[MOD] Complex Cleaner v4.09 / Modular Complexes (TC 3.2 / AP 1.1)
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So CC is overwriting XRM stations.
All you really need to do to remove it, is remove the false patch, and remove the setup. script for CC. (forgot its name, but it should be pretty obvious.) The rest doesnt matter, as long as you load a save before CC was installed.
Modmanager is the best tool for extracting cat/dats. X3editor2 is more up to date, but it has a few issues in the mod managing section, where Modmanager, its precedent, doesnt.
All you really need to do to remove it, is remove the false patch, and remove the setup. script for CC. (forgot its name, but it should be pretty obvious.) The rest doesnt matter, as long as you load a save before CC was installed.
Modmanager is the best tool for extracting cat/dats. X3editor2 is more up to date, but it has a few issues in the mod managing section, where Modmanager, its precedent, doesnt.
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Thanks, Apricot,apricotslice wrote:So CC is overwriting XRM stations.
All you really need to do to remove it, is remove the false patch, and remove the setup. script for CC. (forgot its name, but it should be pretty obvious.) The rest doesnt matter, as long as you load a save before CC was installed.
Modmanager is the best tool for extracting cat/dats. X3editor2 is more up to date, but it has a few issues in the mod managing section, where Modmanager, its precedent, doesnt.
I will try this tonight and download the Modmanager for the self-education couse. I hope that will fix it. I will also try renaming the CC .cat and .dat files to the lower than XRM number. See how that works out..
Cheers
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That wont be any better. XRM will work, but it will override CC so that wont work. The setup script will likely send you a message saying the stations cant be found.LordGaara wrote:I will also try renaming the CC .cat and .dat files to the lower than XRM number. See how that works out
I'd download it myself, but I have major bandwidth issues these days. If you can extract the files (into a temporary folder), tfactories is in the types folder that will be created. Thats all thats needed.
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Then no need to do it at all.
I have been reading the usage guides of Mod Manager in the last hour. In theory extracting looks like a piece of cake, will see how's it in practice tonight. Then I will email you the result, you dont need to download ~750 MB for a single tfactories file.
Which reminds me, XRM comes in two parts and I have no idea in which one is the file I need. Will have to do some diggin'.
Cheers,
Martin
I have been reading the usage guides of Mod Manager in the last hour. In theory extracting looks like a piece of cake, will see how's it in practice tonight. Then I will email you the result, you dont need to download ~750 MB for a single tfactories file.
Which reminds me, XRM comes in two parts and I have no idea in which one is the file I need. Will have to do some diggin'.
Cheers,
Martin
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It turns out that my issue is slightly different than what was stated in my last post. I placed the mines (that I was testing with) manually using the Special\Drop station... command and I placed all the other stations with the Custom\Complex Cleaner"drop" command.Galadon wrote: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.
In further testing I have found that I can successfully "crunch" any of the stations, as long as I place them manually, with the Special\Drop station... command, IS, having to watch the little video each time. I cannot successfully "crunch" any stations that I have placed with the Custom\Complex Cleaner"drop" command, including the mines, whether IS or OOS.
So, my issue really is that I cannot "crunch" any stations that I have placed using the Custom\Complex Cleaner"drop" command, which will greatly slow the complex creation process, but not stop it.
While researching this issue, I took a look at the TFactories.txt file. The top 15 CC placeholder rows (that end with GAZZ_PL_HLD_06; - 20; are not there. The rest of the CC rows are there but the 1st row, the row that ends with GAZZ_FAC_MOD_001; is on row 449 instead of row 458. There are XTC rows before and after the 23 CC rows. I am not sure if any of that makes a difference, but I thought it was worth mentioning.
Anyone have any ideas as to what may be causing this behavior?
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Here it is. I don't see the word wrap, until I paste it here, because of the width.
Code: Select all
1;0;0;0;0;SG_FAC_TECH;9999;116;-1.2;-3.0;200;patch20\stations\scenes\usc_small_station_d_scene;31;12;201;38;2000;1;ICON_TRG_ST_HIGHYIELD;20000;168700;25;20;6;168700;10000;0;0;SS_FAC_XTC_DUMMY_2;
1;0;0;0;0;SG_FAC_TECH;9999;116;-1.2;-3.0;200;patch20\stations\scenes\usc_small_station_d_scene;31;12;201;38;2000;1;ICON_TRG_ST_HIGHYIELD;20000;168700;25;20;6;168700;10000;0;0;SS_FAC_XTC_DUMMY_3;
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1;0;0;0;0;SG_FAC_TECH;9999;116;-1.2;-3.0;200;patch20\stations\scenes\usc_small_station_d_scene;31;12;201;38;2000;1;ICON_TRG_ST_HIGHYIELD;20000;168700;25;20;6;168700;10000;0;0;SS_FAC_XTC_DUMMY_6;
1;0;0;0;0;SG_FAC_TECH;12001;118;1.1;3.0;200;stations\gazz\dummy_factory;13;6;201;38;1000;1;ICON_TRG_ST_CRYSTAL;22000;286400;25;20;5;5000;333;0;0;GAZZ_FAC_MOD_001;
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1;0;0;0;0;SG_FAC_TECH;12031;118;1.1;3.0;200;stations\gazz\dummy_factory;13;6;201;38;2000;10;ICON_TRG_ST_CRYSTAL;22000;286400;25;20;5;5000;333;0;0;GAZZ_FAC_MOD_010;
1;0;0;0;0;SG_FAC_TECH;12041;118;1.1;3.0;200;stations\gazz\dummy_factory;13;6;201;38;2000;20;ICON_TRG_ST_CRYSTAL;22000;286400;25;20;5;5000;333;0;0;GAZZ_FAC_MOD_020;
1;0;0;0;0;SG_FAC_TECH;12051;118;1.1;3.0;200;stations\gazz\dummy_factory;13;6;201;38;2500;40;ICON_TRG_ST_CRYSTAL;22000;286400;25;20;5;5000;333;0;0;GAZZ_FAC_MOD_040;
1;0;0;0;0;SG_FAC_TECH;12061;118;1.1;3.0;200;stations\gazz\dummy_factory;13;6;201;38;2500;50;ICON_TRG_ST_CRYSTAL;22000;286400;25;20;5;5000;333;0;0;GAZZ_FAC_MOD_050;
1;0;0;0;0;SG_FAC_TECH;12071;118;1.1;3.0;200;stations\gazz\dummy_factory;13;6;201;38;3000;100;ICON_TRG_ST_CRYSTAL;22000;286400;25;20;5;5000;333;0;0;GAZZ_FAC_MOD_100;
1;0;0;0;0;SG_FAC_TECH;12081;118;1.1;3.0;200;stations\gazz\dummy_factory;13;6;201;38;3500;150;ICON_TRG_ST_CRYSTAL;22000;286400;25;20;5;5000;333;0;0;GAZZ_FAC_MOD_150;
1;0;0;0;0;SG_FAC_TECH;12091;118;1.1;3.0;200;stations\gazz\dummy_factory;13;6;201;38;4000;200;ICON_TRG_ST_CRYSTAL;22000;286400;25;20;5;5000;333;0;0;GAZZ_FAC_MOD_200;
1;0;0;0;0;SG_FAC_TECH;12191;118;1.1;3.0;200;stations\gazz\placeholder;13;6;201;38;1000;1;ICON_TRG_ST_CRYSTAL;22000;286400;25;20;5;5000;333;0;0;GAZZ_PL_HLD_21;
1;0;0;0;0;SG_FAC_TECH;12191;118;1.1;3.0;200;stations\gazz\placeholder;13;6;201;38;1000;1;ICON_TRG_ST_CRYSTAL;22000;286400;25;20;5;5000;333;0;0;GAZZ_PL_HLD_22;
1;0;0;0;0;SG_FAC_TECH;12191;118;1.1;3.0;200;stations\gazz\placeholder;13;6;201;38;1000;1;ICON_TRG_ST_CRYSTAL;22000;286400;25;20;5;5000;333;0;0;GAZZ_PL_HLD_23;
1;0;0;0;0;SG_FAC_TECH;12191;118;1.1;3.0;200;stations\gazz\placeholder;13;6;201;38;1000;1;ICON_TRG_ST_CRYSTAL;22000;286400;25;20;5;5000;333;0;0;GAZZ_PL_HLD_24;
1;0;0;0;0;SG_FAC_TECH;12191;118;1.1;3.0;200;stations\gazz\placeholder;13;6;201;38;1000;1;ICON_TRG_ST_CRYSTAL;22000;286400;25;20;5;5000;333;0;0;GAZZ_PL_HLD_25;
1;0;0;0;0;SG_FAC_SHIP;12201;118;1.1;3.0;200;stations\gazz\stbox_1_scene;13;6;201;38;4000;1;ICON_TRG_ST_CRYSTAL;22000;286400;25;20;5;5000;333;0;0;GAZZ_MOD_COMP_01;
1;0;0;0;0;SG_FAC_SHIP;12211;118;1.1;3.0;200;stations\gazz\stbox_2_scene;13;6;201;38;4500;1;ICON_TRG_ST_CRYSTAL;22000;286400;25;20;5;5000;333;0;0;GAZZ_MOD_COMP_02;
1;0;0;0;0;SG_FAC_SHIP;12221;118;1.1;3.0;200;stations\gazz\stbox_3_scene;13;6;201;38;5000;1;ICON_TRG_ST_CRYSTAL;22000;286400;25;20;5;5000;333;0;0;GAZZ_MOD_COMP_03;
1;0;0;0;0;SG_FAC_SHIP;12231;118;1.1;3.0;200;stations\gazz\stbox_4_scene;13;6;201;38;5500;1;ICON_TRG_ST_CRYSTAL;22000;286400;25;20;5;5000;333;0;0;GAZZ_MOD_COMP_04;
1;0;0;0;0;SG_FAC_SHIP;12241;118;1.1;3.0;200;stations\gazz\stbox_5_scene;13;6;201;38;6000;1;ICON_TRG_ST_CRYSTAL;22000;286400;25;20;5;5000;333;0;0;GAZZ_MOD_COMP_05;
1;0;0;0;0;SG_FAC_SHIP;12251;118;1.1;3.0;200;stations\gazz\stbox_6_scene;13;6;201;38;6500;1;ICON_TRG_ST_CRYSTAL;22000;286400;25;20;5;5000;333;0;0;GAZZ_MOD_COMP_06;
1;0;0;0;0;SG_FAC_SHIP;12261;118;1.1;3.0;200;stations\gazz\stbox_7_scene;13;6;201;38;7000;1;ICON_TRG_ST_CRYSTAL;22000;286400;25;20;5;5000;333;0;0;GAZZ_MOD_COMP_07;
1;0;0;0;0;SG_FAC_SHIP;12271;118;1.1;3.0;200;stations\gazz\stbox_8_scene;13;6;201;38;7500;1;ICON_TRG_ST_CRYSTAL;22000;286400;25;20;5;5000;333;0;0;GAZZ_MOD_COMP_08;
1;0;0;0;0;SG_FAC_TECH;1;116;-1.2;-3.0;200;patch20\stations\scenes\usc_small_station_d_scene;31;12;201;38;2000;1;ICON_TRG_ST_HIGHYIELD;20000;1020301;25;20;6;1020301;10000;0;0;SS_FAC_XTC_ZERO;
1;0;0;0;0;SG_FAC_POWER;2011;118;-1.1;-3.0;200;stations\station_scenes\others\argon_L_solarpowerplant_scene;37;1;201;38;1000;20;ICON_TRG_ST_SPP;22000;698487;25;20;6;698487;333;0;0;SS_FAC_A_POWER_3;
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That looks fine to me. The placeholders are missing at the start, but that shouldnt be an issue. The rest is as it should be.
What version of CC are you using ? The early versions demanded the placeholders be present, but the later versions dont care.
So if by chance your using an early version CC scripts, that could be your problem.
Just guessing though.
What version of CC are you using ? The early versions demanded the placeholders be present, but the later versions dont care.
So if by chance your using an early version CC scripts, that could be your problem.
Just guessing though.
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Using the CC drop command, do those factories have the correct resources?Galadon wrote:When I give the "crunch" command I always get the same results - the only stations that get crunched are the mines
The PH are intended to be overwritten if and when the base mod (XRM or whatever) adds more factories.apricotslice wrote:That looks fine to me. The placeholders are missing at the start, but that shouldnt be an issue. The rest is as it should be.
That way the CC ingame objects remain on the same IDs.
My complete script download page. . . . . . I AM THE LAW!
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There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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Using the station types that I mentioned earlier, I dropped one of each using the Special\Drop station command and one of each using the CC drop command. All resources are correct on all of the stations tested.Gazz wrote:Using the CC drop command, do those factories have the correct resources?
As I stated before, the CC ingame objects are all there, but for some reason, they are not on the same IDsGazz wrote:The PH are intended to be overwritten if and when the base mod (XRM or whatever) adds more factories.
That way the CC ingame objects remain on the same IDs.
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The IDs are irrelevant.Galadon wrote:As I stated before, the CC ingame objects are all there, but for some reason, they are not on the same IDs
The script is built to automatically find it's objects anywhere in TFactories so it can be adapted to mods without rewriting the scripts.
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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Yes, works fine in AP.AlbinoNoodle wrote:anyone able to confirm that this works with ap 2.0
heard some people had problems with it.
However, it is not packaged properly for AP, so it needs to be unzipped in the addon folder, not the terran conflict folder as you do for TC.
The only issue I have with it in Ap is that if you build docks in the Hub sector, then crunch some stations, when you undo the crunch, the docks all get moved and end up inside the walls of the hub. No idea if this was a problem in TC though.
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Any chance of getting this signed? I remember asking about this a year or more back, but wonder if there are any updates?
This MOD is not a cheat by any means. If anything you lose a little bit of production capacity due to rounding. (when crunching mines).
I just can't imagine playing X3:TC or X3:AP without this. Too bad I can't export my stats since i get the modified tag
This MOD is not a cheat by any means. If anything you lose a little bit of production capacity due to rounding. (when crunching mines).
I just can't imagine playing X3:TC or X3:AP without this. Too bad I can't export my stats since i get the modified tag
