[Script] Factory Complex Constructor [22.9.2007] [V3.21 FINAL]
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Remote station placement or remote complex construction
Profitlord since you are very familiar with scripting and station placement; do you think it is possible to remotely deploy stations from TL class ships? At least on vanilla x3 station placement or construction requires that you be in the same sector. I have read through many scripts and mods, but have found nothing mentioning a remote station placement capability. This would be useful in preventing low fps and game lag. I think that it would be useful even if the station still needed to be purchased and loaded into a TL class ship.
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Yes, but the system has been improved a lot in version 3.12.ChemODun wrote:It's possible from version 3.11
The problem with building stations OOS is that X3 doesn't calculate the physics -> that means, there are no collisions and it's impossible to define the size of a factory.
And the size of a station is the most important value for offset-positioning, the distance between the two factories depends on their sizes.
Now, I've included a library which contains the sizes of every station in the vanilla-game (and the new stations of the XTM, too).
If somebody uses another mod which adds stations to X3 and wants to build them OOS, it's required to create a custom library. This function checks all stations available for their sizes and writes them into the library.
How you can create a library is described in the manual in chapter 6.1 ...
@x3hydrino: If you want to know exactly how to build stations OOS, read chapter 3.11 in the manual (well, it's not that difficult because of it works exactly like building Stations IS

btw... welcome to the forum

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Thank you for your prompt assistance both of you.
I havent used any of the mods yet so I didnt realize that oos meant out of sector. Thank your for the clarification, and thank you for all the unpaid time both of you took to create and especially debug this script. I will look into the readme or manual to see how it works. If I have any other questions then I know where to ask. 

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The User Novastorm has found a bug: Stations didn't start the production when they have been built OOS by using the Offset-Positioning.
Corrected Version is uploaded.
If someone wants to download the Fix seperately, click here. Unpack the File and copy it into your 'scripts' Folder.
To repair the faulty stations: Simply unfix and fix them. This solves the problem.
Corrected Version is uploaded.
If someone wants to download the Fix seperately, click here. Unpack the File and copy it into your 'scripts' Folder.
To repair the faulty stations: Simply unfix and fix them. This solves the problem.
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Sorry if my question is simple/easy, I've read over the documentation and I'm unable to find a direct answer.
Will this script allow me to fix an existing complex hub (rotate, move, etc) that was poorly placed? One particular complex I have has a connector tube running through one of the docking ports on the hub which causes ships to crash if they are attempting to dock with it and I happen to be in sector.
The hilarious upside to my problem is that the ships that crash attempting to dock with my complex usually leave valuable cargo behind that I can scoop.
Will this script allow me to fix an existing complex hub (rotate, move, etc) that was poorly placed? One particular complex I have has a connector tube running through one of the docking ports on the hub which causes ships to crash if they are attempting to dock with it and I happen to be in sector.
The hilarious upside to my problem is that the ships that crash attempting to dock with my complex usually leave valuable cargo behind that I can scoop.
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Yes, you can unfix the complex hub (or any other station) and move it to another position. You can also rotate it in every direction you want.alyandon wrote:Will this script allow me to fix an existing complex hub (rotate, move, etc) that was poorly placed? One particular complex I have has a connector tube running through one of the docking ports on the hub which causes ships to crash if they are attempting to dock with it and I happen to be in sector.
The only problem when moving stations in a complex (or the whole complex) is that the tubes stay at the old position - you have to connect an additional station to the complex.
The easiest way do to that is to build a single control center and connect it to the complex. (See chapter 3.9 A in the manual for details)
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I have one more question before I create a massive station issue.
I know that this may have been discussed in this thread before, but why can't complex construction kits be used OOS? I know you said something about collision detection for stations, but I have seen stations that have gone through complex tubes before using IS methods. If it is hard coded then what does that mean? Is the code protected by some eula or is the encryption too great? I thought that hackers could break through any encryption, and I have seen some very bright people like yourself profitlord do great things. I guess that maybe it could just be too time consuming for you as well. Please enlighten me on the reason if you don't mind Profitlord.
I just want to know the reason its going to take 3 weeks(if lucky) replacing thousands of tubes for thousands of stations. I could of course not use the x3-x3 converter to transfer my tiny empire to xtm, but I just like the idea of having even more sectors to build more stations. At least the answer will give me heart when spending 5 minutes at slide show fps to rebuild each of my avarice connections. Well that is not your problem Profitlord, but thanks in advance for any information you can give me to stew over.
I just want to know the reason its going to take 3 weeks(if lucky) replacing thousands of tubes for thousands of stations. I could of course not use the x3-x3 converter to transfer my tiny empire to xtm, but I just like the idea of having even more sectors to build more stations. At least the answer will give me heart when spending 5 minutes at slide show fps to rebuild each of my avarice connections. Well that is not your problem Profitlord, but thanks in advance for any information you can give me to stew over.
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Sorry about the last comment since I know you perfected to the your best abilities.
I have been using this to build new stations oos. There seems to be a problem with the hotkeys. Is there anyway to target a station oos? If not is there a way to increase or decrease the offset size without the hotkeys? I also cannot tell if a station is fixed or not fixed oos. Does anyone have any answers? Dont worry Rusty I wont mention my concerns stated in my previous post anymore. I would like to know more about oos in terms of hotkeys though.
edit: Also why are there 2 commands. One of them says build station by coordinates, and the other just says build station. The poster long ago was right that the first station tends to be built at the center of sectors. It would be nice to be able to build stations at greater positions from the center and not have all stations connected to the central station for oos and is building. Thanks for your patience Rusty Profitlord.
edit: Also why are there 2 commands. One of them says build station by coordinates, and the other just says build station. The poster long ago was right that the first station tends to be built at the center of sectors. It would be nice to be able to build stations at greater positions from the center and not have all stations connected to the central station for oos and is building. Thanks for your patience Rusty Profitlord.
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Moving Headquarters BUG?
HI Guys,
I just recently downloaded this script and it works great on complexes and stations but I wanted to Move my HQ since my TL's sometimes have problems parking in since it is close to one of the asteroids, and after I moved it successfully all my wares were GONE??? All lasers, shields and mineral resources for building ships ALL GONE, and further more after the move, HQ was showing that it is FULL while in fact there was absolutely nothing in it!!! It was showing 500000/500000. I saved the game of course before I did all this so no harm was done, but I would like to move my HQ without this BUG if at all possible. since my r******* Boron Orca takes about 2 hours to park.
HQ was moved while there were only 2 argon NPC ships parked in it (I waited for them to undock but they never did), since I sent all my 50+ ships away to other sectors. And also HQ was working on production of my Pirate Nova Raider fighters at the time.
I'm not sure if this Script supports moving HQ or not but that's what happened to me!
Any advice or pointers would be greatly appreciated.
Thanks again,
I just recently downloaded this script and it works great on complexes and stations but I wanted to Move my HQ since my TL's sometimes have problems parking in since it is close to one of the asteroids, and after I moved it successfully all my wares were GONE??? All lasers, shields and mineral resources for building ships ALL GONE, and further more after the move, HQ was showing that it is FULL while in fact there was absolutely nothing in it!!! It was showing 500000/500000. I saved the game of course before I did all this so no harm was done, but I would like to move my HQ without this BUG if at all possible. since my r******* Boron Orca takes about 2 hours to park.
HQ was moved while there were only 2 argon NPC ships parked in it (I waited for them to undock but they never did), since I sent all my 50+ ships away to other sectors. And also HQ was working on production of my Pirate Nova Raider fighters at the time.
I'm not sure if this Script supports moving HQ or not but that's what happened to me!
Any advice or pointers would be greatly appreciated.
Thanks again,
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First of all, sorry for nor answering your questions in the last three weeks - holidays, no X3, no internet, no computer at all 
Well, even if it's a bit late...
The download link has been broken? Maybe the Server crashed, or something else... anyway, the file seems to be back up again.
@x3hydrino: 1. You can't connect factories with construction kits via script at all, because of the hardcode, as you assumed.
In Fact it is possible to edit the source (hard)code, but it's a lot more complicated than a MSCI-Script; at least it's way too complicated for me.
A few months ago, some russian guys programmed additional script commands, like disabling the collision calculation - but the only worked with X3 1.4 and were buggy. And I guess it's also a point of law, editing any source code which is owned by a company (and not open source) and publishing it is prohibited...
2. The first station does not have to be placed in the center of the sector... you can build it at any position you want.
The mentioned point was a bug in an earlier version, but it was fixed in 3.10 (I guess).
3. You can't move, rotate or do anything else which has to do with a hotkey OOS, it works only IS.
@ericma: It is compatible. But read chapter 6.1 in the manual
@Hubasan: OK, seems like the HQ should not be supported by the FCC... The HQ is a very special case, most of its functions are hardcoded and may be incompatible with the way the FCC handles the stations.
I will change this in the next version, thanks for the hint.

Well, even if it's a bit late...
The download link has been broken? Maybe the Server crashed, or something else... anyway, the file seems to be back up again.
@x3hydrino: 1. You can't connect factories with construction kits via script at all, because of the hardcode, as you assumed.
In Fact it is possible to edit the source (hard)code, but it's a lot more complicated than a MSCI-Script; at least it's way too complicated for me.
A few months ago, some russian guys programmed additional script commands, like disabling the collision calculation - but the only worked with X3 1.4 and were buggy. And I guess it's also a point of law, editing any source code which is owned by a company (and not open source) and publishing it is prohibited...
2. The first station does not have to be placed in the center of the sector... you can build it at any position you want.
The mentioned point was a bug in an earlier version, but it was fixed in 3.10 (I guess).
3. You can't move, rotate or do anything else which has to do with a hotkey OOS, it works only IS.
@ericma: It is compatible. But read chapter 6.1 in the manual

@Hubasan: OK, seems like the HQ should not be supported by the FCC... The HQ is a very special case, most of its functions are hardcoded and may be incompatible with the way the FCC handles the stations.
I will change this in the next version, thanks for the hint.
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The link works fine. Some wrong Internet settings, I guess. Check for Cookies and Scripts on the site...
Anyway, here's another Link:
>>>Alternative Link<<<
Anyway, here's another Link:
>>>Alternative Link<<<