Did you hack the SPP or is it something regularly built?ediko wrote:I have noticed something i connected 10 teladi ore minesL and one Argon SPP XL is the spp supposed to only produce 20 ecells in a production cycle? My other not connect xl spp make 2000 e cells in one cycle. :?
[MOD] Complex Cleaner v4.09 / Modular Complexes (TC 3.2 / AP 1.1)
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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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So if a SPP has already been de-crystallized, then you can't crunch it? Or at least, not properly? How would you go about avoiding this?ediko wrote:It was the lazcorps remove crystals from SPP fault. I applied it on the SPP before crunch, but i needed to apply it after the crunchSo it works fine now
EDIT: Never mind, figured it out. Kinda obvious when you think about it for half a second. Just use a script to set crystals as a primary resource again, crunch, then reuse the decrystallization script again.
Works like a charm, although the mines are giving me a bit of a headache. Trying to get them all into 1 module factory thingy, but I keep ending up with several. I'll get there sooner or later though...
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I have run into my first problem. I am not even sure it is a problem with CC.
I dropped a few factories inside the Xenon Hub including 5 medium SPP. Everthing crunched fine but, X3 crashed and locked when I connected the last SPP to the complex hub.
Just to be clear, I am not trying to connect them to the Xenon Hub in any way.
Restarted my computer, reloaded X3 and connected the SPPs with no further problem.
Again, this morning, I added a couple more crystal fabs, 2 chip plants and 2 more medium SPPs to my hub complex, crunched, started connecting the factories to the complex. Again, X3 locked and crashed upon hooking up the last SPP.
Okay, just on checking on that SPP and extra info. No SPP will set up using the Drop command inside the Xenon Hub. They can be 'built' manually. Also, the last SPP didnt Crunch and wasnt 'Ignored'.
Xenon Hub isnt CC friendly?
I dropped a few factories inside the Xenon Hub including 5 medium SPP. Everthing crunched fine but, X3 crashed and locked when I connected the last SPP to the complex hub.
Just to be clear, I am not trying to connect them to the Xenon Hub in any way.
Restarted my computer, reloaded X3 and connected the SPPs with no further problem.
Again, this morning, I added a couple more crystal fabs, 2 chip plants and 2 more medium SPPs to my hub complex, crunched, started connecting the factories to the complex. Again, X3 locked and crashed upon hooking up the last SPP.
Okay, just on checking on that SPP and extra info. No SPP will set up using the Drop command inside the Xenon Hub. They can be 'built' manually. Also, the last SPP didnt Crunch and wasnt 'Ignored'.
Xenon Hub isnt CC friendly?
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I'm not sure that that sector is even friendly at all. To anything. Even vanilla I would get crashes (most notable would be when trying to leave the sector, especially after realigning the gates.) I'm not sure, but I think it might have something to do with the complexity of the sector, the hub, and the proximity of the sun and having to render that fully. The nebula gas cloud thing that's throughout the whole sector really doesn't help.Sunrayn wrote:I have run into my first problem. I am not even sure it is a problem with CC.
I dropped a few factories inside the Xenon Hub including 5 medium SPP. Everthing crunched fine but, X3 crashed and locked when I connected the last SPP to the complex hub.
Just to be clear, I am not trying to connect them to the Xenon Hub in any way.
Restarted my computer, reloaded X3 and connected the SPPs with no further problem.
Again, this morning, I added a couple more crystal fabs, 2 chip plants and 2 more medium SPPs to my hub complex, crunched, started connecting the factories to the complex. Again, X3 locked and crashed upon hooking up the last SPP.
Okay, just on checking on that SPP and extra info. No SPP will set up using the Drop command inside the Xenon Hub. They can be 'built' manually. Also, the last SPP didnt Crunch and wasnt 'Ignored'.
Xenon Hub isnt CC friendly?
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I have been using CC since...Page 15 of this thread *grins*apricotslice wrote:I have a full SPP loop crunched in the HUB sector with no problems.
Have you tested it in another sector to see if the same thing happens ?
This is the very first time I have had a problem with it. It is also the first time I have put a complex into the Xenon Hub.
I even used the Super Tractor to bring asteroids into the Hub sector so I could have a totally self contained Microchip/teladium/ore/crystal/silicon complex for the Hub mission.
I could use the 'Drop' command for every station (except the mines of course) and they worked perfectly. I only use medium size SPPs and they work everywhere else (my Public Distribution Complex in the sector fomerly known as Averice, and my Corporate Headquarters in the unkwown sector south of Menalaus Oasis(?) Paradise(?) always get them mixed up.
I think it may have more to do with the Xenon Sector than the CC mod but, the SPP factories 'Build' properly with vanilla X3.
As a side note, I do use your Apricot Game Start (nice mod, by the way) and have the stations loaded on your modded TL. That shouldnt make a difference though and hasnt until this Hub problem.
*editing this post instead of the first one*
It says 'I can 'drop' the SPPs. It should say I cant 'drop' the SPPs but, can 'build' normally.
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Far as I can see, a crash during a build video has nothing to do with the CC.Sunrayn wrote:Again, this morning, I added a couple more crystal fabs, 2 chip plants and 2 more medium SPPs to my hub complex, crunched, started connecting the factories to the complex. Again, X3 locked and crashed upon hooking up the last SPP.
X3 just sometimes does that.
Okay, just on checking on that SPP and extra info. No SPP will set up using the Drop command inside the Xenon Hub. They can be 'built' manually. Also, the last SPP didnt Crunch and wasnt 'Ignored'.
Well, if it works everywhere else then I'd guess it's the Hub. I'm sure a lof of haxxoring was needed to get that one to work so I'm not really surprised it... sort of... works.Sunrayn wrote:I only use medium size SPPs and they work everywhere else
That sector is too small to put a sizable complex in there anyway.
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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Hi, quick question (hopefully!);
Can i move the complex with the supertractor beam? Being able to jump it a sector would be handy, but really i just need to move it within sector - genius that i am i have my main complex right on a traffic route and im too far down the road with it to restart now!
Im guessing id need to self destruct the hub and then tow the container, but will this tow all the contained stations too?
If i cant its no great shakes, ill just have to live with the odd patrol ship of mine kamikaze running into the container - was a real pain when my very first fully loaded springblossom did it though!
Great script/mod though, really improved the game for me.
Can i move the complex with the supertractor beam? Being able to jump it a sector would be handy, but really i just need to move it within sector - genius that i am i have my main complex right on a traffic route and im too far down the road with it to restart now!
Im guessing id need to self destruct the hub and then tow the container, but will this tow all the contained stations too?
If i cant its no great shakes, ill just have to live with the odd patrol ship of mine kamikaze running into the container - was a real pain when my very first fully loaded springblossom did it though!

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OK I figured out my first issue and it was stupidity on my part. But now when i run the script and type in crunch and then assign it a position nothing happens. I have the tractor beam I'm in a TL but it just goes back to the script screen. When I run the crunch command script directly and assign it a position using my ship that i flew way above the ecliptic, I hear the voice saying station construction complete but all that happens is my freighters are moved and all the stations disappear. Can anyone give me advice?
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I don't understand how your TL can go to the script screen or for that matter, what a script screen is.jeemnry wrote: now when i run the script and type in crunch and then assign it a position nothing happens. I have the tractor beam I'm in a TL but it just goes back to the script screen.
Run the crunch command script directly?When I run the crunch command script directly and assign it a position using my ship that i flew way above the ecliptic, I hear the voice saying station construction complete but all that happens is my freighters are moved and all the stations disappear.
If you directly supplied all arguments in the correct format and data type then it should work perfectly fine. Of course that means you're a scripter, too, and you'd know what you're doing.
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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Can intermediate products be sold? Sometimes the NPC's will buy at average or above prices. It's usually better to have more base level food factories (Cattle Ranch in this case) than second level.arazar wrote:Hmm ive found some weird problem.
Got a small complex running a SPP L.
To this complex ive added 1L and 1M bakery/ranch
Now to the wird part.
I run out of beef over time.
I added 500 beef when I started it, and after a while I have 0.
I have no clue as to why.
do you?
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Why aren't my crystal fabs compressed better? They are all Argon Crystal Fab Ms. Is it because some were "in production" when I added new ones? if so, is the only way to recompress them to get them all to stop (e.g. run out of silicon), add another fab, and run crunch?
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