[MOD/Script] LI Freight Distribution Network (FDN) - v7.2 21/11/2010
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Hey LA I am finally back online
I have been trying to modify the station models but for some reason when DBOX2 imports them all I get are a few boxes. Any idea what I might be doing wrong?
Also I am trying to add a new station into the FDN group (an EQ dock) but I cannot figure out how to add it into the shipyards. I can send you the modified files I have if that will help

Also I am trying to add a new station into the FDN group (an EQ dock) but I cannot figure out how to add it into the shipyards. I can send you the modified files I have if that will help

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Hi mate,StormMagi wrote:Hey LA I am finally back onlineI have been trying to modify the station models but for some reason when DBOX2 imports them all I get are a few boxes. Any idea what I might be doing wrong?
Also I am trying to add a new station into the FDN group (an EQ dock) but I cannot figure out how to add it into the shipyards. I can send you the modified files I have if that will help
Adding custom stations need to be done in script. Check out the plugin.FDN.Node.Install script, it's linked to the AL plug-in setup script so it installs the stations into all Shipyards if the plug-in is running.
For your first point, I’m not sure. Have you extracted all the mode & texture files from the cat’s?
LA
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Quick update on progress:
Stuff which I’ve completed:
- New overview menu that lists Nodes, the sectors, other Nodes and Docks they have access/visibility of
- New Node menu
- New Sector menu which is used to manage the Node to Station link
- New Node wares menu – provides details of that ware in relation to its host Node
- New Station menu – For Complexes this is were you set what level of intermediate resources the Node should maintain at the Complex
Functionality:
The basic wares distribution is complete for Stations & Complexes. The distribution process is by far the biggest change to FDN, as outlined before this is now a task which runs on each station. The timing is linked to the Station own production time, rather than a single periodic cycle that checks everything. For Stations that are part of a Complex FDN checks the relation of its products and resources against its Parent Hub (such a simple approach, kick myself for not picking this up earlier) and as far testing goes Complexes supply is flawless and far more robust than earlier versions.
Still lots to do so don’t expect a release any time soon:
- Re-establish the Node to Node logic
- Re-do the Node to Dock logic and menu
- Add Buy & Sell wares logic to the Node
- Currently there is no ship supply logic/feature in v4 so this needs to be added. I also need to re-visit ASR (Not sure if ASR will make it to v4 as I might add a Fleet Re-supply to the SSDN)
- New models more in keeping with FDN (but not before the next Egosoft update)
I’ll will release FDNv4 with SDNNv2, both singularly and a combined mod.
LA
Stuff which I’ve completed:
- New overview menu that lists Nodes, the sectors, other Nodes and Docks they have access/visibility of
- New Node menu
- New Sector menu which is used to manage the Node to Station link
- New Node wares menu – provides details of that ware in relation to its host Node
- New Station menu – For Complexes this is were you set what level of intermediate resources the Node should maintain at the Complex
Functionality:
The basic wares distribution is complete for Stations & Complexes. The distribution process is by far the biggest change to FDN, as outlined before this is now a task which runs on each station. The timing is linked to the Station own production time, rather than a single periodic cycle that checks everything. For Stations that are part of a Complex FDN checks the relation of its products and resources against its Parent Hub (such a simple approach, kick myself for not picking this up earlier) and as far testing goes Complexes supply is flawless and far more robust than earlier versions.
Still lots to do so don’t expect a release any time soon:
- Re-establish the Node to Node logic
- Re-do the Node to Dock logic and menu
- Add Buy & Sell wares logic to the Node
- Currently there is no ship supply logic/feature in v4 so this needs to be added. I also need to re-visit ASR (Not sure if ASR will make it to v4 as I might add a Fleet Re-supply to the SSDN)
- New models more in keeping with FDN (but not before the next Egosoft update)
I’ll will release FDNv4 with SDNNv2, both singularly and a combined mod.
LA
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What will be the conversation process between the current version and the future version. Will my node just vanish or will I have to empty its contents over to a new node, then delete the current one?
etc...
I know you said the range would be smaller, but I buit all my complexes 6 sectors out, i assume since the node to node logic allows for 1 to many, i just have to build more nodes?
etc...
I know you said the range would be smaller, but I buit all my complexes 6 sectors out, i assume since the node to node logic allows for 1 to many, i just have to build more nodes?
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Unfortunately the differences are to great, there wont be a conversion processthunderai wrote:What will be the conversation process between the current version and the future version. Will my node just vanish or will I have to empty its contents over to a new node, then delete the current one?
etc...
I know you said the range would be smaller, but I buit all my complexes 6 sectors out, i assume since the node to node logic allows for 1 to many, i just have to build more nodes?

The only option will be to:
BACK-UP save files
Remove/destroy all the current FDN elements
Turn off the AL Plug-in
Save.
Remove script and mod files.
Install v4
Reload (cross fingers)
Re-create network
As a side note you may have to do this anyway when the next patch comes out. There are changes to the Tdock file which look to mess up the FDN models

LA
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Couple of screen shots that cover some of the new features coming in v4.
[ external image ]
The new Ware Details will give the player more control of how the Node handles its ware.
The Cap level is still there
Remote Node access is as before and allows other Nodes to access that ware
You can also now see a list of station that product/require the ware within range of the Node, it show the station, race and stock.
There will be a Buy and Sell setting. The Node will try and buy wares from NPC stations if it can't supply it. It will also sell its wares direct to NPC stations, the Sell Cap is there to stop the Node from selling wares when the volume is at/below the player set cap.
The Node will use the FTL-P2P-T to beam the ware too & from the NPC stations. If you think that's cheating you could always keep it turned off.
The counter keeps track of the amount of ware In/Out and the Bought & Sold with the credits involved. This is just a running total.
[ external image ]
This is a simple Complex with just 2 intermediate resources/stations. You can now set what you want to maintain at the complex, if the complex is low the Node will, if it can add the extra. It won't touch the wares until over the set level. The level is the produced volume * 1 to 8 (default 2) cycles.
The standard resources are dealt with in the same way as normal station, but FDN will now only keep 1 cycles worth at the station so the overhead has been really reduced.
As always let me know what you think, I still have a lot to do so things can still be changed.
LA
[ external image ]
The new Ware Details will give the player more control of how the Node handles its ware.
The Cap level is still there
Remote Node access is as before and allows other Nodes to access that ware
You can also now see a list of station that product/require the ware within range of the Node, it show the station, race and stock.
There will be a Buy and Sell setting. The Node will try and buy wares from NPC stations if it can't supply it. It will also sell its wares direct to NPC stations, the Sell Cap is there to stop the Node from selling wares when the volume is at/below the player set cap.
The Node will use the FTL-P2P-T to beam the ware too & from the NPC stations. If you think that's cheating you could always keep it turned off.
The counter keeps track of the amount of ware In/Out and the Bought & Sold with the credits involved. This is just a running total.
[ external image ]
This is a simple Complex with just 2 intermediate resources/stations. You can now set what you want to maintain at the complex, if the complex is low the Node will, if it can add the extra. It won't touch the wares until over the set level. The level is the produced volume * 1 to 8 (default 2) cycles.
The standard resources are dealt with in the same way as normal station, but FDN will now only keep 1 cycles worth at the station so the overhead has been really reduced.
As always let me know what you think, I still have a lot to do so things can still be changed.
LA
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I will update FDN 3.6 & SSDN after work.
From the patch bata there was a change in the Tdock file which messed up the FDN models.
Even when I update the mod there could be an issue with the existing FDN dock models
From the patch bata there was a change in the Tdock file which messed up the FDN models.
Even when I update the mod there could be an issue with the existing FDN dock models

LAMarodeur wrote:Hi Logain. I am testing the next patch for tc and it has an altered tdocks with an additional entry. I merged the entries but then all fdn-stations have changed. Node XL gots the new station, tradeposts changed to relays and so on.
Is there a way to avoid that or is the only way to delete FDN, install the patch and start withl FDN from scratch?![]()
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I will see what I can do. The problem for me atm (besides job hunting >_<) is that I am trying to do everything in vanilla before modifying my game as well as the fact I am also replaying through Neverwinter Nights 2 so my is rather limited >_> Things should improve with the run in the backround option though
I will be playing around with the new Tdock as well so I the modified version of FDN I am tinkering with will work as well. That just leaves getting the bloody models imported so I can tinker with those..... Too much to do, not enough arms, eyes and computers to do it all at once 


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