[MOD] Complex Cleaner v4.09 / Modular Complexes (TC 3.2 / AP 1.1)
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does this do something weird to SSP's ?
I crunched up a closed loop complex that was totally self sufficient and it soon started to run out of energy, not being that bothered I added another XL SSP factory to it crunched it adding it to the module. Its still flashing and cant generate enough energy so Ive added another to it now and its still not enough lol.
According to the complex calculator it should be using 116K energy and producing 118K (pre crunch) but now its using in excess of 285K and that's still not enough to keep it from flashing, any ideas ?
in summery, its the exact same complex but now with 2 additional XL SPP's and its running out of power
I crunched up a closed loop complex that was totally self sufficient and it soon started to run out of energy, not being that bothered I added another XL SSP factory to it crunched it adding it to the module. Its still flashing and cant generate enough energy so Ive added another to it now and its still not enough lol.
According to the complex calculator it should be using 116K energy and producing 118K (pre crunch) but now its using in excess of 285K and that's still not enough to keep it from flashing, any ideas ?
in summery, its the exact same complex but now with 2 additional XL SPP's and its running out of power
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You should compare input/output amounts + Cycle Time of the SPP before to the Factory module after.
This info is no longer displayed after you connect the station/module.
The only difference should be the "sun factor".
The internal energy modules don't have solar sails and therefore don't care about a system's light situation.
They are basically crystal reactors. =)
This info is no longer displayed after you connect the station/module.
The only difference should be the "sun factor".
The internal energy modules don't have solar sails and therefore don't care about a system's light situation.
They are basically crystal reactors. =)
My complete script download page. . . . . . I AM THE LAW!
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[ external image ]
is the complex in question, one thing i forgot to mention is that I was also running the "lazcorp_crystal_free_spp" script as well.
Its not cycle time because if i drop say 10000 energy units in there, over time they diminish. When you say Gazz that they become crystal reactors does this mean they would suffer if they then did not need crystals ?
Also is there any problems in attaching non crunched factories to the hub ?
If that's ok then i will reload and and simply leave them outside the "box" and use the ignore command
is the complex in question, one thing i forgot to mention is that I was also running the "lazcorp_crystal_free_spp" script as well.
Its not cycle time because if i drop say 10000 energy units in there, over time they diminish. When you say Gazz that they become crystal reactors does this mean they would suffer if they then did not need crystals ?
Also is there any problems in attaching non crunched factories to the hub ?
If that's ok then i will reload and and simply leave them outside the "box" and use the ignore command
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A rather important fact since the CC only works with factories.lips of a moose wrote:is the complex in question, one thing i forgot to mention is that I was also running the "lazcorp_crystal_free_spp" script as well.
Ones that use resources and produce products.
A station that just spawns EC is not a "real factory".
It may or may not work. *shrug*
Cycle time is all kinds of important because it controls in- and output.Its not cycle time because if i drop say 10000 energy units in there, over time they diminish.
And I don't mean the fact that the station has one but the exact timer on it. That and the number of resources/products per turn.
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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There is no problem in attaching non crunched factories, I've made it so sometimes and it worked smoothly.lips of a moose wrote: Also is there any problems in attaching non crunched factories to the hub ?
If that's ok then i will reload and and simply leave them outside the "box" and use the ignore command
I'd like to point that crystalfree factories kill the game; just good for dummies

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Sorry for the OT, but from what program is that screenshot? Looks to be one I could use...lips of a moose wrote:[ external image ]
TIA
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Its from an online complex calculator that someone linked to on this site, you can see / use it by following the ling belowklaatu wrote:Sorry for the OT, but from what program is that screenshot? Looks to be one I could use...
TIA
http://grangegame.co.uk/x3tcocc.html
In what way do they kill he game ? Or is this your opinion ?maxfever63 wrote:I'd like to point that crystalfree factories kill the game; just good for dummies
Thing is with the laz corp script you pay 42 million credits per XL SSP for the privilege of not needing crystals (calculated from the amount needed to spend on crystal fabs and support fabs to have a closed loop SSP complex + a percentage for the ability to do so). Its not cheating in anyway IMHO and its sole purpose is to reduce the number of factories on display at any one time, much like this one that Gazz has made.
Oh and Gazz, yes keeping the SSP's outside of the crunch was the answer, cheers
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I guess his point is that if you delete the Crystal resource, why don't you just make the end product factory (like a Flail Missile Fab) more expensive but require zero resources?
That would only be consequent.
That would only be consequent.
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.
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Well the figures are based on the actual size of the factories you build.I see your point, but something like 1 flail barrage factory loop can be made using only 4 factories (without energy). As soon as you add a XL SSP into the equation that figure goes up to 18 Factories which is insane IMHO.
A quote from Gazz's original post.
So By adding an XL SPP it would be given a factory module size of 10.Factories of every possible type or size will be assimilated into standardized Factory Modules with possible sizes of
1 (S), 2 (M), 5 (L), 10 (XL), 20, 40, 50, 100, 150, and 200.
in other words a XL factory is 10 times bigger than the standard small SPP
every differant grade of factory is graded from the basic small fab.
M factory is twice the size.
L facrory is 5 times the size.
XL factory 10 times the size.
And also he's added larger crunch variables giving a single factory module of the size 20,40,50,100,150 and 200
so what he is saying here is,
lets say you build 20 XL SPP in a sector then crunch them and you will end up with just 1 fatory module of 200.
thereby only needing 1 complex construction kit to connect to the HUB.
Bare in mind to with this Mod, I have noticed one important point and that is never try to connect anything to the Complex Module directly unless you want the whole thing to blow up on you.
any later crunched factories connect them to your hub not the Complex Module.
A mighty fine piece of work Gazz
I congratulate you.

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Small update to the "Sponteneous Complex Combustion" issue:
Can it be that all who did have complexes explode, had the Module Complex (outer shell) connected to the hub?
This not only guarantees a detonation when the shell expands but has other equally severe implications as well.
Can it be that all who did have complexes explode, had the Module Complex (outer shell) connected to the hub?
This not only guarantees a detonation when the shell expands but has other equally severe implications as well.
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.
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I'm a bit confused as to how you use this...
When you crunch a load of factories, do you get a clump of nicely arranged cuboid factories or a premade complex?
And you say that complexes randomly exploding is caused by connecting factories to the hub...
You don't mean the Boron Gate Hub Thing do you?
Isn't connecting a module to a hub all part of connecting the modules as a complex?
When you crunch a load of factories, do you get a clump of nicely arranged cuboid factories or a premade complex?
And you say that complexes randomly exploding is caused by connecting factories to the hub...
You don't mean the Boron Gate Hub Thing do you?
Isn't connecting a module to a hub all part of connecting the modules as a complex?
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OK I made mistake
I connected my factories to the Module. I have over 50 factories in this complex. I cannot enter the sector or they blow up. Is there a way to disconnect the factories OOS. Then I can connect them without connecting them to the module. After buying lots of complex hubs at 260K each (need at least 3 loads of 13 per Mammoth).
I created another complex in the Unknown Sector next to the Xenon 534 sector and connected the factories together not the module and I have no problem entering the sector. But my original factory complex is HUGE and I do want to be able to enter that sector.
I created another complex in the Unknown Sector next to the Xenon 534 sector and connected the factories together not the module and I have no problem entering the sector. But my original factory complex is HUGE and I do want to be able to enter that sector.
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Version 3.40 released.
- Fixed spontaneous combustion of complexes (I think =)
- Renamed Module Complex to Module Container. Please update your brains accordingly.
If you own a complex where you have connected the Module Container (the station formerly known as Module Complex) to the hub:
- Fixed spontaneous combustion of complexes (I think =)
- Renamed Module Complex to Module Container. Please update your brains accordingly.
If you own a complex where you have connected the Module Container (the station formerly known as Module Complex) to the hub:
- Stay out of the complex sector.
- Undock all ships from the hub.
- Run the station command "Complex Ceaner Self Destruct" on the hub.
- Enter the sector and immediately run CC crunch.
- Now you can connect all stations at will.
No more exceptions.
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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Ok I've not tried this version yet but was browsing all the posts to see if someone had a workaround to this problem.Gazz wrote:Version 3.40 released.
- Fixed spontaneous combustion of complexes (I think =)
- Renamed Module Complex to Module Container. Please update your brains accordingly.
If you own a complex where you have connected the Module Container (the station formerly known as Module Complex) to the hub:If everything goes as planned, CC complexes should no longer explode without extraneous cause.
- Stay out of the complex sector.
- Undock all ships from the hub.
- Run the station command "Complex Ceaner Self Destruct" on the hub.
- Enter the sector and immediately run CC crunch.
- Now you can connect all stations at will.
No more exceptions.
However, I've noticed the complex Boxes go BUM-BUM when the ship used to create the complex leaves the system and docks into a station.
For example, I used my TL to generate the complex and once I'm in the system and my TL is out nothing happens. But when I issue dock my TL into a station on different system, then all complex goes BANG followed every FACT (losing shields then hull) and also go pop... this was a bit of disapoitnment.
Anyway applying the latest version to see if spontaneous complex BANG when my TL docks into a station on different system is sorted. Cheers