[MOD] Complex Cleaner v4.09 / Modular Complexes (TC 3.2 / AP 1.1)

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Kendolph
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Post by Kendolph »

Anybody had this problem :
I have about 22 factories complex and when I attach the 23th (Flak factory) the frame rate starts to go down gradually from ~41 then 40 then 41 then 40 then 39 then 40 then 39 then 38 ... and so on until it reaches about 10 fps which is unplayable and its everywhere in the universe not just around the complex. I have removed every single script that I thought of , even reinstalled and the only additional scripts where the libs from "X Plugin manager" which I don't think that execute anything on their own, but who knows lol ;)

Regards.

PS: I switched to "vanilla" from the plugin manager and nothing changed 9-10 fps :(
If I load earlier save the fps is fine to the moment I attach the last factory :(
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Gazz
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Post by Gazz »

Attaching a factory is an action where the CC script is not involved in any way.

PS: I switched to "vanilla" from the plugin manager and nothing changed 9-10 fps
What exact effect does "switching to vanilla" have on installed scripts and mods?

Currently running scripts reside in the savegame and the PM could not touch them.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
Kendolph
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Post by Kendolph »

Gazz wrote:Attaching a factory is an action where the CC script is not involved in any way.

PS: I switched to "vanilla" from the plugin manager and nothing changed 9-10 fps
What exact effect does "switching to vanilla" have on installed scripts and mods?

Currently running scripts reside in the savegame and the PM could not touch them.
That was something I didn't know ... So is there a way to test a save without scripts ?
PS: Actually all the script menus had disappeared and I didn't see anything script related anywhere ...
Cascinova
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Post by Cascinova »

I just "crunched" about 25 factories and mines , and they all turned into a floating cargo container, the size of a normal cargo container. I just to make a hub and it says, target not found.

What am I supposed to do? Is it supposed to shrink them all to the size of a pea? and how do you connect them?
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Gazz
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Post by Gazz »

The mod is not installed because obviously, the models do not exist.
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Cascinova
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Post by Cascinova »

But all the commands are there, so something must have installed. I wonder why only the models would not have installed? I will try installing again.

Edit:

Ok I went back and checked your installation instructions, realized I forgot to add it as a fake patch.

So I added it, and seemed to install this time, but I realize now it is not compatible with XRM. After I installed it as a higher patch number, I noticed all the new stations added with XRM showed up with name <invalid>. Anyone else have a problem using it with XRM?
philjp
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Joined: Fri, 13. Feb 04, 19:31
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Post by philjp »

@ GAZZ

i have been using this mod for almost 2 weeks and haven't had a single issue, it works perfectly and i can't imagine not using it now. :)

many thanks and keep up the good work :!:
phil.
Turbo12
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Post by Turbo12 »

I found out the crunched mines are sized in a weid way:
A Large mine (5x) in a 25 yield Ore asteroid produces 15 ore every 1' 12". That's 750 units of ore per hour.
It produces exactly enough to provide ore to 5 factories (150 ore/h each). The production for a standard size 1 mine would then be 3 ore every 1' 12".

A crunched "FACT Ore (1)" produces 4 ore every 1' 00". That's 240 ore/h, and feeds 1.6 factories. (Of coure, you need proportionately more ore asteroids crunched!).
But this is confusing as you can't see at a glance how many factories the crunched mines can support.
Just renaimg the crunched mines is not the neatest solution. As the crunching algorithm forces rounding the yield to a multiple of 1.6 factories consumption.

So I just wonder if you could change the crunched "FACT Ore (1)" template to produce 3 ore every 1' 12".
My guess is upgrading the script and re-crunching would only affect mines not already in a complex, so the player can choose what to re-crunch. Right?

Oh, and for the silicon mines: changing the template to 1 silicon every 1' 36" makes 38 Si/h which is exactly what 1x factories use. (And yes, it's less than 1/5th of what a large, 25 yield mine produces!)
Anyway, great work! :D
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Gazz
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Post by Gazz »

Turbo12 wrote:So I just wonder if you could change the crunched "FACT Ore (1)" template to produce 3 ore every 1' 12".
No can do.
This is calculated automatically by the engine.
My complete script download page. . . . . . I AM THE LAW!
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Turbo12
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Post by Turbo12 »

I knew it wasn't that easy!

And how about changing the name of the crunched mines to multiples of 1.6?
So instead of "FACT Ore (4)" the script would name it "FACT Ore (6.4)".
And the same factor (1.6) works for both ore and silicon! :P
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Gazz
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Post by Gazz »

A factory size of 1.6? I think I'm getting a headache.
(I bet you used 7-sided dice, too)

Nah, I'm not changing it.
You can do that if you like.
Simply add a script that does nothing but rename these ore/sil modules.
Put in a call to it where the CC script gives you the success message. =)
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
Gigaflux
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Minimum yield required for mines to be crunched?

Post by Gigaflux »

Hi Gaaz!

What's the minimum size of a mine to be replaced by a FACT module? I know it supposed to be used with (big) complexes, but because it's so convenient I use it for small (1 mine, 1 spp, 1 crystal fab) as well. Now it happend for the second time that a small mine (yield 18) completely vanished after CRUNCHing.

I don't call it a bug, quite the contrary: It would be cheating if the yield would be rounded up to some limit in order to create one FACT. All I want to know is the minimum yield for mines.

(And, yes, I know the loss is high if I use only a single or few asteroids, but sometimes I just don't care about that).
Groosum
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Post by Groosum »

Hi Gazz .. congrats on your inclusions in the AP bonus pack ! Is there a possibility of making this compatible with Bonus patched version of X3AP.

This would be supurb when combined with the New Corporation in the bonus pack. Auto buy place crunch, tidy automated an efficient station building combination a must from my perspective.

Thanks Mark
Coruskane
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Post by Coruskane »

Groosum wrote:Hi Gazz .. congrats on your inclusions in the AP bonus pack ! Is there a possibility of making this compatible with Bonus patched version of X3AP.

This would be supurb when combined with the New Corporation in the bonus pack. Auto buy place crunch, tidy automated an efficient station building combination a must from my perspective.

Thanks Mark
I think you can make it compatible by adding Gazz's entries in Tfactories to the AP Tfactories.

I have done it for myself here. I hope Gazz doesn't mind if I link it for you.

Install the full mod as a fake patch (place the cat\dat into TC\addons and rename to highest cat\dat +1, with a vanilla installation it will be 03), then place the TFactories.txt into TC\addons\types.
lasserith
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Post by lasserith »

So if I am using AP don't copy over the folders only use the fake patch along with the factories file provided?
Groosum
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Post by Groosum »

Coruskane wrote:
Groosum wrote:Hi Gazz .. congrats on your inclusions in the AP bonus pack ! Is there a possibility of making this compatible with Bonus patched version of X3AP.

This would be supurb when combined with the New Corporation in the bonus pack. Auto buy place crunch, tidy automated an efficient station building combination a must from my perspective.

Thanks Mark
I think you can make it compatible by adding Gazz's entries in Tfactories to the AP Tfactories.

I have done it for myself here. I hope Gazz doesn't mind if I link it for you.

Install the full mod as a fake patch (place the cat\dat into TC\addons and rename to highest cat\dat +1, with a vanilla installation it will be 03), then place the TFactories.txt into TC\addons\types.
Thank-you very much as this is now working for me. I appreciate your assistance.
Ulcator
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Post by Ulcator »

How can i get the FM to produce what i need? I bought every station i need to produce energy cells, dropped them out, crunched them, built a hub and now the complex produces silicon wafers (But only if i feed it with E-Cells) :D

edit: now i placed first the mines, crunched, then the food, crunched, then cystals, crunched, then the power plant and connected a hub. Now the product is Ore? o.O
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Gazz
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Post by Gazz »

The order in which you connect factories determines the product - expecially when you want to produce a "resource" like EC.

That's nothing CC-related and I can't tell you the answer.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
Ulcator
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Joined: Sun, 8. Jul 07, 14:13

Post by Ulcator »

my bad, i though this script merge factories into complexes for me, didnt understand i have to build functioning complexes prior ... :roll:
Megalos
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Joined: Fri, 16. Dec 11, 22:48

Post by Megalos »

I've been using this in AP, and it works a treat! Brilliant! :D

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