
[MOD] Complex Cleaner v4.09 / Modular Complexes (TC 3.2 / AP 1.1)
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Most likely you did not update the number of objects in the first line.ShotGlockMF wrote:So with the TFactories... I'm kind of confused what to do. I copied the the end 20-30 stations/gazz files over to X-tra stations/ships TRfactories but I still get the station not found error.
That tells X3 how many factories to read.
You connect the factories...?XDrake wrote:I have looked and looked, some where there was a post about how to get more than one complex in a sector with CC. I remember doing it, just don't remember how. :headbang:
Just Imagine that the existing factories from the other complex are not there and you cannot connect to them.
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Yes I have connected the factories for the first Hub.
Is there a command or way that I can crunch the next set of factories into another location with in the same sector?
I have ignored the complex Hub, tried to ignore the module container also. Every time is wants to crunch to the already existing hub/ module.
Is there a command or way that I can crunch the next set of factories into another location with in the same sector?
I have ignored the complex Hub, tried to ignore the module container also. Every time is wants to crunch to the already existing hub/ module.
XDrake
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Well, then you obviously wanted it to be a single complex.XDrake wrote:Yes I have connected the factories for the first Hub.
The CC has no influence on how you choose to wire your factories. That's all you.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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I'm pretty I did. perhaps not the correct amount. The file I am tring to merge with CC is X-tra ships, in the TFactories.txt using shadows editing program, there is no lines = line. I tried to put it in as it is in your tfactories.txt which is at the top.
Is the number of entires just the number of lines? Sorry, new to this whole thing and thank you for pointing me in the right direction.
Is the number of entires just the number of lines? Sorry, new to this whole thing and thank you for pointing me in the right direction.
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Ok, I may not explain this right. Lets try this:
I want to have two separate crunched complexes, with two independent hubs. One providing a complete shield manufacturing loop. The second one will be a complete weapons loop.
What I have now is the Shield complex, and yes I have connected the whole thing to one hub. (If I understand you post I should not have done this first?)
After, Dropping the stations that I need for the weapons complex, I go to crunch them and select a new position. Everything works but places them next the existing Shield Complex Hub.
On repeated tries, I have Ignored the existing Hub and container modules with the same effects. I have tried where I was in the sector and out of sector (auto jumping in).
I have thought about this for the last couple of days. If it is not possible to place the crunched containers where I want them, can I move the new crunched modules to a new position and have them work as a new complex?
My reason is, I am consirded that even with the Extended Hub, there will be to much traffic at one complex to deliver over 20 different product efficiently.
I want to have two separate crunched complexes, with two independent hubs. One providing a complete shield manufacturing loop. The second one will be a complete weapons loop.
What I have now is the Shield complex, and yes I have connected the whole thing to one hub. (If I understand you post I should not have done this first?)
After, Dropping the stations that I need for the weapons complex, I go to crunch them and select a new position. Everything works but places them next the existing Shield Complex Hub.
On repeated tries, I have Ignored the existing Hub and container modules with the same effects. I have tried where I was in the sector and out of sector (auto jumping in).
I have thought about this for the last couple of days. If it is not possible to place the crunched containers where I want them, can I move the new crunched modules to a new position and have them work as a new complex?
My reason is, I am consirded that even with the Extended Hub, there will be to much traffic at one complex to deliver over 20 different product efficiently.
XDrake
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NECORE Inc.
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NECORE Inc.
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@XDrake
not sure if this helps and its been a while since i used this but
you drop the factories for the shield complex then crunch them then complex them
you drop the factories for the weapons complex crunch them then complex them
they share the complex blocks but each has its own hub
not sure if you can have two separate complex blocks i never managed it
not sure if this helps and its been a while since i used this but
you drop the factories for the shield complex then crunch them then complex them
you drop the factories for the weapons complex crunch them then complex them
they share the complex blocks but each has its own hub
not sure if you can have two separate complex blocks i never managed it
those UFOs you hear about are just what you tried to explaine to me going over my head
Advanced Complex-Hub you know you need it Catta Fett's D.O.G.S Vanilla safe mod collectionyou don't need them but you want them
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings
Advanced Complex-Hub you know you need it Catta Fett's D.O.G.S Vanilla safe mod collectionyou don't need them but you want them
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings
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I've run into a rather bizarre issue that I'm not 100% sure is related to CC, but my google-fu has failed me so I'm starting here.
I built a ship-resource production complex about 30 game days ago. 4 game days ago, I start building an Aran at my PHQ. Since the PHQ shipyard is now tied up, my resource stockpiles fill to capacity.
Now the strangeness starts. My SPP FACTS (a 100 and a 200) claim they have no resources and stop producing. This doesn't make a lot of sense, because the crystal stockpile is full. If i take crystals out of the stockpile, the crystal fact churns out some more and the SPPs don't do anything.
so i tried to turn off the SPPs and add two new ones, to no effect. Next step was to self-destruct the complex hub and rebuild it. (I should note that I actually tried to self-destruct one of the SPPs, which took out the complex hub, but not the FACT) Interestingly, the SPPs started producing using stockpiled crystals, but only while separated from the complex. When I re-connected them they stopped working again.
Last step was to burn down the ecell stockpile and see if that reset anything. So I added 'one of everything' to the complex and let it sit overnight. Now I have full or nearly full stockpiles of everything.... and empty SPPs that don't work.
I'm going to try to empty out the crystal stockpile entirely and see if that does anything, but I'm not really hopeful. I'll post an edit.
The only other station related mod I'm using is FCC, but I didn't use any FCC functions to build this complex. I can post the rest of my mod/script list if anyone thinks its necessary.
For reference, I'm running TC 3.1.1 on Steam, and this complex is in Harmony of Perpetuity, the sector from the steam DLC.
Any thoughts?
I built a ship-resource production complex about 30 game days ago. 4 game days ago, I start building an Aran at my PHQ. Since the PHQ shipyard is now tied up, my resource stockpiles fill to capacity.
Now the strangeness starts. My SPP FACTS (a 100 and a 200) claim they have no resources and stop producing. This doesn't make a lot of sense, because the crystal stockpile is full. If i take crystals out of the stockpile, the crystal fact churns out some more and the SPPs don't do anything.
so i tried to turn off the SPPs and add two new ones, to no effect. Next step was to self-destruct the complex hub and rebuild it. (I should note that I actually tried to self-destruct one of the SPPs, which took out the complex hub, but not the FACT) Interestingly, the SPPs started producing using stockpiled crystals, but only while separated from the complex. When I re-connected them they stopped working again.

Last step was to burn down the ecell stockpile and see if that reset anything. So I added 'one of everything' to the complex and let it sit overnight. Now I have full or nearly full stockpiles of everything.... and empty SPPs that don't work.
I'm going to try to empty out the crystal stockpile entirely and see if that does anything, but I'm not really hopeful. I'll post an edit.
The only other station related mod I'm using is FCC, but I didn't use any FCC functions to build this complex. I can post the rest of my mod/script list if anyone thinks its necessary.
For reference, I'm running TC 3.1.1 on Steam, and this complex is in Harmony of Perpetuity, the sector from the steam DLC.
Any thoughts?
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Is the complex too big?
At a certain point you're going to run into integer overflow issues in all kinds of calculations because the engine can only deal with numbers up to 2140000000 in any shape or form.
The CC makes it easier to actually build complexes that big. In vanilla X3 it's more likely that TC starts crashing on loading the sector before that point is reached. =P
At a certain point you're going to run into integer overflow issues in all kinds of calculations because the engine can only deal with numbers up to 2140000000 in any shape or form.
The CC makes it easier to actually build complexes that big. In vanilla X3 it's more likely that TC starts crashing on loading the sector before that point is reached. =P
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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I don't think its too big. The SPPs produce an order of magnitude more than any other factory, and those together cap out at 72 million. I've got a total of 88 connected stations, all of which work normally except for the SPPs. I just went through and looked at the rest of the stockpile limits, and the sum for the complex is between 100 and 150 million.
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My biggest complex was HUGE. It had 300 SPP, 1000 Beef, 1000 Cahoonas, 800 Crystals, 800 Silicon, 100 Ore, 200 Protein Paste, 200 MRE and at least 10 of every Terran and Argon weapons/missiles/ammo factory and 10 of each shield type. It also had 10 XL Freighters doing nothing but taking the products off to my PHQs, my Shipyard and in some cases selling them at the nearest equipment dock. And equiping my newly purchased ships with another 2 TS's XL. I generally stayed out of the sector because the ships would crash into each other they were jumping into and out of the sector, landing and taking off CONSTANTLY.Gazz wrote:Is the complex too big?
At a certain point you're going to run into integer overflow issues in all kinds of calculations because the engine can only deal with numbers up to 2140000000 in any shape or form.
The CC makes it easier to actually build complexes that big. In vanilla X3 it's more likely that TC starts crashing on loading the sector before that point is reached. =P
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So it appears to have something to do with the crystal stockpile. I started draining it down using a fleet of CAG traders, and once it got about 150000 below the stockpile limit the SPPs started working again. I've turned the crystal fabs off for now, and will turn them back on again when i need them.
This doesn't make a lot of sense, but at least I have a workaround
This doesn't make a lot of sense, but at least I have a workaround
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I built a big stuff many months ago thanks to Complex Cleaner but factories were already gathered and ordered.
This time I dropped about 50+ factories OOS then I need to crunch them.
And each time I try to, my autopilot starts the Jumpdrive toward the concerned sector and of course collisions occurs destroying many objects (with some f my factories).
I read again the 1st page but I can't understand/remember how to crunch those OOS ? Is it possible ?
This time I dropped about 50+ factories OOS then I need to crunch them.
And each time I try to, my autopilot starts the Jumpdrive toward the concerned sector and of course collisions occurs destroying many objects (with some f my factories).
I read again the 1st page but I can't understand/remember how to crunch those OOS ? Is it possible ?
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Yes it is possible.
Many times,I forgot the one requirement.
Second the point you choose is the placement of the condensed factories.
(If you are doing it the 1st time.. adding later is not neeeded.)
Must be IS to connect the complex hub.
Many times I would forget and jump the TL or ship with the tractor bean away. I would drop but then afterwards I couldn't crunch.
Added:
I noticed that 20 SPP XL convert to Fast XXX (200)
But many other factories like Crystals, Food fabs -- it takes 40 fabs to make a FASt XXX(200)
Chip, computers, shields and weapons type fabs it is a direct 1 to 1 count.
Usually the precursor for a food fab can equal the number of the food fabs.
(40 Boron BioGas fab (Precursor - Bio requirement) will be needed to maintain 40 BoFu fabs) Fast BioGas (200) -> Fast BoFu (200)
But if you are trading in the BioGas then you tend to run out of wares to supply the BoFu fabs. I usually add an extra an additional Fast BioGas (200)
(40 factories) for every 7 to 10 Fast XxX (200) group) That is if I am only trying to maintain the e-cells and crystal production. Usually it is more with other higher end fabs connected. (tech, armaments)
Also I noticed that the Fast SSP XL (200) group eats more crystals than a Fast Crystal (200) can produce. So add an extra Crystal (200) for each group of 8 Fast SSP (200) fabs.
eg.. you want self substaining factory.
you have 7 Fast SSP (200) you need an equal number of crystals plus 1 more
on 8 you need 8 plus 1.
on 9 you need 9 plus 2. (start of the second group of 8 complexes)
on 16 you need 16 plus 2 more
on 17 you need 17 plus 3 (Third group)
Add an xtra crunched group per groups of 8 SSP
plus the required Silicon mines.
plus the Food fabs and their precursors(Bio) fabs
(Argnu beef needed for Meatsteaks if Argon crystal fabs are used.)
Some of my (Self substaining) weapon complexes(a lot of different commomwealth variants) grew to 8 to 9 thousand crunched factories.
E-Cell, Crystal, Food, Bio production never stopped.
Many times,I forgot the one requirement.
(That ship must be in sector where you are building - you can be elsewhere. That ship is used for the crunch command. You can't crunch in your personal ship - OSS. Otherwise it tries to move you to that sector.)A Tractor Beam must be on board of the executing ship.
Second the point you choose is the placement of the condensed factories.
(If you are doing it the 1st time.. adding later is not neeeded.)
Must be IS to connect the complex hub.
Many times I would forget and jump the TL or ship with the tractor bean away. I would drop but then afterwards I couldn't crunch.
Added:
I noticed that 20 SPP XL convert to Fast XXX (200)
But many other factories like Crystals, Food fabs -- it takes 40 fabs to make a FASt XXX(200)
Chip, computers, shields and weapons type fabs it is a direct 1 to 1 count.
Usually the precursor for a food fab can equal the number of the food fabs.
(40 Boron BioGas fab (Precursor - Bio requirement) will be needed to maintain 40 BoFu fabs) Fast BioGas (200) -> Fast BoFu (200)
But if you are trading in the BioGas then you tend to run out of wares to supply the BoFu fabs. I usually add an extra an additional Fast BioGas (200)
(40 factories) for every 7 to 10 Fast XxX (200) group) That is if I am only trying to maintain the e-cells and crystal production. Usually it is more with other higher end fabs connected. (tech, armaments)
Also I noticed that the Fast SSP XL (200) group eats more crystals than a Fast Crystal (200) can produce. So add an extra Crystal (200) for each group of 8 Fast SSP (200) fabs.
eg.. you want self substaining factory.
you have 7 Fast SSP (200) you need an equal number of crystals plus 1 more
on 8 you need 8 plus 1.
on 9 you need 9 plus 2. (start of the second group of 8 complexes)
on 16 you need 16 plus 2 more
on 17 you need 17 plus 3 (Third group)
Add an xtra crunched group per groups of 8 SSP
plus the required Silicon mines.
plus the Food fabs and their precursors(Bio) fabs
(Argnu beef needed for Meatsteaks if Argon crystal fabs are used.)
Some of my (Self substaining) weapon complexes(a lot of different commomwealth variants) grew to 8 to 9 thousand crunched factories.
E-Cell, Crystal, Food, Bio production never stopped.
You think a hero is some weird sandwitch and not a guy attacking a Xeno J with a kestrel.
Sir.. I said .. A guy attacking a J with a kestrel is the sandwitch.
Sir.. I said .. A guy attacking a J with a kestrel is the sandwitch.
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Great. I installed a Tractor Beam in the remote TL but still need to use its own console in order to have the crunch command to work and not being propelled there myself (thought everything was intially designed to be ordered from player ship). Anyway, that worked and I m happy.Retiredman wrote:Yes it is possible.
Many times,I forgot the one requirement.
(That ship must be in sector where you are building - you can be elsewhere. That ship is used for the crunch command. You can't crunch in your personal ship - OSS. Otherwise it tries to move you to that sector.)A Tractor Beam must be on board of the executing ship.
Second the point you choose is the placement of the condensed factories.
(If you are doing it the 1st time.. adding later is not neeeded.)
Must be IS to connect the complex hub.
Many times I would forget and jump the TL or ship with the tractor bean away. I would drop but then afterwards I couldn't crunch.
Thks again for this really nice script.
Module Container is neutral color but that's our stuffShotGlockMF wrote:So I got it to work. I made a complex hub after crunching everything. I use a complex construction kit to try and link them together, but I can only target my hub. How do I link them together?
It also might be worth noting that the Module Container 1 that spawned is not mine, dunno who it belongs to but it's not green.

Last edited by Loner87 on Wed, 21. Sep 11, 04:29, edited 2 times in total.
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Hi everyone. I am trying to run CC with X-Tended 1.2a and running into problems with weird stations. I assume this is because I have not merged the factories files. Does anyone have a merged factories file they can make available as I am pretty amateur at this stuff and cannot bear going back to spaghetti and meatballs.
Any help is appreciated.
Any help is appreciated.