reindexing construction plans

Forum for sharing construction plans and loadouts.

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donzi
Posts: 1258
Joined: Mon, 12. Feb 07, 14:29
x4

reindexing construction plans

Post by donzi »

Howdy,

TL;DL = any issue(s) created by reindexing?

Sometimes it's reasonable to fiddle around with modules in the builder to reorganize.. to varying extents.

..is there another way in the builder to reorder construction order already?

Anyhow, sometimes a needed change can render the plan very impractical for live game building.. and it's somewhat a challenge to be creative -and- place modules in an optimal way/order to keep live game construction nice. (eg: drag not having a manager + builder subs quickly on a large construction)

Thanks!
robbyrobby
Posts: 39
Joined: Tue, 3. Sep 13, 05:46

Re: reindexing construction plans

Post by robbyrobby »

Hi all,

i wish function to switch / reindex modules coz most plans take to long to build and they not really producing until is finished all.

It would be useful to reindex modules to get build modules 1th like:
  • piers, harbors, ...
  • ore rafinery, graphen, silicon, ...
  • then hull parts, microchip, plasma, quantum, ...
  • then antimater, drone, smart chips, rocket comp, weapon comp, ...

I know i can do it per text editor, but this is not the way to enjoy the game.
Virtualaughing
Posts: 2035
Joined: Sat, 14. Jun 08, 20:40
x4

Re: reindexing construction plans

Post by Virtualaughing »

robbyrobby wrote: Fri, 27. Sep 24, 01:37 Hi all,

i wish function to switch / reindex modules coz most plans take to long to build and they not really producing until is finished all.

It would be useful to reindex modules to get build modules 1th like:
  • piers, harbors, ...
  • ore rafinery, graphen, silicon, ...
  • then hull parts, microchip, plasma, quantum, ...
  • then antimater, drone, smart chips, rocket comp, weapon comp, ...

I know i can do it per text editor, but this is not the way to enjoy the game.
Anytime you find that your plan building order is unsatisfying then you can detach and re attach modules or entire sequences to you liking. You grab onto a module or a section. Pull it away then you can re attach it without release. For this process it is recommended that you disable module collisions at the settings.
For example if I forget to build a storage early on or build city sections way too early I like to do this. Then save the changes.
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robbyrobby
Posts: 39
Joined: Tue, 3. Sep 13, 05:46

Re: reindexing construction plans

Post by robbyrobby »

Virtualaughing wrote: Fri, 25. Oct 24, 02:29 Anytime you find that your plan building order is unsatisfying then you can detach and re attach modules or entire sequences to you liking. You grab onto a module or a section. Pull it away then you can re attach it without release. ...
Hi, thx for response, i have tried this many times with no success, or this was to long to perform the task, or i have not the clue.
I do not like edit complexes in text editor, but that was the less time consuming way, and as i said really less time consuming way is that program reindex modules in usable order.
Here in forum are many hot or really nice or just very usable complexes but the way to construct them is not is not economically, in most cases u need wait until whole complex is build and that is really money and time consuming.

btw: Another big problem here in very small "Construction Community forum" that all players using mostly just modules that they got and all others who like download and use those plans are not satisfied coz they need get plans for modules they missing, that mean u need mostly 1 week or more to get those plans. Because of that Construction Community will stay always very small.

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