Scripts folder hard limit - need fix/workaround

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glenmcd
Posts: 922
Joined: Sat, 16. Oct 10, 11:07
x3tc

Scripts folder hard limit - need fix/workaround

Post by glenmcd »

hi,
I've been busy modding Albion Prelude, probably for many years now. Today I came upon what seems like a hard limit to the number of scripts within the "scripts" folder. The actual number of scripts in this folder is very close to 1000. What happened is that I wrote a new script, saved it, did something then reloaded, went to edit the script and it's gone! So I wrote it from scratch again, but same thing happened. I then deleted one of the very few redundant scripts of mine in scripts folder, rewrote the new script from scrath for third time, and this time all went well and it wasn't deleted. So looks like someone has allocated a buffer for max of 1000 scripts. Obviously one way to overcome this at least for time being, is for developers to double this, allowing around 1000 more users scripts. That would satisfy me for quite some time I suspect. If this isn't possible but there is some good workaround (please don't suggest deleting any more of my scripts), please explain how. I can see that perhaps there are some demo scripts in there that can go but I don't see this as best way to go.
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
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Joined: Sun, 14. Nov 04, 23:26
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Re: Scripts folder hard limit - need fix/workaround

Post by Cycrow »

i doubt it was down to some limited number of scripts. i currently over over 1600 script files without any problem. Did you write the script file the same each time? did you check to see if the file actually saved and existing in the scripts file?

its more likely the script simply didn't save and was just kept in memory, so when you reloaded, it was no longer available.

if you reference specific objects like ships or stations directly in scripts, then it wont save the scripts, as those references are only valid for your current game

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