[MOD/Script] LI Production Modules (PM) - v7.2 29/08/2010

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Fragile Ego
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Post by Fragile Ego »

chrisrico, that is my understanding. For example you can load a SPP XL, a Crystal Fab L, and one of each of the appropriate Food1 & Food2 factories into the Production Complex and link them to as many modules (well, up to 200!) as you want to produce as many ecells as you need. No need for positioning stations or linking them with construction kits.

And as Logain mentioned to apricotslice you can turn production on and off and reconfigure module links on the fly to adjust your production to whatever you want (as long as you have at least 1 of each of the necessary factories loaded onto the Production Complex).

Altogether a very impressive way of handling massive production needs!
Logain Abler
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Post by Logain Abler »

Fragile Ego wrote:Yay! The workaround works for me too! :D You're awesome!
Good
Fragile Ego wrote: And on a somewhat related issue. If I select "Supply FDN" from the main menu it just switches from "Off" to "1", it doesn't allow me to select which node to supply. But if I go to the reconfiguration menu this time, it will ask for the node I want to supply. :gruebel:
To fix the issue with TLs I’ll need to re-jig the process (I don’t know why it doesn’t work so I’ll be changing to fix), you won’t get asked to start production anymore, once linked it will go to the configuration screen and the production can be started from there. I’ll have a look at the other issues at the same time, hope to have all sorted tonight (on call so nothing else to do).
Fragile Ego wrote: Anyway, besides that, great work! The PM is a very cool idea. Like some of the other comments I'm also looking forward to a version that will show production values to the FDN but I know that's a ways off. Until then I'll just use the complex calculator to figure out how many modules I need to hook up of each factory type.
Thanks for the comments. Yes I need to look at this but I also need a way that doesn’t take forever to run!

LA
Logain Abler
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Script patch 04/09/2009

Post by Logain Abler »

Script patch

This is a script update which addresses the issue with the module production task not starting first time on TLs.

http://rapidshare.com/files/275639888/p ... .Setup.xml

Simply replace the existing files in the scripts folder.

LA

Thanks go to Fragile Ego for spotting the issue.
Last edited by Logain Abler on Fri, 4. Sep 09, 20:13, edited 3 times in total.
Fragile Ego
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Post by Fragile Ego »

Thanks for your fast work Logain!

Sadly I have another one for you :( Just got finished deploying my first Production Complex L and linking up Crystal, Cahoona and Cattle modules to support my SPP. Selected "Start Production [All]" and waited...and waited...and noticed no energy cells were being pulled into the PC. So I set debug on a couple of the modules and once again, no logs being sent to the file.

So I thought I'd try the workaround you suggested for the TLs. Went down the list and manually stopped and restarted production on each module. And it worked. But man that's a pain in the butt if you plan on starting up a large complex all at once :)
Logain Abler
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Post by Logain Abler »

I'll look into it.

LA

Edit: Thats because I totally forgot two lines of code :evil:

Will re-upload

LA

Edit: Looks lihe only you downloaded :D All uploaded and working
Fragile Ego
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Post by Fragile Ego »

:lol: You know, I never really planned on being a beta tester...but I'm happy to help ;)

Got one more (hopefully the last!) for you. The Production Complex L is drawing energy cells from the FDN, working through the intermediaries and producing crystals...but it's not sending those crystals back to the FDN! I tried starting/stopping/restarting on each individual module and I tried the Supply FDN All command and neither works :(
Logain Abler
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Post by Logain Abler »

Fragile Ego wrote::lol: You know, I never really planned on being a beta tester...but I'm happy to help ;)

Got one more (hopefully the last!) for you. The Production Complex L is drawing energy cells from the FDN, working through the intermediaries and producing crystals...but it's not sending those crystals back to the FDN! I tried starting/stopping/restarting on each individual module and I tried the Supply FDN All command and neither works :(
What is the cap level at the Node?

LA
Fragile Ego
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Post by Fragile Ego »

There are currently 40 crystals at the FDN, the cap is 320, and on the PC I have 4 Ls linked so that should be 160 per cycle.
Logain Abler
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Post by Logain Abler »

Fragile Ego wrote:There are currently 40 crystals at the FDN, the cap is 320, and on the PC I have 4 Ls linked so that should be 160 per cycle.
Please could you run debug on one or all the modules in question. Thanks

LA

Edit: Keep up the good work :)
Fragile Ego
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Post by Fragile Ego »

Well what do you know I found the problem! I changed the name of my Node from the default LI FDN Node XL to CSI HQ FDN Node XL to match my game assets and did the same with the Production Complex. As I glanced through the log file to copy & paste it to you, it got me wondering as I saw all these references to the renamed stations maybe the script doesn't account for that. So I changed them both back to their default names and the crystals instantly transferred. Yay! :D
Logain Abler
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Post by Logain Abler »

Fragile Ego wrote:Well what do you know I found the problem! I changed the name of my Node from the default LI FDN Node XL to CSI HQ FDN Node XL to match my game assets and did the same with the Production Complex. As I glanced through the log file to copy & paste it to you, it got me wondering as I saw all these references to the renamed stations maybe the script doesn't account for that. So I changed them both back to their default names and the crystals instantly transferred. Yay! :D
Ah! Yes the node lkink for the module is stored as a local on the dock/ship.

LA

But un-linking & re-linking should have sorted that out?
Fragile Ego
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Post by Fragile Ego »

Logain Abler wrote:But un-linking & re-linking should have sorted that out?
Doesn't seem to, I only linked the two after they had both been named...and when I renamed them back to default it started working without having to be relinked.
Logain Abler
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Post by Logain Abler »

Fragile Ego wrote:
Logain Abler wrote:But un-linking & re-linking should have sorted that out?
Doesn't seem to, I only linked the two after they had both been named...and when I renamed them back to default it started working without having to be relinked.
I'll have a play around tomorrow.

LA
stealthhammer
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Post by stealthhammer »

Does CM still use only the first ware produced like PM?
"The more we, as a human race, becomes more advanced, the more we, as a human race, lose our humanity and common sense." - Sean Patrick Feeney

"Technological progress is like an axe in the hands of a pathological criminal." - Albert Einstine
Logain Abler
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Post by Logain Abler »

Logain Abler wrote:I will be patching v4 (already!) for shields. The issue is that when PM creates a Light, Medium & Heavy shield factory you only get the option for 5 MJ, 200 MJ and 2 GJ (This is down to how the game creates the factory, not PM).

To fix this short fall when PM detects one of the above you will be given the option do downgrade each to its lesser counterpart. Hope that makes sense?

If you can think of any other factory or Forge where this would be needed please let me know.

LA
Will be on the next update once there's I'm happy I haven't missed any bugs/issues on v4.

In fact as this is done under the Module Configuration script the shields option should be available as that files been patched.

LA
Logain Abler
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Post by Logain Abler »

Production Module v4.01 – Script only update 15/09/2009

Three minor changes to PM:

1 – There is now a command to allow the configuring of multiple Modules to a station
[ external image ]

You will be ask the number of Modules to configure, and then asked to select a station, then whether the production tasks should be started. The FDN & Debug options will need to be configured separately.

2-The production task will now display if it is running or stalled because of resource shortage
[ external image ]

3-The production report has been tweaked and will now show required resources that are not produced locally at the Production Module
[ external image ]

See OP for link.

LA
garrry34
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Post by garrry34 »

lol, thank goodness for that, i was going to ask about that, BTW this addin totally rocks, ive wanting something like this for ages, the stations themselves are they the final product or will there be future variations, i was just curious as looking terran options, although i suppose when i finish my replacement for the PHQ i could create a couple of others and name them the same as yours, the script should still work shouldn't it?

again though thank you for this script.
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Logain Abler
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Post by Logain Abler »

garrry34 wrote:lol, thank goodness for that, i was going to ask about that, BTW this addin totally rocks, ive wanting something like this for ages, the stations themselves are they the final product or will there be future variations, i was just curious as looking terran options, although i suppose when i finish my replacement for the PHQ i could create a couple of others and name them the same as yours, the script should still work shouldn't it?

again though thank you for this script.
Cheers, glad you like. I didn't plan on any other models. Yes you should be able to change the scene files in the .cat without too much trouble.

The script will run on any Dock or TL, if you have a look over some of the early posts one shows you how to edit the t file so you can set the module number to whatever you like. You could set your PHQ up to have 100's :twisted:

LA
alemarazza
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Post by alemarazza »

Hey LA

thanks for your script, it is very useful. Is it possible to set a limit per ware in your production complexes (I don't use FDN)?

I am using your new models and if I don't monitor the status of the products I end up with a lot of intermediate products I don't want.

An idea coud be a check in the production cycle (if more than this amount of ware, then stall production).

Otherwise a wonderful script, works without a problem!

AL
kmardis
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Post by kmardis »

I was refered to this script, but I am a little confused. You have alot going on here.
Maybe someone could answer the following:

I am looking for a script that will allow me to put a "station" and then add production abilities. (I hate big ugly complexes). This looks like it will. Is that correct?

I was looking for this station to be able to work with other traders scripts and NPC traders. Like:
Commercial Agent (CAG) by Lucike ; Enhanced station trader
Commodity Logistics Software (CLS) by Lucike ; Ware delivery (can trade)
Economy and Supply Trader (EST) by Lucike ; Enhanced autonomous trader
Does this script allow that?

What the heck is FDN? Yes I have read the forum and I am still confused.
Is it a non-ship frieght moving service? Is it necessary?

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