[Mod] Litcube's Saturn Complex Hub V0.99b
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Aya, thanks.
That was exactly the problem and I could fix with your instructions.
Thank you!
Wootz
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How is it going with enabling multiple TL to unload the stations? As far as I remember it is not possible and I really don't want to mod the TLs to have a million worth cargo space.
It may in fact be even a great balancing feature, because you'd need multiple runs and/or TLs to set up a similar complex without the SCH anyway. The other alternative would feel like cheating to me ...
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And those calculations on Ore are really right?
Because when I hit up this calculator http://grangegame.co.uk/x3tcocc.html, the Ore Mine yields your calculator requires are beneath the necessity level this one calculates.
Silicon is right though.
That was exactly the problem and I could fix with your instructions.
Thank you!
Wootz
edit://
How is it going with enabling multiple TL to unload the stations? As far as I remember it is not possible and I really don't want to mod the TLs to have a million worth cargo space.
It may in fact be even a great balancing feature, because you'd need multiple runs and/or TLs to set up a similar complex without the SCH anyway. The other alternative would feel like cheating to me ...
edit2://
And those calculations on Ore are really right?
Because when I hit up this calculator http://grangegame.co.uk/x3tcocc.html, the Ore Mine yields your calculator requires are beneath the necessity level this one calculates.
Silicon is right though.
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- Joined: Sat, 25. Apr 09, 11:06
*bumpedibumb*
Anyone looked into the ore yield question of mine?
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Request:
Could you implement the option to sell the SCH's secundary Ressources too (aka the Energycells)?
Because one could beat two flies with the same squasher if you'd enable that feature, so we could provide both the primary food AND energy within one factory (for the surplus cost of additional SPPs as it goes of course).
I am thinking especially with the Terran Sectors in mind ...
That would be great.
Anyone looked into the ore yield question of mine?
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Request:
Could you implement the option to sell the SCH's secundary Ressources too (aka the Energycells)?
Because one could beat two flies with the same squasher if you'd enable that feature, so we could provide both the primary food AND energy within one factory (for the surplus cost of additional SPPs as it goes of course).
I am thinking especially with the Terran Sectors in mind ...
That would be great.
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Feloidea wrote:*bumpedibumb*
Anyone looked into the ore yield question of mine?
I'd need a specific example.
As for multiple TLs, no, I haven't gotten around to it. Not a huge priority for me, as I juts can't play the game without modded TLs.
There isn't any secondary resources that are available to sell. All of them should be at 100% coverage, in which case if you sold anything, your complex would stall.Feloidea wrote: Request:
Could you implement the option to sell the SCH's secundary Ressources too (aka the Energycells)?
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What I meant was in the end, you get the Energy Cells listed as secondary ressource and as thus far can't sell it as intermediate product like one could with normal complexes.
Which would be useful, given my previous argumentation.
And for the TLs, I just modded the Terran AL to hold 1200000 (upgradeable to 2000000) so at least I have to board one and spent a hell of a lot credits for reaaally big SCHs, I guess that goes fair'n'square with me.
Which would be useful, given my previous argumentation.
And for the TLs, I just modded the Terran AL to hold 1200000 (upgradeable to 2000000) so at least I have to board one and spent a hell of a lot credits for reaaally big SCHs, I guess that goes fair'n'square with me.
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Feloidea wrote:What I meant was in the end, you get the Energy Cells listed as secondary ressource and as thus far can't sell it as intermediate product like one could with normal complexes.
Well, the SCH isn't a complex, it's just a station as far as the game engine is concerned. Doing what you want isn't possible with the way the engine works.
I'd like to take a look at the ore issue. If you can take a screen of the configuration, I'll look into it.

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A screenshot is not necessary. Just use your own calculator for something that requires a fair amount of ore and then compare the yield prerequisites with those calculated from here: [urlhttp://grangegame.co.uk/x3tcocc.html[/url]Litcube wrote:Feloidea wrote:What I meant was in the end, you get the Energy Cells listed as secondary ressource and as thus far can't sell it as intermediate product like one could with normal complexes.
Well, the SCH isn't a complex, it's just a station as far as the game engine is concerned. Doing what you want isn't possible with the way the engine works.
I'd like to take a look at the ore issue. If you can take a screen of the configuration, I'll look into it.
According to this calculator, the SCH should be running low on ore. I don't have yet build a SCH needing ore so I couldn't tell if the problem is real, and the silicon prerequisites are an exact match in both. That's why I was asking. Maybe I just helped cleaning out a little bug

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This one appears to be an up-to-date version of that one. Try checking the results against it.Feloidea wrote:Duh, ... I just saw that calculator that gave differing results doesn't even have terran factories and as thus is not up to date (even so it says X³TC calculator, durr).
I guess the point is moot then.
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Okay, I am having a really weird problem.
All of a sudden, if I use your calculator for the SCH, the screen is not freezing a little whilst calculating but just lags around whilst everything goes forth as usual business. Additionally, I get a pinging sound.
Then after a while (considerably longer than what it was before when just the game froze for two or three seconds, now it's about twenty seconds full of that pinging) I get these weird messages:
[ external image ]
[ external image ]
[ external image ]
Saying silicon output zero, or energy cell output null and generally making little sense as opposed to what I got earlier.
I did not install additional scripts or changed anything (other than modding the Terran AL-TL to hold more space and that was quite some time ago and everything went on normal so I seriously doubt that could be a reason), which is why I think I might have found a bug.
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I am rather sure this is a bug as I get random results. I just tried aother 10-XL Ghoul Missile SCH and got this (compare with the above pictures of the Ghoul Missile 10-XL SCH):
[ external image ]
Other factories, other factory layout and again overall just weird.
All of a sudden, if I use your calculator for the SCH, the screen is not freezing a little whilst calculating but just lags around whilst everything goes forth as usual business. Additionally, I get a pinging sound.
Then after a while (considerably longer than what it was before when just the game froze for two or three seconds, now it's about twenty seconds full of that pinging) I get these weird messages:
[ external image ]
[ external image ]
[ external image ]
Saying silicon output zero, or energy cell output null and generally making little sense as opposed to what I got earlier.
I did not install additional scripts or changed anything (other than modding the Terran AL-TL to hold more space and that was quite some time ago and everything went on normal so I seriously doubt that could be a reason), which is why I think I might have found a bug.
edit://
I am rather sure this is a bug as I get random results. I just tried aother 10-XL Ghoul Missile SCH and got this (compare with the above pictures of the Ghoul Missile 10-XL SCH):
[ external image ]
Other factories, other factory layout and again overall just weird.
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- Joined: Fri, 20. Oct 06, 19:02
Thanks for the screenshots, man.
I am pretty sure I know what's causing this. The default method of grabbing sectors with the script command is bugged. Perdition's End causes this bug.
In my own game, I put Perdition's End next to a sector so this bug doesn't occur, but I'm assuming yours is offset. If the grab sector gets this sector for the calculator, it'll fart.
I'll do a write tonight.
Thanks again
I am pretty sure I know what's causing this. The default method of grabbing sectors with the script command is bugged. Perdition's End causes this bug.
In my own game, I put Perdition's End next to a sector so this bug doesn't occur, but I'm assuming yours is offset. If the grab sector gets this sector for the calculator, it'll fart.
I'll do a write tonight.
Thanks again
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Hmm, copied the HK[...].xml into my scripts folder and tried with my current savegame.
Results aren't very promising.
[ external image ]
[ external image ]
[ external image ]
The Ghoul Missile SCH I showed last time worked, but other complexes don't or even don't show up as they should.
At least we get to optimize your script one by one
Results aren't very promising.
[ external image ]
[ external image ]
[ external image ]
The Ghoul Missile SCH I showed last time worked, but other complexes don't or even don't show up as they should.
At least we get to optimize your script one by one

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Great mod! Keep up a good work
Please tell me how to change cargo hold for TL.
Have small problem: I build a hub, and it tells me that I need 78 factories M.
Why doesn't it use L factories instead? It would only take around 20 of those.
It's wrong, when I need to get 30+ M sized Solar Power Plants, when I can get less than a half number of XL ones.

Please tell me how to change cargo hold for TL.
Have small problem: I build a hub, and it tells me that I need 78 factories M.
Why doesn't it use L factories instead? It would only take around 20 of those.
It's wrong, when I need to get 30+ M sized Solar Power Plants, when I can get less than a half number of XL ones.
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It doesn't matter what you enter at the start of the config. The engine will pick the LEAST overkill factories as stated in the OP.Pavlushencij wrote:Great mod! Keep up a good work![]()
Please tell me how to change cargo hold for TL.
Have small problem: I build a hub, and it tells me that I need 78 factories M.
Why doesn't it use L factories instead? It would only take around 20 of those.
It's wrong, when I need to get 30+ M sized Solar Power Plants, when I can get less than a half number of XL ones.
Example: if your complex required 9,999 Bofu to operate:
100 BoFu S: output: 10,000
50 BoFu M: output: 10,001
The engine will pick 100 Bofu S, as it's the least overkill.
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I like the concept.
But could you use the 50 instead of the 100 ?
ie have a unit that is cheaper to set up but has surplus which you can sell on?
Also,can you run pass me the method of placing 'roids with the unit?
ie ,do you HAVE to have another script to do this,and if so ,can you give a link to the best one?
Sorry but my brain seems to be on strike this morning.Think it is age catching up on me.
Better looking imho than the older Mod that does a similar job (Complex Cleaner?iirc).
It was the look of the model that put me off that one,but I have always liked the Terran Crystal Fab. I think it is the best looking factory in the whole game.
But could you use the 50 instead of the 100 ?
ie have a unit that is cheaper to set up but has surplus which you can sell on?
Also,can you run pass me the method of placing 'roids with the unit?
ie ,do you HAVE to have another script to do this,and if so ,can you give a link to the best one?
Sorry but my brain seems to be on strike this morning.Think it is age catching up on me.

Better looking imho than the older Mod that does a similar job (Complex Cleaner?iirc).
It was the look of the model that put me off that one,but I have always liked the Terran Crystal Fab. I think it is the best looking factory in the whole game.
Last edited by TTD on Sun, 5. Jun 11, 09:35, edited 2 times in total.