[MOD] Complex Cleaner v4.09 / Modular Complexes (TC 3.2 / AP 1.1)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Today i installed the turret fix mod (fake patch), thus the cat with the highest number wasnt any longer the complex cleaner. After loading my game, the script told me it cant find the objects ...
I closed the game and switched the two cats, so complex cleaner was again the one with highest number and all was fine again ...
Dunno why this happens. All those having trouble with the cc should try that?
I closed the game and switched the two cats, so complex cleaner was again the one with highest number and all was fine again ...
Dunno why this happens. All those having trouble with the cc should try that?
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- Joined: Thu, 20. Nov 08, 15:05
Something strange is going on with complex cleaner and the turret fix mod. Yesterday I installed the new turret fix with the 49 ships, 07.cat/dat was turret fix, 08 emp and 09 complex cleaner. Everything was fine and I build my complex - however I did not restart the game at all - played through some 3 hours.
Today, I got CTDs whenever I loaded the save with the complex and no station objects found when loading a savegame before the complex. I read the post above and looked through the numbering. Guess what, 06.cat - 06.dat, which as far as I remember were NOT fake patches were gone. Zip, deleted - they were not in the recycle bin either (and I only use windows to play X3 so I doubt I did anything to inadvertedly delete those two).
Renaming everything to start from 06, it all works - however I do not know if there will be further problems, original 06.cat and 06.dat missing and all.
I saw some problems posted in the turret fix thread. Maybe something went wrong with the 49 ships version Gazz ?
Today, I got CTDs whenever I loaded the save with the complex and no station objects found when loading a savegame before the complex. I read the post above and looked through the numbering. Guess what, 06.cat - 06.dat, which as far as I remember were NOT fake patches were gone. Zip, deleted - they were not in the recycle bin either (and I only use windows to play X3 so I doubt I did anything to inadvertedly delete those two).
Renaming everything to start from 06, it all works - however I do not know if there will be further problems, original 06.cat and 06.dat missing and all.
I saw some problems posted in the turret fix thread. Maybe something went wrong with the 49 ships version Gazz ?
Things are generally simple.
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Hmm, no. The Turret Fix is a simple catalog of files. All it has is objects\ships\
It does not rename or delete any CATs.
If one is missing then either you deleted it or some other program did.
It does not rename or delete any CATs.
If one is missing then either you deleted it or some other program did.
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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I would certainly agree with you that the turret fix would not be able to do that, however it did happen. I find it very strange that it would be able to do that. Maybe as you said, something else or me deleted them.
Anyway, could someone verify that normal game's 1.3 cat/dat files go up to 06.cat/dat ?
And I would be very much obliged if someone sent them to me via email or pm (don't know if that's possible in these forums) cause I would really hate to reinstall the game just to get those two files ?
Anyway, could someone verify that normal game's 1.3 cat/dat files go up to 06.cat/dat ?
And I would be very much obliged if someone sent them to me via email or pm (don't know if that's possible in these forums) cause I would really hate to reinstall the game just to get those two files ?
Things are generally simple.
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The latest patch adds 04 and 05 so you can delete those and repatch.dimstog wrote: And I would be very much obliged if someone sent them to me via email of pm (don't knwo if that's possible in these forums) cause I would really hate to reinstall the game just to get those two files ?
BTW: If you're messing with any mods, the first thing should be to backup all "official" CAT files.
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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Ahhh, so there's no "official" 06.dat/cat ? That's strange, how did I get a 06 in there, since I keep a file with my fake patches and what numbering I give them. Weird.Gazz wrote:The latest patch adds 04 and 05 so you can delete those and repatch.dimstog wrote: And I would be very much obliged if someone sent them to me via email of pm (don't knwo if that's possible in these forums) cause I would really hate to reinstall the game just to get those two files ?
BTW: If you're messing with any mods, the first thing should be to backup all "official" CAT files.
Anyways, thank you for the advice - I will delete those 04 and 05 and reinstall 1.3 patch. Never really thought of backing those dat/cat files up, will do in the future.
BTW complex cleaner is a great mod. Once you've used it and MARS, you can no longer go back to vanilla I think. Well done !
Things are generally simple.
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The plugin manager will create a .cat file. If you ran it before installing other fake patches, it would create 06.cat/dat files. I'm not entirely sure what they're used for, I assume the function is to eventually add ships when that part of the editor is working - right now it just has some T files in there with the names of the mods installed.
Did you uninstall the plugin manager? That may have removed the file. Or it might have something to automatically switch it to the highest number when it detects higher .cat files, I haven't checked.
Did you uninstall the plugin manager? That may have removed the file. Or it might have something to automatically switch it to the highest number when it detects higher .cat files, I haven't checked.
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Ah, there's an explanation. I had the plugin manager installed since the beginning - that's where the 06 files came from apparently.PaulP wrote:The plugin manager will create a .cat file. If you ran it before installing other fake patches, it would create 06.cat/dat files. I'm not entirely sure what they're used for, I assume the function is to eventually add ships when that part of the editor is working - right now it just has some T files in there with the names of the mods installed.
Did you uninstall the plugin manager? That may have removed the file. Or it might have something to automatically switch it to the highest number when it detects higher .cat files, I haven't checked.
No idea why they got deleted though. I didn't uninstall it or anything. I did run it though the day before to check for updates on scripts I have installed. Probably some glitch caused it to delete the 06 files.
Thanks for the info ! Will keep an eye on it from now on.
Things are generally simple.
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First great mod, but I have a small problem and I have 0 understanding of anything to do with scripting and or moding, its alls double Dutch to me.
Ok the problem, I have/had a large weapon complex which I crunched using the mod, great got the FPS down and everything was ok, but after playing for a bit I noticed the tell tale signs of something not being right then within a few seconds the explosions started and all hell broke loose.
If I’m in the sector the complex will explode, if I’m not in the sector it will stay up and running with no problems at all. (This has happened from a pre exciting complex to a fresh build)
I think a work around is above, but I really need an idiots guide of how to.

Ok the problem, I have/had a large weapon complex which I crunched using the mod, great got the FPS down and everything was ok, but after playing for a bit I noticed the tell tale signs of something not being right then within a few seconds the explosions started and all hell broke loose.
If I’m in the sector the complex will explode, if I’m not in the sector it will stay up and running with no problems at all. (This has happened from a pre exciting complex to a fresh build)
I think a work around is above, but I really need an idiots guide of how to.

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Did you connect the Module Complex? If yes Gazz wrote:
"Important:
You are allowed to connect the Module Complex to the hub but if you do so, it's very likely that the hub will be destroyed the next time you run the crunch command. Your decision.
The factory modules ( =real producing factories) are the ones you are supposed to connect. "
This could be the answer. In fact, that was for me not only on recrunching but on reentering the sector
"Important:
You are allowed to connect the Module Complex to the hub but if you do so, it's very likely that the hub will be destroyed the next time you run the crunch command. Your decision.
The factory modules ( =real producing factories) are the ones you are supposed to connect. "
This could be the answer. In fact, that was for me not only on recrunching but on reentering the sector

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- Joined: Thu, 23. Oct 08, 16:08

I shall redo it, and this time not connect the hub to the main body. As in having a hub and a complex listed.
(Sorry not in game and can’t think of a better name for the things but I think I see what I did wrong)

Thanks
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I think that was my problem been ok since seperating them.maxfever63 wrote:Did you connect the Module Complex? If yes Gazz wrote:
"Important:
You are allowed to connect the Module Complex to the hub but if you do so, it's very likely that the hub will be destroyed the next time you run the crunch command. Your decision.
The factory modules ( =real producing factories) are the ones you are supposed to connect. "
This could be the answer. In fact, that was for me not only on recrunching but on reentering the sector
Now what to do with all them credits.
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This is an excellent mod that I have been using in one form or other since X3/XTM
For the TC I have two suggestions (no idea how difficult they would be to implement)
1) have the various commands (drop, crunch etc.) selectable from a menu in a similar way to the configuration for CLS/CAGs
2) Consider renaming the "Module Complex" as this appears to cause confusion for some users - some suggestions:
Module Container, Factory Container,
Module Shell,
Complex Skin, Complex Cube
Outer Casing, , Outer Cube, Outer Shell
etc.
For the TC I have two suggestions (no idea how difficult they would be to implement)
1) have the various commands (drop, crunch etc.) selectable from a menu in a similar way to the configuration for CLS/CAGs
2) Consider renaming the "Module Complex" as this appears to cause confusion for some users - some suggestions:
Module Container, Factory Container,
Module Shell,
Complex Skin, Complex Cube
Outer Casing, , Outer Cube, Outer Shell
etc.
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- Joined: Wed, 10. Oct 07, 10:53
Hmm found a strange bug in the CC script.
Well I built a complex of (20) chip plants, (20) sun oil ref, (20) Flower farm and added (10) silicon mines (2) silicon mine.
This I'd made as follows I'd first crunched the CP,SOR & FF together then
sent an ignore command and targeted the complex module then I crunched the silicon mines.
It still placed them in the same module but as a seperate complex.
Next I conected the the chip plant, Sunoil ref & flower farms together which it exepted and created a hub.
Next I conected the mines together and it created another hub.
Ok now I had 1 Complex module with 2 hubs coming off it, not a problem I thought (More Docking ports) but then I realized they were listed as one complex but were acting independantly as 2 seperate complex's so I used another construction kit and conected both hubs together.
Ok now the complex was acting as one but after doing this I added funds to the hub so the complex could buy energy cell.
I transfered 30 mil to the complex and thought nothing of it at first becouse the complex showed the cash transfer no prob but then I looked at my status menu and noticed I still had the original funds I had before tranfering any funds to the complex
The complex had its 30 mil but I still had the original 133 mil in my account that should have been 103 mil.
For some strange reason the tranfer of funds got messed up and I ended up with a FREE 30 million credits in my Complex
I've even dune a reload and tried to recreate the same error but can't seem to get it to reproduce the same effect.
Got me stumped anyone got any ideas what may have coursed this
Well I built a complex of (20) chip plants, (20) sun oil ref, (20) Flower farm and added (10) silicon mines (2) silicon mine.
This I'd made as follows I'd first crunched the CP,SOR & FF together then
sent an ignore command and targeted the complex module then I crunched the silicon mines.
It still placed them in the same module but as a seperate complex.
Next I conected the the chip plant, Sunoil ref & flower farms together which it exepted and created a hub.
Next I conected the mines together and it created another hub.
Ok now I had 1 Complex module with 2 hubs coming off it, not a problem I thought (More Docking ports) but then I realized they were listed as one complex but were acting independantly as 2 seperate complex's so I used another construction kit and conected both hubs together.
Ok now the complex was acting as one but after doing this I added funds to the hub so the complex could buy energy cell.
I transfered 30 mil to the complex and thought nothing of it at first becouse the complex showed the cash transfer no prob but then I looked at my status menu and noticed I still had the original funds I had before tranfering any funds to the complex

The complex had its 30 mil but I still had the original 133 mil in my account that should have been 103 mil.
For some strange reason the tranfer of funds got messed up and I ended up with a FREE 30 million credits in my Complex

I've even dune a reload and tried to recreate the same error but can't seem to get it to reproduce the same effect.
Got me stumped anyone got any ideas what may have coursed this

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I like the look of this script - looking to try it out.
At the moment I've got a self-sufficient complex in Omicron Lyrae, specifically near the East Gate if that matters.
The loop consists of
SPP
Chelt Space Aquarium
Rastar Refinery
Silicon Mine
Crystal Fab
Wheat Farm (quite a few local stations seem to be gagging for the stuff)
all of which are M-sized.
If I blow up the hub (thus freeing the factories), activate ignore for the silicon mine (to try and preserve that 1% output loss) and do a crunch on the system, will I get a 20-size module and a 5-size module ready for complex-erating?
I don't know why but complexes in TC tear my framerate to ribbons. Even that little loop above puts my game to a crawl. I'm turning to this so I can perhaps get an understandable framerate out of my complex.
At the moment I've got a self-sufficient complex in Omicron Lyrae, specifically near the East Gate if that matters.
The loop consists of
SPP
Chelt Space Aquarium
Rastar Refinery
Silicon Mine
Crystal Fab
Wheat Farm (quite a few local stations seem to be gagging for the stuff)
all of which are M-sized.
If I blow up the hub (thus freeing the factories), activate ignore for the silicon mine (to try and preserve that 1% output loss) and do a crunch on the system, will I get a 20-size module and a 5-size module ready for complex-erating?
I don't know why but complexes in TC tear my framerate to ribbons. Even that little loop above puts my game to a crawl. I'm turning to this so I can perhaps get an understandable framerate out of my complex.
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- Joined: Fri, 13. Jan 06, 16:39
I don't cook.Creston wrote:Jeez Gazz, is there anything you're not doing/fixing?
The CC worked perfectly in Reunion but in TC a lot of weird issues crept up leading to spontaneous combustion of complex and/or factories.
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.