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

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Midge
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Post by Midge »

Range is calculated the same way as for jumping, i.e. the number of gates you would otherwise have to pass through. One caveat though, the game counts some sectors as two jumps. The unknown sector east of Montalaar (Avarice) comes to mind. Also the HUB seems sometimes to count as one jump in one direction but two jumps in the other direction. :?
Custom X Galaxy - No plot means a more challenging start than X-Treme and no Mi Ton!
Logain Abler
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Post by Logain Abler »

StreetRat wrote:Great mod, the parts that are working work well, just 2 small things.

First, I can’t seem to get the node to buy the items for the next production run, I have advanced satellites all around (not sure if you need them in system you only want to buy from) but the node wont buy anything. I have turned buying of that resource on, and everything else is working, do I have to set the buy/sell/remote cap limits before it buys anything?

Second, how does it calculate range, if I put a node in Antigone Memorial is Queens Space calculated as 1 jump or 5, Likewise is Family Whi to Shareholders Fortune 1 jump? IE, is it based on the number of gates a transport would have to travel, or the coordinate location?

I’ve had a look though most of the pages, but there’s a lot to find and i couldn’t see anything on the front page

Thanks
Midge wrote:Range is calculated the same way as for jumping, i.e. the number of gates you would otherwise have to pass through. One caveat though, the game counts some sectors as two jumps. The unknown sector east of Montalaar (Avarice) comes to mind. Also the HUB seems sometimes to count as one jump in one direction but two jumps in the other direction. :?

FDN uses the in-game SE command for calculating jump distance, so to find a Node stations use:

Code: Select all

$flags = [Find.Multiple] 
$dock.Array = find station in galaxy: startsector=$sector class or type={Dock 2007} race={Player} flags=$flags refobj=null serial=null max.jumps=$distance num=100
With distance being 5 or 8 jumps depending if it’s being called by a Node or other station, it’s a bit more complicated as the search takes into account other Nodes, but there is no custom search logic.

Midge is correct; there are some sectors that have a different Jump weight, in that they return a jump distance of 2 instead of 1.

As for the Buy Ware:
You need to ensure that the Buy Ware option is turned on at the Node
You need to ensure that the Ware is configured to buy
You need to set the “buy at less than value” (defaults to average price); I could be that the price is set to low to buy.

The Sell Cap is there to limit what the amount of wares the Node will sell ell to NPC stations so is not a factor.
The Remote Cap limits the amount of ware the Node will hold locally; this is not factored in when buying wares fro production requirements.


LA
StreetRat
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Post by StreetRat »

Thanks for the jump range info.

Unfortunately regarding the Buy, i have set the node to buy, and have the ware on buy and have it at the default price. I have checked the stations around it and in the case of energy cells, theres been a solar power plant 2 jumps away selling for 13 credits, but it still wont buy it even though the default is 16.
I can sit there with SATA on for anywhere up to 10 min (real time) and the node dosent seem to buy for the factories. Ive had to resort to transports working from the node which isnt overly ideal.

Do the max jump range values on the station/nodes themselves (the one thats above let npc trade with station) account for anything, or are the node ranges set regardless of that.

Thanks
Logain Abler
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Post by Logain Abler »

StreetRat wrote:Thanks for the jump range info.

Unfortunately regarding the Buy, i have set the node to buy, and have the ware on buy and have it at the default price. I have checked the stations around it and in the case of energy cells, theres been a solar power plant 2 jumps away selling for 13 credits, but it still wont buy it even though the default is 16.
I can sit there with SATA on for anywhere up to 10 min (real time) and the node dosent seem to buy for the factories. Ive had to resort to transports working from the node which isnt overly ideal.

Do the max jump range values on the station/nodes themselves (the one thats above let npc trade with station) account for anything, or are the node ranges set regardless of that.

Thanks
Okay,

Can you turn on debug for station supply and send me the log?

I also forgot, do you have credit at the Node?

LA
StreetRat
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Post by StreetRat »

Yup the node has about 1 mill credits in
the other stations dont have anything.

Ive pmed you a link to the logs
Logain Abler
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Post by Logain Abler »

StreetRat wrote:Yup the node has about 1 mill credits in
the other stations dont have anything.

Ive pmed you a link to the logs
Cheers, PM coming your way.

LA
Logain Abler
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Post by Logain Abler »

Bug Fix – 27/08/2010

Issue: Node not buying Wares
Script: plugin.LI.FDN.Supply.Station.xml

Fix: Replaced missing function call
Download: File Link

Install: Copy script file to scripts folder.

Many thanks StreetRat :)


LA
Last edited by Logain Abler on Fri, 27. Aug 10, 11:53, edited 2 times in total.
StreetRat
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Post by StreetRat »

Thanks for the quick fix

its working like a dream
Xen11235
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Post by Xen11235 »

I've been toying with this mod (and others) for a week or so now. I started with the 8/20 version, and all was well, then I got SSDN and everything seemed to hook up and work great. Then I toyed with a few other mods and all of a sudden the LDN and SSDN mods each work great, but LDN won't sync to any other non factory hub... doesn't connect to Li-Relays, SSDN CCCs, PHQs, or Military Outposts... Still hooks up and syncs to factories, mines, etc fine but without being able to pull resources from my Nodes to fuel research and whatnot at other places it's not doing me a lot of good.

I completely uninstalled and reinstalled the game and got the exact same problem. Interestingly the save game I still have where they were all synced up and working still works fine, it's just any other game I try doesn't work including new games. Sounds like I have a messed up file somewhere, but I wouldn't know where to look.

I did get the Li_Modv7 file and installed it... for some reason I don't seem able to get the false patch method working right but I put it in the mods folder and selected it as the mod package to use from the X3 Launcher and it let me turn SSDN on only after I did that, so I know it worked, at least somewhat... but still no luck on syncing LDN nodes to any of the above items

By syncing I mean when I bring up the plugin menu configuration thing it lets me select LDN Industries whatever that brings up a list of nodes and docks that are active in the LDN network, as well as factories mines etc that are also connected to nodes. In the game that works the PHQ, military outpost, equipment dock, and relay I have all show up as "Additional Docks" in that list... in every other game they don't show up at all, regardless of what I try. I've tried using dock manager to force the SSDN CCC to have a ware and/or need a ware to see if it would trigger an update to the LDN node with no luck either. Also made sure I have advanced Sat's in every sector as well.

So... any suggestions?
Logain Abler
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Post by Logain Abler »

Hi Xen11235,

Sounds like a tdock or hq file conflict. What other mods do you have installed?

LA
Xen11235
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Post by Xen11235 »

Full list inc;

Mods installed before screw up;
Community Plugin Conf
Equipment Research and Developement
Explorer Command Extension - Deploy Sat Network
Explorer Command Extension
FDN7.1
Hotkey Manager
NHR (Nanite Hull Repair)
Property Baron
Salvage Claim Software
Salvage Insurance Contract
Ship Hijacker
SSDN V5 LI_Modv7-11.8.2010
Universe Explorer 2.4.0
WareManager
X3TC Bonus Package
Apricot Create Abandonned Ship
X3TC-Apricot-PHQ-MO-in Boron Shipyards
Mars Turret Mod
Automatic Moneytransfer to Station

Installed After/During Screwup;

Advanced Jumpdrive-Overrides
Advanced Jumpdrive V1.2
Cheat Collection Package V1.6
FF.Global (friend/foe)
Apricot HUB Plot Medium V4.1


Think that's everything as of after reinstall at least... I had a whole lot of other ones I had installed then uninstalled as an experiment.

Also worth mentioning as I realized I forgot to mention it started happening right after I miss-clicked and accidentally installed FDL v6... I immediately uninstalled it, then uninstalled v7 and reinstalled v7 to fix any potential screwups, but I don't know if anything got saved over or something maybe?
Logain Abler
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Post by Logain Abler »

I don't see anything which would cause an issue. Try turning off the AL plug-in, save & reload, the turn the AL plug-in back on.

This will clear all config and re-set.

What does the FDN Main Menu show you? Can you see the Docks in question?
Also what does the in-game station property menu show for the dock storage?

LA
Xen11235
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Joined: Fri, 27. Aug 10, 20:09

Post by Xen11235 »

Well, I just started a new game and ran through with the cheat package to give myself money and faction to test it fast.

Result... I turned off all the AL Plugins, then saved, reloaded and turned them on. I bought and placed a XL Node, SSDN CCC, and a Relay, then pulled up the FDN main menu. Previously it would just list the XL Node and 50mill worth of storage availible and that's it. This time it listed "No FDN Nodes installed" or something like that, further looking into the options revealed that there are no types listed as nodes, relays, or tradeposts (usually it has the default stuff already listed there I think?) So... it seems to have made things worse when I reset the AL plugin, lol.

EDIT:: Worth noting that when I manually added the XL Node to the Node list it poped up immediately on the FDN main menu list as an empty node, so it still works but the nodes aren't entered correctly and SSDN and the Relay still didn't show up.

EDIT x2: Also just added the relay manually and that did not come up afterwards on the FDN main menu... still just the node.
Logain Abler
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Post by Logain Abler »

Xen11235 wrote:Well, I just started a new game and ran through with the cheat package to give myself money and faction to test it fast.

Result... I turned off all the AL Plugins, then saved, reloaded and turned them on. I bought and placed a XL Node, SSDN CCC, and a Relay, then pulled up the FDN main menu. Previously it would just list the XL Node and 50mill worth of storage availible and that's it. This time it listed "No FDN Nodes installed" or something like that, further looking into the options revealed that there are no types listed as nodes, relays, or tradeposts (usually it has the default stuff already listed there I think?) So... it seems to have made things worse when I reset the AL plugin, lol.

EDIT:: Worth noting that when I manually added the XL Node to the Node list it poped up immediately on the FDN main menu list as an empty node, so it still works but the nodes aren't entered correctly and SSDN and the Relay still didn't show up.
Looks like the mod file is not selected in the start menu, or if you have it as a fake patch there is an issue with the number.

If the Nodes are not visible in the config menu then the script has not loaded the dock sub types, so the script won't see the deployed Mode as it's not in it's list of Nodes to check.

LA
Xen11235
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Post by Xen11235 »

Hmm Do I have it right that all I need to do is rename the files from the Li_modv7 .cat and .dat files to (since I have no other fake patches) 13 for both of them and put them in the main folder (so that they follow 12 from 2.7.1) and everything should work? There's nothing else right?
Logain Abler
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Post by Logain Abler »

Xen11235 wrote:Hmm Do I have it right that all I need to do is rename the files from the Li_modv7 .cat and .dat files to (since I have no other fake patches) 13 for both of them and put them in the main folder (so that they follow 12 from 2.7.1) and everything should work? There's nothing else right?
12 is the last egosoft patch, 13 will be for Plugin Manager (if your using), then all others after that.

LA
Xen11235
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Post by Xen11235 »

Ok, redid the fake patch and started another new game with cheats yada yada... got my stuff setup (SSDN CCC, XL Node, and Relay) And this time the node info in options was already pre-filled like it should be... thus the XL Node was immediately detected and added to the FDN Main Menu with 50mill storage, that is however the only thing that shows on the FDL Main Menu. Relay and SSDN CCC still aren't listed. All I've done so far is activate the SSDN so that it's on and assigned 1 sat to it's detection net to make sure it's working, anything else I'm suppose to do to get it to pop up on the FDL Main Menu? (Also activated FDN on the Node)

EDIT:: For the record this was the original problem I was posting about, redoing the AL plugin didn't change anything this time, any other info you need lemme know ;)
Logain Abler
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Post by Logain Abler »

Xen11235 wrote:Ok, redid the fake patch and started another new game with cheats yada yada... got my stuff setup (SSDN CCC, XL Node, and Relay) And this time the node info in options was already pre-filled like it should be... thus the XL Node was immediately detected and added to the FDN Main Menu with 50mill storage, that is however the only thing that shows on the FDL Main Menu. Relay and SSDN CCC still aren't listed. All I've done so far is activate the SSDN so that it's on and assigned 1 sat to it's detection net to make sure it's working, anything else I'm suppose to do to get it to pop up on the FDL Main Menu? (Also activated FDN on the Node)

EDIT:: For the record this was the original problem I was posting about, redoing the AL plugin didn't change anything this time, any other info you need lemme know ;)
Do you have Adv Sats in the sectors with the docks?

LA
Xen11235
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Post by Xen11235 »

Yep, added them through the cheat menu, unless for some reason they don't work with FDN... but they work for the SSDN network
Logain Abler
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Post by Logain Abler »

Xen11235 wrote:Yep, added them through the cheat menu, unless for some reason they don't work with FDN... but they work for the SSDN network
Okay, can you turn on debug Dock supply in the config menu, let it run for a feW minutes and pm me the logs.

LA

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