reindexing construction plans

Forum for sharing construction plans and loadouts.

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donzi
Posts: 1258
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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: 41
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
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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
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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.
Virtualaughing
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Re: reindexing construction plans

Post by Virtualaughing »

robbyrobby wrote: Fri, 25. Jul 25, 01:27
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.
If your plot not big enough
If your module collision option on
Then it can give you trouble.
In addition
If a big Pier docking attached, then that multiplies your problem.
There is that really small type you can find at the top of some terran structures attached, then that is also BIG problem.
When you grab onto the last module which is satisfactory for your plans, then 3 arrow and 3 circle may appear. That is also optional which can be set in the top of the icons looks like a gear.
X to X3 is MENU SUPERIOR!
I think Egosoft has already worked out our doom, because Xenon AI will reach the stars! :D
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alt3rn1ty
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Re: reindexing construction plans

Post by alt3rn1ty »

robbyrobby wrote: Fri, 25. Jul 25, 01:27 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.
So how do you propose players who are offering up their own time and construction plans (for free) should change ?

They have no time to provide many different versions for every possible need of many people.
If someone elses effort is not good enough .. Make it yourself from scratch, you still need to go seeking out the modules you will need.
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robbyrobby
Posts: 41
Joined: Tue, 3. Sep 13, 05:46

Re: reindexing construction plans

Post by robbyrobby »

alt3rn1ty wrote: Sat, 20. Sep 25, 20:49 So how do you propose players who are offering up their own time and construction plans (for free) should change ?
no no no, I'm talking just about facts, the comunity isn't realy growing coz egosoft not implemented properly working "shuffle" function that "shuffle" (reindex) the fabs in the "correct" economic and less time consuming order.
I myself uploaded not mine plan here, into to same topic of original author, I just edited it in a text editor for early vanilla usability and I don't want to claim that players should or must do this.

Egosoft later implemented many great features, such as export/import of plans or an external editor that can load all the things you don't currently own, I really appreciate it, but I still miss the "economic reindex" feature.

Anyway I realy thx all players who are offering up their own time and construction plans (for free).
robbyrobby
Posts: 41
Joined: Tue, 3. Sep 13, 05:46

Re: reindexing construction plans

Post by robbyrobby »

Virtualaughing wrote: Tue, 16. Sep 25, 08:43If your plot not big enough
If your module collision option on
Then it can give you trouble.
In addition
If a big Pier docking attached, then that multiplies your problem.
There is that really small type you can find at the top of some terran structures attached, then that is also BIG problem.
When you grab onto the last module which is satisfactory for your plans, then 3 arrow and 3 circle may appear. That is also optional which can be set in the top of the icons looks like a gear.
Hi, thanks for the reply, I'll try to use your tips.

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