[MOD/Script] LI Freight Distribution Network (FDN) - v7.2 21/11/2010

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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amirite
Posts: 243
Joined: Thu, 23. Oct 08, 22:01

Post by amirite »

I love this mod. Have I said that yet? I love the way it has developed and I love the way it is put together. You seem to have some really good modding sense Logain and I hope you continue to do more projects in the future.

Should Products be showing up as an available ware to add to a dock? I've got Advanced Satellites in a sector as my main export and I'd like to use FDN to stock up my trading station with them. Actually, the FDN-N is leeching the Satellites from my factories just fine, it's just that the ware does not appear as a choice when I try to add it to my Dock. Energy Cells work just fine though.
-TEVE
WildAce
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Joined: Thu, 2. Nov 06, 18:06
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Post by WildAce »

so far im pretty happy with the way it is now v3, except one thing that was mentioned before, the ability to set caps on certain resources, like atm i have a crap load of silicon and ore flooding the station, sure i can stop the completely from sending silicon to the FDN but i dont like babysitting it. lol.
amirite
Posts: 243
Joined: Thu, 23. Oct 08, 22:01

Post by amirite »

Keep in mind that even though it will take all the silicon it can, it will still leave the 3x resources used behind. So eve though it looks scary when the node takes all your resources away, realize that it is still leaving enough for the complex/station to produce correctly.

Still it would be a nice feature to have, I like to sell off half my Ecells right from the complex itself and I'd rather use that than the node.
-TEVE
WildAce
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Post by WildAce »

im wasnt worried about it hogging all my resources so much that it will hog too much room on the FDN and wont have space for more important things. for the most part i want to use the FDN as the central hub in the sector. so all my factorys that produce stuff goes directly to the hub at which point ill either stock pile weapons and shields there or if i have plenty for sale have some transporters sell off what ever i dont currently plan on using. but if the FDN is has 2,000,000 energy and 1,000,000 Silicon and 1,000,000 Ore there would be no room for other stuff. unless i go and turn off the Ore and silicon from sending thier ore and silicon to the FDN but thats not what i want.

like for example if i could set the storage limit for Ore or Silicon i could basicly have a storage of 500,000 set at the FDN and then the mines would reach that point and stop producing because the supply is met. and in tern wouldnt be using any energy. thus energy could be diverted to one of the other factorys that hasnt met its quota.

it would work like that for everything, so for example i only want the FDN to hold 200 1GJ shields, once the FDN has that many, the 1GJ shild factory would shutdown and not use any resources until the FDN is below 200 1GJ shields again.
Last edited by WildAce on Fri, 16. Jan 09, 21:10, edited 1 time in total.
Logain Abler
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Post by Logain Abler »

WildAce wrote:so far im pretty happy with the way it is now v3, except one thing that was mentioned before, the ability to set caps on certain resources, like atm i have a crap load of silicon and ore flooding the station, sure i can stop the completely from sending silicon to the FDN but i dont like babysitting it. lol.
I will be adding the ware cap feature to the FDN-N in v3.1. I want the settings to be a flexible as needed.

Thanks for the feedback :)
WildAce
Posts: 356
Joined: Thu, 2. Nov 06, 18:06
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Post by WildAce »

Logain Abler wrote:
WildAce wrote:so far im pretty happy with the way it is now v3, except one thing that was mentioned before, the ability to set caps on certain resources, like atm i have a crap load of silicon and ore flooding the station, sure i can stop the completely from sending silicon to the FDN but i dont like babysitting it. lol.
I will be adding the ware cap feature to the FDN-N in v3.1. I want the settings to be a flexible as needed.

Thanks for the feedback :)
awsome news :)
Logain Abler
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Post by Logain Abler »

amirite wrote:I love this mod. Have I said that yet? I love the way it has developed and I love the way it is put together. You seem to have some really good modding sense Logain and I hope you continue to do more projects in the future.

Thanks so much mate, it's comments like that which make it all worthwhile :)
amirite wrote:Should Products be showing up as an available ware to add to a dock? I've got Advanced Satellites in a sector as my main export and I'd like to use FDN to stock up my trading station with them. Actually, the FDN-N is leeching the Satellites from my factories just fine, it's just that the ware does not appear as a choice when I try to add it to my Dock. Energy Cells work just fine though.
This will be because I sort the wares by type then fill the array to display. As the AS is a ship (in the TShip file) it's been missed.
I'll ensure it's corrected in V3.1 (Great spot) but if it's a pain for you I'll correct when I get chance. It could be a couple of days as I'm on call :(
Logain Abler
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Post by Logain Abler »

Here's a quick glimps of the new FDN-N menu:

[ external image ]

The ship supply tasks go between the station supply tasks & the FDN-relay sections. You can't see it the moment as there are no capable stations in sector.

Under the Relay section I'll be adding the Wares Cap section.

It's still WIP at the moment.

LA
amirite
Posts: 243
Joined: Thu, 23. Oct 08, 22:01

Post by amirite »

Ohh okay I didn't realize it was a ship, the reason for this makes perfect sense now. So any other normal ware that is also a final product should act correctly if I understand right.
-TEVE
Ezzal
Posts: 2
Joined: Sat, 17. Jan 09, 05:17

Post by Ezzal »

I am having the same problem Bandus is having. I installed this mod with the .zip file, I have put the .cat and .bat files in the mod folder. I ran the script installer plugin.FDN.Install.FDNN but still nothing to buy in the argon stations.
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apricotslice
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Post by apricotslice »

I havent looked at the scripts, but the script that creates the FDN's in the shipyard could be copied to a setup.??? script for now. That should add them at the next game start.
Logain Abler
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Post by Logain Abler »

apricotslice wrote:I havent looked at the scripts, but the script that creates the FDN's in the shipyard could be copied to a setup.??? script for now. That should add them at the next game start.
The FDN-N install script is in the setup script as below. If the plugin is running and the FDN Menu is available it should work okay.

Code: Select all

if $State == [TRUE] 
  set script command upgrade: command=$command1  upgrade=[TRUE]
  global script map: set: key=$command1, class={Dock}, race={Player}, script='plugin.FDN.Menu', prio=1
  = [THIS]->call script 'plugin.FDN.Install.FDNN' :
else
  global script map: remove: key=$command1, class={Dock}, race={Player}
end
Ezzal wrote:I am having the same problem Bandus is having. I installed this mod with the .zip file, I have put the .cat and .bat files in the mod folder. I ran the script installer plugin.FDN.Install.FDNN but still nothing to buy in the argon stations.
Is the mod selected on the start-up screen? If there is more than one mod in there you will need to install as a game patch by renaming the cat & dat to the next highest number?


LA
Ezzal
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Joined: Sat, 17. Jan 09, 05:17

Post by Ezzal »

Fixed, thanks Logain. :oops:
Akilae94
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Joined: Tue, 15. Apr 08, 14:31
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Post by Akilae94 »

Logain Abler wrote:
apricotslice wrote:I havent looked at the scripts, but the script that creates the FDN's in the shipyard could be copied to a setup.??? script for now. That should add them at the next game start.
The FDN-N install script is in the setup script as below. If the plugin is running and the FDN Menu is available it should work okay.

Code: Select all

if $State == [TRUE] 
  set script command upgrade: command=$command1  upgrade=[TRUE]
  global script map: set: key=$command1, class={Dock}, race={Player}, script='plugin.FDN.Menu', prio=1
  = [THIS]->call script 'plugin.FDN.Install.FDNN' :
else
  global script map: remove: key=$command1, class={Dock}, race={Player}
end
Ezzal wrote:I am having the same problem Bandus is having. I installed this mod with the .zip file, I have put the .cat and .bat files in the mod folder. I ran the script installer plugin.FDN.Install.FDNN but still nothing to buy in the argon stations.
Is the mod selected on the start-up screen? If there is more than one mod in there you will need to install as a game patch by renaming the cat & dat to the next highest number?


LA
Exactly what i did, and, you know what ?

Still no Station available in Argon Shipyards :(
installed the .ZIP, put the cat and dat files as fake patch, installed the pck... i have the FDN menu etc.. but no station :'(
WildAce
Posts: 356
Joined: Thu, 2. Nov 06, 18:06
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Post by WildAce »

i know the stations were not showing up for me either, finally get it working after i went threw reinstalling it diffrent ways and manually ran the add station script. but i did finally got it working. and then i also changed that station setup script so it put them in split shipyards also, which was pretty easy. just changed the spot that said Argon to Split worked like a charm and dont think i broke anything lol..
Logain Abler
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Joined: Mon, 31. Oct 05, 08:44
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Post by Logain Abler »

Will have to have a look at this, worked with no issue for me and I've not been able to replicate the fault :oops: .

Investigation in progress....

LA
Marodeur
Posts: 1349
Joined: Wed, 6. Nov 02, 20:31
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Post by Marodeur »

Hi.

Got a minor problem with the german version.

In the german board the COMMAND_TYPE_STATION_49 is already in use...

So i will change it to 48 today for the german version. ;)

Greetings
Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
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Post by Logain Abler »

Marodeur wrote:Hi.

Got a minor problem with the german version.

In the german board the COMMAND_TYPE_STATION_49 is already in use...

So i will change it to 48 today for the german version. ;)

Greetings
Okay thanks Marodeur :)
CanadianBrit
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Joined: Wed, 6. Nov 02, 20:31
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Post by CanadianBrit »

so this is now a mod, not a script?
Marodeur
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Post by Marodeur »

Logain Abler wrote:
Marodeur wrote:Hi.

Got a minor problem with the german version.

In the german board the COMMAND_TYPE_STATION_49 is already in use...

So i will change it to 48 today for the german version. ;)

Greetings
Okay thanks Marodeur :)
Öhm... i altered the t-file but if i see it right i have to alter the script-file too? Thats bad because then you cant use it as a mirror anymore. Maybe you put all the infos for the command slots in the t-file in v3.1. :)

Maybe you take a look into the setup-scripts from lucike, he has all infos in the t-file...

Yours:

Code: Select all

$command1 = {COMMAND_TYPE_STATION_49} 
His:

Code: Select all

$Cmd1 = read text: page=$PageID id=20000
$Cmd1 = string $Cmd1 to integer

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