[MOD/Script] LI Production Modules (PM) - v7.2 29/08/2010

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Rrail
Posts: 21
Joined: Mon, 20. Sep 10, 08:55

Post by Rrail »

Logain Abler wrote:
Rrail wrote:Last question, and then I should be out of your hair on this mod, as well: I followed your guide to the letter (I think) but the station is producing the Crystal Fabs as wares instead of turning them into modules; if that is supposed to be how it works, I don't have the option to add them to a module.
Why are you producing Crystal Fabs?

I think your missing the point of PM, when you salvage a factory you get two blueprints, one the lets you build the factory, on that lest you produce the ware.

So when you salvage a Crystal Fab, all you need to do is link the modules (as many as you need) to the Crystal Ware blueprint. Them PM will do it's magic and produce Crystals, you only build Crystal Fabs (or any other station) if you want to deploy a station (put it in a TL and deploy it as normal).

LA
Ahhh, I see. I thought you had to "create" the modules before you could use them to produce the ware, so I was trying to create, say, 5 Crystal Fabs as modules so that the Crystals would produce quickly.

Clearly I have mental capacity issues.
TheEarl
Posts: 352
Joined: Fri, 3. Aug 07, 17:27
x3ap

Post by TheEarl »

I started this scripts with the optional mod today.
And i discovered a strange thing:
A hole fleet of three-eyes (M7+M6+many small ships) moved to the new teladi shipyard where the stations are in. Do ai military ships install PMs for replenishment or do you serve very good coffee ? :-)
Rrail
Posts: 21
Joined: Mon, 20. Sep 10, 08:55

Post by Rrail »

I'm having a weird issue that I wasn't having even a few hours ago. I'm wondering if this is common and someone knows what it is:

The Production Module will pull Silicon Wafers from the Node to produce energy cells, but will not pull them to produce modules/ships/stations, and those modules will stall as a result. However, they occasionally WILL pull (perhaps just extras left over from the Energy Cell pull?) and will produce.
Logain Abler
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Post by Logain Abler »

TheEarl wrote:I started this scripts with the optional mod today.
And i discovered a strange thing:
A hole fleet of three-eyes (M7+M6+many small ships) moved to the new teladi shipyard where the stations are in. Do ai military ships install PMs for replenishment or do you serve very good coffee ? :-)
AI don't use PM so it's coffee.
Logain Abler
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Joined: Mon, 31. Oct 05, 08:44
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Post by Logain Abler »

Rrail wrote:I'm having a weird issue that I wasn't having even a few hours ago. I'm wondering if this is common and someone knows what it is:

The Production Module will pull Silicon Wafers from the Node to produce energy cells, but will not pull them to produce modules/ships/stations, and those modules will stall as a result. However, they occasionally WILL pull (perhaps just extras left over from the Energy Cell pull?) and will produce.
Logs! You know the drill ;) Is this the Credits stall again?
TheEarl
Posts: 352
Joined: Fri, 3. Aug 07, 17:27
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Post by TheEarl »

When i salvage a ship with a PM i get only 25% of the resources as i can get on recycling in the HQ. For example a pirat nova gives 3 cristals from PM and 12 in the HQ. The first idea was, its because they build a blueprint and thats the price (in HQ i get no res) and tried a second nova with the same output. Is this intended ? If so, why ?
Logain Abler
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Post by Logain Abler »

TheEarl wrote:When i salvage a ship with a PM i get only 25% of the resources as i can get on recycling in the HQ. For example a pirat nova gives 3 cristals from PM and 12 in the HQ. The first idea was, its because they build a blueprint and thats the price (in HQ i get no res) and tried a second nova with the same output. Is this intended ? If so, why ?
If I remember correctly (can't check at the moment) PM only returns a 5th or the resources (some will workout as 0). Call it a trade off for the benefits PM gives you.

LA
TheEarl
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Post by TheEarl »

Ok, then salavge only in HQ.
I compared the HQ salvage with PM salvage.
HQ is 80% and so your 20% are 25% on the HQ salvage :-)
Logain Abler
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Post by Logain Abler »

TheEarl wrote:Ok, then salavge only in HQ.
I compared the HQ salvage with PM salvage.
HQ is 80% and so your 20% are 25% on the HQ salvage :-)
But PM takes at most 10 minutes to complete a salvage, how long does the HQ take?

LA
Devilrat
Posts: 6
Joined: Mon, 18. Oct 10, 16:17
x3tc

Post by Devilrat »

This is one of the best mods ever. Before, I absolutely hated complex-building. But PM has turned it into one of my favorite aspects of the game.

That being said, I have one question; is there any way of changing how many modules a specific type of dock gets? To be more specific, I was wondering if there's something that could be changed somewhere in the script that allows for the HUB to have more module slots?
Logain Abler
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Post by Logain Abler »

Devilrat wrote:This is one of the best mods ever. Before, I absolutely hated complex-building. But PM has turned it into one of my favorite aspects of the game.
:D Thx
Devilrat wrote: That being said, I have one question; is there any way of changing how many modules a specific type of dock gets? To be more specific, I was wondering if there's something that could be changed somewhere in the script that allows for the HUB to have more module slots?

The limits are saved in the AL Plug-in global variable called "al.LI.PM.event”
At array position 5 there is another array which stores the module limits:
Position 0 being the Large Complex
Position 1 the Medium Complex
Position 2 is other Docks
Position 3 is ships

You can edit the variable & array using PropMongler

How many did you want to add?

The modules size is set when the AL Plug-in starts, it calls “plugin.LI.PM.Settings”

The following code sets the Module limits

Code: Select all

0056 * Modules size of PM Docks and TL
0057 $module.size = array alloc: size=0
0058 append 200 to array $module.size
0059 append 100 to array $module.size
0060 append 40 to array $module.size
0061 append 10 to array $module.size
LA
Devilrat
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Joined: Mon, 18. Oct 10, 16:17
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Post by Devilrat »

I've been poking at it a bit in the script editor, but the download link for PropMongler keeps timing out on me, so I haven't really been able to explore too much into the arrays and whatnot. Of course, my scripting knowledge is VERY basic (I've hammered out a few simple scripts, but nothing really worth mentioning) and I'm also just now coming back to the game (haven't played much since patch 2.6 or so), so the lot of it might as well be Latin to me.

I was thinking that perhaps about 70 modules or so would be good for the HUB, that way it would be better than a standard dock, but still not quite as good as a dedicated production station. Also, I find my supply complexes usually number about 60-70 stations, so that may have something to do with it too... :wink:

Anyway, I'm going to keep trying to see if I can get PropMongler downloaded and poke at things with my learnin' stick, in hopes of having a positive learning experience.
Logain Abler
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Post by Logain Abler »

Devilrat wrote:I've been poking at it a bit in the script editor, but the download link for PropMongler keeps timing out on me, so I haven't really been able to explore too much into the arrays and whatnot. Of course, my scripting knowledge is VERY basic (I've hammered out a few simple scripts, but nothing really worth mentioning) and I'm also just now coming back to the game (haven't played much since patch 2.6 or so), so the lot of it might as well be Latin to me.

I was thinking that perhaps about 70 modules or so would be good for the HUB, that way it would be better than a standard dock, but still not quite as good as a dedicated production station. Also, I find my supply complexes usually number about 60-70 stations, so that may have something to do with it too... :wink:

Anyway, I'm going to keep trying to see if I can get PropMongler downloaded and poke at things with my learnin' stick, in hopes of having a positive learning experience.
Just add the Hub as a Production Complex M, this will give it 100 modules.

LA
maw3193
Posts: 5
Joined: Thu, 24. Jan 08, 20:20

Post by maw3193 »

For some reason, when I try to add an M1/TL to the list of ships with production modules, it shows a blank page, whereas if I don't have an M1/TL it pops up a notification that I don't have any M1/TL to add.
Could this have been caused by SRM?
Logain Abler
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Joined: Mon, 31. Oct 05, 08:44
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Post by Logain Abler »

maw3193 wrote:For some reason, when I try to add an M1/TL to the list of ships with production modules, it shows a blank page, whereas if I don't have an M1/TL it pops up a notification that I don't have any M1/TL to add.
Could this have been caused by SRM?
Do the ships have Supply Command Software installed?

LA
maw3193
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Joined: Thu, 24. Jan 08, 20:20

Post by maw3193 »

Bingo! I seemed to have overlooked that requirement. Thanks for your help!
Mad_CatMk2
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Post by Mad_CatMk2 »

@LA

I don't think I see any, but did you include/remove the command slot access to PM/FDN from the station command slots?

Or would I have a conflict with a script, hmm...

Thanks
I fly an OWP. What about you?
Logain Abler
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Joined: Mon, 31. Oct 05, 08:44
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Post by Logain Abler »

Mad_CatMk2 wrote:@LA

I don't think I see any, but did you include/remove the command slot access to PM/FDN from the station command slots?

Or would I have a conflict with a script, hmm...

Thanks
It was removed; the PM Menu is open via hotkey. Older versions still have a station & ship command slot, but I will be handing the command slot back.


LA
Mad_CatMk2
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Post by Mad_CatMk2 »

Thanks for the clarification.
I fly an OWP. What about you?
lich83
Posts: 110
Joined: Tue, 4. May 10, 10:43
x3tc

Heretical question

Post by lich83 »

Greetings, I have sort of heretical question. If I overlooked if someone asked before, im sorry. But I need to know if this mod is compatible with Complex cleaner (by Gazz)?
Please dont flame me :roll:

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