[MOD] Complex Cleaner v4.09 / Modular Complexes (TC 3.2 / AP 1.1)

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Sousuke44
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Post by Sousuke44 »

I have posted a modified version of Complex cleaner here :

post : http://forum.egosoft.com/viewtopic.php? ... 45#4144645

Link : https://mon-partage.fr/f/CZtBkkJG/

:wink:
lab_rabbit
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Post by lab_rabbit »

Sousuke44 wrote:I have posted a modified version of Complex cleaner here :

post : http://forum.egosoft.com/viewtopic.php? ... 45#4144645

Link : https://mon-partage.fr/f/CZtBkkJG/

:wink:
This version of complex cleaner fixed the issues I was having trying to use complex cleaner with x3ap update 3. The issues are shown in the following screenshots: http://imgur.com/a/hY3wj

Thanks very much for posting the new version, Sousuke44!!
Sotanaht
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Post by Sotanaht »

The 20 "placeholder" stations are available for purchase from the Terran shipyards for some reason. I don't actually use anything that would replace them, do how do I remove them from my game? It's especially annoying because in addition to cluttering up my lists, I get build missions asking that I construct a "xenon placeholder" and I sure as hell don't want to build them in my game, who knows what would happen.
Lakz
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Joined: Tue, 19. Feb 13, 04:20

Post by Lakz »

Since the disappointment of Rebirth, I'm re-installing X3:AP.

I always had problems with this mod. I think I'm actually doing something wrong. For example, if I have a self sustained complex, once crunched, some of the production rates will change, wares will be missing and the whole production chain will be screwed.

Why is that?
Skite
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Post by Skite »

Sousuke44 wrote:I have posted a modified version of Complex cleaner here :

post : http://forum.egosoft.com/viewtopic.php? ... 45#4144645

Link : https://mon-partage.fr/f/CZtBkkJG/

:wink:
Upon installation, using the fake patch method because of XRM, the message reads it failed. Text files are found but station objects are missing.

Anyone got a working version for the latest version of Albion Prelude?
Lakz
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Post by Lakz »

Sousuke44 wrote:I have posted a modified version of Complex cleaner here :

post : http://forum.egosoft.com/viewtopic.php? ... 45#4144645

Link : https://mon-partage.fr/f/CZtBkkJG/

:wink:
Link is down.
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DrBullwinkle
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Post by DrBullwinkle »

Have you tried Complex Cleaner Repack (for AP 3.0)? It is linked on the first page of this thread.
Lakz
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Post by Lakz »

DrBullwinkle wrote:Have you tried Complex Cleaner Repack (for AP 3.0)? It is linked on the first page of this thread.
I did a while back. But it was messing my complexes production rates and make them stall (not sure why, I always assumed it was a compatibility issue, but I could have been doing something wrong).

That's why I want to give Sousuke44's version a try.
Lakz
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Post by Lakz »

Is there any compatibility issue with AP + XRM? I installed the Complex Cleaner Repack with the Plugin Manager, and some stations added by XRM (i.e Jonferco Showroom in Antigone Memorial) are now <invalid>.
Kadatherion
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Post by Kadatherion »

Lakz wrote:Is there any compatibility issue with AP + XRM? I installed the Complex Cleaner Repack with the Plugin Manager, and some stations added by XRM (i.e Jonferco Showroom in Antigone Memorial) are now <invalid>.
Seems like you got the fake patch order wrong, which can easily happen when you use the plugin manager. CC's cat/dat must be a lower number than XRM's.
Lakz
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Post by Lakz »

Kadatherion wrote:
Lakz wrote:Is there any compatibility issue with AP + XRM? I installed the Complex Cleaner Repack with the Plugin Manager, and some stations added by XRM (i.e Jonferco Showroom in Antigone Memorial) are now <invalid>.
Seems like you got the fake patch order wrong, which can easily happen when you use the plugin manager. CC's cat/dat must be a lower number than XRM's.
I see. So if XRM is 05.cat, should I bump the number by one up, as well as the subsequent fake patches? Isn't it gonna break things?
Kadatherion
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Post by Kadatherion »

Yep.
And nope, it's not going to break anything, as long as you don't slip a missing number in the middle (IE: 07--->09 missing the 08 ): in that case the game would crash on load.
Meliav
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Post by Meliav »

Howdy all.

Great idea you have here, sadly, it keeps getting me the fail msg.

The text files are ok, but the station objects are missing.

I installed the repacked version, but since my game is based on BSG mod, i tried the fake patch, no effect, tried (according to installation instructions) without installing the 20 dat/cat, same thing.

I even installed the super tractor and the FCC, it could be the issue, but, nothing...

Any ideas? i never liked the tubes in x3tc/ap, rather set freighters or use your mod (exactelly the best choice :) )

Any idea what im doing wrong?


Cheers
Strength through Unity
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DrBullwinkle
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Post by DrBullwinkle »

The Complex Cleaner .cat contains TFactories. If BSG mod changes that file, then CC will conflict. Most major mods that contain TFactories already contain the Complex Cleaner modules and container. In those cases, you will want to not include the CC .cat/.dat file.

IF BSG contains TFactories but does *not* include the Complex Cleaner modules, then you should ask the author to include them.

Also, you may ask for installation tips in the BSG thread. I am sure that others who use BSG have tried to install Complex Cleaner.
  • (Don't forget the Installation Instructions on the first page:

    "Unlike most scripts CC uses a delayed installation.
    It will install not on the first but the second time you load a game. ")
Meliav
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Post by Meliav »

Hi again

Ok, i actually started by asking there, since i would really be upset if i ruined that one, tbh :)

They told me there was no conflict, so i went this way.

And yes, i know about the phased install, but i started a few loads since i started to try ur mod (that would really, really save my game) :p


Oh well, guess ill stay with those tubes :cry:


Thx anyway

Cheers
Strength through Unity
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CKYRules
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Post by CKYRules »

Im having a weird bug. Ive used the Check command and the script gave me a message saying everything is okay but when i drop all my stations and use the crunch command, and then try to use complex construction kits to connect the new fabs, it wont let me. Ive tried reinstalling the mod and i even bumped the fake patch number up above Cadius's X-tra ship/station mod but it still wont work. Ive tried both the manual install and the plugin/script for the PM. Neither works. Im at a loss here :? :?

Edit: Should of mentioned i am using Terran Conflict 3.2 and AP is not installed
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DrBullwinkle
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Post by DrBullwinkle »

If you can Crunch and it creates Factory Modules inside a Module Container, then Complex Cleaner is installed correctly.

Every once in a while, somebody reports trouble connecting the Factory Modules. Without the ability to see what they are doing, it is hard to figure out what is going wrong. Usually they figure it out after a while, sometimes after a lot of back-and-forth questions. In the end, though, it is not obvious what they did wrong in the first place, nor what they did to fix it.

Read back a few pages for details.

You are trying to connect two Factory Modules, right? Selecting them in the right-hand panel of the screen?
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CKYRules
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Post by CKYRules »

Here is a small album with screens

http://imgur.com/a/gbhzc
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DrBullwinkle
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Post by DrBullwinkle »

They say that a picture is worth a thousand words... :)

Is your Module Container close enough to your existing Complex Hub to make a connection? In the vanilla game, that would be 20km. In my game, I modify that to 500km so that I can place the complex hub wherever I want while the Module Container is safely far away.

Here is the combination that I use:


Complex "Cocktail"
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CKYRules
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Post by CKYRules »

Moving the Complex hub to within 2k of the module container did not fix the issue.

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