[MOD] Complex Cleaner v4.09 / Modular Complexes (TC 3.2 / AP 1.1)
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I love the mod but i noticed theres a significant reduced storage capacity when you crunch a station.
I had a new plan to completely mine up the Ore Belt. And when i crunched em all i found the max storage capacity of ore and silicon to be off by alot.
So i did a test a Large ore mine has an ore capacity of around 4160. Crunched this turns into a Ore Mine (2) with a capacity of only 1140 .....
Thats a little over 1/4th of the original. Not sure if its intended or a glitch ?
I dont know if the production is also reduced but i fear it might me bring this 80 asteroid mega complex into something my smaller 20 asteroid conventionally complex's can do... which would be alot of wasted time.
Yes i love mining ore and silicon and theres no way i would sit there and align all these ore mines into a conventional complex would be lag-o-rific and a pita.
Anyone else have this problem ?
I had a new plan to completely mine up the Ore Belt. And when i crunched em all i found the max storage capacity of ore and silicon to be off by alot.
So i did a test a Large ore mine has an ore capacity of around 4160. Crunched this turns into a Ore Mine (2) with a capacity of only 1140 .....
Thats a little over 1/4th of the original. Not sure if its intended or a glitch ?
I dont know if the production is also reduced but i fear it might me bring this 80 asteroid mega complex into something my smaller 20 asteroid conventionally complex's can do... which would be alot of wasted time.
Yes i love mining ore and silicon and theres no way i would sit there and align all these ore mines into a conventional complex would be lag-o-rific and a pita.
Anyone else have this problem ?
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It's unavaidable.Peanutrulz wrote:Thats a little over 1/4th of the original. Not sure if its intended or a glitch ?
However, for an actual production complex that's irrelevant. You gain the storage capacity of all the factories that use the ore...
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.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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Whups!
I ran into a bit of a bugaboo, though I'm not sure it's one you can fix (might just need to live with it, heh.) Short version / recap at the bottom, I know your time is valuable.
I'm running Complex Cleaner and XRM (along with the Saturn Complex Hub), so obviously I've got a hand-edited TFactories (built based on the XRM file, since XRM sticks a few new factories into the game, too.)
Everything's been running smoothly thus far, after I figured out just how to do what I wanted - Complex Cleaner's factories are in TFactories after XRM's, Saturn Complex Hub's are last. I meticulously checked where each of the different TFactories files for these three mods actually ended, as opposed to overlapping (Complex Cleaner's built on the Vanilla 3.1 TFactories, Saturn Complex Hub is built on something else, XRM is its own animal, so near the end of the files there were some 'identical' factories and some unused placeholders in one or two places.)
That all worked fine - I've got my working, 1041-entry TFactories file, opens up and displays fine in X3 Editor, and works fine in game. I built my first CC-Complex in Ore Belt, and noticed something kinda odd!
My Crunched factory modules, wherever they were Level 1 Food Factories (which only use ECells as a resource) had no resource input requirements. They ran on nothing! Obviously this was a nifty little economic trick, and all of the higher factories properly asked for and utilized their lower-level resources, so I just shrugged and figured that for whatever reason you'd decided to do things this way.
I recently went to build a complex in Avarice (to supply some salacious spacers with Space Fuel and Space Weed) and I went ahead and dropped all the factories, then crunched them. Well, they crunched fine - except for the Delexian Wheat Farms.
Those lil' suckers appeared to crunch fine - five Wheat Farms created the expected FACT: Delexian Wheat (20) and FACT: Delexian Wheat (5) - but when I went to connect them into a Complex I noticed at the end of it all that my Complex had a required resource of Delexian Wheat. Went to check my wheat farms while they were connected to the complex, and I noticed they had no product assigned for production, no resource requirements, and would be producing 0 of their non-product. Whoops!
I reloaded an earlier save and went to check and make sure my Wheat Farms were okay pre-crunch. Five Wheat Farm Ls, all wanting to produce 50 units of Delexian Wheat, all asking for ECells - okay. I ran the Crunch command again and checked the FACT: Delexian Wheat (20) and FACT: Delexian Wheat (5) before connecting them...
And, again, they were trying to produce 0 units of nothing, no product, no required resource. There weren't any freaky text strings or anything, "None" listed under Primary and Secondary Resources, "0" listed as "Number of Products", "00:00:00" listed as Cycle Time, and no ongoing cycle. There wasn't even a Products tab.
So, to recap, two main issues:
1. All 1st-level FACT: <Race Food> factories (BoGas, Protein Paste, Argnu Beef, etc.) require no ECell input to produce and function, once Crunched, and maintain this lack of need when linked into a complex with other factories (though all other factories appear to be functioning normally, asking for the expected amount of primary resources and not producing without them.)
2. The only exception to this is the Argon Wheat Farm, which, when Crunched, displays "None" under Primary and Secondary Resources, becomes a FACT: Delexian Wheat with no product, and has "Number of Products: 0" - it is a non-factory, in other words.
I'm running the latest Steam version of Terran Conflict, and (as far as I know) the latest version of Complex Cleaner. If there's any other information I can provide to help you, help me, please, ask!
Thanks in advance for any help you can render!
~K
I'm running Complex Cleaner and XRM (along with the Saturn Complex Hub), so obviously I've got a hand-edited TFactories (built based on the XRM file, since XRM sticks a few new factories into the game, too.)
Everything's been running smoothly thus far, after I figured out just how to do what I wanted - Complex Cleaner's factories are in TFactories after XRM's, Saturn Complex Hub's are last. I meticulously checked where each of the different TFactories files for these three mods actually ended, as opposed to overlapping (Complex Cleaner's built on the Vanilla 3.1 TFactories, Saturn Complex Hub is built on something else, XRM is its own animal, so near the end of the files there were some 'identical' factories and some unused placeholders in one or two places.)
That all worked fine - I've got my working, 1041-entry TFactories file, opens up and displays fine in X3 Editor, and works fine in game. I built my first CC-Complex in Ore Belt, and noticed something kinda odd!
My Crunched factory modules, wherever they were Level 1 Food Factories (which only use ECells as a resource) had no resource input requirements. They ran on nothing! Obviously this was a nifty little economic trick, and all of the higher factories properly asked for and utilized their lower-level resources, so I just shrugged and figured that for whatever reason you'd decided to do things this way.
I recently went to build a complex in Avarice (to supply some salacious spacers with Space Fuel and Space Weed) and I went ahead and dropped all the factories, then crunched them. Well, they crunched fine - except for the Delexian Wheat Farms.
Those lil' suckers appeared to crunch fine - five Wheat Farms created the expected FACT: Delexian Wheat (20) and FACT: Delexian Wheat (5) - but when I went to connect them into a Complex I noticed at the end of it all that my Complex had a required resource of Delexian Wheat. Went to check my wheat farms while they were connected to the complex, and I noticed they had no product assigned for production, no resource requirements, and would be producing 0 of their non-product. Whoops!
I reloaded an earlier save and went to check and make sure my Wheat Farms were okay pre-crunch. Five Wheat Farm Ls, all wanting to produce 50 units of Delexian Wheat, all asking for ECells - okay. I ran the Crunch command again and checked the FACT: Delexian Wheat (20) and FACT: Delexian Wheat (5) before connecting them...
And, again, they were trying to produce 0 units of nothing, no product, no required resource. There weren't any freaky text strings or anything, "None" listed under Primary and Secondary Resources, "0" listed as "Number of Products", "00:00:00" listed as Cycle Time, and no ongoing cycle. There wasn't even a Products tab.
So, to recap, two main issues:
1. All 1st-level FACT: <Race Food> factories (BoGas, Protein Paste, Argnu Beef, etc.) require no ECell input to produce and function, once Crunched, and maintain this lack of need when linked into a complex with other factories (though all other factories appear to be functioning normally, asking for the expected amount of primary resources and not producing without them.)
2. The only exception to this is the Argon Wheat Farm, which, when Crunched, displays "None" under Primary and Secondary Resources, becomes a FACT: Delexian Wheat with no product, and has "Number of Products: 0" - it is a non-factory, in other words.
I'm running the latest Steam version of Terran Conflict, and (as far as I know) the latest version of Complex Cleaner. If there's any other information I can provide to help you, help me, please, ask!
Thanks in advance for any help you can render!
~K
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There is one, and it's more deceptively-simple than you think. All you need to do is destroy the existing Complex Hub.Erenar wrote:I've installed this midgame and have a couple of plexes up already.... is there no way to crunch those plexes?
This does absolutely no damage to any of the connected factories, and can be done quickly and painlessly with Cycrow's Cheat Menu if you can't figure out a way to make your complex blow itself apart. After you destroy the hub, the complex tubes should all disappear, and you'll be left with however many individual, unconnected factories you linked into the complex. I think they even retain their resource/product amounts, individually, but don't quote me on that and don't count on it. These individual factories can then be crunched normally.
A few notes:
Undock everything from your complex hub beforehand, as I believe docked ships get blown up as a result of the thing they were docked to, dying in a fire.
If you have ESTs/CLSes/STs/UTs/CAGs/any traders set up for this Complex, recall all of them to the sector. They'll lose their homebase assignment and possibly their orders once your Complex Hub goes splat, and you want to be able to set them back up easily. You can find out which ships you assigned to that particular Complex with 'owned ships' on the pop-up menu, before you destroy the hub, of course!
You will need to reconnect the new, crunched factory modules - bring a TL with at least two Complex Construction Kits for every type of factory you have in the Complex (Wheat Farm, BoGas, Plasma Generator Forge, etc.) as the Crunch command will often create two factories for 'rounding' purposes (such as the example in one of Gazz's posts, 26 M-level factories make one size 50 and one size 2 manufactorum.)
Once you've blown up the old hub, just run Crunch, position the new Module Container, set up the new hub like normal, and then link everything together all pretty. Tada! You've now got a crunched complex.
EDIT: To Gazz: Adding onto my previous post here, to avoid double-posting.
Still wondering about my issue - I ripped out and rebuilt a leaner, meaner TFactories based on some research (and the realization that the XRM TFactories is meant to work with CC - but not SCH - so rebuilding from that left me without any doubled entries.)
Presumably, doubled entries wouldn't cause my initial problem, though - I mean, in the original TFactories (and this one, too) the script would've found the CC factories right where it was hoping it would. Even though I know it's silly and they're getting overwritten anyhow, I went ahead and removed both CC's base TFactories and SCH's TFactories from their respective .cats, leaving just the highest-level .cat/.dat (my own pair) with the merged file.
I then went ahead and re-downloaded to make sure I hadn't gotten a borked download, reinstalled, and have continued to test and try to isolate the issue - with no success. I don't mind, so much, the lowest-level food factories of any given race not requiring ECells in a Complex Cleaner complex, but this whole zero-producing Delexian Wheat FACT thing is a killer. These aren't mod-added factories or anything, either (and so long as they were single-product, resource-requiring, production-cycling factories, from what I can read of your script, Gazz, it wouldn't matter if they were. FACT: <Productname> is a very clever way to incorporate mod-added factories, by the way. Kudos.)
I mean, for now, I guess I'm just going to build the Complex I was going to build, as a regular Complex, but I'd really like some help from...anyone, really, with advice - in getting this resolved. It could point to deeper issues at play, and I'd rather not get another week or two into building Complex Cleaner complexes, only to find out I'm going to have to tear all of them down because of some basic error or conflict on my part.
EDIT 2: I fixed it...somehow? I guess? I'm pretty sure I have no clue how. Things were only getting worse at first - eliminating redundancies (initially introduced because XRM TFactories includes the 38 Complex Cleaner factories, among others, even if you haven't installed CC in the first place) had my newly-crunched complexes coming out looking like Saturn Complex Hubs, then, when I shoved the CC factories at the end of the file instead of in their usual positions (443-480 or something) they were coming out as some weird hybrid shield/crystal-looking complex. At various points, my old CC complexes were breaking up into a whole bunch of different unnamed factories, crunched complexes had screwed up production multipliers, and similar screwy things were the norm. Despite collating all of the models and assets and things from SCH and CC into a single .cat/.dat to economize...
Eventually, I just decided 'Oh my god, I'll just forget about ever mass-producing Delexian Wheat. Let someone else booze up the Argons.' So I reverted to the original arrangement, with the TFactories that's 1048 entries long and contains duplicates of every one of the CCleaner factories, including the placeholders, along with restoring both the SCH and CC .dat/.cats from backups. I loaded a clean save and tried one more time to make my golldurned Space Fuel complex, and hey.
It worked. Somehow. Suddenly Delexian Wheat factories crunch into normal FACTs.
Even the bottom-level factories are suddenly asking for ECells, and brazenly insisting they always have. The only evidence I have that I didn't hallucinate this entire episode is that my one old CC complex is still running on happy thoughts and basic foodstuffs to produce masses and masses of missiles. So...I...I don't...even...
God, this game is going to kill me. Thanks anyhow. Hopefully things stay normal from now on.
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Gazz, got your awesome script to work a year ago.... but now I can;t get it to work again
Fresh Installed to X3 TC 3.1
The have the following to script / mod it on Plugin Manager light v1.41
Universal bust buy / sell locator: works fine
Add satilites to sector: works fine.
Add argon OWP to argon prime shipyard: works fine.
Advanced Jumpdrive v1.20: did work, now does not come up in ware list and does not register.... Only in control consol can I get to the advanced jump menue, but the 4 wares are not in the univerce anywhere no matter how many times I install it. Advanced jump drive is a MUST and I can;t get it to work.
Community Plug-in Congif v1.51
Ware Manager v1.10
Hotkey Manager 1.21
Also I cannot get the Complex Cleaner (big borg factory) to work by either making it a mod method or by fake patch method. This mod is a MUST and I just cant get it to work.
I also have the comunity extension mod pack v2.01 installed.
Noticable bugs are like...
factories that make say "Guass ammo" make warheads instead. Same with all ammo type factories and drone factories. Other small things but I don;t know if with the 3.1 TC I have the right versions of the scrips and I would hate to restart my game.
Any Ideas how to make the advanced jumpdrive and the complex cleaner work?
Later.... Removing the EMP...
It did fix some of it. I can buy and use the Advanced Jump drive now. which is great. BUT its odd that there are still a lot of ammo factories (like the Gauss cannon ammo) that makes and sells "warheads" instead of the Gauss Cannon Ammo. Some factories are still glitched like that. Even the ones you can buy.
I'm still not getting the Complex Cleaner to work right. I'll have to post on that thread too.
Fresh Installed to X3 TC 3.1
The have the following to script / mod it on Plugin Manager light v1.41
Universal bust buy / sell locator: works fine
Add satilites to sector: works fine.
Add argon OWP to argon prime shipyard: works fine.
Advanced Jumpdrive v1.20: did work, now does not come up in ware list and does not register.... Only in control consol can I get to the advanced jump menue, but the 4 wares are not in the univerce anywhere no matter how many times I install it. Advanced jump drive is a MUST and I can;t get it to work.
Community Plug-in Congif v1.51
Ware Manager v1.10
Hotkey Manager 1.21
Also I cannot get the Complex Cleaner (big borg factory) to work by either making it a mod method or by fake patch method. This mod is a MUST and I just cant get it to work.
I also have the comunity extension mod pack v2.01 installed.
Noticable bugs are like...
factories that make say "Guass ammo" make warheads instead. Same with all ammo type factories and drone factories. Other small things but I don;t know if with the 3.1 TC I have the right versions of the scrips and I would hate to restart my game.
Any Ideas how to make the advanced jumpdrive and the complex cleaner work?
Later.... Removing the EMP...
It did fix some of it. I can buy and use the Advanced Jump drive now. which is great. BUT its odd that there are still a lot of ammo factories (like the Gauss cannon ammo) that makes and sells "warheads" instead of the Gauss Cannon Ammo. Some factories are still glitched like that. Even the ones you can buy.
I'm still not getting the Complex Cleaner to work right. I'll have to post on that thread too.
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CC updated to AP v1.1.
AP 1.1 also fixes the bug with the mod selection so CC no longer has to be installed as a fake patch.
AP 1.1 also fixes the bug with the mod selection so CC no longer has to be installed as a fake patch.
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.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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Ok guys,
Just reinstalled X3:tc after a couple of year layoff. (been busy with work)
But I'm back
And I've forgotten EVERYTHING.
So can anyone talk me through it (just the once I hope) like a 5 year old.
Is it best to create massive complexes with FCC FIRST
Then crunch them.
So say I built a complex consisting of
2x crystal fabs
4x bliss place
3x sun oil
4x dream farm
3x flower farms
2 Spp L
All connected up and running. Do I then crunch.
Help
please
Matt
Just reinstalled X3:tc after a couple of year layoff. (been busy with work)
But I'm back
And I've forgotten EVERYTHING.
So can anyone talk me through it (just the once I hope) like a 5 year old.
Is it best to create massive complexes with FCC FIRST
Then crunch them.
So say I built a complex consisting of
2x crystal fabs
4x bliss place
3x sun oil
4x dream farm
3x flower farms
2 Spp L
All connected up and running. Do I then crunch.
Help
please
Matt
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- Joined: Wed, 10. Jan 07, 16:36
I'm having ago anyhow.
But have now lost 8 chip factories due to them being destroyed by PLANET using the DROP command IS
Trying now OOS and its working.
So far 10x chip plants and 1 SPP XL.
Lol
Oh I see when i drop back into sector it the renders the planet and destroys the factories.
Oh wel its all built now but for some reason it has nostrop oil as a resource
10x chip
6 x cattle farm L
4x cahoona M
4x cahoona L
2x silicone mines
3x crystal fabs
Why the Nostrop oil.
But have now lost 8 chip factories due to them being destroyed by PLANET using the DROP command IS
Trying now OOS and its working.
So far 10x chip plants and 1 SPP XL.
Lol
Oh I see when i drop back into sector it the renders the planet and destroys the factories.
Oh wel its all built now but for some reason it has nostrop oil as a resource
10x chip
6 x cattle farm L
4x cahoona M
4x cahoona L
2x silicone mines
3x crystal fabs
Why the Nostrop oil.
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I am trying to use this with XRM and it is only partially working for me. The factories are crunched as intended, but when I try to connect the complex hub it does not allow me to select the crunched factories. They/it are/is not on the list from factories to select to connect together.
Can someone please help me figure out what's wrong? I really need this mod as my sector is being super crowded with factories.
Can someone please help me figure out what's wrong? I really need this mod as my sector is being super crowded with factories.
my nets b slo
http://www.speedtest.net/result/1739634007.png
http://www.speedtest.net/result/1739634007.png
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OK it took me a few when I first set this up to figure out what exactly was happening and I am using this successfully with XRM mod too.Grimshad wrote:I am trying to use this with XRM and it is only partially working for me. The factories are crunched as intended, but when I try to connect the complex hub it does not allow me to select the crunched factories. They/it are/is not on the list from factories to select to connect together.
Can someone please help me figure out what's wrong? I really need this mod as my sector is being super crowded with factories.
When you crunch your factories it asks for a position, this is the position of the module container (with all the factory modules inside it) so you want to place this very low or very high. Now you will see a bunch of FACT: blah (x) blinking at you and you have to use the complex construction kits to connect these together. When you connect the first two FACT: blah it will ask you for a position also, THIS is the position of the hub itself and I usually put it about 19k above or below (depending on where I put the module container) the container which you will see on your sector map. Then you just connect the rest up as normal and it all works fantastic!
I hope this helps!
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Now I am using this successfully, but I am having problems with crunching the Crystal Free SPP's. I have all my factories there and before I crunch I convert the SPP to crystal free as the instructions say then I crunch and I see FACT: Energy Cells (10) for an XL as you would expect. The only problem is these FACT's (10) are performing like normal FACT (2)'s. I have other crunched complexes without crystal free spp's and those are producing the proper amounts in the proper times. (10's on a 4 min cycle and make around 5kish since I haven't exactly monitored them with everything else turned off) But the crystal free FACT (10)'s are on a 2 minute cycle and are only producing a few hundred every cycle and it doesn't add up to what they should be making by a LONG stretch.
This has caused me lots of problems with complexes that SHOULD have a bit of energy surplus (according to the complex calculator) constantly running out of energy. Oh, this is on X3: TC not AP at the moment also.
Any chance of looking into this? Thanks!
This has caused me lots of problems with complexes that SHOULD have a bit of energy surplus (according to the complex calculator) constantly running out of energy. Oh, this is on X3: TC not AP at the moment also.
Any chance of looking into this? Thanks!
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Well, solution is simple. First you crunch, than you make them crystal free.greymouser69 wrote:Now I am using this successfully, but I am having problems with crunching the Crystal Free SPP's. I have all my factories there and before I crunch I convert the SPP to crystal free as the instructions say then I crunch and I see FACT: Energy Cells (10) for an XL as you would expect. The only problem is these FACT's (10) are performing like normal FACT (2)'s. I have other crunched complexes without crystal free spp's and those are producing the proper amounts in the proper times. (10's on a 4 min cycle and make around 5kish since I haven't exactly monitored them with everything else turned off) But the crystal free FACT (10)'s are on a 2 minute cycle and are only producing a few hundred every cycle and it doesn't add up to what they should be making by a LONG stretch.
This has caused me lots of problems with complexes that SHOULD have a bit of energy surplus (according to the complex calculator) constantly running out of energy. Oh, this is on X3: TC not AP at the moment also.
Any chance of looking into this? Thanks!
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Has the 2.0 update made this mod not work for AP anymore? I can't get the command for crunching, and I have tried both the fake patch and mod installation methods.
EDIT: Okay, for completion's sake, I'll answer any questions you might have, because I REALLY need help if I'm going to keep expanding much further:
I have NO mods installed. I have the following scripts installed (lots of stuff that came with the plugin manager)
1.) Cycrow's Cheat Package
2.) Command Queueing
3.) Equipment R&D
4.) LazCorp Claim Sector (added after I tried CC, so not the issue)
5.) Marine Repairs
6.) Move to Coordinates
7.) SEWN
8.) Wing Hotkeys
The following script libraries are also in:
1.) Community Plugin Configuration
2.) Hotkey Manager
3.) Ware Manager
I have the Bonus Pack installed. A few pages ago, back in December, someone had an issue because of the Bonus Pack, and there was a tfactory (or whatever it's called) file that someone else uploaded that fixed that person's issue, but their dropbox expired.
As for actually in-game, I have tried to give a ship in my factory sector (which I was out of) a Tractor Beam, then entered the command menu, but the CC command is simply not there. However, complex tubes are invisible, so does that mean that it's kind-of working...?
EDIT: Okay, for completion's sake, I'll answer any questions you might have, because I REALLY need help if I'm going to keep expanding much further:
I have NO mods installed. I have the following scripts installed (lots of stuff that came with the plugin manager)
1.) Cycrow's Cheat Package
2.) Command Queueing
3.) Equipment R&D
4.) LazCorp Claim Sector (added after I tried CC, so not the issue)
5.) Marine Repairs
6.) Move to Coordinates
7.) SEWN
8.) Wing Hotkeys
The following script libraries are also in:
1.) Community Plugin Configuration
2.) Hotkey Manager
3.) Ware Manager
I have the Bonus Pack installed. A few pages ago, back in December, someone had an issue because of the Bonus Pack, and there was a tfactory (or whatever it's called) file that someone else uploaded that fixed that person's issue, but their dropbox expired.
As for actually in-game, I have tried to give a ship in my factory sector (which I was out of) a Tractor Beam, then entered the command menu, but the CC command is simply not there. However, complex tubes are invisible, so does that mean that it's kind-of working...?
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Sorry for double post, but in lieu of Gazz returning... can anyone who is running this mod please confirm that they have both 2.0 and the Bonus Pack for AP installed? I would like to know if either is the issue.
EDIT: I know everyone is waiting with bated breath for my update, but... Okay, so I confirmed that CC works for me for TC both modded (accidentally left it installed when trying out XRM) and unmodded (tested independently), so now I'm sure the problem isn't user error. AP seems to be the culprit. Will try uninstalling the Bonus Pack and see if that doesn't clear things up.
EDITED AGAIN: Okay, it isn't the bonus pack. I'm guessing it must be AP 2.0.
EDIT: Well, I wanted to try XRM so I installed that, I installed CC as a fake patch under XRM's patch numbers just for kicks, and what do you know, on a second load the message appeared. Then I went back to vanilla AP and it doesn't work. Tried to tuck CC under the actual patch (IE made it 02, renamed existing real patch as 03) and it didn't work.
I'm at a real loss here. No, I can't just play it with XRM, the fact that that mod runs so many scripts that you can't use SETA at 10X (game starts stuttering badly) ruins any motivation I would have to build a massive complex (e.g. I would build it, turn on SETA for a few minutes while messing around with my traders, then come back to having stock).
EDIT: I know everyone is waiting with bated breath for my update, but... Okay, so I confirmed that CC works for me for TC both modded (accidentally left it installed when trying out XRM) and unmodded (tested independently), so now I'm sure the problem isn't user error. AP seems to be the culprit. Will try uninstalling the Bonus Pack and see if that doesn't clear things up.
EDITED AGAIN: Okay, it isn't the bonus pack. I'm guessing it must be AP 2.0.
EDIT: Well, I wanted to try XRM so I installed that, I installed CC as a fake patch under XRM's patch numbers just for kicks, and what do you know, on a second load the message appeared. Then I went back to vanilla AP and it doesn't work. Tried to tuck CC under the actual patch (IE made it 02, renamed existing real patch as 03) and it didn't work.
I'm at a real loss here. No, I can't just play it with XRM, the fact that that mod runs so many scripts that you can't use SETA at 10X (game starts stuttering badly) ruins any motivation I would have to build a massive complex (e.g. I would build it, turn on SETA for a few minutes while messing around with my traders, then come back to having stock).