[MOD] Complex Cleaner v4.09 / Modular Complexes (TC 3.2 / AP 1.1)

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Gazz
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Post by Gazz »

maxfever63 wrote:Ok Gazz. I rerun this evening from the save I've kept. Do I connect the Module or not? :?
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maxfever63
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Post by maxfever63 »

Here is the guardian part of the log:

station script started on Balise de Navigation, Mode: guardian, Sector: Ceinture de Minerais, Actor: null
Guardian main loop started on Balise de Navigation, watching sector Ceinture de Minerais
Guardian Balise de Navigation finding guard pos in sector Ceinture de Minerais
My sec: Ceinture de Minerais, Plr sec: Ceinture de Minerais, Plr sec old: Ceinture de Minerais, Time: 598850, Last.Load: 598739
My sec: Ceinture de Minerais, Plr sec: Ceinture de Minerais, Plr sec old: Ceinture de Minerais, Time: 598853, Last.Load: 598739
My sec: Ceinture de Minerais, Plr sec: Ceinture de Minerais, Plr sec old: Ceinture de Minerais, Time: 598857, Last.Load: 598739
My sec: Ceinture de Minerais, Plr sec: Ceinture de Minerais, Plr sec old: Ceinture de Minerais, Time: 598860, Last.Load: 598739
Guardian Balise de Navigation did not find watched MFH null. Checking sector Ceinture de Minerais.
Check: Is MFH / Cube: no, FACT Teladianium (5)(Ceinture de Minerais)
Check: Is MFH / Cube: no, Puits d'extraction de minerai M gamma(Ceinture de Minerais)
Check: Is MFH / Cube: no, Centrale à énergie solaire M beta(Ceinture de Minerais)
Check: Is MFH / Cube: no, FACT Photopile (2)(Ceinture de Minerais)
Check: Is MFH / Cube: no, Centrale à énergie solaire M alpha(Ceinture de Minerais)
Check: Is MFH / Cube: no, FACT BoFu (5)(Ceinture de Minerais)
Check: Is MFH / Cube: no, FACT Photopile (2)(Ceinture de Minerais)
Check: Is MFH / Cube: no, FACT Gaz Bo (5)(Ceinture de Minerais)
Check: Is MFH / Cube: no, Fabriques d'Armes de Poing Courantes beta(Ceinture de Minerais)
Check: Is MFH / Cube: yes, Module Complex 1(Ceinture de Minerais)
MFH found: Module Complex 1(Ceinture de Minerais)

Due to the log, I think it was the fact I included the Module in the loop which came to the point of blowing away.

I thought the Module was intended to be the outside box of the complex and the link between those fabs and the outside.

If you want, I can run another test including the Module to see if all fall apart again.
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Gazz
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Post by Gazz »

Okay, this looks good.
I still don't know why the Module Complex (cube) wasn't detected correctly before but this log shows that it works now.

A "Module Complex 1" holds 75 factory units. Add more and it grows into a "Module Complex 2".
If this happens, your complex hub is destroyed because one "connected factory" - the Module Complex - is removed (=destroyed) and replaced with the next bigger version.

If you don't connect the shell it can grow happily ever after...


If I completely disabled all the "growing" business it would be terribly boring. A big complex should look the part. =)
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maxfever63
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Post by maxfever63 »

Thanks for all Gazz. Now that all is up and running, would you mind if I make a full french translation of the xml?

This mod is a killer. :D I love it!
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Gazz
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Post by Gazz »

Nah, go ahead. I'll include the french TFile then.
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mop999000
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Post by mop999000 »

so need some help i did everything the install section of the first post said and nothing is working

i keep getting the error "complex cleaner v 333 installation / upgrade FAILURE" SO then i go to the "custom cmd" and i select "complex cleaner" and i type in crunch etc... and select my ship or other ships as a location and it does nothing it just makes a sound and does nothing what am i doing wrong???

i also put the 2 files and named them 01.dat and 01.cat because i have no other files in the "egosoft/mods" folder; could this be the problem some how??

do i need to rename them like 08 or 13 or something?
Forked
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Post by Forked »

if you put them in the mods folder (in your TC install dir btw, I'm not sure if works if you put it in the My Documents\egosoft folder, you have to to select it as a mod in the launcher.

If you want to use the fake patch approach you have to move them to your TC install folder and name them 06.dat / cat (or whatever is the next available number).
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Vicrry06
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Post by Vicrry06 »

A math question for you Gazz - would two L mines with yield 30 crunch down into the same as one L mine with yield 60? My gut feeling is that a few mines placed on lower yield rocks will out produce one mine on a high yield one after being crunched, but I want to make sure.
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Gazz
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Post by Gazz »

That is a feature of X3 mines. CC only cares about the output, not how or why that is so.
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maxfever63
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Post by maxfever63 »

Hi Gazz, at the moment I've used your 3.33 version, I came with an issue.

All my hubs are now at 40% hull, 200000 over 500000? The issue comes with all the complexes, yours and the normal ones.

Any clue? :?
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Gazz
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Post by Gazz »

Maximum hull strength got upgraded with 1.3.
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maxfever63
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Post by maxfever63 »

That not that because I'm using the Steam version which is not yet updated. :!:
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Gazz
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Post by Gazz »

Yes it is. The mod contains the 1.3 data.
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mop999000
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Post by mop999000 »

@Forked

thanks a lot but i something else was the problem i was using a .spk i remade it and set it as a mod and renamed the cat/dat file before moving them to the install dir..

and it worked huzzaaa!!! :shock:
Denamic
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Post by Denamic »

Genius!
My gigantic factory complex I made to complete the Hub mission didn't like my poor computer at all. Or the other way around. I kind of wish the steam version would be updated sometime this year so I don't have to do it with those unreasonable numbers. It's not like a higher number is somehow 'harder' or requiring much more effort; it just means I have to make a few more factories and sit and wait at 10x SETA for hours more while the factories and assigned ships do the work.
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edwardecl
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Post by edwardecl »

I have a problem with this mod, the "ignore" command does not seem to work. I tried using ignore (though the ship command console) and typing in "ignore" then selecting my L silicon mine then is said command accepted then does nothing at all.

Am I doing this wrong? I Don't really want to "crunch" my mines because it ends up making 1 50 yield mine into 3 cubes ?!? and I've read that mines don't work properly in this mod ^^.
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Gazz
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Post by Gazz »

edwardecl wrote:I have a problem with this mod, the "ignore" command does not seem to work. I tried using ignore (though the ship command console) and typing in "ignore" then selecting my L silicon mine then is said command accepted then does nothing at all.
The point is to ignore these stations, not to do anything with them.

Am I doing this wrong? I Don't really want to "crunch" my mines because it ends up making 1 50 yield mine into 3 cubes ?!? and I've read that mines don't work properly in this mod ^^.
Mines work very well but it's up to what you want or not.

If you turn 1 x 5000 poly object into 3 x 0 poly objects that's still a good deal. *shrug*
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edwardecl
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Post by edwardecl »

Sorry if you misunderstood, but I thought the ignore command made the ignored station not affected by the other complex cleaner scripts, so say if I use crunch the ignored stations will have a in the name and not be turned into cubes.

The problem I'm having is the stations are not renamed with at the end and when the crunch command is used the mines/factories that are ignored get turned into cubes anyway. I did read (perhaps this is out of date) that any mines that are crunched produce less silicon/ore by about 4%. That's the bit that worries me because its hard to calculate exactly that yields mines can produce what and work it out when building a complex so I would just like to leave the mines alone for now and only change the factories ^^.

I already have complexes built in my game so just want to convert them (used the self destruct command to remove the hub). Also it says something about a position appearing, but it never does for any commands I enter.

It's probably me doing something wrong :).
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Gazz
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Post by Gazz »

I did read (perhaps this is out of date) that any mines that are crunched produce less silicon/ore by about 4%. That's the bit that worries me because its hard to calculate exactly that yields mines can produce what and work it out when building a complex so I would just like to leave the mines alone for now and only change the factories ^^.
Yes, there must be a small loss.
On the upside, once converted things get a lot easier because the Ore is produced in standard factory units.
A size 20 ore module will supply a size 20 weapons fab...
With real mines you get all kinds of weird fractions.

The CC just rounds down to the next factory unit, vastly simplifying the whole complex calculation. All you're losing is in fact the fractions that would imbalance your complex...

edwardecl wrote:I have a problem with this mod, the "ignore" command does not seem to work. I tried using ignore (though the ship command console) and typing in "ignore" then selecting my L silicon mine then is said command accepted then does nothing at all.
In the instructions I said Target, not Position (Argument).
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edwardecl
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Post by edwardecl »

"ignore : Personally Target one of your stations and run this command on some properly equiped ship. (skip the "Position" argument). "

Thats the problem I dont get a position argument :D. I don't know if me not getting what that exactly means or is something supposed to pop up?

Am I missunderstanding where this position argument comes in to this ?

I've done this: run the complex cleaner script through a command console on a ship with a tractor beam, it asked me for a command, I typed "ignore" it then asked for a location (sector) then a target (I selected a mine) then that was it... command accepted nothing else was asked.

But it does not seem to work. But yes thank you for clarifying the ore/silicon thing and the amounts needed. This does make it easier to calculate yourself. I was using a factory complex calculator mad for x3: reunion for that but :) if it works this way. In my opinion X3 should have been like that anyway. May just end up using this as is then, but if I ever wanted to ignore something them I am still in trouble.

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