[SCRIPT] Remove Rocks from Universe *UPDATED*

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Thomas45567
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Post by Thomas45567 » Sun, 1. Feb 09, 09:45

How much of an FPS increase would I get from this?

Hieronymos
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Post by Hieronymos » Tue, 3. Feb 09, 22:50

Has anybody tried this script right after starting a new game? Does it still zap all 'roids as well as rocks?

Doktor Teufel
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Post by Doktor Teufel » Sat, 13. Jun 09, 07:02

Hieronymos wrote:Has anybody tried this script right after starting a new game? Does it still zap all 'roids as well as rocks?
I'd be interested to know this as well... which probably means I'll be obliged to check it myself. :D

On the one hand, systems stuffed completely full of rocks stretch my rig to the breaking point (~15 FPS); on the other hand, removing all mobile-mining rocks entirely doesn't seem desirable, and if the asteroids themselves are removed, I'd rather do without.

Personally, I think a mod that removed 50-75% of all rocks (and 10-15% of all asteroids) from each system in the game would be an ideal solution, rather than eliminating them all. I could see a 40-50% performance boost in rock-heavy systems from this, yet you could still mobile mine and build mining factories.

Hieronymos
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Post by Hieronymos » Mon, 15. Jun 09, 23:03

Good points, Herr Doktor.

Gamers with top-notch rigs really love a rock-rich enviornment. Which pushes my rig to the breaking point.

But a "partial de-rocker" script could be tricky to create.

uberex
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x4

Post by uberex » Tue, 16. Jun 09, 04:01

I use this script with every new game start.

It removes rocks only.
Anything that can have a mine built on it (regardless of yield) is considered an asteroid and is not removed by the script.

If you are into mobile mining, it is easy to split an asteroid into chunks that can be handled later by the mining/collecting script.

Snowdogjoe
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xr

Post by Snowdogjoe » Thu, 9. Jul 09, 13:22

I read through the thread, maybe I missed it:

Can this script just clear one (1) sector of ship debris and rocks?

x3:TC
"so many socialists, so little ammunition :)"

uberex
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Post by uberex » Thu, 9. Jul 09, 14:38

It removes rocks from all sectors now.
It does not provide option for a single sector.

And it does not remove ships/stations/gates debris.

Shakma
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Uninstallable?

Post by Shakma » Fri, 10. Jul 09, 06:19

Hi, all. Just a check before I do this. If I really don't like it, is it un-installable?

Peace.

MrMitch
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Joined: Thu, 6. Aug 09, 20:02

Post by MrMitch » Wed, 23. Sep 09, 14:22

Hi, Did you resolve this and if so How? I like this script too but can't seem to get it to work but I may be missing the blatantly obvious. Loaded script, selected editor, selected run, selected null, pressed enter then returned to game....zip. Loaded and reloaded still zip. just know there is an obvious answer and I'll no doubt kick myself but just to save frustration if someone can "guide" me it would be most appreciated.

paulms1980
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Post by paulms1980 » Thu, 15. Oct 09, 10:11

hey grax been a long time! does this stil work after 2.5?

rohh
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x3

Post by rohh » Tue, 8. Dec 09, 21:24

Hello,
this is long time I havent played X3
I have installed 2 scripts actually but this one do not work and makes the game to crash on loading my saved file.

I have:
Asteroid Relocator 1.0
and
LV's Cheats
installed with Plugin manager

I have my game nane: Thereshallbewings
I am using v2.5

I tried to unrar theses scripts
aaaa.remove.rocks
lib.grax.getallsectors

On the script folder

no way, as soon they are copied in the script folder, savegame keeps crashing

can anyone help me please?

Edit: I also tested "scan all roids" from same author - script doesnt work either.
Guess this is a version issue.
Would be cool if any scripters could make it up to date again :-)

rymmie1981
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Joined: Wed, 9. Dec 09, 06:40
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Post by rymmie1981 » Sun, 13. Dec 09, 17:18

I'm having a small problem with this script. It might be my noobishness, though.

When I try to run the script, i highlight it in the SE, press r, then it goes into the selection screen. I pick null since it doesn't make sense to pick a station. It goes to the Execute Script Screen, and nothing happens. None of the buttons works except Enter which just exits the Execute Script Screen. Nothing happens and no rocks have gone.

I can't figure out what I'm doing wrong and none of the tutorial threads have helped me.

Requiemfang
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Post by Requiemfang » Mon, 14. Dec 09, 01:30

Hmm as it is stated in the read me or the description the script removed those tiny rocks in game and leaves the large asteroids that can support factories. Seems to run fine for me, when I go to run it and press r and then press null the game hangs for a second while the script does it's work. If your game hangs after hitting enter with null THAT means the script is running and clearing out those annoying and pesky small tiny rocks. ALSO you should NOT be in a system that has rocks in it when you run the script. Go to a system that doesn't have them... like Argon Prime.

on a side not. RRF seems to have this script in the package already so if you have that and then install this script it might conflict. I don't know if this is really the case but I had issues when I noticed this. The one that came with the RRF didn't hang the game while it cleaned the game of rocks which I found to be interesting to say the least

rymmie1981
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Post by rymmie1981 » Mon, 14. Dec 09, 02:12

I ran it again while docked in Argon Prime and it seemed to work. It never hanged for me whenever I did it, but the change was very noticeable and I'm happy now.

DrSysAdmin
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x3ap

Post by DrSysAdmin » Wed, 10. Feb 10, 19:35

I use this script every game - however I have found a slight drawback that perhaps can be addressed...

This script makes Nividum impossible to find because it removes all the rocks that have it. That makes the HUB mission rather difficult.....

Anyone have ideas on a workaround?

@rymmie - make sure you enable the script editor before you try to run this - otherwise it does nothing.

Yaotzin
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Post by Yaotzin » Wed, 10. Feb 10, 19:58

Blow up a big asteroid or use the UFJD.

User avatar
Alex Corvis
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Post by Alex Corvis » Fri, 8. Apr 11, 14:26

Sorry for this necropost, but why not post questions to this script in its own thread? So is that right: this updated script version can only remove ALL rocks, which you can't build mines on, in the whole universe? An before the update you had to select a sector where you want to remove them?

So if I'm right, could does anybody still have the old version? 'cause I only want to remove them in the player sector.

A. Corvis

Rikaelus
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Post by Rikaelus » Wed, 4. Apr 12, 13:44

Does this work with Albion Prelude?

I have the two files in my scripts directory but the script isn't showing up in the editor to execute. All of Cycrow's scripts are showing up, so I know I have the directory right...

Edit: Derp. Right after posting this I realized the new addons directory has its own scripts/ directory. I'll leave this post here in case others neglect to put the files in the right place. Might not hurt to update the readme file for AP players who don't know about the secondary location.

GlassDeviant
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Post by GlassDeviant » Sun, 19. Apr 15, 14:45

How do I run this on one sector at a time?
bibo ergo sum

GlassDeviant
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Post by GlassDeviant » Thu, 23. Apr 15, 06:50

Alex Corvis wrote:Sorry for this necropost, but why not post questions to this script in its own thread? So is that right: this updated script version can only remove ALL rocks, which you can't build mines on, in the whole universe? An before the update you had to select a sector where you want to remove them?

So if I'm right, could does anybody still have the old version? 'cause I only want to remove them in the player sector.

A. Corvis
Because the original script is for X3: Reunion and does not work in Terran Conflict/Albion Prelude. So...this IS this script's own thread, because this is the thread of the Remove Rocks script for TC/AP, while the other thread is the thread of the Remove Rocks script for Reunion.
bibo ergo sum

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