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

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

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StormMagi
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Post by StormMagi »

I take that back you did change them :shock: I edited the new node.install just fine but which file has the global variables so I can add to that?

NM I found it :D
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Logain Abler
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Post by Logain Abler »

Found a small bug :oops:, not a big issue.

When you set the report ware issues to log for the first time on the Node it will turn the Node off.

All is fine on the Node after the first time, just turn it back on.

It will be fixed on any subsequent update, is its nothing major I'll not release a fix until then.


LA
StormMagi
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Post by StormMagi »

Oops :P at least it doesn't tell the node to self destruct :D
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Logain Abler
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Post by Logain Abler »

StormMagi wrote:Oops :P at least it doesn't tell the node to self destruct :D
:) No, that only happens when you type 666 in the cap level!
Logain Abler
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Post by Logain Abler »

If it speeds things up for anyone, the bug fix for FDNv4 is below:

Script: Plugin.FDN4.NodeMenu

From

Code: Select all

0158 if not $report 
0159   $node->set local variable: name=$Node.Status value=2
0160 end
To

Code: Select all

0158 if not $report 
0159   $node->set local variable: name=$Node.Report value=2
0160 end
LA
Marodeur
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Post by Marodeur »

Ah, new version...

I will need some time for translation because i already work on the race response fleet.

But the good news is that i have my holidays now. :D
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ScytheBlade1
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Post by ScytheBlade1 »

Okay, maybe I'm doing something dumb here, but...

I decided to give this a try. Downloaded, installed the mod and the scripts, set the hotkey and enabled the plugin. So far, so good.

Ordered a TL to buy a relay, a node, and a trading dock. Dropped the relay and the node in Argon Prime, which is within 3 jumps of 5 complexes.

I open the main menu, and am presented with "null[null/50,000,000]", sector list, relay list, and then "nullnull."

Hitting enter on the first option (null/50m), gave me the node menu. First three lines:

"nullArgon Prime
nullYHQBL-06
null(null/null)"

I add a ware. The Wares section transforms into:

"nullnullnull
nullnullNo Cap
Add ware"

Huh.

I've got the proper .xml in the right place, so I doubt know if it is a string resolution issue. I'm using the v4 zip, 2.1 client, english. No idea what I did wrong, if anything.
Marodeur
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Post by Marodeur »

Have you installed the String Functions Library (lib.chem.strings) too?

http://forum.egosoft.com/viewtopic.php?t=233377
Marodeur
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Post by Marodeur »

Another request:
Can you alter the setup-file so you create an entry in cycrows community plugin manager? I think its very useful, i altered some setupfiles for my favorite scripts myself. So i dont have to think about an half dozen hotkeys. I need only one for the plugin manager and have them all there. :)


http://forum.egosoft.com/viewtopic.php?t=218088
Logain Abler
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Post by Logain Abler »

Marodeur wrote:Another request:
Can you alter the setup-file so you create an entry in cycrows community plugin manager? I think its very useful, i altered some setupfiles for my favorite scripts myself. So i dont have to think about an half dozen hotkeys. I need only one for the plugin manager and have them all there. :)


http://forum.egosoft.com/viewtopic.php?t=218088
Will do :)

LA
Marodeur
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Post by Marodeur »

Thanks. :D

Good that your new t-file has only half the size of the old one. Have translated it already but the new starting post will need another day or 2... :shock: :D

But i love you anyway... hrhr...


So this new baby can buy and sell from NPC factories without having one factory that produces anything myself or i am wrong?
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ScytheBlade1
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Post by ScytheBlade1 »

Marodeur wrote:Have you installed the String Functions Library (lib.chem.strings) too?

http://forum.egosoft.com/viewtopic.php?t=233377
Yeah I'm dumb.

I even noticed that before, but was also looking into CLS. When I tabbed back to download, I rescanned the page and missed that entirely, despite noticing it before. I convinced myself it was needed for CLS.

Oh well.

Now I just have to figure out how to work it. I don't suppose there is a mini tutorial anywhere?
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apricotslice
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Post by apricotslice »

Oops, missed that myself.

LA, seriously, you should be including that spk in your zip files.

I'm a firm beleiver in all 3rd party required files being bundled with the main ones. This stops people from having load errors because something they didnt read about isnt loaded.
Logain Abler
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Post by Logain Abler »

Marodeur wrote: So this new baby can buy and sell from NPC factories without having one factory that produces anything myself or i am wrong?
Yes, but it's the lowest priority.

The Node will first check if it can supply the ware in the amount required, then it will check all Nodes within 8 jumps. Finally if it’s set to buy that ware it will check NPC production within a 5 jumps.


LA
Logain Abler
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Post by Logain Abler »

apricotslice wrote:Oops, missed that myself.

LA, seriously, you should be including that spk in your zip files.

I'm a firm beleiver in all 3rd party required files being bundled with the main ones. This stops people from having load errors because something they didnt read about isnt loaded.
Yes, I keep meaning to :oops:

LA
Logain Abler
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Post by Logain Abler »

I’d be interested in any feedback on how FDN now handles large complexes. I’ve tested with a ten station complex, but I know there are a lot bigger.

From my own testing, v4 has really nailed complexes and the supply/management of intermediate products, but happy (not really) to be proved wrong.

LA
Logain Abler
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Post by Logain Abler »

Adding a new option to the Node Menu:

Move Ware - Will allow the user to move wares from the selected Node to a Node within range.


LA
Marodeur
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Post by Marodeur »

Installed my translated version today. Hm, strange. It was hard to get my 3 nodes working.

I entered the node menu, activated the first one and after closing the node menu it was red again, deactivated. So i entered it again, same thing. Then i activated it and moved the cursor up and down, activated the log function, deactivated it, pressed ESC and finally it was green.

Same game with the other 2 nodes. If i enter the node menu, activate the node and press ESC to leave the menu it goes red again. After some "playing around" it remains green. Strange.... :?
Logain Abler
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Joined: Mon, 31. Oct 05, 08:44
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Post by Logain Abler »

Marodeur wrote:Installed my translated version today. Hm, strange. It was hard to get my 3 nodes working.

I entered the node menu, activated the first one and after closing the node menu it was red again, deactivated. So i entered it again, same thing. Then i activated it and moved the cursor up and down, activated the log function, deactivated it, pressed ESC and finally it was green.

Same game with the other 2 nodes. If i enter the node menu, activate the node and press ESC to leave the menu it goes red again. After some "playing around" it remains green. Strange.... :?
Yes a bug which I posted and fixed (yet to upload) :oops:

LA
StormMagi
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Post by StormMagi »

Time to get crakin on some big complexes then :D
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