[MOD/Script] LI Production Modules (PM) - v7.2 29/08/2010

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mjh111
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Post by mjh111 »

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.
Logain Abler
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Post by Logain Abler »

mjh111 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.
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 Exscriptor
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).
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.

LA
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vampirecosmonaut
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Post by vampirecosmonaut »

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.
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.
Logain Abler
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Post by Logain Abler »

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.
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.

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
Weresmilodon
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Post by Weresmilodon »

apricotslice wrote:Dont use the spk. Use the ones in the script folder
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.

Got two new files out of it.

al.MPM.event
al.plugin.SSDN3.register

After that they both show up in the menu.
Logain Abler
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Post by Logain Abler »

Weresmilodon wrote:
apricotslice wrote:Dont use the spk. Use the ones in the script folder
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.

Got two new files out of it.

al.MPM.event
al.plugin.SSDN3.register

After that they both show up in the menu.
Cheers, looks like I missed them when building the .spk.

LA
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apricotslice
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Post by apricotslice »

LA, I think theres a bug in the packager. Every time I make a change to a pack, I check every single thing is still there before I save it. I had a number of times where some key scripts vanished from the pack as soon as I added 1 extra script in.
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vampirecosmonaut
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Post by vampirecosmonaut »

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.
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.
Logain Abler
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Post by Logain Abler »

Many thanks to StormMagi who has kindly provided me with hosting space :) No more Rapidshare :D

Link

LA
Logain Abler
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Post by Logain Abler »

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
Logain Abler
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Post by Logain Abler »

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
Last edited by Logain Abler on Thu, 11. Feb 10, 14:02, edited 1 time in total.
mark_a_condren
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Post by mark_a_condren »

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
Cycrow
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Post by Cycrow »

as mark said, for the layout, u could right justify all the numeric values, as it usually looks better.

use a minus figure to automatically right align.

ie, -100, would right align the text 100 pixels from the right edge, starting from the end of the string
Logain Abler
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Post by Logain Abler »

Cheers mark_a_condren & Cycrow,

I think your right :)

Once I've linked the TLs into the report (only have the TL's summary left to do) I'll play around with the layout.

I'll upload a pic once done, it may be a while as I've got to get my steam account back from whoever %$&* :evil: highjacked it on sunday :(

LA
lamoyja
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Post by lamoyja »

edit: see my PM.
Logain Abler
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Post by Logain Abler »

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
mark_a_condren
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Post by mark_a_condren »

LA

IMHO .... Much better ! :thumb_up:

The only thing I need to figure out is how to get the text value of the ships current action?
If you figure that out i hope your going to share..?
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 :D (Joking)

MarCon
Logain Abler
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Post by Logain Abler »

mark_a_condren wrote:LA

IMHO .... Much better ! :thumb_up:

The only thing I need to figure out is how to get the text value of the ships current action?
If you figure that out i hope your going to share..?
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 :D (Joking)

MarCon
I know how to do that :wink: Thanks for the pointer, I'll PM you the code once I've tested.

LA
Cycrow
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Post by Cycrow »

did you want the action or the command name thats running on the ship ?

as they are different things
Logain Abler
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Post by Logain Abler »

Cycrow wrote:did you want the action or the command name thats running on the ship ?

as they are different things
Yes. What I've done is use ->get current action command.
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

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