No. The game engine can't add intermediate resources to a single factory. That's only via complex construction.TTD wrote:I like the concept.
But could you use the 50 instead of the 100 ?
[Mod] Litcube's Saturn Complex Hub V0.99b
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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So far I have only been using the calculator. But I will test out the SCH. Results later ...Litcube wrote:Feloidea wrote:Hmm, copied the HK[...].xml into my scripts folder and tried with my current savegame.
Results aren't very promising.
I'm sorry, brother. I can't reproduce your results, here. Is this only using the calc, or does it happen with the actual SCH?
edit://
I have reverted back to an older savegame and everything seems to be working fine. Weird.
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IMHO small overkill (1-2%) isn't as bad as getting extra 50 factories. Or, from your example - can you change it to pick 49 BoFu M + 1 or 2 Bofu S?It doesn't matter what you enter at the start of the config. The engine will pick the LEAST overkill factories as stated in the OP.
Example: if your complex required 9,999 Bofu to operate:
100 BoFu S: output: 10,000
50 BoFu M: output: 10,001
The engine will pick 100 Bofu S, as it's the least overkill.
Is it going to stay that way? Can\will you fix this?
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Is GoD deleting the shipyard?
I installed SH at the start of my latest (Poisoned Paranid) game start. I normally save regularly, backing up every save rather than deleting or over-writing. I finally got to Saturn 3 at around 18 game hours. I have been using Memia auto sector reveal and auto satellite but for some reason it didn't reveal a SH Shipyard. The existence of the satellite confirms that memia did its full sector scan/reveal during the time I was in Saturn 3. I didn't click to this until I was a few sectors away. I went back to older saves and used Universal sector reveal to see which saves had the shipyard in Saturn 3. Well, they all did! Even the latest, at least when using sector reveal (not memia but a universe wide one) it did. Each time the shipyard was on the far East side of Saturn 3, except the most recent save. For some reason the shipyard had moved to slightly west of the gate, putting it on the far west side of the sector. Weird. So then I disabled universal sector reveal, reloaded the latest save and flew to Saturn 3. This time the shipyard was only slightly East of the sector centre. Could it be that GoD is deleting the Saturn hub shipyard, and it is being re-created on next reload?? I can't see how / why it would move otherwise. Not unless it is only created when the sector is first revealed?
I believe that after considerable time (game weeks), even stations that have a ship docked can and do get deleted by GoD. Recently I went to considerable effort to save every single Terran and Aldrin station, docking M5s and doing countless reloads / re-plays whenever I discovered that GoD had taken another station before I got around to protecting it. It took me around 200 real life hours to advance 14 game hours. By around 14 game hours I had every Terran and Aldrin station protected with an M5 docked there. We're talking painful here! Then a couple of weeks into the game start, suddenly a bunch of my M5s were destroyed, both in Terran and Aldrin space. It simply said destroyed and not what destroyed them. I had named the ships according to which stations they were "protecting". Sure enough, each of these stations had been deleted (or destroyed, I guess). Those ships had never been undocked from the stations they were protecting. Of course it could have been pirates / xenon or some other enemy, but the particular stations were of the type that often get deleted first: SPPs and mines. And by reloading recent saves I was able to determine that those stations weren't being used much (not manufacturing, either because of lack of resources or lack of product sales). I also confirmed that no enemies were in the sector around that time. If the Saturn hub shipyard is being deleted by God (not "stamped" as "do not delete"), then in turn it may be possible that ships docked at the shipyard get destroyed eventually. As I've only just starting this game with Saturn hub installed, I have very little to go on. I browsed through this thread and couldn't see anything regarding the shipyard being deleted but did read about it "moving". Player stations don't get deleted by GoD but if the Saturn hub shipyard is treated as "NPC" then wouldn't it be possible for it to be deleted along with others? I've noted the co-ords of this one and will watch for any movement
Some Terran and Aldrin stations never get deleted, as they are necessary for at least one main plot. Therefore, there must be a way of protecting them that doesn't rely on the player doing anything special. If the SH Shipyard has such protection, then why does it move within a gamestart?
I believe that after considerable time (game weeks), even stations that have a ship docked can and do get deleted by GoD. Recently I went to considerable effort to save every single Terran and Aldrin station, docking M5s and doing countless reloads / re-plays whenever I discovered that GoD had taken another station before I got around to protecting it. It took me around 200 real life hours to advance 14 game hours. By around 14 game hours I had every Terran and Aldrin station protected with an M5 docked there. We're talking painful here! Then a couple of weeks into the game start, suddenly a bunch of my M5s were destroyed, both in Terran and Aldrin space. It simply said destroyed and not what destroyed them. I had named the ships according to which stations they were "protecting". Sure enough, each of these stations had been deleted (or destroyed, I guess). Those ships had never been undocked from the stations they were protecting. Of course it could have been pirates / xenon or some other enemy, but the particular stations were of the type that often get deleted first: SPPs and mines. And by reloading recent saves I was able to determine that those stations weren't being used much (not manufacturing, either because of lack of resources or lack of product sales). I also confirmed that no enemies were in the sector around that time. If the Saturn hub shipyard is being deleted by God (not "stamped" as "do not delete"), then in turn it may be possible that ships docked at the shipyard get destroyed eventually. As I've only just starting this game with Saturn hub installed, I have very little to go on. I browsed through this thread and couldn't see anything regarding the shipyard being deleted but did read about it "moving". Player stations don't get deleted by GoD but if the Saturn hub shipyard is treated as "NPC" then wouldn't it be possible for it to be deleted along with others? I've noted the co-ords of this one and will watch for any movement

Some Terran and Aldrin stations never get deleted, as they are necessary for at least one main plot. Therefore, there must be a way of protecting them that doesn't rely on the player doing anything special. If the SH Shipyard has such protection, then why does it move within a gamestart?
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Re: Is GoD deleting the shipyard?
glenmcd wrote:Not unless it is only created when the sector is first revealed?
I browsed through this thread and couldn't see anything regarding the shipyard being deleted but did read about it "moving".

There's nothing in the code that moves the SY or deletes it. GOD wouldn't destroy a shipyard.
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I can think of one other possible explanation: Let's say that I didn't have SH installed correctly when I first started the game. If later I fixed whatever problem there was in the install, if I reloaded an old save then the shipyard would be created at that time. Now for why the shipyard moves: GoD deleted one of the Saturn 3 stations between the last and second last save. This did actually happen as the reloads prove it. If SH positions itself depending on existing stations, that may explain why it chose different postions. As far as it was concerned, each time I reloaded it was being initialised for first time and this created the shipyard at that time. I do a lot of screwing around with the scripts folder so I can see at least the first bit happening.
I read the spec on this thing and I gotta tell ya I can't wait to give this baby a run. GoD knows it's needed
I read the spec on this thing and I gotta tell ya I can't wait to give this baby a run. GoD knows it's needed

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I'm slowly getting the hang of this, have installed a few stations and a bunch of asteroids. But I'm thinking now I might have to reload an old save and start again. I initially bought a 400x SCH and built it in Ore Belt. Being the biggest I figured that it could do justice to the large quantities of minerals available there. But now it seems that unless I provide ALL of the asteroids that the x400 needs, that it won't engage. Sure, I can supply as many fabs as necessary but I can't install asteroids that aren't there. If I'm reading this correctly, it means I have to work out how much minerals are available in a sector, and buy the exact right sized SCH for that sector, if I wish to maximise asteroid usage?
This thing is quite different from the normal complex building operation conceptually. In the configuration I see two lines listing silicon wafers (purple), one showing 1200 required and one showing 2400. Is this a choice thing or do I need to satisfy both? Oh yeah my product is Teladi microchips in Ore Belt. Even more confusing are the two lines listing silicon mines. Exact duplicates, and each only asking for one mine. Normally in a complex you need a mine for each asteroid, and as this is a non-cheat mod, using one mine for 27 asteroids would surely save you a ton of credits? Also, it appears that CCKs are not necessary. Okay that's cool, however that's also a major credits saver. I guess the SCH itself is quite expensive and perhaps may cover the cost of CCKs and even mines. I really like the look of the unit that produces. Neat, sweet and petite.
For now I'm going to go way back to an early save well before I start the first Terran mission so I'll have more time to get up to speed on this before I try again.
Feedback: I was initially confused about how to put stations into the SCH. There is an install "button", and there are the lines that show what is available to install. It took a while before I worked out that the install button was a toggle and not an action.
This thing is quite different from the normal complex building operation conceptually. In the configuration I see two lines listing silicon wafers (purple), one showing 1200 required and one showing 2400. Is this a choice thing or do I need to satisfy both? Oh yeah my product is Teladi microchips in Ore Belt. Even more confusing are the two lines listing silicon mines. Exact duplicates, and each only asking for one mine. Normally in a complex you need a mine for each asteroid, and as this is a non-cheat mod, using one mine for 27 asteroids would surely save you a ton of credits? Also, it appears that CCKs are not necessary. Okay that's cool, however that's also a major credits saver. I guess the SCH itself is quite expensive and perhaps may cover the cost of CCKs and even mines. I really like the look of the unit that produces. Neat, sweet and petite.
For now I'm going to go way back to an early save well before I start the first Terran mission so I'll have more time to get up to speed on this before I try again.
Feedback: I was initially confused about how to put stations into the SCH. There is an install "button", and there are the lines that show what is available to install. It took a while before I worked out that the install button was a toggle and not an action.
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Yeah, if you're trying to work it out that way, it would require some math.glenmcd wrote:I'm slowly getting the hang of this, have installed a few stations and a bunch of asteroids. But I'm thinking now I might have to reload an old save and start again. I initially bought a 400x SCH and built it in Ore Belt. Being the biggest I figured that it could do justice to the large quantities of minerals available there. But now it seems that unless I provide ALL of the asteroids that the x400 needs, that it won't engage. Sure, I can supply as many fabs as necessary but I can't install asteroids that aren't there. If I'm reading this correctly, it means I have to work out how much minerals are available in a sector, and buy the exact right sized SCH for that sector, if I wish to maximise asteroid usage?
Whoah. You're only supposed to get one mine per ware, and one listing per mineral. I'll try to replicate your results.glenmcd wrote:This thing is quite different from the normal complex building operation conceptually. In the configuration I see two lines listing silicon wafers (purple), one showing 1200 required and one showing 2400. Is this a choice thing or do I need to satisfy both? Oh yeah my product is Teladi microchips in Ore Belt. Even more confusing are the two lines listing silicon mines. Exact duplicates, and each only asking for one mine. Normally in a complex you need a mine for each asteroid, and as this is a non-cheat mod, using one mine for 27 asteroids would surely save you a ton of credits? Also, it appears that CCKs are not necessary. Okay that's cool, however that's also a major credits saver. I guess the SCH itself is quite expensive and perhaps may cover the cost of CCKs and even mines. I really like the look of the unit that produces. Neat, sweet and petite.
For now I'm going to go way back to an early save well before I start the first Terran mission so I'll have more time to get up to speed on this before I try again.
Yeah, the OP does describe this, doesn't it? Perhaps not so well.glenmcd wrote:Feedback: I was initially confused about how to put stations into the SCH. There is an install "button", and there are the lines that show what is available to install. It took a while before I worked out that the install button was a toggle and not an action.
Edit: OH, hold on! No, this is intentional! I remember now, I implemented this (this is a huge script, I don't remember a lot). If a mine requires over 2400 minerals, a second mine needs to be added. I did this to mimick the way the engine handles minerals. It's working ok. I forgot you were using a massive, massive 400x SCH. Normally, your assumption is correct. One mine usually. But at 400x, your complex requires a poo load.
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The duplicate lines thing is easy to reproduce in your new calculator. Select the SCH400, Teladi chip, 150% sun.
I don't like the situation where you need to commit to a particular sized SCH and pay tens of millions of credits, before you get to do any building at all. Calculations can be incorrect, asteroids can and do get destroyed by stray missiles, assumptions made by players new to SCH can be unfounded etc. I'd much rather see a single SCH for sale at a cost of say 300K. Place it in any sector you want, configure it however you want and install any and all asteroids in that sector. When it's all good to go you hit the "engage" button. That's the time to pay the larger sum (up to 60M) for the larger capacity SCH. If you haven't got sufficient credits then the engage button won't work. If you configure it for only a small number of products then you pay only a small amount at engage time. If you do a reconfigure then you pay another fee. Or get half back on the previous one. Whatever. Doing it this way, your reward for the possibly large cost of the SCH is both known and immediate rather than maybe some hours into the future if all goes well, all calculations were correct, and assumptions about just how SCH works are correct.
I don't like the situation where you need to commit to a particular sized SCH and pay tens of millions of credits, before you get to do any building at all. Calculations can be incorrect, asteroids can and do get destroyed by stray missiles, assumptions made by players new to SCH can be unfounded etc. I'd much rather see a single SCH for sale at a cost of say 300K. Place it in any sector you want, configure it however you want and install any and all asteroids in that sector. When it's all good to go you hit the "engage" button. That's the time to pay the larger sum (up to 60M) for the larger capacity SCH. If you haven't got sufficient credits then the engage button won't work. If you configure it for only a small number of products then you pay only a small amount at engage time. If you do a reconfigure then you pay another fee. Or get half back on the previous one. Whatever. Doing it this way, your reward for the possibly large cost of the SCH is both known and immediate rather than maybe some hours into the future if all goes well, all calculations were correct, and assumptions about just how SCH works are correct.
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I know. It's not a bug, it's intentional. It's implemented because of the way mines work when you reach ridiculous levels of production. Smaller SCHs (ones that require less than 2400 in a mine) contain only one mine.glenmcd wrote:The duplicate lines thing is easy to reproduce in your new calculator. Select the SCH400, Teladi chip, 150% sun.
Neat! Here are things I don't like:glenmcd wrote:I don't like the situation where you need to commit to a particular sized SCH and pay tens of millions of credits, before you get to do any building at all.
- Spoiled bananas
- People butting in line and pretending they don't speak English
- 7.1 Audio market adoption
- Canada's tax scale
- When Tim Horton's f@!#$ks up your coffee. They do this *all* the time!
- Getting kicked
- Getting punched
- Getting kicked and punched
- When you realize the hot chick you're talking to is vapid (personality mile wide, inch deep)
- Getting fat when you don't think you ate that much in the last while
- Spiders in my house!
- Aging
It's not tough to add up asteroid value in a sector, is it? I mean... that'd addition.. Am I missing something?glenmcd wrote:Calculations can be incorrect, asteroids can and do get destroyed by stray missiles, assumptions made by players new to SCH can be unfounded etc. I'd much rather see a single SCH for sale at a cost of say 300K. Place it in any sector you want, configure it however you want and install any and all asteroids in that sector. When it's all good to go you hit the "engage" button. That's the time to pay the larger sum (up to 60M) for the larger capacity SCH. If you haven't got sufficient credits then the engage button won't work. If you configure it for only a small number of products then you pay only a small amount at engage time. If you do a reconfigure then you pay another fee. Or get half back on the previous one. Whatever. Doing it this way, your reward for the possibly large cost of the SCH is both known and immediate rather than maybe some hours into the future if all goes well, all calculations were correct, and assumptions about just how SCH works are correct.
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help - running into errors
Trying this mod and have run into a problem when trying to set up a split crystal hub. After it's set up with the stations installed and engaged it displays these errors in the log:
[ external image ]
Letting it run for hours it will accumulate ecells but nothing else. The other odd thing is when I go into the hubs console it appears to think that now it's raster oil it should be producing and displays a bunch of null values.
http://zurg.baird.com/~awl/saturn.error2.jpg
I tried again with a second hub, this time selecting the Argon crystal fab and got the same results other then when returning to the console it displayed silicon in the production configuration along with more null values.
Any ideas what the problem might be?
thanks,
Andrew
{Oversize image changed to link - Terre}
[ external image ]
Letting it run for hours it will accumulate ecells but nothing else. The other odd thing is when I go into the hubs console it appears to think that now it's raster oil it should be producing and displays a bunch of null values.
http://zurg.baird.com/~awl/saturn.error2.jpg
I tried again with a second hub, this time selecting the Argon crystal fab and got the same results other then when returning to the console it displayed silicon in the production configuration along with more null values.
Any ideas what the problem might be?
thanks,
Andrew
{Oversize image changed to link - Terre}
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Hmm... I have not been able to duplicate the problem with my installation. Granted, I am running it in conjunction with Xtra.
Can you provide more specific data on the problem? (i.e. size of SCH, Crystal Fab M or L, any other mods installed etc.)
The only other time I remember something like this happening was when I had improperly modified the setup script to work with Xtra and screwed up the shipyard station list (its amazing how a slipped mouse click at way too late at night goes unnoticed). This caused a Terran Shadow Missile Fab SCH to list Terran MREs as the product. After I fixed the setup script and "reset" the shipyard, the problem went away.
Can you provide more specific data on the problem? (i.e. size of SCH, Crystal Fab M or L, any other mods installed etc.)
The only other time I remember something like this happening was when I had improperly modified the setup script to work with Xtra and screwed up the shipyard station list (its amazing how a slipped mouse click at way too late at night goes unnoticed). This caused a Terran Shadow Missile Fab SCH to list Terran MREs as the product. After I fixed the setup script and "reset" the shipyard, the problem went away.
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only 2 mods installed: no_floating_icons and killerog 4 in 1 ship pack. Did some more testing and removed the above mods for it. Seems when I first deploy the SCH and select a production item, when I leave the console and go back into it then the production item has changed and I've got null values. This happened regardless of what size SCH I choose or what the production item was. If a subsequently change the production item (ship destroyed) and set a new product, then it sticks and things work as it should. Not sure why it happens but I can live with this work around.
cheers,
Andrew
cheers,
Andrew
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yup vanilla map. Was setting up first (only so far) SCH in Rhonkar's Clouds. The test ones were right in Saturn 3. I just tried the reset script but that didn't make any difference. Guess there is mutant code somewhere in my game. Anyway I have an easy work around so everything is shiny captain. Thanks for the mod it's definitely sweet and will help clean up some over populated, spaghetti infested sectors.
A.
A.
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Hello Litcube. I am currently trying to merge SaturnCH with XRM that has XTRA and a bunch of other stuff merged together. I added the data from SaturnCH tfactory to the XRM one increasing its top count by +451. SaturnCH's .cat number is 16, XRM's .cat have 17 and 18. Scripts and t folder are copied over as well.
I tried changing setup.SaturnCH in the script editor but instead of the station's name it reads "Xenon ReadText17-190001" through to "Xenon ReadText17-190799 XXL". All 400 Station plus placeholder show up just fine in X3 Editor 2.
I have spent some time now trying to track that one down but I am pretty clueless with ReadText-Errors. Can you help me out?
Installed Mods are:
Immersive enviroments
eEQ
Mars
XRM
X-UI
Edit: Ok, problem solved. I was playing with the german language files installed. I did a new installation with both german and english language pack and the issue resolved itself. My mistake, sorry to have bothered you.
I tried changing setup.SaturnCH in the script editor but instead of the station's name it reads "Xenon ReadText17-190001" through to "Xenon ReadText17-190799 XXL". All 400 Station plus placeholder show up just fine in X3 Editor 2.
I have spent some time now trying to track that one down but I am pretty clueless with ReadText-Errors. Can you help me out?
Installed Mods are:
Immersive enviroments
eEQ
Mars
XRM
X-UI
Edit: Ok, problem solved. I was playing with the german language files installed. I did a new installation with both german and english language pack and the issue resolved itself. My mistake, sorry to have bothered you.
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I have the same issue as manta357. The calculator works perfectly, but attempting to use a fresh SHC results in incorrect product, installing stations/asteroids then opening the SHC setup screen results in both log spam and a long string of beeps. However I've found that if I reset a fresh SHC and make a new selection will result in the correct product.
I've observed asteroids used for SHC fodder respawning.
With that said, Litcube thank you kindly. The SHCs have kept my universe cleaner and made a use for a fleet of TLs.
mods:
MARS (without repair function)
Missile Safety
Advanced Jump Drive
Advanced Jump Overrides
Advanced Navigation Software
Advanced Navigation Software Overrides
Ring of Fire
Bonus Pack
Map:
Steam DLC
I've observed asteroids used for SHC fodder respawning.
With that said, Litcube thank you kindly. The SHCs have kept my universe cleaner and made a use for a fleet of TLs.
mods:
MARS (without repair function)
Missile Safety
Advanced Jump Drive
Advanced Jump Overrides
Advanced Navigation Software
Advanced Navigation Software Overrides
Ring of Fire
Bonus Pack
Map:
Steam DLC