[MOD/Script] LI Freight Distribution Network (FDN) - v7.2 21/11/2010

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Logain Abler
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Post by Logain Abler »

thunderai wrote:I can jump into the HUB sector in a custom game, but I can't build it and turn all the gates on.

I got my new AMD Athlon 64 XP 6000+, and I still get a solid 4 second pause every three minutes. I have gotten used to it, but if you can remove that pause, that is well worth the time having to rebuild my station complexes
I'm on a Q6600 and 8gig of ram, no slow-down so far.
There will never be the 3 minute hit on v4 as it does not use the AL timer event.

And you shouldn't have to rebuild if you use the v3.6 compatible version which will be released first :P

LA
StormMagi
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Post by StormMagi »

The AL plugin is not even registering in the game.

EDIT: ok it seems I mispackaged something since your spk loads fine.

2nd Edit: The new station I added still isn't showing up :(
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thunderai
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Post by thunderai »

Here is one for you:

There is a script for payer shipyard: http://forum.egosoft.com/viewtopic.php?t=250421

Long story short, FDN doesn't work right with the delivery node. In the relay link I can activate a link to the station, but I have no FDN control option from that station.

What I see is that FDN sees the factory, knows it is there, but I can't finish the activation from the command control option. Not sure how that can be fixed.

I think I know the problem. His factory is using the raw resources as products and FDN is removing the products from the staiton as the point tries to assemble the ship. Its stuck in an ainfite loop and can't ever assemble the ship because its progress keeps being taken away every 3 minutes.

Not sure how to gell the two systems since, the point isn't working on one overall process but many. Dont suppose you two can work together to figure out a good solution to have the node supply the point with goods.
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apricotslice
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Post by apricotslice »

Ok, heres the issue as I see it :

The PHQ is also used for making ships. Thus it needs resources to build them on hand for the entire process.

What does FDN do with a headquarters in this regard ?

I cant see a problem myself, since I would only use a PHQ with FDN for the purpose of using the PHQ as a superstore of all product. So FDN would never remove anything from it, just deliver.

Personally I always have 2 PHQ's.

The one I use as a base and for building ships does not have any NPC access at all, and I'm not sure I'd ever connect it to FDN anyway. Its materials needs are usually supplied by the disassembly of capped ships, so I never need to provide it with anything additional.
thunderai
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Post by thunderai »

I can't cap a ship if my life depended on it, From what i can tell the PHQ gets supplied by the FDN just fine to build ships - I think.

Not a script junky I can't offer any advice on how to mesh the two systems.
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apricotslice
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Post by apricotslice »

I suspect thats an aspect of the PHQ, that hasnt been taken into account. :? :D
thunderai
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Post by thunderai »

apricotslice wrote:I suspect thats an aspect of the PHQ, that hasnt been taken into account. :? :D
I'd agree.

Just did two tests.

1). No set level of production goods. The FDN does not attempt to provide the HQ with the resources it needs to build.

2). High set resource limits on goods. The FDN keeps the supply high and the starship construction works - because the goods keep flowing in.

Assuming you can get setup 2 to work on the delivery point, then that would work. Set the limits high and allow the delivery point to do its thing. Or the FDN can be tweeked to read the "demands" of the PHQ and supply like it would any other sttation.
StormMagi
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Post by StormMagi »

Ok with the last game I used FDN v3.06 (current ver) on TC 2.0, I had 3 PHQ supplied by an XL node with ware levels set for all 3 PHQ (no problems there) and there were no problems with the Node removing resources from the PHQ.

The only thing I can think of is that since the PHQ can build a variety of ships (with various resource reqs) instead of a single standard product, FDN cannot auto supply the amount of wares needed. Instead you must set a ware level for the needed ware and then FDN will keep the PHQ auto supplied with the ware. At least that is what I had to do.

Also that script is just a beefed up PHQ for a raw comparison.

Also I believe that FDN has to be setup (in the scripts) to work with other stations (such as that script). Currently what I can see from my digging in the scripts is that FDN is setup to work with regular factories, nodes, relays, trading posts (fdn and racial) and the PHQ.
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thunderai
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Post by thunderai »

I am not sure what i think of the other sript right now. It seems awesome and i like it, but I still dont know.
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apricotslice
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Post by apricotslice »

That sounds reasonable !
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Post by StormMagi »

An alternative is to get the shipyard scripts (where you can just buy the ships) and then send them to the PHQ to RE and build :)

And sorry if my last post seems a bit whacked. I am still not quite sure what I was trying to say (to some extent) :? :?
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Logain Abler
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Post by Logain Abler »

Hi thunderai/StormMagi/apricotslice,

Thanks for the posts and thoughts :)

The PHQ is a Dock and FDN does not treat it as a factory/complex, it will not remove any resources unless it needs them to maintain supply to keep production going or the wares in the Dock are above the FDN supply level (this was requested so that any dock could be used as a drop off point).

The Node to Dock link issue will be gone in v4. The only link which will exist is between factory/complex and the Node. Also the supply will be a one-way transfer (from Node to Dock) which will require the player to manage; the Node now has other process to ensure production supply (easier access to other Nodes & the ability to buy wares to fulfil supply).

I was going to try and get it tested prior to release but I may just now do an open release as is. I only have the warning messages to player logbook to do now.

The base build of v4 will give the following:
- There will still be the 4 versions of the Node but the only difference will be storage.
- Nodes will be able to cover Factories/Complexes and Docks within a 5 jump radius.
- Nodes will have access to any other Node within an 8 jump radius.
- Wares at a Node can be managed as follows:

Cap level – Max amount of the ware the Node will maintain
Remote Access - allows other Nodes & Docks access to the ware
Buy Ware – If the Node cannot supply a ware locally or from another Node it will try and buy bases on its trade settings
Sell Ware – The Node will try and sell the ware
Sell Limit – The Node will not sell wares when the volume is at or below the level


- Trade Posts can sell ware to stations within a 3 jump radius
- Docks will have access to wares from any Node whose radius it falls in.

To be added or may make it on release:
- Ship re-supply (energy, ammo & missiles), this will be added as a separate feature linked to Relays.

I have really stripped FDN down to its core features and to do what I built it for in first place. The re-supply cycles are now based on the factories/complexes own production time which has vastly improved performance. I think I lost my way with FDN and it got too big, too quickly, hopefully v4 will get it back on track.


LA
nemesis1982
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Post by nemesis1982 »

Could you add a list to the discription portraying the current functionality?
Logain Abler
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FDN v4 (page WIP)

Post by Logain Abler »

Logain Industries Freight Distribution Network (FDN) v4

Introduction
Logain Industries FDN is a fully integrated, scalable freight management, storage and distribution solution able to support the production infrastructure of any organisation.

Using Point to Point Faster than Light Transference FDN will optimise freight distribution to both production platform and trade outlets.

History
Logain Industries Freight Distribution Network technology is the result of a cancelled top-secret joint Argon Military R&D project called Prometheus.

With increasing race tensions and border disputes the Argon Military started investing heavily in research projects with possible Military applications. One such project was Logain Industries R&D research into Point to Point Faster Than Light Transference (P2P-FTL-T). The main principle behind development was the ability to open a temporary worm terminus between two points without the use of the existing gate system.

The Argon Military initially viewed this as a significant strategic advantage, allowing their military forces to bypass existing sector defences and reduce dependency on the fixed gate system. Along with key team members from Logain Industries R&D department a secret project was established under the code name Prometheus.

Initial progress was promising and the theory proved to be sound when a temporary worm terminus was maintained between two test stations over a relatively short distance.

However after extensive development and financial investment P2P-FTL-T had significant short falls that could not be overcome. The terminus could only be established between to two known fixed locations and required extensive telemetry data beyond any sensor network current deployed. Although the terminus could be maintained for a short period increasing the terminus size proved problematic with continual loss of drone ships and the rumoured loss of test pilots. Also the energy consumption and computing process involved proved to be beyond any ship borne application, even the largest capital ship in service could not accommodate the technology.

After an Argon Military review Prometheus was dropped as a joint development project. Military analyst viewed the inherent limitations of P2P-FTL-T as major disadvantage to any offensive/defensive military operations. Prometheus was downgraded to a support function and ultimately cancelled.

Although the Prometheus project was cancelled with the loss of a significant financial partner Logain Industries continued development as a station carried technology for civil application. With corporate from Apricot Mapping Service some limitations have been overcome. The jointly developed Enhanced Relay Array enabled stable transference of wares to ships over short distance.

With station-to-station and limited station-to-ship capabilities Logain Industries introduced their Freight Distribution Network, the first step to a Unified Wares Distribution Solution. The concepts are commonly referred to as FDN & UWDS for short.

Although the technology is now in the public domain, all be it closely guarded, rumours persist that Argon Military have continue development of ship carried P2P-FTL-T capabilities in secret. Many within Logain Industries believe that the only reason Argon Military’s cancelled project Prometheus was to retain sole ownership of any future technological breakthroughs.

Logain Industries continue to develop the new technology for the public sector.

Current Version
v4

Download Liks

Not yet uploaded!
Hosted by StormMagi Link
Hosted by Apricotslice Link

Install FDNv4

Install of Mod files:
The FDN.cat and .dat file can be placed in the mods folder or renamed to follow the game .cat and .dat files.
Great guide by Apritocslice link

Install of script files:
Use Plugin Manager by Cycrow link to install the script .spk file
Or:
Manually install files from the script.zip. This link contains a guide for installing script files manually.
Great guide also by Cycrow link

Turn on AL Plugin:
Great guide by LV shows how to turn on an AL Plug-in link

Required Script Files:
The FDN uses String Functions Library (lib.chem.strings) by Chem aka ChemODun link

Technical Info:
This script uses COMMAND_TYPE_STATION_49 command slot for the "FDN - Menu" command.
Script uses file 9910-L044 for text strings.
Script used page 17 ID’s 300021 to 300028 for Freight Distribution Network Node descriptions.
Changes to TDock .txt and HQ.xml are contained in the FDN .cat file.

This is a mod to the existing game files. Please ensure that all save games are backed-up prior to use.

Upgrade from FDN v3.2.06:
The upgrade process is not a straight replacement of scripts!
Step1 - Back-up current save games
Step2 - Turn off FDN via the AL Plug-in save and close the game.
Step3 – Remove the script file (either remove the spk or manually delete) list of files
Step4 – Install new FDN script files (either by spk or manually)
Step5 – Load save game.
Step6 – Start FDN via the AL Plug-in
Step7 – Re-configure your FDN network (see guide)

FDNv4 Guide

Set-up:
Enable the FDN AL Plug-in
Set-up Hot Key to open the main FDN menu

FDN Node & Relay Deployment::
FDN’s Node & Relays are bought & deployed just like any other stations. They are available from all major race shipyards but you will need the appropriate relationship level with the race to buy.

FDN Main Menu:
The main menu gives a summary of the deployed FDN elements, sectors covered, other Nodes and Docks within range:
[ external image ]
Each listed element under it's main Node can be collapsed/expanded.
Each sector will show a summary of the linked stations in sector:
Station Linked – Linked to the parent Node
Station Free – Not linked any Node
Station Other – Lined to another Node

Selecting any of the elements will open an appropriate menu:
Selecting a Node opens the Node Menu (Manage the Node settings)
Selecting a Sector opens the Sector Menu (Link Stations to available Nodes)
Selecting a Relay opens the Relay Menu (Set and manage ship re-supply)
Selecting a Dock opens the Dock Menu (Manage Dock settings)

FDN Node:
The Node is the heart of the network and can be accessed via either the FDN main menu or through the station command menu:
[ external image ]
From the Node menu you can turn the Node on & off, and manage the wares.
If a ware is coloured green then it is available for Remote Access.
The wares list will show the current wares, the amount & the cap level. Selecting the ware will open a detailed menu for the ware.

You can also set the Node to write any supply shortfalls to the player logbook:
[ external image ]
[ external image ]

Wares Menu:
From the wares menu you can manage the details of that particular ware for as follows:
- Cap level – Max amount of the ware the Node will maintain
- Remote Access - allows other Nodes & Docks access to the ware
- Buy Ware – If the Node cannot supply a ware locally or from another Node it will try and buy bases on its trade settings
- Sell Ware – The Node will try and sell the ware
- Sell Limit – The Node will not sell wares when the volume is at or below the level
For wares at Trade Posts:
- Set ware level – Max amount of ware to maintain at the Trade Post
- Sell Ware – The Node will try and sell the ware
For wares at Docks:
- Set ware level – Max amount of ware to maintain at the Dock
[ external image ]
The menu will also show any station that produces or requires the ware within range of the Node. It also displays a detailed over-view of the wares movement, the numbers in and out of the Node, the number of units sold & bought and the credit involved. The counts can also be reset for the ware from here.

Trade Posts & Docks Menu:
The Trade Post & Dock Menus are very similar in detail and function to the Node Menu.
The main difference is that the wares list does not display the Cap details but show the level to be maintained at the Dock.
[ external image ][ external image ]
Selecting the ware will open the Wares details menu with the appropriate options for the Trade Post or Dock.

Sector Menu:
The Sector menu allows you to manage the Node to Factory/Complex links for that particular Node:
[ external image ]
It listed the Factories/Complexes currently Linked. To open the Station Menu select from here.
It listed the available Factories/Complexes currently Not Linked. Selecting the station will link it to the Node
It list the Factories/Complexes linked to Other Nodes. Selecting the station will change its link to the current Node
The Remove Link list allows you to un-link the station from the current Node.

Station Menu:
The Station Menu allows you to set the Supply & Production settings at the station:
[ external image ][ external image ]
- Suppy to Node – Sets if the station will pass its completed Products to its linked Node
- Production Task – Turns the production on & off
- For Complexes you cab set the intermediate wares level by * 1 to 8 (default of 2) its wares produced per cycle

Relay Menu:
The FDN Relay is used to supply ships in sector with Energy, Ammo and Missiles, as set in the ships Supply Software:
[ external image ]

Thank you:
Many thanks to all who have contributed with comments & suggestions on this post.
Many thanks to Apricotslice for hosting the files on his site Link
Many thanks to StormMagi for hosting the files on his site Link
Many thanks to Marodeur who has translated FDN into German Link


Logain Abler
Last edited by Logain Abler on Thu, 18. Jun 09, 22:08, edited 25 times in total.
thunderai
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Post by thunderai »

The one-way transfer just killed this for me. After I wipe a sector of Xenon and I dock at the PHQ for refueling I drop off all my winngins. I then use FDN to move that extra junk back to the node. This is controled using the max level of ware.

FDN then moves those winngs out to the docks for sale.

EDIT: Ater rereading the post again I think this will work for DOCKS, but will it auto level the PHQ too?
Last edited by thunderai on Wed, 17. Jun 09, 14:37, edited 1 time in total.
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apricotslice
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Post by apricotslice »

I guess I better hold off on using this until the v4 is out of alpha.

Any changes to the mod itself ?

I've combined FDN, SSDN and CC into a single patch, and once your 2 are stable, will release them as a merged mod for anyone wanting to use all of them.

I'm just about done with v2 of the AMS mod, so am about to start testing it and playing properly for a while. But I can hold off a day or 2 while you get the bugs out of v4.
Logain Abler
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Post by Logain Abler »

thunderai wrote:The one-way transfer just killed this for me. After I wipe a sector of Xenon and I dock at the PHQ for refueling I drop off all my winngins. I then use FDN to move that extra junk back to the node. This is controled using the max level of ware.

FDN then moves those winngs out to the docks for sale.
I could add a check that moves excess to the closest Node automatically, that’s not a biggie. Not a feature I’d use but happy to add in a basic form.

LA
Last edited by Logain Abler on Wed, 17. Jun 09, 15:01, edited 1 time in total.
Logain Abler
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Post by Logain Abler »

apricotslice wrote:I guess I better hold off on using this until the v4 is out of alpha.

Any changes to the mod itself ?

I've combined FDN, SSDN and CC into a single patch, and once your 2 are stable, will release them as a merged mod for anyone wanting to use all of them.

I'm just about done with v2 of the AMS mod, so am about to start testing it and playing properly for a while. But I can hold off a day or 2 while you get the bugs out of v4.
No mate, there are no changes to the models. This is purely a change to the script side.

LA
nemesis1982
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Post by nemesis1982 »

Very nice description I look forward to trying it :)
thunderai
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Post by thunderai »

Logain Abler wrote:
thunderai wrote:The one-way transfer just killed this for me. After I wipe a sector of Xenon and I dock at the PHQ for refueling I drop off all my winngins. I then use FDN to move that extra junk back to the node. This is controled using the max level of ware.

FDN then moves those winngs out to the docks for sale.
I could add a check that moves excess to the closest Node automatically, that’s not a biggie. Not a feature I’d use but happy to add in a basic form.

LA
Yes, if I set a cap on an item at the PHQ, I want everything added above that to go to the node. Then I set a level at the dock and the dock should suck wares from the node to fill in that set level.

Also, if it is moved to the nearest node, and the node is set to share wares. All the other nodes will have access to that wares as well, so docks all the way across the universe should have access to any wares I unload at the PHQ

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