[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.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

StarCrack
Posts: 235
Joined: Thu, 3. Apr 08, 05:27
x3tc

Post by StarCrack »

the 1st time i tryed to set it up it was a large complex with some mines it did'n work so i killed the hub and tryed just the stations (40 +) still no go
then i started a new game had 1 XL SPP and one wheat farm the XL had the Crystals removed still no go the node has the wares set at 0/0 and it won't change in the cap options
StormMagi
Posts: 1335
Joined: Sat, 17. Mar 07, 03:53
x4

Post by StormMagi »

Did you link the factories with the node/relay (and relay to the node if that was the case)?
MOD XR Show Skills

Flying spaceships since 1993.
Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
x4

Post by Logain Abler »

Hi, to those having FDN supply issues:

The links between all the elements cascade down, with the top level being the Node, then Relay, then Station. A station will only supply and receive wares from a Node which it is directly linked to (in the same sector), or via a Relay linked to a Node (in a remote sector).

If a Relay has x number of stations linked to it and the parent Node is changes, the x number of stations will no longer be visible to the original Node but visible to the new Node.

Cascade:
Node to Node (1 link only, this won’t be changing as more will break the use of player TS in game)
Relay to Node (number and distance of Links is dependant on with versions)
Station to Relay/Node (Stations visible to FDN, that's within Adv Sat Range, need to be linked to a Node, or a Relay that’ is linked to a Node)
Docks to Node (Docks can only link to a Nodes as Relays do not supply Docks, however if a Relay is Linked to a Node, that Node will be visible to the Dock)

Common set-up issues:
Node is not receiving/supplying wares?
- Is the Node Active
- Are the intended Relays linked to the Node
- Are the intended Relays Active and in Integrated Mode
- Are the intended Stations linked to the Node, or linked via Relays
- Are the Stations set to provide their wares to the Node
- The stations or Complex Hub need to be within Adv Sat coverage

The Dock cannot see a Node in another Sector?
- Is there a Relay in the sector which is home to the Dock/Trade Post, linked to the intended Node

I have been testing some of the supply issues raised, i.e. Node not receiving or supplying wares, and I can’t find any issue. I really need to get the guide out but work and real life have been coming first. I’ll try and get this done this week and ready fro the Advance Ship Re-supply add-on which is ready.


If you’re still having issue I can have a look at your save file? If you’re happy with that upload to somewhere like Filefactory or RapidShare with a list of script/mods used and PM me.

LA
Halconnen
Posts: 831
Joined: Sun, 22. Feb 04, 12:55
x3tc

Post by Halconnen »

Hi. I've been using the FDN for a few days now, and I like it lots. (I'm using Marodeur's translated German version, but I might as well post my feedback here.)

I've also been testing how well the FDN works in combination with the Complex Cleaner, and was delighted to see that the FDN also calculated the amounts properly for the consolidated stations (e.g. XXL Solar Plants, XXL Cahoona Fabs, etc.).

However, it seemed to mess up with a complex. Now maybe I misunderstood how the FDN interacts with complexes, but I set up a complex loop that produces a surplus energy cells, ore and wheat. Since I also produce a slight surplus of some other inbetween products, like silicon, I allowed those to transfer as well, assuming that the node would leave enough resources inside to keep stuff running. Every supply cycle slowly sucked out the crystals, until the SPP couldn't produce energy cells anymore, and the complex collapsed. I now destroyed the hub and have the factories running seperately, and that works fine, but I don't think that was supposed to happen.

I'll test around a bit with a non CC-ed complex to see if this is an issue between the Complex Cleaner and FDN (which is obviously not your fault) or a problem with FDN.

Separately, I also have a problem with forges. Again, I consolidated some with CC, so this might not actually be an FDN issue (more specifically, it's probably related to forges having unusual production values?) but I'm giving the heads-up anyway.

I have a 2x 1MJ Shield Fab and a 2x PPC Forge. (I think? They're called PIKs in the German version.)

For both of them, the node pulls the products correctly, but never adds resources (Energy Cells, Ore, Cahoona). This happens both when the fabs are single, and when I tie the two together as a complex. Currently I put them into a complex of their own and have a TS run energy, ore and cahoona from the node to the hub, but that's kind of against the point of the FDN, no?

I noticed the PPC forge doesn't actually have enough space to hold four production cycles worth of resources (which is what the FDN usually seems to add) but this problem isn't true for the shield forge, so I doubt this is the issue.

I'll do some checking on where this is an issue with the CC, and where there seems to be a problem with the FDN by putting up some normal complexes and buying nonconsolidated fabs, and I'll report as I do so.

I vaguely remember reading somewhere that forges behave differently from other stations scripting wise (I don't script much myself, so I don't know). Maybe a combination of the nonstandard production modifiers on consolidated forges and the FDN messes the supply logic up somewhere?

Well. Like I said, I'll toy around with stuff a little. Since I don't want to script myself money, it's going to take me a while to put some complexes up for testing.

What'd really help is a TL with a retardedly big cargobay so that I can drop complexes in one go. Sending the damn thing back and forth is annoying as hell.
Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
x4

Post by Logain Abler »

Halconnen wrote:Hi. I've been using the FDN for a few days now, and I like it lots. (I'm using Marodeur's translated German version, but I might as well post my feedback here.)

I've also been testing how well the FDN works in combination with the Complex Cleaner, and was delighted to see that the FDN also calculated the amounts properly for the consolidated stations (e.g. XXL Solar Plants, XXL Cahoona Fabs, etc.).

However, it seemed to mess up with a complex. Now maybe I misunderstood how the FDN interacts with complexes, but I set up a complex loop that produces a surplus energy cells, ore and wheat. Since I also produce a slight surplus of some other inbetween products, like silicon, I allowed those to transfer as well, assuming that the node would leave enough resources inside to keep stuff running. Every supply cycle slowly sucked out the crystals, until the SPP couldn't produce energy cells anymore, and the complex collapsed. I now destroyed the hub and have the factories running seperately, and that works fine, but I don't think that was supposed to happen.

I'll test around a bit with a non CC-ed complex to see if this is an issue between the Complex Cleaner and FDN (which is obviously not your fault) or a problem with FDN.

Separately, I also have a problem with forges. Again, I consolidated some with CC, so this might not actually be an FDN issue (more specifically, it's probably related to forges having unusual production values?) but I'm giving the heads-up anyway.

I have a 2x 1MJ Shield Fab and a 2x PPC Forge. (I think? They're called PIKs in the German version.)

For both of them, the node pulls the products correctly, but never adds resources (Energy Cells, Ore, Cahoona). This happens both when the fabs are single, and when I tie the two together as a complex. Currently I put them into a complex of their own and have a TS run energy, ore and cahoona from the node to the hub, but that's kind of against the point of the FDN, no?

I noticed the PPC forge doesn't actually have enough space to hold four production cycles worth of resources (which is what the FDN usually seems to add) but this problem isn't true for the shield forge, so I doubt this is the issue.

I'll do some checking on where this is an issue with the CC, and where there seems to be a problem with the FDN by putting up some normal complexes and buying nonconsolidated fabs, and I'll report as I do so.

I vaguely remember reading somewhere that forges behave differently from other stations scripting wise (I don't script much myself, so I don't know). Maybe a combination of the nonstandard production modifiers on consolidated forges and the FDN messes the supply logic up somewhere?

Well. Like I said, I'll toy around with stuff a little. Since I don't want to script myself money, it's going to take me a while to put some complexes up for testing.

What'd really help is a TL with a retardedly big cargobay so that I can drop complexes in one go. Sending the damn thing back and forth is annoying as hell.
Thanks a lot for the feedback and heads up.

To be honest I haven’t tested with forges, I will have a play with them tomorrow, I’m pulling a double shift at work today so can’t look at it tonight.

I didn’t know Forges run any different from other stations :evil:

I’ll also have a look at the complex issue, always comes back to bite me in the ass! Though I had that nailed as it’s not been an issue since I’ve been using stealthammers save for testing (gargantuan sized complexes).

LA
Halconnen
Posts: 831
Joined: Sun, 22. Feb 04, 12:55
x3tc

Post by Halconnen »

I'm not a scripter. I have no idea where and/or if they work differently somehow somewhere.

I just vaguely recall reading that somewhere.
StormMagi
Posts: 1335
Joined: Sat, 17. Mar 07, 03:53
x4

Post by StormMagi »

Much appreciated LA and take your time. I can afford to use TS's to sell stuff ^_^

I can upload my save if you want (and have time).

I haven't been having the issues Hal was talking about with my complexes although right now my complexes are at most 2 diff types of factories (ie cattle and cahoona). I normally just make 1 complex for each type of product I want and that seems to be working just fine.
MOD XR Show Skills

Flying spaceships since 1993.
stealthhammer
Posts: 1461
Joined: Fri, 12. Sep 08, 04:27

Post by stealthhammer »

LA - My forges and everything are working nice except the node wont transfer wares over to the FDN trade station, I finally got my weapon complexes up and running and its showing and working nice with the node so far. Wonder if the problem people are having is with other scripts??. Also take your time, gotta have food on the table.


Storm - did you try killing and scripting in a new one?. I'll drop a node soon and try it, busy playing dodge ball with storms and tornadoes tonight. Weird weather, 80 degrees and tornadoes and then snow latter the week.
StormMagi
Posts: 1335
Joined: Sat, 17. Mar 07, 03:53
x4

Post by StormMagi »

I would spawn them in the TL and try placing. Done it multpile time but nothing wants to transfer. The Trade Station(s) see the node (directly or via node), and wares are added (with and w/o caps) but nothing transfers =/
MOD XR Show Skills

Flying spaceships since 1993.
stealthhammer
Posts: 1461
Joined: Fri, 12. Sep 08, 04:27

Post by stealthhammer »

hmmmm, ya mine worked before the update. Did you try adding a ware that is not used by anything? Was going to try that on mine but haven't loaded the game up yet.
StormMagi
Posts: 1335
Joined: Sat, 17. Mar 07, 03:53
x4

Post by StormMagi »

Yeah I did and that didn't do anything either. I wonder if it is because of how I have the link setup. Everything goes to Node 1 which links to Node 2 which in turn links to the Trading stations.
MOD XR Show Skills

Flying spaceships since 1993.
Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
x4

Post by Logain Abler »

StormMagi wrote:Yeah I did and that didn't do anything either. I wonder if it is because of how I have the link setup. Everything goes to Node 1 which links to Node 2 which in turn links to the Trading stations.
I'll be able to have a look this afternoon (15:30ish GMT).

You have Node 1 linked to Node 2, and the Trade Station linked to Node 2. That should work, if the Node 2 does not have the volume it should check Node 1..... Have you set the wares to allow on the Node link settings?

Is It just the Trade Station having issues?

LA
stealthhammer
Posts: 1461
Joined: Fri, 12. Sep 08, 04:27

Post by stealthhammer »

I just set another trade station down and still not able to transfer wares either. Also got that problem with the missile forges were wares are not transferring correctly not able to get e-cells in in a good amount to keep production going, hopefully this is because I just fired that complex up. Oddly enough the other forges, weapon forges for me seem to be humming along.
Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
x4

Post by Logain Abler »

stealthhammer wrote:I just set another trade station down and still not able to transfer wares either. Also got that problem with the missile forges were wares are not transferring correctly not able to get e-cells in in a good amount to keep production going, hopefully this is because I just fired that complex up. Oddly enough the other forges, weapon forges for me seem to be humming along.
I'll be scripting in a number of forges, testing Docks, finishing guide and uploading the update for ASR tonight.....

Hopefully I'll get it al covered.

LA
stealthhammer
Posts: 1461
Joined: Fri, 12. Sep 08, 04:27

Post by stealthhammer »

Take your time, food on the table comes first and also rest.
Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
x4

Version 3.2.03

Post by Logain Abler »

Version 3.2.03

This adds Advance Ship Re-supply to M1,2,7,6, TL & TS class ships. The command is under Custom (as with the FDN command)

There is a new command on the Node to make Advance Ship Re-supply active for each Node.

Just to clear up a error on my part, Linked Nodes do not check for wares when supplying Docks, only Stations and ASR active ships. An omission on my part and unfortunately I'm not going to have the time to include. Facing redundancy at work so most of my efforts are going to be in that area, I will however support to the best of my abilities what I have already done.

Links:
http://rapidshare.com/files/213021511/FDNv3.2.03.zip (full Mod D/L)

http://rapidshare.com/files/213019078/F ... 3.2009.spk (spk only D/L)

There have been no changes to the mod file since v3.2.02

Thanks all.

LA
stealthhammer
Posts: 1461
Joined: Fri, 12. Sep 08, 04:27

Post by stealthhammer »

Thanks LA
StormMagi
Posts: 1335
Joined: Sat, 17. Mar 07, 03:53
x4

Re: Version 3.2.03

Post by StormMagi »

Logain Abler wrote:Version 3.2.03

This adds Advance Ship Re-supply to M1,2,7,6, TL & TS class ships. The command is under Custom (as with the FDN command)

There is a new command on the Node to make Advance Ship Re-supply active for each Node.

Just to clear up a error on my part, Linked Nodes do not check for wares when supplying Docks, only Stations and ASR active ships. An omission on my part and unfortunately I'm not going to have the time to include. Facing redundancy at work so most of my efforts are going to be in that area, I will however support to the best of my abilities what I have already done.

Links:
http://rapidshare.com/files/213021511/FDNv3.2.03.zip (full Mod D/L)

http://rapidshare.com/files/213019078/F ... 3.2009.spk (spk only D/L)

There have been no changes to the mod file since v3.2.02

Thanks all.

LA
Facing redundancy @ work? ie in job in danger because of the current economic meltdown?
MOD XR Show Skills

Flying spaceships since 1993.
Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
x4

Re: Version 3.2.03

Post by Logain Abler »

StormMagi wrote:
Logain Abler wrote:Version 3.2.03

This adds Advance Ship Re-supply to M1,2,7,6, TL & TS class ships. The command is under Custom (as with the FDN command)

There is a new command on the Node to make Advance Ship Re-supply active for each Node.

Just to clear up a error on my part, Linked Nodes do not check for wares when supplying Docks, only Stations and ASR active ships. An omission on my part and unfortunately I'm not going to have the time to include. Facing redundancy at work so most of my efforts are going to be in that area, I will however support to the best of my abilities what I have already done.

Links:
http://rapidshare.com/files/213021511/FDNv3.2.03.zip (full Mod D/L)

http://rapidshare.com/files/213019078/F ... 3.2009.spk (spk only D/L)

There have been no changes to the mod file since v3.2.02

Thanks all.

LA
Facing redundancy @ work? ie in job in danger because of the current economic meltdown?
No, company doing very well as they have no debt and cash rich, even buying smaller telecoms companies. It’s just down to off-shoring most of the technical roles to India. :evil:

LA
StormMagi
Posts: 1335
Joined: Sat, 17. Mar 07, 03:53
x4

Post by StormMagi »

That sucks man, hoping for the best for ya. If I get some free time away from my ship modeling (Homeworld for X3TC :P) I might take a look at the code (if that is ok) and if I can figure out how to do stuff might see if I can help.
MOD XR Show Skills

Flying spaceships since 1993.

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”