[MOD/Script] LI Production Modules (PM) - v7.2 29/08/2010
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Had a problem, where if i reconfigure a module it makes 10 or so modules of the same type in the next free modules. seems to happen every time. if others have already found this one, sorry to bother you.
another thing that i thought would be cool is if you could instead of link to a factory have the Production module deconstuct the factory and add it to a list like the way blueprints work.
for example you get a crystal fab and let the module reverse engineer it and then you can set a module to that type on any PM's you want. (or on that ship or production complex if that feels too much like cheating).
thanks for many awesome mods Logain Abler.
another thing that i thought would be cool is if you could instead of link to a factory have the Production module deconstuct the factory and add it to a list like the way blueprints work.
for example you get a crystal fab and let the module reverse engineer it and then you can set a module to that type on any PM's you want. (or on that ship or production complex if that feels too much like cheating).
thanks for many awesome mods Logain Abler.
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Thanks for the heads up, not something I came across in testing; I’ll have a look at the script. Unfortunately I don’t have access to my game rig during the week, so it’s down to files on a USB drive and Exscriptormjh111 wrote:Had a problem, where if i reconfigure a module it makes 10 or so modules of the same type in the next free modules. seems to happen every time. if others have already found this one, sorry to bother you.
That’s actually a very good idea, I would limit it to the PM of TL which had deconstructed the factory rather than global. When I have more time I’ll have a look at that, shouldn’t be hard to implement.mjh111 wrote: another thing that i thought would be cool is if you could instead of link to a factory have the Production module deconstuct the factory and add it to a list like the way blueprints work.
for example you get a crystal fab and let the module reverse engineer it and then you can set a module to that type on any PM's you want. (or on that ship or production complex if that feels too much like cheating).
LA
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If you are going to add a deconstruct and research option, please make it optional. I like the current system of using a factory in the cargo hold of stations and ships, I move the stations around quite a bit.
One suggestion on my part, could you add a way to unlink modules as a group?
Such as, unlink 10 crystal fabs in my PM complex instead of individually selecting them and unlinking them.
One suggestion on my part, could you add a way to unlink modules as a group?
Such as, unlink 10 crystal fabs in my PM complex instead of individually selecting them and unlinking them.
The first documented attempt in human history to use a rocket for spaceflight
was made in the 16th century by a Chinese Ming dynasty official named Wan Hu.
The resultant explosion presumably killed him.
was made in the 16th century by a Chinese Ming dynasty official named Wan Hu.
The resultant explosion presumably killed him.
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It will be a while before I can make any changes, and I wouldn't remove the ability to link to a physically stored station, I would include both options so the player can decide.vampirecosmonaut wrote:If you are going to add a deconstruct and research option, please make it optional. I like the current system of using a factory in the cargo hold of stations and ships, I move the stations around quite a bit.
One suggestion on my part, could you add a way to unlink modules as a group?
Such as, unlink 10 crystal fabs in my PM complex instead of individually selecting them and unlinking them.
I'll also looks at your ungroup idea, I was thinking of a list to select station type, then amount. Just not had time to get around to it as yet, will probably be after Christmas sometime.
LA
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This is a very valid point. I had problems with getting both PM and SSDN to show in the AL menu, so i tried extracting the scripf folder from the archive while saying no to all replace questions.apricotslice wrote:Dont use the spk. Use the ones in the script folder
Got two new files out of it.
al.MPM.event
al.plugin.SSDN3.register
After that they both show up in the menu.
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Cheers, looks like I missed them when building the .spk.Weresmilodon wrote:This is a very valid point. I had problems with getting both PM and SSDN to show in the AL menu, so i tried extracting the scripf folder from the archive while saying no to all replace questions.apricotslice wrote:Dont use the spk. Use the ones in the script folder
Got two new files out of it.
al.MPM.event
al.plugin.SSDN3.register
After that they both show up in the menu.
LA
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The best way to get the packager to work is clear all the scripts in the spk and then add all the scripts you want it to contain.
I've had the exact same thing happen when I want to add or replace one script in a package.
It seems to lose certain scripts or get corrupted when you add one script to an already created spk.
I've had the exact same thing happen when I want to add or replace one script in a package.
It seems to lose certain scripts or get corrupted when you add one script to an already created spk.
The first documented attempt in human history to use a rocket for spaceflight
was made in the 16th century by a Chinese Ming dynasty official named Wan Hu.
The resultant explosion presumably killed him.
was made in the 16th century by a Chinese Ming dynasty official named Wan Hu.
The resultant explosion presumably killed him.
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- Joined: Mon, 31. Oct 05, 08:44
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- Posts: 2255
- Joined: Mon, 31. Oct 05, 08:44
Hi All,
Whilst I and some helpful testers put the new build of FDN though its paces, I’ve started to rebuild PM.
This is the plan:
- I will be making the production task more robust and easier to apply updates in the future
- New main menu which will summaries everything running PM
- New menu for managing modules, hopefully a leaner way to manage running module (and multiple modules) based to ware
- New wares production/utilisation report
- Add the ability to deconstruct stations and add their production configuration as a blueprint. I’ll still be keeping the ability to link to a physical station within the hold; the player will have the option. The deconstructed station will be destroyed but it will not take up storage space. You will be able to mix and match between the two options.
LA
Whilst I and some helpful testers put the new build of FDN though its paces, I’ve started to rebuild PM.
This is the plan:
- I will be making the production task more robust and easier to apply updates in the future
- New main menu which will summaries everything running PM
- New menu for managing modules, hopefully a leaner way to manage running module (and multiple modules) based to ware
- New wares production/utilisation report
- Add the ability to deconstruct stations and add their production configuration as a blueprint. I’ll still be keeping the ability to link to a physical station within the hold; the player will have the option. The deconstructed station will be destroyed but it will not take up storage space. You will be able to mix and match between the two options.
LA
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This is tthe first build on the new main PM menu:
Edit: Old Pic Deleted
All the fields on the menu are dynamic.
It will list all PMs, any Docks and TLs where PM is active.
From here you be able to open the PM Menu for the dock, open a detailed view of the selected ware, from which you can manage the modules.
Still coming together so any feedback is welcome.
LA
Edit: Old Pic Deleted
All the fields on the menu are dynamic.
It will list all PMs, any Docks and TLs where PM is active.
From here you be able to open the PM Menu for the dock, open a detailed view of the selected ware, from which you can manage the modules.
Still coming together so any feedback is welcome.
LA
Last edited by Logain Abler on Thu, 11. Feb 10, 14:02, edited 1 time in total.
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LA
My suggestion would be try right justifing your values for Avg Cycle Amount, Total per Hour and Stock and see how it looks. Just my personal pref for laying out numbers.
I think the change over to producted per hour is a good idea, produced per min is way to short a time and doesn't give you a good perspective on how much you are producing. Like the change.
Overall, it looks really good.
MarCon
My suggestion would be try right justifing your values for Avg Cycle Amount, Total per Hour and Stock and see how it looks. Just my personal pref for laying out numbers.
I think the change over to producted per hour is a good idea, produced per min is way to short a time and doesn't give you a good perspective on how much you are producing. Like the change.
Overall, it looks really good.
MarCon
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Okay, how's this:
[ external image ]
The only thing I need to figure out is how to get the text value of the ships current action?
LA
[ external image ]
The only thing I need to figure out is how to get the text value of the ships current action?
LA
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- Joined: Wed, 3. Aug 05, 05:05
LA
IMHO .... Much better !
I bashed my head against that wall too long. I know the text is in the games t file but from the vaule you get from the command return in relation to the t file entry, Damned if i could figure the formula the get the right text. But prob me just doing it wrong .
But i think the Menu looks much cleaner and evenly laid out.
PS: Needs more color
(Joking)
MarCon
IMHO .... Much better !

If you figure that out i hope your going to share..?The only thing I need to figure out is how to get the text value of the ships current action?
I bashed my head against that wall too long. I know the text is in the games t file but from the vaule you get from the command return in relation to the t file entry, Damned if i could figure the formula the get the right text. But prob me just doing it wrong .
But i think the Menu looks much cleaner and evenly laid out.
PS: Needs more color

MarCon
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I know how to do thatmark_a_condren wrote:LA
IMHO .... Much better !![]()
If you figure that out i hope your going to share..?The only thing I need to figure out is how to get the text value of the ships current action?
I bashed my head against that wall too long. I know the text is in the games t file but from the vaule you get from the command return in relation to the t file entry, Damned if i could figure the formula the get the right text. But prob me just doing it wrong .
But i think the Menu looks much cleaner and evenly laid out.
PS: Needs more color(Joking)
MarCon

LA
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Yes. What I've done is use ->get current action command.Cycrow wrote:did you want the action or the command name thats running on the ship ?
as they are different things
Then use the returned value to get the command text from page 2031
?
Not sure if thats right but I now have text rather than a number.
LA