the credit and production totals.)

Resetting the production configuration allows the script to function normally. I had one SCH established, up and running earlier in the game, but I believe I accidentally selected the wrong product the first time, and reset the production configuration on that one without ever tripping the error. Every single subsequent SCH factory I've built has displayed it, until the production configuration was reset at least once (resetting it a second time does not change anything, the SCH continues to function normally.)

So, the question is - what happens the first time you set an SCH's production configuration, that doesn't happen the second time? (As far as I can tell, the answer is 'nothing'.) So why does resetting fix it?

I'm sorry. I feel like I've dropped an unpleasant bit of business on you, but at least there's a workaround for the moment. Hopefully some of this is helpful.

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zymurg





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PostPosted: Thu, 19. Jan 12, 03:30    Post subject: Reply with quote Print

@Seraph Kaoru and Litcube,
This is the exact same problem I have been having and explaining in several post, but Seraph Kaoru you have done a much better job of explaining it, although I accompained my comments with screenshots.
I also have been trying to produce Shadow Missles and Phantom Missles but do not get the production. (although I don't think the problem is related to those particular products).
Thanks for reporting. Now I (and Litcube) know its not just me.

your error messages in the log...
""Lib.Math.FloatOp error! An arg was null. Op: m, P: ARRAY (1, 5, 1), Q: null, Return FPN: 1"
"p wasn't an array or number!"
"Lib.Math.FloatOp error: An arg was null. Op: string, P: null, Q: 2, Return FPN: 1"

are similiar to the ones I am getting all the time.


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Litcube





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PostPosted: Thu, 19. Jan 12, 22:53    Post subject: Reply with quote Print

zymurg, haven't you given up on this script twice now?


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zymurg





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PostPosted: Fri, 20. Jan 12, 00:58    Post subject: Reply with quote Print

Yes, but I get the emails from when a post reply is made to this thread that keeps me informed if you are making any progress in correcting the problem. As I mentioned twice before, I would love to use the script if it ever gets fixed. Yes,... I did give up on it and removed it from my game. Have I given up on you fixing it???. Still waiting.


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Litcube





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PostPosted: Fri, 20. Jan 12, 01:01    Post subject: Reply with quote Print

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



Wink

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.


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zymurg





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PostPosted: Fri, 20. Jan 12, 01:19    Post subject: Reply with quote Print

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



Wink

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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PostPosted: Fri, 20. Jan 12, 01:31    Post subject: Reply with quote Print

Thanks for the script litcube Very Happy!


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This reminds me of something...

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Seraph Kaoru





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PostPosted: Fri, 20. Jan 12, 20:05    Post subject: Reply with quote Print

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

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zymurg





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PostPosted: Sat, 21. Jan 12, 00:18    Post subject: Reply with quote Print

@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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PostPosted: Sat, 21. Jan 12, 22:53    Post subject: Reply with quote Print

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. Very Happy 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.

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Xebov





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PostPosted: Tue, 22. May 12, 00:33    Post subject: Reply with quote Print

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)?

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zymurg





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PostPosted: Tue, 22. May 12, 16:06    Post subject: Reply with quote Print

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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PostPosted: Tue, 22. May 12, 19:50    Post subject: Reply with quote Print

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.

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zymurg





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PostPosted: Wed, 23. May 12, 05:32    Post subject: Reply with quote Print

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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PostPosted: Wed, 23. May 12, 10:40    Post subject: Reply with quote Print

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^^).

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