[MOD] Complex Cleaner v4.09 / Modular Complexes (TC 3.2 / AP 1.1)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Need a little help,
For some reasons my Complexes have disappeared, Visually, the HUBs still function but i cant make any new connections.
So any new stations i add then crunch , will show up on the scanner correctly "xxxx(10)" but i cant connection them to the hubs. and visually the big complex cube disappeared.
Not sure what i did only mod i recently installed was Rename ships with Expression (RSwE), i cant imagine that having any impact on this mod what so ever.
Any help? i love this mod but its not working for me atm it was working fine for days not sure what happened.
For some reasons my Complexes have disappeared, Visually, the HUBs still function but i cant make any new connections.
So any new stations i add then crunch , will show up on the scanner correctly "xxxx(10)" but i cant connection them to the hubs. and visually the big complex cube disappeared.
Not sure what i did only mod i recently installed was Rename ships with Expression (RSwE), i cant imagine that having any impact on this mod what so ever.
Any help? i love this mod but its not working for me atm it was working fine for days not sure what happened.
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You can add the CC as a fake patch on top of everything. Doesn't matter if it's installed twice as long as it's installed more than 0 times. =)
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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please! help 
Ive been trying to install CC to decrease the performance issues with AP. 165+ their tubes doesn't help.
the thing is, Ive tried every way possible and i still get the scripts found, but no station objects index at null.
Ive tried fake patches, load twice...even 3 times. mod packages and even downloading a new ZIP just to make sure it wasn't corrupted.
i seriously need some help in here, anyone had this trouble and found a way to fix it?
note: ive also pasted the scripts and t folders in tc main and ap addon folder.

Ive been trying to install CC to decrease the performance issues with AP. 165+ their tubes doesn't help.
the thing is, Ive tried every way possible and i still get the scripts found, but no station objects index at null.
Ive tried fake patches, load twice...even 3 times. mod packages and even downloading a new ZIP just to make sure it wasn't corrupted.
i seriously need some help in here, anyone had this trouble and found a way to fix it?
note: ive also pasted the scripts and t folders in tc main and ap addon folder.
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I have corrected the AP mod file.
Re-download and install it again. The scripts are unchanged.
Re-download and install it again. The scripts are unchanged.
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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im having some issues with the loading of the game.
the game crashes and stops responding after attempting to load my save.
im gonna try with a fresh copy just to make sure i didnt mess it up.
just out of curiosity, did you changed the "install on second load, cuz if not the game crashes" stuff?
the game crashes and stops responding after attempting to load my save.
im gonna try with a fresh copy just to make sure i didnt mess it up.
just out of curiosity, did you changed the "install on second load, cuz if not the game crashes" stuff?
Last edited by CharlieChop on Sun, 1. Jan 12, 20:52, edited 1 time in total.
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Gazz, I switched from the German to the English Forum cause I think CharlieChop and I are having the same problem.
How I already posted in the German Forum, I downloaded the new files and installed them as fakepatch. The error message, that the Stationobjects can not be found, still occurs. Even after I loaded the game twice. Also many factories player owned and others have <invalid> instead of their proper name. They are shown on the sectormaps but are "invisible" if you are in sector.
I had the problem that CharlieChop desribed too. I simply deinstalled the fakepatch, loaded the save again and docked at another station (in my case I undocked from a split equipmentdock and docked at a military outpost).
I guess that some of the factories where changed in AP and the game can not find them in the as fakepatch installed CC mod fíles. I also guess that all stations which were changed in AP, like the equipmentdocks, are now <invalid> if you install the fakepatch. That would explain that if you are docked to such an station and you reload that save the game crashs.
I aplologize for my bad English, it is obviously not my first language.
Zett
How I already posted in the German Forum, I downloaded the new files and installed them as fakepatch. The error message, that the Stationobjects can not be found, still occurs. Even after I loaded the game twice. Also many factories player owned and others have <invalid> instead of their proper name. They are shown on the sectormaps but are "invisible" if you are in sector.
I had the problem that CharlieChop desribed too. I simply deinstalled the fakepatch, loaded the save again and docked at another station (in my case I undocked from a split equipmentdock and docked at a military outpost).
I guess that some of the factories where changed in AP and the game can not find them in the as fakepatch installed CC mod fíles. I also guess that all stations which were changed in AP, like the equipmentdocks, are now <invalid> if you install the fakepatch. That would explain that if you are docked to such an station and you reload that save the game crashs.
I aplologize for my bad English, it is obviously not my first language.
Zett
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I tried it myself and it worked fine.CharlieChop wrote:yep, the moment i install AP the game Crashes on save game load
Installed the mod file as a fake patch (in the addon folder) and everything loaded just fine.
No <invalid> stations, no problems at all.
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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Everything related to AP has it's homebase in the addon folder.
Fake patches in the TC folder affect both games. Doing that with AP-specific mods is a Bad Idea™.
Fake patches in the TC folder affect both games. Doing that with AP-specific mods is a Bad Idea™.
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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oh man... sorry gazz, but i simply cant install CC.
all i did is grab t and script folders in the zip and copy them into terranconflict/addon folder. after that i just grab cc_AP and fake patch it into the next number..in my case is 04 and 04.dat.
once i start the game i usually get a message right away saying that it detects the scripts but then it tells me mod is not installed.
text files: detected
Station objects: not found (mod not installed) at index null
ive also tried to reinit scrip caches with the SE. the first time i used it in TC i did this and it worked. no luck this time.
all i did is grab t and script folders in the zip and copy them into terranconflict/addon folder. after that i just grab cc_AP and fake patch it into the next number..in my case is 04 and 04.dat.
once i start the game i usually get a message right away saying that it detects the scripts but then it tells me mod is not installed.
text files: detected
Station objects: not found (mod not installed) at index null
ive also tried to reinit scrip caches with the SE. the first time i used it in TC i did this and it worked. no luck this time.
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Oh, what jolly good fun!
The mod file got garbled during wrapping it all up or somewhere on the information superhighway.
I fixed.
Kinda explains why it worked on my end...
The mod file got garbled during wrapping it all up or somewhere on the information superhighway.
I fixed.
Kinda explains why it worked on my end...
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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oh...wow... thank you very much.. i really hope i can get it right now 
arrgghh... crap.... my game keeps crashing now..i dont know what i deleted. ill test the new file once i get a brand new copy of AP..... unfortunately i forgot to make a new backup of my vanilla game -.-.... these download speeds will kill me.

arrgghh... crap.... my game keeps crashing now..i dont know what i deleted. ill test the new file once i get a brand new copy of AP..... unfortunately i forgot to make a new backup of my vanilla game -.-.... these download speeds will kill me.
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Gazz, I have a question.
I installed CC in the middle of my TC game. Crunched several complexes, everything works like a charm. Great job and thank you!
I've gotten to the point in the Hub plot where I need to deliver 450,000 Ore, so I thought I add a couple of Ore Mines to my existing complex to speed things up a little.
I constructed two Ore Mine L on two asteroids (both of yield 26). When I ran the crunch, it crunched them into the module in the form of 1 FACT Ore (5) and 1 FACT Ore (1). I was expecting two FACT Ore (5) or one Ore (10). What happened? I thought L is 5 and I've read somewhere that the 'normal' mine yield is 25. Why didn't I get Ore (10) and what was I supposed to do to get it?
Before that, I crunched one Ore L on a yield 51 asteroid and got the same result (Ore 5 + Ore 1).
What info am I missing here?
Thanks.
I installed CC in the middle of my TC game. Crunched several complexes, everything works like a charm. Great job and thank you!
I've gotten to the point in the Hub plot where I need to deliver 450,000 Ore, so I thought I add a couple of Ore Mines to my existing complex to speed things up a little.
I constructed two Ore Mine L on two asteroids (both of yield 26). When I ran the crunch, it crunched them into the module in the form of 1 FACT Ore (5) and 1 FACT Ore (1). I was expecting two FACT Ore (5) or one Ore (10). What happened? I thought L is 5 and I've read somewhere that the 'normal' mine yield is 25. Why didn't I get Ore (10) and what was I supposed to do to get it?
Before that, I crunched one Ore L on a yield 51 asteroid and got the same result (Ore 5 + Ore 1).
What info am I missing here?
Thanks.
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The script calculates ore production per hour and tries to build the closest approximation made up from standard sized factories.
Mines are variable size. Factories are not.
Mines are variable size. Factories are not.
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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- Joined: Fri, 13. Jan 06, 16:39
No but you can easily calculate how much ore / hour a factory produces. That's a fixed number and only scales geometrically with factory size.
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.