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

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mpcribeiro
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Post by mpcribeiro »

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:
  • 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.
If everything goes as planned, CC complexes should no longer explode without extraneous cause.
Ok I've not tried this version yet but was browsing all the posts to see if someone had a workaround to this problem.

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
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Gazz
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Post by Gazz »

I did a load test now. You can see it in the 2nd post.
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Vicrry06
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Post by Vicrry06 »

I assume there's no way to combine factory modules already in a complex without destroying the hub and rerunning crunch? I've got a complex that keeps getting expanded every few hours as I think up something else neat to add to it - and there's quite a few 1x or 5x intermediate factories I wouldn't mind combining, unless I'd lose a few hours worth of products sitting in the Hub.
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Gazz
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Post by Gazz »

Wares (and credits) are stored in factories.
The hub does not have any storage space.

If you keep expanding a complex like that it can be useful to blow it up to "clean house" once in a while.
It doesn't do much but look neater, though. The CPU savings are small.
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Creston
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Post by Creston »

Okay, I crunched a bunch of factories yesterday, they got put into the module container. I connected them with complex construction kits, set the Complex Hub outside the big container, rotated it with the hub command.

Then later, I added a bunch more factories (and mines), and re-ran crunch. It got made into more FACTs, which I connected to the hub.

However, when I look on the hub now, it's showing as

Ore mine s (1)
Ore mine M (2)
Ore mine M (2)
Ore mine M (5)

I thought that those would get crunched up into an Ore Mine L (10)?

Or do I need to "uncrunch" the whole shebang and then re-crunch it to them to tidy up? If so, how do I get it to uncrunch? By destroying the hub? Doesn't that cause all the products and resources inside it to be lost?

Thanks for the help. Great mod!

Creston
PaulP
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Post by PaulP »

You have to self destruct the hub and crunch again to consolidate connected factories.
Creston
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Post by Creston »

Thanks Paul!

Creston
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Post by Creston »

I've noticed something weird. I've built a fairly massive complex (in what used to be Avarice) that's producing PPCs, 2GJ Shields, 25MJ Shields, 200MJ Shields, Computer Components, Microchips, Fighter Drones, Firestorm Torpedoes, Concussion Impulse Generators, High Energy Plasma Throwers.

I've set the hub to NOT trade with other races. I have no selling ships assigned. I have intermediate product trading set to NONE. Maximum Jumps allowed is zero.

And yet, the hub will STILL allow others to dock and buy my microchips and computer components??? :|

Obviously I'm building these things for the Xenon Hub, and it's not going anywhere. Grrrr.

I don't seem to have this problem with a smaller complex I have built in another sector (That I haven't crunched yet, because I want to make it bigger first.) Gazz, could this be an issue somehow with the script?

Creston
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Gazz
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Post by Gazz »

Creston wrote:Gazz, could this be an issue somehow with the script?
No. A hub is a hub. The CC does not change any ES scripts or objects.
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Seathal
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Post by Seathal »

Sorry if this has been posted or mentioned already but...

Can this script connect factories that lack of nodes? (Like Terran Stations from the ATF Shipyard script)

Is there a way those factories can actually show up? (Instead of being in those modules?)

Basiclly I just want them connected some way, I don't care much about fps.

Thanks!

PD: I still find this script useful, I'll use it on my (non-terran) production complexes
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Gazz
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Post by Gazz »

Seathal wrote:Can this script connect factories that lack of nodes? (Like Terran Stations from the ATF Shipyard script)
No script can connect factories.

An instruction for that does not exist.
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Seathal
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Post by Seathal »

Gazz wrote:
Seathal wrote:Can this script connect factories that lack of nodes? (Like Terran Stations from the ATF Shipyard script)
No script can connect factories.

An instruction for that does not exist.
Aw. Shame, seems I have to set some CLS instead. Thanks for the quick answer!
CNiall
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Post by CNiall »

I haven't read the entire thread, but I experienced quite a weird feature: when I crunched a complex (well, series of ex-complex stations) producing silicon and teladianium for my PHQ, what was once a SPP XL ended up with the same production time of 1:28 but produced only ten cells per cycle. Is this normal or a bug? If I were to have left that (I quickly reloaded afterwards) I believed I would have very quickly encountered an energy cell deficit. I am, however, running the script that allows you to have SPPs producing without crystals for a pretty steep price: could this be affecting it?
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mawi
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Post by mawi »

I do recall reading previously that the crystal free spp script does cause the bug you stated, the solution is to crunch before running the script on the SPP.

However, if you have an SPP which has allready had the script run on it that you now want to crunch I'm not certain how to do it, but I'm guessing you would have to reverse the crystal free SPP script to add the crystals back to the resource section crunch then remove the crystals with the script again.

I'm assuming this bug is down to a scripting limitation (as I'm sure I recall reading that crunch doesn't care what the inputs/outputs are as it just ports then to new facts, so you can use it on modded/new stations and use any ware (old/new) without having to redo the crunch script) which prevents simple use on resource free stations (or its an intentional bug (feature) to detere using the crystal free SPP script).
CNiall
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Post by CNiall »

Yeah, adding in the crystals as a resource, crunching and paying to remove them again seems to have worked. I'll just remember to make the payments to LazCorp [i]after[/i] crunching in future. ;)
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mawi
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Post by mawi »

Glad that there is a solution for those who add this mod after they have been running crystal free SPP.
Seathal wrote:
Gazz wrote:
Seathal wrote:Can this script connect factories that lack of nodes? (Like Terran Stations from the ATF Shipyard script)
No script can connect factories.

An instruction for that does not exist.
Aw. Shame, seems I have to set some CLS instead. Thanks for the quick answer!
Technically this reply is correct, but on a slight tangant to this question, can CC do the next best thing and crunch the nodeless factories into factory modules which can be connected into a complex (by the player)? or does the source fact have to have a node for CC to run on it?
Gazz wrote:If everything goes as planned, CC complexes should no longer explode without extraneous cause.
Well, I like your fix to the exploding stations, but I can allready see where your plan will fail (so probably best to air this now to warn people NOT to do it), somebody will see that the "Module Container" is not owned by the player and think it should be, so they will re-assign ownership to the player then try to connect it to the hub, causing the exploding stations bug to rear its ugly head again, so DONT do it.

And to make matters worse, i've seen another flaw with the fix, which shouldn't be too big a problem most of the time, and can probably be solved by a small script.

As the Container is not player owned, should the AI decide to attack the container there wont be any warning message to the player or flashing red entry on the property list, a possible solution to this could be a notification message to the player when the Module Container gets attacked, not sure how simple (if its even possible) that would be to do, but in theory it would be a good workaround to the problem (even tho it does have very nice shields, they wont last forever against an unchecked Q, or worse, khaak destroyer)
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Gazz
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Post by Gazz »

mawi wrote:Well, I like your fix to the exploding stations, but I can allready see where your plan will fail (so probably best to air this now to warn people NOT to do it), somebody will see that the "Module Container" is not owned by the player and think it should be, so they will re-assign ownership to the player then try to connect it to the hub, causing the exploding stations bug to rear its ugly head again, so DONT do it.
It takes basic scripting skills to do that and (assumption!) people who can do that should also be smart enough to not blindly mess with low level mods like this one.

Most players are deathly afraid of anything that is more complicated than a coffee machine.
And to make matters worse, i've seen another flaw with the fix...
As the Container is not player owned, should the AI decide to attack the container there wont be any warning message to the player or flashing red entry on the property list, a possible solution to this could be a notification message to the player when the Module Container gets attacked
Have you tried to see what happens...?

That you "have seen" a flaw with it, would suggest you did.
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mawi
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Post by mawi »

Very true about people being afraid to mess or smart enough not too is true, but unfortunately I know my brother (and although he is rather abnormal, i'm sure he's not alone), he's not afraid to mess with things he doesn't undertsand, and althought he's smart enough to mess, he's not smart enough to leave things alone (believe it or not, he managed to delete the windows folder whilst he was in windows on one occasion :? and then wondered why windows wasn't working anymore :? :? :? )

But anyhow, onto the next point.....

I have tried it (although not extensively), I attacked the container and took the shields down to 94% (not much i know, i'm more economic atm then military) and I didn't notice any kind of notification to tell me the container is under attack........ although saying that, the container did a fair job of defending itself, it killed my claymore.
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Gazz
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Post by Gazz »

Well, your own ship is not an "attacker".
You are absolutely allowed to destroy your own stations. =P
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mawi
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Post by mawi »

Well, i've just been trying to script in some enemies to attack the container, but i'm not having much luck, created a khaak carrier with weps and shields, found 2 different commands which look like they should tell the ship to attack a target, 1 causes the ship to just fly towards a gate :? and the other just causes the ship to ram the container :evil:
Any idea what commands i should use to get it to attack the container and not just ram it or fly away (it shoots me if i get too close to it so i know the guns work)

Being allowed to attack your own stations I can understand, but the container isn't mine, when I attacked it, it turned red (hostile) after a couple of percent, on one of mine (green name and all) it still stays green (freindly) even if i go all the way and totally demo the thing with lasers.

*edit*
Well, I just managed to get the khaak to take the container to 89% hull, I got it to shoot at me and ran for cover behind the container so it got caught in the cross fire (then it became a roadblock which it crashed into), still no warnings (but that could be because it was crossfire not direct fire).

Either i'm REALLY bad at scripting, or because of the massive size of the container the AI cant figure out a way to shoot it so just rams it (whilst trying to get close) or ignores it, either way, from my limited ability, the containers are safe because it would take a fleet of m1/m2's to ram into it to kill it, but could probably do with someone who can script properly to test it (unless you've allready built something in to counteract my fears and just aint telling me (wouldn't blame ya, its the kind of thing i'd probably do at this time of night.))

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