[MOD] Complex Cleaner v4.09 / Modular Complexes (TC 3.2 / AP 1.1)

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apricotslice
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Post by apricotslice »

DrBullwinkle wrote:The module container is what you point to in the nav map (using the numeric keypad). However, in the right-hand list, you would ignore the module container and select only FACT modules.
Yes, you select FACT modules to join, but no, you dont put the pointer over the module cube.

The Hub should go well away from the cube, otherwise ships will be running into it all the time. Put the hub on top of the cube and your inviting IS collisions.

I put the cube well under a sector, like y=10km, and the hub 5 km above it, with the docks pointing north. And well away from anything else of course. Or alternately 10kms above for the cube and 5 kms underneath for the Hub. That way the hub is well clear of everything and ships can dock without collisions.

Or are we not clear again ? :)
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DrBullwinkle
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Post by DrBullwinkle »

apricotslice wrote:Or are we not clear again ?
*I* am clear. :) You, my friend, "talk" a lot without paying much attention to what the other person said. ;)

Hopefully, my updated instructions should be difficult to mis-interpret now.
  • For the record, yes, you *do* point to the module container when using the nap map (then press 5 on the numeric keypad). You do that twice to connect two FACT modules. The module container is the only thing that you *can* point to, on the nav map. It's a different story if you are looking at the stations in the right-hand list.
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apricotslice
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Post by apricotslice »

DrBullwinkle wrote:For the record, yes, you *do* point to the module container when using the nap map (then press 5 on the numeric keypad). You do that twice to connect two FACT modules. The module container is the only thing that you *can* point to, on the nav map. It's a different story if you are looking at the stations in the right-hand list.[/list]
Ok, so we were talking about different things then. I was talking about the right hand list.
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Post by DrBullwinkle »

Yep.
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Post by X3:3X »

OK, i dont know whats happening here, it might be missing whats classified as a factory type and not mine etc etc or just something dumb i am doing wrong whatnot but here it is.

Before we go any further;



I have X3tc Xtended installed and no other mods aside from this one and MARS

Ok, so i threw together some complex designs in Xadrians to test this out before i got a feel for the mod, the currently testing is just a simple fight drone complex with,

2x Chelt Space Aquarium L
2x Split Crystal Fab L
3x Argon Drone factories
1x Massom Mill L
3x Rastar Refinery L
1x Scruffin Farm L
1x Split SPP L

They will not crunch, i get the message;
No crunchable factory types found in sector Uncharted Sector
I can not work with factories that are part of a complex
That would destrpy the complex
Ive tried buying them legitimately, cheating them in, cheating them into a TL and using the DROP command.

All other commands work, DROP even the one that randomly rearranges the stations over the sector.

Not a single station will crunch.

I apologise for posting this here as its an xtended issue, but i havent been able to ever register for thexuniverse forums and its never gotten looked at despite pm's.

Please, any light anyone can shed would be appreciated :)

X33X[/i]
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apricotslice
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Post by apricotslice »

You only get that message if you connect all the stations into a complex prior to crunching. I've never come across it for any other reason.
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Post by X3:3X »

They are not complexed, there is not a single Construction kit in the TL or that sector, hence my dilemma as i thought it was something like that

X33X
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Gazz
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Post by Gazz »

The CC should crunch any kind of factory, regardless of it's products and resources. Energy cells are required to be a product (an Egosoft convention anyway). This is used to determine the size of a factory.

But simply not finding the factories in the sector? I have no idea how this would work.
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apricotslice
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Post by apricotslice »

Gazz, have you tested CC in the Hub sector ?

Crunches fine, but if you uncrunch, everything else in the sector (like HQs and other docks) end up embedded in the walls, anywhere but where they were carefully placed. Hence its impossible to uncrunch inside the Hub without disasterous consequences to anything added there.

I wondered if you'd tested there ?
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Post by X3:3X »

@Gazz - Thats what i thought it would do, all of those stations consume wares and produce products, as you emphasised, a 'factory,' by normal definitions.

All i can think it could be is something not clicking between the mod and Xtended, does it have anything to do with the cat/dat's as there are 2 sets, TC and AP, i tried doing the fake patch renaming but that would make the game crash out saying the save files are corrupt.

If i leave them named as they are straight from the zip then it all works fine aside from the crunch command.

I downloaded the zip from your site, i'll try another download later and another source just incase something got fubared in download.

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apricotslice
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Post by apricotslice »

Does xtended have CC embedded in it ? If so, you dont need the CC mod file. If not, the 2 mods wont be compatible I suspect.

Are you sure that when CC starts, it is finding its stations correctly and not giving an error message ? If your missing the error message at the start, then CC wont work.
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Post by X3:3X »

The message i get at startup is all green saying no problems yadda yadda.

I dont believe CC is included in XTC, i played before and i'd never seen the menu, though to be fair its not the easiest to stumble upon.

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apricotslice
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Post by apricotslice »

If xtended dosnt have CC in it, then I'd say the tfactories files need to be merged, otherwise they will just conflict.
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Post by X3:3X »

Complex Cleaner IS listed as compatible in the second thread (the one that didnt turn into a q n a about why stuff wouldnt work)

http://www.thexuniverse.com/threads/226 ... maybe-more

IF there is modification required i have no probs with that, but as its in this list i'll admit i did assume i wouldnt need to.

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apricotslice
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Post by apricotslice »

If that is the case, then you dont need the CC mod at all, and starting a new game should get the CC loaded fine message, and it should work.
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Post by X3:3X »

SO just copy the scripts and leave the cat/dat out?

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apricotslice
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Post by apricotslice »

If the CC stations are already there, then yes.
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Post by X3:3X »

Just tried it, i get the same problems upon crunch command.

The savefile actually loaded with no problems, just still no way to use this mod effectively.

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apricotslice
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Post by apricotslice »

I think you need to take it up with the xtended team. Since we cant reproduce it without xtended, its very likely its a compatibility issue with that mod.

I dont often say this, but there are 1 or 2 mods which I specifically say dont bother me about, because people's problems are not with my scripts or mods, but with either the specific mod or a conflict between them I cant do anything about. (And xtended is one of them - lets face it, they changed so much, and hide so much of what they did, that how is anyone else supposed to debug something they did that causes problems in other peoples stuff ?).

I think this might be a case in point. The problem doesnt seem to exist outside of xtended, so it needs to be resolved by the xtended team. Sorry. At least I cant think of anything else to cover. And I freely admit I know zip about xtended and refuse to use it, so I cant even hazard a guess at what the conflict might be.
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Post by X3:3X »

I'll re-read the posts about it but i am 85% sure it was just dragged and dropped and worked, or upgraded by Gazz to be compatible.

Thanks anyways

X33X

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