Why are my crystal fabs making Delexian Wheat?

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

aka1nas
Posts: 1414
Joined: Thu, 7. Jul 05, 05:17
x4

Post by aka1nas »

cmize wrote:
aka1nas wrote:
cmize wrote:
scaseman wrote:I am running a repair lasers mod. Not sure if its the same one. Crystal Fabs L still show up in my shipyards.
They show up in mine too but when I place them they produce wheat.
I have the latter issue as well, not sure if Complex Cleaner is conflicting (based on what I've seen and Gazz's input his TFactories file should have identical entries for the Crystal L fabs as the 2.1 patch).

Can someone start a vanilla game and confirm that the L Crystal fabs don't produce wheat there?
Are you using the repair lasers mod?
Nope, The Complex Cleaner is the only mod I have that touches TFactories.
Mojo00
Posts: 20
Joined: Thu, 25. Jun 09, 23:04
x3tc

Post by Mojo00 »

I found the culprit in my case...it was the repair lasers mod (Mobile Ship Repairs - v1.7). I removed it and can now see the Crystal fab Ls in shipyards...but now I have the same problem as the OP and others...the fabs produce wheat :evil:
cmize
Posts: 33
Joined: Tue, 6. Jan 04, 05:54
x3tc

Post by cmize »

Mojo00 wrote:I found the culprit in my case...it was the repair lasers mod (Mobile Ship Repairs - v1.7). I removed it and can now see the Crystal fab Ls in shipyards...but now I have the same problem as the OP and others...the fabs produce wheat :evil:
So how do we reset the TFact data? Remove the mod and reinstall the 2.1 patch?
Mojo00
Posts: 20
Joined: Thu, 25. Jun 09, 23:04
x3tc

Post by Mojo00 »

cmize wrote:
Mojo00 wrote:I found the culprit in my case...it was the repair lasers mod (Mobile Ship Repairs - v1.7). I removed it and can now see the Crystal fab Ls in shipyards...but now I have the same problem as the OP and others...the fabs produce wheat :evil:
So how do we reset the TFact data? Remove the mod and reinstall the 2.1 patch?
Its worth a shot...will try it.
Alan Phipps
Moderator (English)
Moderator (English)
Posts: 31750
Joined: Fri, 16. Apr 04, 19:21
x4

Post by Alan Phipps »

Might there be some relevance to your problems in what Pelador has to say here: http://forum.egosoft.com/viewtopic.php? ... tory+wares

It appears to me that just removing a script that changes TFactories may well break production in progress and (fail to) redirect the waretemplate.
Mojo00
Posts: 20
Joined: Thu, 25. Jun 09, 23:04
x3tc

Post by Mojo00 »

Mojo00 wrote:
cmize wrote:
Mojo00 wrote:I found the culprit in my case...it was the repair lasers mod (Mobile Ship Repairs - v1.7). I removed it and can now see the Crystal fab Ls in shipyards...but now I have the same problem as the OP and others...the fabs produce wheat :evil:
So how do we reset the TFact data? Remove the mod and reinstall the 2.1 patch?
Its worth a shot...will try it.
Tried that...problem persists.
scaseman
Posts: 78
Joined: Sat, 13. Mar 04, 19:24
x3tc

Post by scaseman »

I know its probably no help but I just successfully built a Split Crystal Fab L and its producing crystals. With the repair ships mod running.
cmize
Posts: 33
Joined: Tue, 6. Jan 04, 05:54
x3tc

Post by cmize »

scaseman wrote:I know its probably no help but I just successfully built a Split Crystal Fab L and its producing crystals. With the repair ships mod running.
I'd like to know your trick...I just bought a Split Crystal Fab L and placed it and it's producing wheat.
Mojo00
Posts: 20
Joined: Thu, 25. Jun 09, 23:04
x3tc

Post by Mojo00 »

My game has been on hold for more than a week now because of this...any tips would be appreciated..
User avatar
Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz »

Mojo00 wrote:My game has been on hold for more than a week now because of this...any tips would be appreciated..
The simplest tip: Buy crystal fabs M. =)
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.
cmize
Posts: 33
Joined: Tue, 6. Jan 04, 05:54
x3tc

Post by cmize »

So can one of the gurus just let us know how to reset or restore the TFacts file? It doesn't look like the author of the repair laser mod is around anymore so I'm fine with just not using that mod but removing it and reinstalling the latest patch doesn't work.
scaseman
Posts: 78
Joined: Sat, 13. Mar 04, 19:24
x3tc

Post by scaseman »

Maybe its something to do with the order that the mods and patches where installed? I patched the game before I installed any mods. I have at least twenty eight scripts running mostly installed using Cycrows Plug-in Manager.
Mojo00
Posts: 20
Joined: Thu, 25. Jun 09, 23:04
x3tc

Post by Mojo00 »

I going to try to do a fresh reinstall and install everything but the repair mod...ill report back.
Mojo00
Posts: 20
Joined: Thu, 25. Jun 09, 23:04
x3tc

Post by Mojo00 »

Mojo00 wrote:I going to try to do a fresh reinstall and install everything but the repair mod...ill report back.
Did that and still get wheat from the fabs... soooo...its not the repair mods alone doing this?
aka1nas
Posts: 1414
Joined: Thu, 7. Jul 05, 05:17
x4

Post by aka1nas »

According to Gazz, it's not TFactories that sets the resources and products on the factories, so we're probably looking in the wrong direction. What other mods are those of you who are affected running? I also have the EMP installed as well as Complex Cleaner, so at the very least my TWares file could be a culprit.
Mojo00
Posts: 20
Joined: Thu, 25. Jun 09, 23:04
x3tc

Post by Mojo00 »

Here is what im running:

[ external image ]
pelador
Posts: 1399
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by pelador »

The wares as specified by what is applied on factories comes from "WareTemplate" with factories. However, ES bypass these values and use hardcoded ones relating to race and factory type when they get created when dropped from a TL. They are also valid if created in the Galaxy editor on the starting map or if created by God if the link is made in WareTemplate.

So in principal all standard vanilla fabs should have correct settings. But custom fabs will not have any custom settings outside the rules applied to type as specified by the hardcoded TL process, resulting in incorrect wares in the list. There are workarounds for custom fabs but thats a different issue.

So if the Crystal L fabs are standard I would expect them to work if they have standard vanilla definitions with appropriate up to date WareTemplate file used with them. But if the Crystal L fab is a custom one or the WareTemplate is not up to date then it may likley cause errors where they will default to race/fab type wares.

Also dropping a fab using the standard TL drop process and trying to fix it after its production cycle is broken when dropped which happens in some cases, especially new custom wares for product will still mean a broken unusable fab.

So I'd check you have an updated WareTemplate thats valid aswell as Tfactories for any mods your using as an outdated WareTemplate might not include the new Crystal L fabs settings.

To be honest there is likley more to this process that meets the eye, but as this is hardcoded object files the EULA prevents me or anyone else outside of ES from analysing it etc. and as such I cannot fully confirm how it operates, but the above information I found from experimental testing for the custom fabs that are used in DDTC.
aka1nas
Posts: 1414
Joined: Thu, 7. Jul 05, 05:17
x4

Post by aka1nas »

Thanks for the lead, Pelador. I'm having the issue when deploying the L Fabs from a TL normally, using Complex Cleaner's Drop command, as well as spawning them directly in with the Cheat Package. Guess it's time to go look at my WareTemplate file...

Edit: Another interesting thing is that my broken Crystal L Fabs do not have a details entry on the right when you view them at shipyards before purchasing. It is just blank for those fabs. Are those of you who have working L fabs seeing these details?
cmize
Posts: 33
Joined: Tue, 6. Jan 04, 05:54
x3tc

Post by cmize »

pelador wrote:To be honest there is likley more to this process that meets the eye, but as this is hardcoded object files the EULA prevents me or anyone else outside of ES from analysing it etc. and as such I cannot fully confirm how it operates, but the above information I found from experimental testing for the custom fabs that are used in DDTC.
So is this something that should be in the tech support forum where it will get attention from ES or is it still solely a script/mod problem?
pelador
Posts: 1399
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by pelador »

Unsure until you essentially rule out mod changes.

The best way is to start a vanilla game unmodded and see if you have the same problem, as effectively ES will only respond to such criterea.

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”