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

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jbrookins3
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Post by jbrookins3 » Wed, 5. Jun 13, 02:45

also im running xrm and not sure what the last few ports about that are talking about with that and if theres anything pspecial i have to do?

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DrBullwinkle
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Post by DrBullwinkle » Wed, 5. Jun 13, 02:57

You will have to self-destruct your Complex Hub before you can Crunch, yes. (Be sure to undock any ships and grab any wares before you do.)

It will be easier to re-connect your complex after Crunching, because there will be fewer factory modules to connect.

For XRM you must do a manual installation and put the Complex Cleaner .cat at a *lower* number than the XRM .cats.

See Complex Cleaner Repack for the currently-most-up-to-date version of Complex Cleaner (for AP 3.0).

jbrookins3
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Post by jbrookins3 » Wed, 5. Jun 13, 03:10

ok so just change the cat number of xrm to a higher number that sounds simple enough :D

jbrookins3
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Post by jbrookins3 » Wed, 5. Jun 13, 16:47

ok i think i did something wrong i copies the the zip to x3TC folder went in changed the cat/dat file to as follows

complex cleaner AP-14 thats the one after the one in the game
complex cleaner TC-15
XRM...................16,17
no station wreck- 18

and started the game like 10 times i can't find anything that would let me to any of stuff the script should do anywhere

Echofinder
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Post by Echofinder » Thu, 6. Jun 13, 04:43

The complex command requires a tractor beam in your cargo bay.

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DrBullwinkle
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Post by DrBullwinkle » Fri, 7. Jun 13, 06:10

jbrookins3 wrote:ok i think i did something wrong

complex cleaner AP-14 that's the one after the one in the game
complex cleaner TC-15
Well, first of all, you are doing it wrong. There is a mod for AP, and there is a separate mod for TC. You only install one of the mods -- the one that is correct for your game. Higher numbered .cats override lower-numbers. The way that you have things installed, only the TC mod would be active.

However, that is not the cause of your problem, because XRM would (correctly) override the TFactories in either of the Complex Cleaner mods.

The real problem is No Station Wrecks (ThisIsHarsh). That mods both TDocks and TFactories and is incompatible with many things... including AP 3.0, Complex Cleaner, and XRM.
  • (I do not think that you need No Station Wrecks anyway, because station wrecks are automatically "cleaned up" after a day or two, AFAIK.)

jbrookins3
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Post by jbrookins3 » Fri, 7. Jun 13, 17:16

so is I've already crunched and combined into a complex and i want to all more of a type of factory yo that complex do i have to destroy the complex hub?

ive got a complex with 2L space fuels and 2 L wheat farms so that (10) each and im trying to add 2 more L of each, that would be (20) for each but it made 2 more 10 modules and didnt connect them to my complex

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DrBullwinkle
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Post by DrBullwinkle » Fri, 7. Jun 13, 17:23

jbrookins3 wrote:it made 2 more 10 modules and didnt connect them to my complex
Yes, that's right, but the new modules are in the same module container that you created the first time. So just use another pair of Complex Construction Kits to connect them to your hub.

iwasinnamuknow
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Post by iwasinnamuknow » Thu, 27. Jun 13, 00:04

DrBullwinkle wrote:
jbrookins3 wrote:it made 2 more 10 modules and didnt connect them to my complex
Yes, that's right, but the new modules are in the same module container that you created the first time. So just use another pair of Complex Construction Kits to connect them to your hub.
I've always been curious about this, the OP says that the FACTs will stay modular and upgradable. Is there some way to add say a new FACT x (10) to an existing FACT x (10) already connected to the hub and have it end up as a 20? Without SDing the hub and recrunching occasionally the list does get a little messy after a while. Other than that, just have to say I love the mod, couldn't live without it :)

Lakz
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Post by Lakz » Tue, 23. Jul 13, 23:16

I have a self sufficient E-cell complex that produces everything in excess.

After crunching it, the production numbers are changed and it actually burns more energy than it produces! (before crunching, I had a 155.000/H surplus)

Am I missing something?

Lakz
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Post by Lakz » Wed, 31. Jul 13, 00:45

I just spent 2 hours trying to figure out the problem, with no luck...

I saved enough money to build a huge weapon complex (~250 stations). On Xadrian, everything's in the green, the complex is perfectly self sustaining.

If the complex is manually connected, using the "Administration (Commercial Agent)" command, everything's in the green.

However, using the same command after crunching, the crystal, ore and meatsteaks production is greatly decreased, screwing up the whole production.

It's pretty frustrating because there's no way I can be in sector with a 250+ complex, and towing over 30 asteroid would be a nightmare.

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Quinch
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Post by Quinch » Wed, 31. Jul 13, 02:46

A quick question - I'd like to see if I can get into X3 modding and I was wondering if I could use this mod as a practice run - basically taking it apart and putting all the functionality back together.
I wasn't banished to the moon yesterday.

spoidz
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Post by spoidz » Tue, 13. Aug 13, 18:28

Sorry if basic, but I couldn't figure out how to search just this thread.

Does this mod work with the Advanced Complex-Hub or other modified complex hubs?

Thanks

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DrBullwinkle
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Post by DrBullwinkle » Tue, 13. Aug 13, 18:31

Yes. I use Complex Cleaner with the Advanced Complex Hub and Invisible Tubes. I also extend the range for complexes in types\globals, which then allows me to place the hub where I want while the complex module container is comfortably off in the distance.

The combination is a perfect solution to making complexes.

Averia
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Post by Averia » Sat, 17. Aug 13, 00:16

Hi all,

I have a question regarding this mod; let's say that i drop 50 factories, i crunch them, and then i have 10 modules or whatever, then i join the first 2, and appears the hub, then i have to join manually all the other contaniers myself, ok until here, the question is if there is a way to auto-join the containers like drop command or something? or i have to join the parts myself like always? this combined with the hephaistos, would be the super lazy complex construction way.

Thanks

lab_rabbit
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Cube stuck in asteroid

Post by lab_rabbit » Mon, 26. Aug 13, 23:13

I'm having an issue when I run crunch. My cube appears but has an asteroid hanging out of it. The asteroid did not exist prior to running crunch and has an ice harvesting facility built on it. I do not have any Ice harvesting facilities whatsoever.

Please see these screenshots: http://imgur.com/a/hY3wj

Looking at the info for the Ice Harvesting Facility shows it's actually a tomahawk missle factory. It appears to actually be part of the Cube even though the model is visible.

Looking at the info for the Cube shows it's made of all my factories. Looking at the CAG administration screen, however, shows it produces and consumes the goods I expect, but is comprised only of ice harvesting facilities and Xenon factories- neither of which existed prior to crunch.

I'm believe i'm only running the 4.09 version of comp cleaner repacked for the x universe plug-in manager, update 3 of x3:ap, bonus pack 5.1.0.0, the cheat script, and the plug-in manager's default scripts.

Any help pointing me in the right direction would be much appreciated.

kaseworks
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Post by kaseworks » Tue, 27. Aug 13, 06:28

Edited for stupidity

There was a post here about how I thought the mod was bugged as the Military kept shooting my Illegal space fuel complex's in Argon Core Sectors.....

Yes Spoidz. I'm an idiot.

Move along, nothing to see here.... :D
Last edited by kaseworks on Tue, 27. Aug 13, 07:34, edited 3 times in total.

spoidz
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Post by spoidz » Tue, 27. Aug 13, 07:07

kaseworks,

You didn't say where you built it, or X3TC or X3AP but the spreadsheet for X3TC I have says Spacefuel is an illegal good in Argon, Boron, Paranid, Split and Teladi sectors.

Other threads have said you have to put it in the other available sectors and not core main races.

Schocker
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x3

Post by Schocker » Mon, 2. Sep 13, 15:29

I'm having the same problem like lab_rabbit with the Ice Harvesting Facility, except that it was an Ore Mine before crunching. I don't see Xenon factories in my complex.
I crunched some Mines (Ore and Silicon) and it looks like the sizes 2,5 and 10 work good. But the one which should be size 1 is a Ice Harvesting Facility producing Ore.
I browsed through the files and found no entry for GAZZ_FAC_MOD_001 in addon\types\TFactories.pck. I tried to add that Entry myself but it seemed not to help.

I also use the 4.09 Version packed by DrBullwinkle.
I use X3AP 3.0 (and the Plugin Manager) with the following mods/scripts:
Abadoned Ship Spawner for AP (ASS-AP)
Galaxy Explorer
Repair Laser 10x
Resource-Free Factory
SlowNoriety
Community Plugin Configuration
Hotkey Manager
Ware Manager
Befehlsbibliothek_X3TC_V3802.spk
BounceV1.7 - onhe anderes.spk
Complex_Cleaner_4.09_BullwinkleRepackForPluginManager_TC-and-AP3.x.spk
Handelsvertretung_X3TC_V3404.spk
HephCorp_beta-0.72.spk
marine.training.manager.v3.spk
MarkingUnknownSectors_v1.2.spk (small changes by me)
mars-tc-ap_v5.26_RepackedForPluginManager__Vanilla_TC_AP3.0.spk
Menagerie_Shipyard_V1.2.X3AP.spk
Mobile_Mining_Mk2_1.05-2012-07-28.spk
ReleasePassangers_1.0.1.spk
safe_undocking_gz.spk
Ship and Factory Database V1.0.01.spk
SuperScriptKiller_SSK_1.06_2012-08-31.spk


I figured it out. :)
If someone should see the same problem (only with size 1 i guess?), here is a short step by step guide how I solved it for me:
0.Backup your saves and modfiles, just in case...
1.Editing TFactories
-insert these lines:
[code]
1;0;0;0;0;SG_FAC_TECH;12191;118;1.1;3.0;200;stations\gazz\placeholder;13;6;201;38;1000;1;ICON_TRG_ST_CRYSTAL;22000;286400;25;20;5;5000;333;0;0;GAZZ_PL_HLD_07;
1;0;0;0;0;SG_FAC_TECH;12191;118;1.1;3.0;200;stations\gazz\placeholder;13;6;201;38;1000;1;ICON_TRG_ST_CRYSTAL;22000;286400;25;20;5;5000;333;0;0;GAZZ_PL_HLD_08;
1;0;0;0;0;SG_FAC_TECH;12191;118;1.1;3.0;200;stations\gazz\placeholder;13;6;201;38;1000;1;ICON_TRG_ST_CRYSTAL;22000;286400;25;20;5;5000;333;0;0;GAZZ_PL_HLD_09;
1;0;0;0;0;SG_FAC_TECH;12191;118;1.1;3.0;200;stations\gazz\placeholder;13;6;201;38;1000;1;ICON_TRG_ST_CRYSTAL;22000;286400;25;20;5;5000;333;0;0;GAZZ_PL_HLD_10;
1;0;0;0;0;SG_FAC_TECH;12191;118;1.1;3.0;200;stations\gazz\placeholder;13;6;201;38;1000;1;ICON_TRG_ST_CRYSTAL;22000;286400;25;20;5;5000;333;0;0;GAZZ_PL_HLD_11;
1;0;0;0;0;SG_FAC_TECH;12191;118;1.1;3.0;200;stations\gazz\placeholder;13;6;201;38;1000;1;ICON_TRG_ST_CRYSTAL;22000;286400;25;20;5;5000;333;0;0;GAZZ_PL_HLD_12;
1;0;0;0;0;SG_FAC_TECH;12191;118;1.1;3.0;200;stations\gazz\placeholder;13;6;201;38;1000;1;ICON_TRG_ST_CRYSTAL;22000;286400;25;20;5;5000;333;0;0;GAZZ_PL_HLD_13;
1;0;0;0;0;SG_FAC_TECH;12191;118;1.1;3.0;200;stations\gazz\placeholder;13;6;201;38;1000;1;ICON_TRG_ST_CRYSTAL;22000;286400;25;20;5;5000;333;0;0;GAZZ_PL_HLD_14;
1;0;0;0;0;SG_FAC_TECH;12191;118;1.1;3.0;200;stations\gazz\placeholder;13;6;201;38;1000;1;ICON_TRG_ST_CRYSTAL;22000;286400;25;20;5;5000;333;0;0;GAZZ_PL_HLD_15;
1;0;0;0;0;SG_FAC_TECH;12191;118;1.1;3.0;200;stations\gazz\placeholder;13;6;201;38;1000;1;ICON_TRG_ST_CRYSTAL;22000;286400;25;20;5;5000;333;0;0;GAZZ_PL_HLD_16;
1;0;0;0;0;SG_FAC_TECH;12191;118;1.1;3.0;200;stations\gazz\placeholder;13;6;201;38;1000;1;ICON_TRG_ST_CRYSTAL;22000;286400;25;20;5;5000;333;0;0;GAZZ_PL_HLD_17;
1;0;0;0;0;SG_FAC_TECH;12191;118;1.1;3.0;200;stations\gazz\placeholder;13;6;201;38;1000;1;ICON_TRG_ST_CRYSTAL;22000;286400;25;20;5;5000;333;0;0;GAZZ_PL_HLD_18;
1;0;0;0;0;SG_FAC_TECH;12191;118;1.1;3.0;200;stations\gazz\placeholder;13;6;201;38;1000;1;ICON_TRG_ST_CRYSTAL;22000;286400;25;20;5;5000;333;0;0;GAZZ_PL_HLD_19;
1;0;0;0;0;SG_FAC_TECH;12191;118;1.1;3.0;200;stations\gazz\placeholder;13;6;201;38;1000;1;ICON_TRG_ST_CRYSTAL;22000;286400;25;20;5;5000;333;0;0;GAZZ_PL_HLD_20;
1;0;0;0;0;SG_FAC_TECH;12001;118;1.1;3.0;200;stations\gazz\dummy_factory;13;6;201;38;1000;1;ICON_TRG_ST_CRYSTAL;22000;286400;25;20;5;5000;333;0;0;GAZZ_FAC_MOD_001;
[/code]
between these ones:
[code]
1;0;0;0;0;SG_FAC_MINE;15251;118;-1.1;-3.0;200;stations\station_scenes\terran\usc_mine_a_scene;38;18;37;38;1000;5;ICON_TRG_ST_MINE1;16500;12400;25;20;5;1900;100;0;0;SS_FAC_TR_ICE_PL_1;
1;0;0;0;0;SG_FAC_TECH;12011;118;1.1;3.0;200;stations\gazz\dummy_factory;13;6;201;38;1000;2;ICON_TRG_ST_CRYSTAL;22000;286400;25;20;5;5000;333;0;0;GAZZ_FAC_MOD_002;
[/code]
-update the number in the first line (the second number +15)
2.Start X3, load your game, make a script:
[code]
set global variable: name='GZ.CCLEAN.CONFIG' value=null
[/code]
3.Run it once.
4.Save your game.
5.Load it, wait a minute, save it, load it, wait a minute, save it, ... can't remember how often but i got a message saying that ComplexCleaner got installed.

Every Complex got crunched again and everything went fine afterwards.
Except that most of my complexes were smaller (XL->M) afterwards - better than a broken save.

@Gazz and DrBullwinkle
Thanks for these wonderful mods :)

Kontaro
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Joined: Wed, 5. Sep 12, 17:31
x3tc

Post by Kontaro » Mon, 16. Sep 13, 21:48

I just got this mod, and want to use it...but for some reason I've noticed that the terran stations added in 3.0 are now 'xenon placeholders' all costing 18 mil each....it still says the produce the right items, and need the right resources....but i'm not gonna pay 18 mil for every one of those factories -.-

So either I disable the mod while I buy said factories, then re-enable to crunch em.... or has someone made a 3.0 compatibility patch for this mod yet?

Edit: My bad, looked back at the page where i found the packaged for plugin manager version, and noticed why there was 2 packages, i apparently downloaded the wrong one...now i feel stupid :P

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