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

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

User avatar
RoverTX
Posts: 1466
Joined: Wed, 16. Nov 11, 18:37
x4

Post by RoverTX »

I am having a strange problem, everything works, but tubes aren't showing at all from the big module to the docking area. I had to create my own tfile because I added a few custom facotires myself, but everything should be fine, sense I just made sure to add the complex cleaner facts to the very end with out disturbing anything else. I know this is kind of a nit pick thing but its kind of been bothering me of late.
Nemoricus
Posts: 9
Joined: Fri, 20. Jan 12, 05:53
x3ap

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

Post by Nemoricus »

Gazz wrote:With CC v3.40 and up the complex connection tubes are also blanked out.
This is not "the" TCM Tubeless_Complex_Mod but based on the same principle.
(Because frankly - there is no other way)
This saves even more CPU-power and avoids collisions.
The connections are only visible on sector map and gravidar.
That tubes are not visible is a feature, not a bug.
angrytigerp
Posts: 72
Joined: Mon, 27. Feb 12, 10:14
x4

Post by angrytigerp »

Okay, I discovered my issue. A saved game can NOT load CC, despite Gazz saying so in the first post.

EDIT: So I activated Script Editor and reinitialized script caches. Suddenly the CC popup appeared, and in a few minutes I was happily crunching away.
User avatar
RoverTX
Posts: 1466
Joined: Wed, 16. Nov 11, 18:37
x4

Post by RoverTX »

Ah ok I thought that just ment for internal, so I basically just have to push it up again the big fact. I understand why but not all my facts are big enough that they need to be crunched so it feels kind of weird.
User avatar
Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz »

angrytigerp wrote:EDIT: So I activated Script Editor and reinitialized script caches.
...which is done automatically everytime you load a savegame.
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.
User avatar
RoverTX
Posts: 1466
Joined: Wed, 16. Nov 11, 18:37
x4

Post by RoverTX »

@Gazz after 2.0 to get MEFOs working correctly I had to go in and rerun the set up script manually. Him having to reload the cache and rerun it really doesn't surprise me all that much after what happened to me.

Though the update didn't really do anything that would cause issue I don't think, but a number of people where talking about steam update issues, so it wouldn't surprise me if something weird did happen.
angrytigerp
Posts: 72
Joined: Mon, 27. Feb 12, 10:14
x4

Post by angrytigerp »

Gazz, I can assure you.... after dozens of loads, messing around with the plugin manager (including accidentally deleting my modified save files that accounted for about 40 hours of my past 70 hours of playing time), and all the fake patches and mods you could shake a stick at, CC ONLY WORKED when I manually ran the reinit.
User avatar
ezra-r
Posts: 3423
Joined: Fri, 14. Oct 05, 21:04
x4

Post by ezra-r »

Is it possible/relatively easy to mod the model of the complex and exchange it for, for example, the Outpost model all along?

Id really like to have something that fits more in the game in terms of sizes and looks.

I apologize if the questions is dumb. Thank you!
User avatar
Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz »

ezra-r wrote:Is it possible/relatively easy to mod the model of the complex and exchange it for, for example, the Outpost model all along?
Replace

objects\stations\gazz\stbox_1_scene.pbd (1 - 8)

with whatever scene you desire.


@angrytigerp

I'm not saying you're wrong. I just don't understand it because it goes against everything I know about setup scripts. *shrug*
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.
TestingTesting
Posts: 46
Joined: Sun, 8. Aug 04, 03:05

Post by TestingTesting »

has anyone created the files needed to get this to work for XRM 1.18d with AP 2.0, thought i would ask as i'm thinking this has already been done, and instead of me start messing around with things i don't fully understand, i should try and get the files i need instead.

thanks.
TestingTesting
Posts: 46
Joined: Sun, 8. Aug 04, 03:05

Post by TestingTesting »

just realized that it says AP 1.1, what i mean is, i though this was version 1.1 and it's for AP, it's not is it, it's only COMPATIBLE with AP 1.1 right?

now i understand......if that's the case
User avatar
ezra-r
Posts: 3423
Joined: Fri, 14. Oct 05, 21:04
x4

Post by ezra-r »

RoverTX wrote:I am having a strange problem, everything works, but tubes aren't showing at all from the big module to the docking area. I had to create my own tfile because I added a few custom facotires myself, but everything should be fine, sense I just made sure to add the complex cleaner facts to the very end with out disturbing anything else. I know this is kind of a nit pick thing but its kind of been bothering me of late.
afaik that is intended, read the first post.

---

Gazz, thank you, what you told me it worked perfectly! :)
User avatar
apricotslice
Posts: 14163
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice »

Just a note to mention that the APv2 version of the AMS mod also includes the AP version of CC. (And also FDN, PM and SSDN).

Nice idea though, replacing the cube with the Outpost model. I like that. Will look a bit weird for complexes though, with the docking hub separate from the station. Still, good thought, and would work nicely for non-complexes where FDN is used for the transfers.
kelmenwong
Posts: 197
Joined: Sat, 17. Mar 12, 17:40
x3tc

Post by kelmenwong »

the Complex Cleaner Bugfix
is there a ver for AP?
User avatar
apricotslice
Posts: 14163
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice »

CC works fine in AP, just shift the scripts and t files over.

What do you mean by bugfix ?
kelmenwong
Posts: 197
Joined: Sat, 17. Mar 12, 17:40
x3tc

Post by kelmenwong »

Complex Cleaner Bugfix
http://forum.egosoft.com/viewtopic.php? ... 84#3411684
"fixed the problem that ships allways crash into the complex cleaner modules"

i dl it, but there's no indication the cat/dat files is for ap, only 1 set.

also, i think cc overwrite something about factory module/data
i playing terran in AP, by bring up terran shipyard menu
the manu that allow you to buy stations/factories, upper part looks ok, but bottom section/options many stations/factories names are blank, and the cost are same for these affected options.
i dunno how to revert this back
Galadon
Posts: 10
Joined: Fri, 25. Nov 05, 22:27
x4

Post by Galadon »

I have run into a bit of an problem and am hoping someone can help me figure it out. The only type of factories that I can crunch are Silicon and Ore Mines. All the others I have tried give me the "Factory Contruction finished Inspector" verbal message and the "Complex Cleaner - CRUNCH No crunchable factory types found in sector (Sector Name). I can not work with factories that are part of a complex. That would destroy the complex." popup message.

I am playing X3TC 3.1 (box) with the following Mods and Scripts installed, the "Mods" are installed as "fake patches":

Cheats Package v1.60
Complex Cleaner Mod v4.09
Lucikes Collection (All but Complex Planner and Travel Drive)
Mars Fire Control v5.20
Plugin Manager v1.41
Ring of Fire v2.31
Sector Take Over v1.57
and X-tended Mod 1.2a

The complex I am trying to build is:

Argon Cahoona Bakery L x 1
Argon Cahoona Bakery M x 1
Argon Cattle Ranch L x 1
Argon Cattle Ranch M x 1
Argon Quantum Tube Fab x 7
Argon Rimes Fact M x 1
Argon Wheat Farm M x 1
Boron BoFu Chemical Lab L x 9
Boron BoFu Chemical Lab M x 2
Boron BoGas Factory L x 10
Boron Chip Plant x 45
Boron Computer Plant x 3
Boron Solar Power Plant XL x 4
Boron Solar Power Plant M x 1
Split Chelt Space Aquarium L x 1
Split Rastar Refinery L x 1
Teladi Teladianium Foundry L x 1
Terran Crystal Fab L x 13
Terran Ore Mine L x 1
Terran Protein Paste Blending Facility L x 13
Terran Silicon Mine L x 13
Terran USC Food Supply Factory L x 13


I have tried dropping the stations OOS, IS, in various combinations, in numerous different sectors - When I give the "crunch" command I always get the same results - the only stations that get crunched are the mines (when present). If I connect the FACT mines then the resulting mining complex works properly.

So, anyone have any ideas about what I have done or am doing, wrong? :?
LordGaara
Posts: 140
Joined: Tue, 9. Feb 10, 13:23

Post by LordGaara »

Yup, I have a problem too. Some new sector and factory names are just displayed as <invalid>. Now the interesting part is they are invisible and untargetable in the menu, but I can trade with them using Trading System Extension! Some prices are set to -2940000 or something like that.
Seems CC is not compatible with XRM... :(

Problem is I dont know how to remove it now, without the need of a clean reinstall of X3AP.
Ideas? Solutions? Anyone?

Cheers
User avatar
apricotslice
Posts: 14163
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice »

Depends how you installed it. If CC is the last false patch, then you should just be able to remove it, and then load from a save before CC was installed.

XRM would need to have a modified factories file that includes the CC factories.

If it already does, then CC needs to be before XRM in the loading sequence. If CC is after XRM, then XRM factories will get wiped out. In which case, change the order, and you fix the problem. It should say in the XRM thread if its got CC embedded in it or not.

Its not hard to do a merged tfactories file. Extract the tfactories file from XRM, use that as a base. Extract tfactories from CC, delete off all but the CC files starting with the placeholders, then copy that to the end of the XRM file, and change the number of factories on the top line to add the extra entries you put on. Save into the addon\types folder. CC would need to be a false patch, but XRM would need to be after it or the selected mod. The new file will override both.

I'm not going to download XRM, but if you want to extract the tfactories from it, and email it to me, I'll add CC onto it for you and send it back.
LordGaara
Posts: 140
Joined: Tue, 9. Feb 10, 13:23

Post by LordGaara »

apricotslice wrote:Depends how you installed it. If CC is the last false patch, then you should just be able to remove it, and then load from a save before CC was installed.

XRM would need to have a modified factories file that includes the CC factories.

If it already does, then CC needs to be before XRM in the loading sequence. If CC is after XRM, then XRM factories will get wiped out. In which case, change the order, and you fix the problem. It should say in the XRM thread if its got CC embedded in it or not.

Its not hard to do a merged tfactories file. Extract the tfactories file from XRM, use that as a base. Extract tfactories from CC, delete off all but the CC files starting with the placeholders, then copy that to the end of the XRM file, and change the number of factories on the top line to add the extra entries you put on. Save into the addon\types folder. CC would need to be a false patch, but XRM would need to be after it or the selected mod. The new file will override both.

I'm not going to download XRM, but if you want to extract the tfactories from it, and email it to me, I'll add CC onto it for you and send it back.
Yes, Apricot, CC is indeed installed as a fake patch in the last position. I have no problem removing/renaming it, but CC also includes /scripts and /t folders, which were overwritten during installation. So just switching the .cat and .dat number with XRM would leave the new CC scripts intact? Will that be a problem?

Unfortunately, I dont know how to extract tfactories from XRM, I know I need a X3 Editor 2? First I must do a self-education course with it, and then, if I succeed I will email it to you.

Cheers

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”