[MOD] Complex Cleaner v4.09 / Modular Complexes (TC 3.2 / AP 1.1)
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You did not enable the mod, therefore the modded stations can not be found.angrysquirrel wrote:"complex cleaner v 326 installation / upgrade FAILURE
text objects: detected
station objects: not detected at index null."
The CC command is under "Custom", along with the Nav or Combat commands.
It's perfectly possible that this doesn't work right for TC, yet.pewpew wrote:I just checked my complex and saw that my mines are producing far less than what they should (40% less ore and 44% less silicon wafers per hour).
Mines are the trickiest factories to convert.
Ahh! Now that's interesting.pewpew wrote:It's colliding with it's own factory (and the tubes) but only after you get out of the sector then in again.
The factory models have no model to collide with so this is more than a small miracle.
It should still be fixable...
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There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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I have the same problem of the exploding factories. Here is my savefile:
http://www.mediafire.com/?jrzyannztyz
(the game starts in the same sector where the complex is going boom after a few seconds.)
and I have these scripts installed:
[ external image ]
The factories collides each other: anyway it seems the problem is created when adding more factories after the first "merge", aka after running the crunch command two or more times.
http://www.mediafire.com/?jrzyannztyz
(the game starts in the same sector where the complex is going boom after a few seconds.)
and I have these scripts installed:
[ external image ]
The factories collides each other: anyway it seems the problem is created when adding more factories after the first "merge", aka after running the crunch command two or more times.
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Gazz wrote:You did not enable the mod, therefore the modded stations can not be found.angrysquirrel wrote:"complex cleaner v 326 installation / upgrade FAILURE
text objects: detected
station objects: not detected at index null."
The CC command is under "Custom", along with the Nav or Combat commands.
Thanks for the info Gazz! It is now enabled. I added a hept with god mode and then went into "custom." I have my god mode cheats there but I don't see a menu for complex mover. Do I need to install a tractor beam instead? Any other software I need in addition to this? Thanks!
Another thing I noted is that when I merge one or more solar power plants into a complex the icon of that station is shown on the screen when I turn away the view from the complex. There is no sign of that icon in the sector map tough: I thought to report it because it may be related to the collision problem.
This isnt something that can be fixed after a complex has been crunched is it? So, I should revert to an earlier save now?Gazz wrote:It's perfectly possible that this doesn't work right for TC, yet.pewpew wrote:I just checked my complex and saw that my mines are producing far less than what they should (40% less ore and 44% less silicon wafers per hour).
Mines are the trickiest factories to convert.
It's the exact same thing I have to do... well too bad, I'll survive this little inconvenience!morbideth wrote:This isnt something that can be fixed after a complex has been crunched is it? So, I should revert to an earlier save now?
I think a bug fix relase is needed before this wonderful mod will become usable in TC!
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Exploding Factories
I built in Avarice. My HQ, Equipment Dock and Trading Station are located there. I built a HUGE complex using FCC and when Complex Cleaner came out I used it to crucnh more then 36 factories into the Module.
When I added more factories to the module it started exploding.
Now whenever I go into that secotr my complex blows up. I DO NOT HAVE TO BE IN THE SECTOR FOR THE MODULE TO BLOW UP.
BTW it included my mines into the original CC complex but the mines stopped producing and disappeared completely. LONG before the module started exploding.
When I added more factories to the module it started exploding.
Now whenever I go into that secotr my complex blows up. I DO NOT HAVE TO BE IN THE SECTOR FOR THE MODULE TO BLOW UP.
BTW it included my mines into the original CC complex but the mines stopped producing and disappeared completely. LONG before the module started exploding.
That's wild. With you not in the sector there should not be any collision detection for the simple reason that objects have no models when OOS.LarryBurstyn wrote:I DO NOT HAVE TO BE IN THE SECTOR FOR THE MODULE TO BLOW UP.
Either another script or enemy ships are destroying your factories.
Version 3.27 released.
Compatibility fixes for TC:
Complex modules should no longer collide and blow up.
Corrected output for mine modules.
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.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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- juanitierno
- Posts: 451
- Joined: Fri, 28. Dec 07, 17:06
With the latest version, I've noticed that after I crunch, my 3 L Silicon Mines have turned into one 10 module and one 2 module (rather than the expected 10 and 5). I'm guessing that this is because they're mines, and two of their yields were about 50, and the 3rd was about 25. Is this correct?
The two L Ore Mines have crunched into a single 10 module, and I think that they were both about 50 yield, so they should be working correctly. I didn't think ahead when I was about to crunch to actually test the speeds/outputs of each mine, to see if they've remained constant since the crunch...
The two L Ore Mines have crunched into a single 10 module, and I think that they were both about 50 yield, so they should be working correctly. I didn't think ahead when I was about to crunch to actually test the speeds/outputs of each mine, to see if they've remained constant since the crunch...
Yes, it is needed. A complex that can not be destroyed in sector because it has no targetable factories is a no go.juanitierno wrote:Gazz, is the big box really needed? i like it aestetically, but it shows as an extra station everywhere.
I would like to either remove it or link it to the hub (without making it explode).
any of those possible?
It may have by far the most massive shields of any station in the game (hey, it's a borg cube!) but the complex is not indesctructible. Destroy the hull and all included factories depressurize and go boom.
If I write a cheat script, I'll mark it as such. The Complex Cleaner just completely modifies the X3 complex building but it doesn't cheat even one energy cell and it won't create indestructible stations.
It is your responsibility to keep "the cube" out of major traffic lanes because ships can and will crash into it.
It's just too tempting a target for the autopilot.
You can safely connect it to the hub as long as you don't add enough factories to cause the box to "grow".
And let's face it - the number of crunched factory modules stays pretty much the same. Reconnecting 10-12 modules is not nearly as bad as reconnecting 150 classic stations.
They are always in connection range so no need for any trickery like creating temporary hubs just to build a connectable chain.
I guess?wraith303 wrote:my 3 L Silicon Mines have turned into one 10 module and one 2 module (rather than the expected 10 and 5). I'm guessing that this is because they're mines, and two of their yields were about 50, and the 3rd was about 25. Is this correct?
I didn't think ahead when I was about to crunch to actually test the speeds/outputs of each mine, to see if they've remained constant since the crunch...
Do add up the outputs / minute. =)
Yeh, should work now.This version seems to have fixed the exploding modules problem. I'll keep testing it for a bit, and let you know.
Just one of the unexpected changed that came with TC.
Did you know that you can now drop cargo pods OOS? In reunion all freight dropped OOS would instantly vanish.
In TC it creates a proper cargo container.
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.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
- juanitierno
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Hi Gazz! This bugfix release solved the previous problems but I'm having a new one: the entire game crashes!
In Ringo Moon I have a weapons production complex and this morning I converted the old "spaghetti" complex into the modular one and I added some factories one time and then I was trying to add an energy cells complex (with separate factories, already modularized of course) to this existing one. As soon as I try to connect the hub to one of the factories the game crashes!
Here there is the savefile:
http://www.mediafire.com/?ztyykngtmyn
The other scripts I've installed are the same of the screen in my previous post. I don't know if it depends from Complex Cleaner or from another factor, anyway if someone can try running the savefile and connecting the factory to the complex it would be nice!
In Ringo Moon I have a weapons production complex and this morning I converted the old "spaghetti" complex into the modular one and I added some factories one time and then I was trying to add an energy cells complex (with separate factories, already modularized of course) to this existing one. As soon as I try to connect the hub to one of the factories the game crashes!
Here there is the savefile:
http://www.mediafire.com/?ztyykngtmyn
The other scripts I've installed are the same of the screen in my previous post. I don't know if it depends from Complex Cleaner or from another factor, anyway if someone can try running the savefile and connecting the factory to the complex it would be nice!
Hmm. I can connect modules, leave the sector, come back and connect more modules... leave and come back again...drakend wrote:In Ringo Moon I have a weapons production complex and this morning I converted the old "spaghetti" complex into the modular one and I added some factories one time and then I was trying to add an energy cells complex (with separate factories, already modularized of course) to this existing one. As soon as I try to connect the hub to one of the factories the game crashes!
Are you trying to connect a hub to a hub or something like that?
Just adding more "free" factory modules to a hub seems to work fine.
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.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
No no nothing like that... I just started adding factories to make energy cells to the existing complex. If I try adding one of these factories the game crashes. I tried destroying the hub and recreating it but it's the same. I don't understand what's the deal...
EDIT
I tried creating another complex in another sector: I put two solar power plant xl and I gave the command "crunch"... it answers saying there is no crunchable station in the sector. I don't think this is normal...
EDIT
I tried creating another complex in another sector: I put two solar power plant xl and I gave the command "crunch"... it answers saying there is no crunchable station in the sector. I don't think this is normal...