[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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Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
x4

Post by Logain Abler »

wolf33055 wrote:and my final question

How is money handled, is it automaticaly transfered into the pilot account and vice versa when it is buying things?
Good question which I'll add to the guide :). Currently the money is taken from the Node, not the player account. I may add the option to use Node or Player account.

LA
Logain Abler
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Joined: Mon, 31. Oct 05, 08:44
x4

Release v4.01 (02/07/2009)

Post by Logain Abler »

v4.01 is now ready for download :) See updated OP

Please let me know how you get on.

LA
thunderai
Posts: 374
Joined: Fri, 17. Apr 09, 04:40
x3tc

Post by thunderai »

I just upgraded to 2.1, followed your instructions

All factories show up and I am able to build other nodes and tie them into stations. BUT...


If i try to resume a save it will crash. I've tested it on the XL and L nodes within and outside of the zone of the other node and in each case I can't resume the save game after another node is built.

I can buy a node and save the game, and then reload, but once its built I can't reload that save.

I can't resume a save from building a trading post either.

Deleted all of the old nodes and relay's and it still wont resume from a save.
Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
x4

Post by Logain Abler »

thunderai wrote:I just upgraded to 2.1, followed your instructions

All factories show up and I am able to build other nodes and tie them into stations. BUT...


If i try to resume a save it will crash. I've tested it on the XL and L nodes within and outside of the zone of the other node and in each case I can't resume the save game after another node is built.

I can buy a node and save the game, and then reload, but once its built I can't reload that save.

I can't resume a save from building a trading post either.

Deleted all of the old nodes and relay's and it still wont resume from a save.
Very strange!

Just a few questions.

Did you upgrade from v4 or an earlier version?

Please try the follwoing:
- Load old save
- Turn off all Nodes & Docks & unlink all stations & complexes
- Turn off AL plugin
- Save to new save
- Quit
- Relaod
- Restart FDN
- Save

I've not had the issue :oops:
The unable to save from a load generally means there's something in there it can no longer call like a script or a model.

All,

If anyone else has the issue please let me know!


LA
thunderai
Posts: 374
Joined: Fri, 17. Apr 09, 04:40
x3tc

Post by thunderai »

I think I've been abel to fix my issue by blowing up every relay and node from the old version. I then deactivated the mod and the script. Reloaded the game, checked to ensure no stations where in the shipyards and then saved again.

Added in the mod as the last fake patch, turned on the script and loaded my save.

Everything seems to work, I think I had one station which was confused in Montalaar which thought it was connected to something but it really wasn't. THe entire mod had to be restarted from scratch and things are looking good. I havn't placed in two nodes yet, but so far the current node is doing its job very well.
Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
x4

Post by Logain Abler »

thunderai wrote:I think I've been abel to fix my issue by blowing up every relay and node from the old version. I then deactivated the mod and the script. Reloaded the game, checked to ensure no stations where in the shipyards and then saved again.

Added in the mod as the last fake patch, turned on the script and loaded my save.

Everything seems to work, I think I had one station which was confused in Montalaar which thought it was connected to something but it really wasn't. THe entire mod had to be restarted from scratch and things are looking good. I havn't placed in two nodes yet, but so far the current node is doing its job very well.
What was the old version you were running?

LA
thunderai
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x3tc

Post by thunderai »

3.5 or something, the latest version built just for pre 2.1 builds.
Logain Abler
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Joined: Mon, 31. Oct 05, 08:44
x4

Post by Logain Abler »

thunderai wrote:3.5 or something, the latest version built just for pre 2.1 builds.
That was the issue then, v4 and above, although upgradeable from earlier version are not a straight script change. Read the OP and it lists the actions to upgrade to the new version. You should be able to recover your save.

LA

Edit:
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)
thunderai
Posts: 374
Joined: Fri, 17. Apr 09, 04:40
x3tc

Post by thunderai »

Yeah, I thought I followe ther guide correctly, I guess something else was went haywire.
thunderai
Posts: 374
Joined: Fri, 17. Apr 09, 04:40
x3tc

Post by thunderai »

What specificaly does the x2 in the station list actually do? I mean this (For Complexes you can set the intermediate wares level by * 1 to 8 (default of 2) the wares produced per cycle )


I need a way to move e.cells and other goods which are not end products to the hub, and it appears I can't do this anymore in the new version.

Did you address the issue about dock stock levels, where the nodes will attempt to fill the dock with at least something even if they can't fully fill it.
Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
x4

Post by Logain Abler »

thunderai wrote:What specificaly does the x2 in the station list actually do? I mean this (For Complexes you can set the intermediate wares level by * 1 to 8 (default of 2) the wares produced per cycle ).
By default the complex will maintain 2 * the amount of intermediate products it produces. Or it can be set to maintain a higher level. The Complex will not pass wares to the Node if below the level, the Node if able will supply any shortfall.
thunderai wrote:I need a way to move e.cells and other goods which are not end products to the hub, and it appears I can't do this anymore in the new version.
Not sure what you mean, stations will pass all products to a Node, Complexes will pass all products to a Node and all intermediate wares above the level the complex is set to maintain (see above).
thunderai wrote: Did you address the issue about dock stock levels, where the nodes will attempt to fill the dock with at least something even if they can't fully fill it.
Yes.

LA
thunderai
Posts: 374
Joined: Fri, 17. Apr 09, 04:40
x3tc

Post by thunderai »

I can agree that the FDN is moving final products to the node it is linked to; however, it is not doing anything with the resources.

It is not moving items from the node to a dock either.

In the FDN menu the docks are within range and the dock has low-yield side arms set to 20 (the max level), there are 25 in the node. In the node, Low-Yield Side Arms are gree to allow remote access. But nothing moves.

In my illgeal production chain I have over 450,000 ecells, and the Solar Power Plants are told to keep x1 cycles. But the e.cells stay there and don't move. Since that complex has never been part of FDN is it overflowing with items that the linked Node refuses to take from the complex.

A set level at the PHQ will not tranfer the overload back to the node like before either.
Last edited by thunderai on Fri, 3. Jul 09, 17:41, edited 1 time in total.
Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
x4

Post by Logain Abler »

thunderai wrote:I can agree that the FDN is moving final products to the node it is linked to; however, it is not doing anything with the resources.

It is not moving items from the node to a dock either.

In the FDN menu the docks are within range and the dock has low-yield side arms set to 20 (the max level), there are 25 in the node. In the node, Low-Yield Side Arms are gree to allow remote access. But nothing moves.

In my illgeal production chain I have over 450,000 ecells, and the Solar Power Plants are told to keep x1 cycles. But the e.cells stay there and don't move. Since that complex has never been part of FDN is it overflowing with items that the linked Node refuses to take from the complex.
Try stop/starting FDN on the Dock, this will reset the task which handles supply to the Dock.

On Complex, stop start the supply Node.

LA
thunderai
Posts: 374
Joined: Fri, 17. Apr 09, 04:40
x3tc

Post by thunderai »

..... Testing .....


It still wont let go of those resources,. Either it thinks it really needs 485,000 e.cells or something is worng. Right now I'm using the Cargo Delivery Serice to move the e.cells to the node.

The node is NOT trying to put them back, but its also not trying to put them into the PHQ which wants more.

When I manually move the ware from the NODE B to A (which is where the PHQ is) and the amount is over what the PHQ wants, it will put the extra back into NODE A. Why didn't Node B just do that on its own without me having to tell it to...
Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
x4

Bug Warning

Post by Logain Abler »

BUG:

Script: plugin.FDN4.Alt.Supply

Line 84:

Code: Select all

append $stn to array $arrayBuy
Should read:

Code: Select all

append $stnS to array $arrayBuy
Impact:
This is in the buy logic part of the supply script. This will mean that the wares are not bought even thought the Node show they are.
FIX: Pneding uploading of FDNv4.01a

:oops: Trying to track another reported bug, so will upload fix for both.

LA
Last edited by Logain Abler on Fri, 3. Jul 09, 19:49, edited 2 times in total.
Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
x4

Post by Logain Abler »

thunderai wrote:..... Testing .....


It still wont let go of those resources,. Either it thinks it really needs 485,000 e.cells or something is worng. Right now I'm using the Cargo Delivery Serice to move the e.cells to the node.

The node is NOT trying to put them back, but its also not trying to put them into the PHQ which wants more.

When I manually move the ware from the NODE B to A (which is where the PHQ is) and the amount is over what the PHQ wants, it will put the extra back into NODE A. Why didn't Node B just do that on its own without me having to tell it to...
Going to pm you a link with a fix for the complex issue, just reloaded X3:TC nad have no compexes to test :(

LA

edit: PM sent.

edit: Just whipped up a quick test Complex and that looks to work fine, let me know how you get on?
thunderai
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Joined: Fri, 17. Apr 09, 04:40
x3tc

Post by thunderai »

I'll have to play with the settings but so far even x4 doesn't keep me from the flashing yellow.
Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
x4

v4.01a Bug Fix (03/07/2009)

Post by Logain Abler »

v4.01a is now ready for download. See updated OP

This fixes a couple of bugs:
An issue with the buy ware logic
Intermediate wares supply to the linked Node from Complexes


Please let me know how you get on.

LA :oops:
stealthhammer
Posts: 1461
Joined: Fri, 12. Sep 08, 04:27

Post by stealthhammer »

hey LA, I finally got some college stuff done to were I have time to play the game and updated your FDN stuff after a clean install and cannot get the hotkey to come in for the FDN. I have the following and also have taken them out to, am wondering if its Apricots mapping service even tho he updated it to work with FDN. I did get it working once before I reinstalled everything tho. Also was with 4.0 i think, or 4.01 not 4.01a.

09 - EMP 1.4
10 - Turrt Fix
11 - AMS
12 - FDN
13 - Remove Aldrin Rock

Scripts -

Mars-TC
Ring of Fire

Adv. Hyper Drive EMP9
EMP 1.4unpacked
Cheat collection
Claim Unknown Sector 1.2
Comm. Plugin Config V1.10 -28-10-2008
Debris Utilize Repair V3
Factory Complex Constructor V4.01 Plus
Improved Boarding V1.10 10-28-2008
Chem Strings 2.97
Nividum Processing Plan v1.0
Satellite Early Warning Network
Apricot Mapping Service Mod v1
Ship Killed Notification
OWP
CLS 1 and 2
------------------------

Update 1.0 o 2.1

Edit - Also I have extracted the scripts to make sure they are in the script and t folders. I am going to work on this some more tomorrow though to eliminate some more possible problems on my end.
Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
x4

Post by Logain Abler »

I take it you have the cat & dat files either as a mod or a fake patch? The AL command won't show if the mod can't be found?

LA

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