[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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Logain Abler
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Post by Logain Abler »

stealthhammer wrote:LA - There is one request I must ask. In the station list for the connecting to nodes/relays add a Add all or Or unadd all tab 100 or so stations is just a a bit much to do one by one.
I'll have a look at that, the Node to Node wares list does this so no reason why the stations list can't.

LA
Last edited by Logain Abler on Thu, 16. Apr 09, 08:06, edited 1 time in total.
Logain Abler
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Post by Logain Abler »

stealthhammer wrote:Also I'd try to incorperate something similar to this into the sector defense one, maybe make that one a military version for shuttling drones around...and weapons...like hammers so we could nuke em till they glow in the dark and shot em.
I’m toying with the idea of making a Carrier/Support Ship based version of FDN, a Carrier being able to monitor and re-supply combat ships in mid fight.

Logain Industries Advance Fleet Re-supply (AFR), early days on this one though.

Hopefully with this and FDN under my belt I’ll be able to move on to my ideas for a Strategic Defence Solution.
Logain Abler
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Post by Logain Abler »

Marodeur wrote:Only thing i remember is that sometimes, if i have many factories, new factories dont get wares. I have to play around with shutting down the relay or the fab and wait some time before i try it again. Best chance is to set the relay to standalone-mode, wait some minutes and link it the node again. Then the new factories are getting the wares they need. Dont know why this happens.
I'll have a fresh look at this, not one I've come across when testing :( Have you had the issue since release 3.2.03 (I think) where I added some waits in the supply loops?

Not sure if that would have helped, it was aimed at stopping FDN hogging all the script processing especially with large supply loops.

The only issue I’ve seen which looks similar is if a station is scripted in and its supply & production task is not started?

I could add a check in the supply loop which checks this task and turns it on, but I don’t think that’s your issue.


LA
Last edited by Logain Abler on Thu, 16. Apr 09, 08:20, edited 1 time in total.
Logain Abler
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Post by Logain Abler »

StormMagi wrote:The ASR will auto resupply ships in the node sector. Works well in my home sector, all my ships have Hornet missle stockpiles and they use them too :twisted: ASR keeps em loaded up though so resupply isn't a problem.
Glad it works as planned :-)

FDN covers ships in two ways.
Normally where it will supply all ships with energy, missiles and ammo based on the ships own supply settings

And ASR which covers bulk supply to larger ships. ASR is basically my ground work for how I plan to intergrate FDN with my next smaller project AFR (Advance Fleet Re-supply).

LA
Last edited by Logain Abler on Thu, 16. Apr 09, 18:11, edited 1 time in total.
Logain Abler
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Post by Logain Abler »

Logain Abler wrote:
stealthhammer wrote:LA - There is one request I must ask. In the station list for the connecting to nodes/relays add a Add all or Or unadd all tab 100 or so stations is just a a bit much to do one by one.
I'll have a look at that, the Node to Node wares list does this so no reason why the stations list can't.

LA
Done, will be in next update :)

[ external image ]

@Marodeur,

This will require an update to the t file :(

Code: Select all

<t id="1211">\033CLink All\33X</t>
<t id="1212">\033RUn-Link All\33X</t> 
LA
StormMagi
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Post by StormMagi »

Logain Abler wrote:
Marodeur wrote:Only thing i remember is that sometimes, if i have many factories, new factories dont get wares. I have to play around with shutting down the relay or the fab and wait some time before i try it again. Best chance is to set the relay to standalone-mode, wait some minutes and link it the node again. Then the new factories are getting the wares they need. Dont know why this happens.
I'll have a fresh look at this, not one I've come across when testing :( Have you had the issue since release 3.2.03 (I think) where I added some waits in the supply loops?

Not sure if that would have helped, it was aimed at stopping FDN hogging all the script processing especially with large supply loops.

The only issue I’ve seen which looks similar is if a station is scripted in and its supply & production task is not started?

I could add a check in the supply loop which checks this task and turns it on, but I don’t think that’s your issue.


LA
That has happened to me a couple times and it is completely random on what it happens to. To fix I go to the relay and turn off the affected factories production and supply for a minute or 2 game time then turn them back on and everything works.
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Logain Abler
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Joined: Mon, 31. Oct 05, 08:44
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Post by Logain Abler »

StormMagi wrote:
Logain Abler wrote:
Marodeur wrote:Only thing i remember is that sometimes, if i have many factories, new factories dont get wares. I have to play around with shutting down the relay or the fab and wait some time before i try it again. Best chance is to set the relay to standalone-mode, wait some minutes and link it the node again. Then the new factories are getting the wares they need. Dont know why this happens.
I'll have a fresh look at this, not one I've come across when testing :( Have you had the issue since release 3.2.03 (I think) where I added some waits in the supply loops?

Not sure if that would have helped, it was aimed at stopping FDN hogging all the script processing especially with large supply loops.

The only issue I’ve seen which looks similar is if a station is scripted in and its supply & production task is not started?

I could add a check in the supply loop which checks this task and turns it on, but I don’t think that’s your issue.


LA
That has happened to me a couple times and it is completely random on what it happens to. To fix I go to the relay and turn off the affected factories production and supply for a minute or 2 game time then turn them back on and everything works.
Okay I'll have a look at putting a check in that stops and starts the trade and production task to see if it will automatically kick start any issues. I'll have to ensure that it takes into account any player stopped stations.

The only scenario I can think of where this would be an issue is if the station does not return an wares per cycle value.... :evil:

LA
Logain Abler
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Post by Logain Abler »

I've been reviewing other scripts that could work well with FDN, and I've found two that I think really add something, not only to my mod, but to the game in general.

Check out Extended Trade Command Software by SymTec ltd (already posted this one)
http://forum.egosoft.com/viewtopic.php?t=241789

I really like the player control and flexibility of this trade script. It enables me to set TS's to work out of my Nodes and Trade Posts without fear of decimating my stock.

Also, Trade overview (alpha7) by ScRaT_GER
http://forum.egosoft.com/viewtopic.php?t=243204

This is a great script for monitoring what my Trade Posts are selling and how my TS's are doing. FDN reports on wares distribution, but this baby tells me how much money FDN is making me :-)

I'm sure there are loads of other scrips that would be great but these two stand out for me.

LA
StormMagi
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Post by StormMagi »

Another I like using is Cargo Delivery Service :) Pity it won't work on TL's (yet anyway).
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StormMagi
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Joined: Sat, 17. Mar 07, 03:53
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Post by StormMagi »

Logain Abler wrote:
StormMagi wrote:
Logain Abler wrote:
Marodeur wrote:Only thing i remember is that sometimes, if i have many factories, new factories dont get wares. I have to play around with shutting down the relay or the fab and wait some time before i try it again. Best chance is to set the relay to standalone-mode, wait some minutes and link it the node again. Then the new factories are getting the wares they need. Dont know why this happens.
I'll have a fresh look at this, not one I've come across when testing :( Have you had the issue since release 3.2.03 (I think) where I added some waits in the supply loops?

Not sure if that would have helped, it was aimed at stopping FDN hogging all the script processing especially with large supply loops.

The only issue I’ve seen which looks similar is if a station is scripted in and its supply & production task is not started?

I could add a check in the supply loop which checks this task and turns it on, but I don’t think that’s your issue.


LA
That has happened to me a couple times and it is completely random on what it happens to. To fix I go to the relay and turn off the affected factories production and supply for a minute or 2 game time then turn them back on and everything works.
Okay I'll have a look at putting a check in that stops and starts the trade and production task to see if it will automatically kick start any issues. I'll have to ensure that it takes into account any player stopped stations.

The only scenario I can think of where this would be an issue is if the station does not return an wares per cycle value.... :evil:

LA
As I said it is completely random for me :( I have had 4 silicon mines and 2 ore mines do it then nothing for 50+ stations then my water plants did it so no idea really on what causes it.
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stealthhammer
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Joined: Fri, 12. Sep 08, 04:27

Post by stealthhammer »

I got a XL and a S in the unknown next to the dukes place. The XL is connected to a cahoona bakery only and to the S node. Both nodes are also in the same sector and I mainly have the same problem as before, that I always have had. Also I've had it running for a few days before and it hasn't helped on my last game.


Since I restarted my game I wonder if you could get the save to run. Also I think the CLS scripts would go great with this, haven't tried it yet though.
Logain Abler
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Post by Logain Abler »

stealthhammer wrote:I got a XL and a S in the unknown next to the dukes place. The XL is connected to a cahoona bakery only and to the S node. Both nodes are also in the same sector and I mainly have the same problem as before, that I always have had. Also I've had it running for a few days before and it hasn't helped on my last game.


Since I restarted my game I wonder if you could get the save to run. Also I think the CLS scripts would go great with this, haven't tried it yet though.
Hi Stealth,

Just give me a quick refresh of what the issue is, been a while....

LA
SilverStar95
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Post by SilverStar95 »

With all the pages in this, I don't know if it's been noted before, but I seem to be having problems when I try to introduce a SPP into the mix. If I have a SPP anywhere in the sector, then suddenly it refuses to allow any stations to be linked. But if I destroy the SPP, it allows me to create new links.

This makes it rather frustrating, as I'd love to be able to use this for multi-sector autonomous trade networks so I don't have to either create ore/silicon asteroids in a system otherwise open for me to harvest, or spend a fortune on ships that never seem to want to do the trade routes continuously.

Granted, it could be something to do with the mods/fakepatches I have in place (quite a few of them, actually), but it's still strange that it only affects things when I drop a power plant (so far. I dropped a dozen other facs in the same area and the network was able to detect those without flipping out).
Logain Abler
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Post by Logain Abler »

SilverStar95 wrote:With all the pages in this, I don't know if it's been noted before, but I seem to be having problems when I try to introduce a SPP into the mix. If I have a SPP anywhere in the sector, then suddenly it refuses to allow any stations to be linked. But if I destroy the SPP, it allows me to create new links.

This makes it rather frustrating, as I'd love to be able to use this for multi-sector autonomous trade networks so I don't have to either create ore/silicon asteroids in a system otherwise open for me to harvest, or spend a fortune on ships that never seem to want to do the trade routes continuously.

Granted, it could be something to do with the mods/fakepatches I have in place (quite a few of them, actually), but it's still strange that it only affects things when I drop a power plant (so far. I dropped a dozen other facs in the same area and the network was able to detect those without flipping out).
Strange one?

Just to clarify, the Node can see & link stations with no issues, but when you drop an SPP in the sector the Node can no longer see of link stations? Or is it that it can’t link the SPP?

Just to give me an outline:
Which sector
Which Node
What stations are in sector and linked to the Node.

I'll try and reproduce my end….

LA
Marodeur
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xr

Post by Marodeur »

Logain Abler wrote: @Marodeur,

This will require an update to the t file :(

Code: Select all

<t id="1211">\033CLink All\33X</t>
<t id="1212">\033RUn-Link All\33X</t> 
LA
Hehehehe :D

2 entrys are not a great problem... :D
Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
x4

Post by Logain Abler »

Marodeur wrote:
Logain Abler wrote: @Marodeur,

This will require an update to the t file :(

Code: Select all

<t id="1211">\033CLink All\33X</t>
<t id="1212">\033RUn-Link All\33X</t> 
LA
Hehehehe :D

2 entrys are not a great problem... :D
So hope thats the last :D You've been a star, thanks for all your work 8)

LA
Logain Abler
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Joined: Mon, 31. Oct 05, 08:44
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Bug fix time!

Post by Logain Abler »

Bug fix time!

Been a few reported issue with stations not being supplied.

So:
Clean install of X3
New Game
Build 2 Nodes, each with 6 Relays and assorted stations.

Had the same issue :evil:
Fixed in 5 mins.... :D

I will release a fix this evening.

If you do Stop/Re-start of the Supply Product to Node it will solve the issue, the above fix will capture the issue when a station is initially linked to a Node or Relay.

Tracked it down to the changes I made so the player could split sector stations between 2 FD Networks :oops:
It didn't show up in my test save as the value was already set....

Thanks so much for you patience, got there in the end :!:

LA
Tasolth
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Joined: Mon, 20. Oct 08, 21:49

Post by Tasolth »

8) great to hear. Makes FDN even easier to use now that that bug has been squashed.
StormMagi
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Post by StormMagi »

SilverStar95 wrote:With all the pages in this, I don't know if it's been noted before, but I seem to be having problems when I try to introduce a SPP into the mix. If I have a SPP anywhere in the sector, then suddenly it refuses to allow any stations to be linked. But if I destroy the SPP, it allows me to create new links.

This makes it rather frustrating, as I'd love to be able to use this for multi-sector autonomous trade networks so I don't have to either create ore/silicon asteroids in a system otherwise open for me to harvest, or spend a fortune on ships that never seem to want to do the trade routes continuously.

Granted, it could be something to do with the mods/fakepatches I have in place (quite a few of them, actually), but it's still strange that it only affects things when I drop a power plant (so far. I dropped a dozen other facs in the same area and the network was able to detect those without flipping out).
Have you tried doing it without the extra mods etc? Also do any of the mods affect the SPP itself (like no crystals etc)?
Logain Abler wrote:Bug fix time!

Been a few reported issue with stations not being supplied.

So:
Clean install of X3
New Game
Build 2 Nodes, each with 6 Relays and assorted stations.

Had the same issue :evil:
Fixed in 5 mins.... :D

I will release a fix this evening.

If you do Stop/Re-start of the Supply Product to Node it will solve the issue, the above fix will capture the issue when a station is initially linked to a Node or Relay.

Tracked it down to the changes I made so the player could split sector stations between 2 FD Networks :oops:
It didn't show up in my test save as the value was already set....

Thanks so much for you patience, got there in the end :!:

LA
How can we be impatient? We are grateful that you are taking the time to put together such a wonderful mod. Now all we need to do is get Egosoft to sign it and include it in a bonus pack with MARS 8) 8)
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Flying spaceships since 1993.
stealthhammer
Posts: 1461
Joined: Fri, 12. Sep 08, 04:27

Post by stealthhammer »

LA - Node to Node linking for me never has worked. Also I never have had the problem with the Node to station linking not wanting to work with a SPP course I've used complexes more though and mines only for the station side or I've never noticed. I'll work on it some more when I get home though, Thanks for the update also.

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