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

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Gazz
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Post by Gazz »

*shrug*
The output (amount) of products per cycle is based on the value of the used resources.
That's normal and merely the way factories work.

Without any special hacks that's what you get for the value of 0 resources.
Actually a pretty good ratio.
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KaZTek
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Post by KaZTek »

Gazz, your cruncher works like a charm. Saves me FPS when I have to visit any of my complexes. Cheers for the work :D

Also, I've found out another issue with the complex-going-boom problem. Seems that sometimes ships may get stuck INSIDE the box when you first spawn it. I noticed the container having 22% shields at start and I was wondering why, so I checked sector map and noticed a Nova Sentinel staying near it, so I targetted it and noticed it was heavily shield and hull damaged and was actually INSIDE the container, causing the shield loss on the container.

I had to cheatscript him away since I didnt want to lose any rep in mercy-killing him :(
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Gazz
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Post by Gazz »

If you leave the sector such ships can leave the spot normally.

Considering that the container has upwards of 30 GJ of shields I doubt that a single M3 could hurt it.
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klaatu
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Post by klaatu »

I can't get the legacy commands clear or restore to do anything that I can see.

I'm in sector and issue the CC command with "clear" as the argument, then specify a position (tried many different places), but nothing is moved. I have a single crunched complex in the sector.

Same with the restore command. I'm in sector and destroy the hub so that I just have FACT modules, which I do because the description says the restore command works with only unconnected fabs. I cannot see anything happen once I issue the "restore" argument and give some position (tried many).

Basically what I'm trying to do is move the complex within the sector. I know, I know, but I don't like where I put it any longer, as ships heading to it are too often in traffic lanes frequented by pirate ships and I'd like to move it so this isn't the case any longer. Am I going about this the wrong way, or is there no way to move a crunched complex once placed?
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Gazz
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Post by Gazz »

The legacy commands work on uncrunched factories because they use a completely different approach.

Moving a module complex would be like moving the earth torus...

That's why I suggest to not put it into any traffic lanes. It's not... wise. =)

Actually, you could use the Super Tractor script and move the gate and thus the traffic lanes themselves. =)
A little sector feng shui in combination with some tractor tai chi can like really totally open your complex chakra.
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dreamsmith
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Question

Post by dreamsmith »

Your wonderus mod is only short of one miracle.......

ITFSOS style internalisation in the pHQ
i.e. hub data in the phQ (where it should be IMHO).

Of course if its 'safe' to connect a pHQ to the hub making it the new hub then my argument/suggestion is mostly null/void.

I did have an off topic idea about station blueprints that the pHQ could build but that's a different story.
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BlkKnight
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Post by BlkKnight »

You'll have to excuse my ignorance.

How on earth do you actually get this running?

I've installed & activated the mod, & I get the popup showing all's OK.

What next (in simple terms please!)

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dreamsmith
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Post by dreamsmith »

CTD during complex connection building. ONLY when connecting FACT's to each other, when linking normal facts movies shows fine. Most frustrating. and the external view thing didn't work :(



EDIT: Problem seems to be with custom modding the with the CC mod, if you recompressed with X3 rather than X3TC method it breaks the objects\v bits!
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Gazz
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Post by Gazz »

Well, it's only a bug if it happens with my mod.

If you mess around with the mod and roll your own... good luck!
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dreamsmith
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Post by dreamsmith »

It's my mod editing tool, X3 Mod Manager changes your pbb/pbd's into pck and brakes it. I'm trying to get Apricots AMS working with your CC.
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BlkKnight
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Post by BlkKnight »

/edit nvm will try again tonight
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Sunrayn
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Post by Sunrayn »

Kudos on this mod. This is so seriously easy to use and works exactly as advertised.

1. put Tractor Beam in cargo hold of ship.

2. Destroy Complex Hub if you already have a complex built.

3. Click your ship menu, click Custom, click Complex Cleaner.

4. Type in the word Crunch. Hit 'Enter'

5. Set the position just as you do for placing factories.

6. Watch all your fps killing stations poof and a single, simple, box replaces them.

7. Load your TL up with Complex Construction Kits and send it to your new complex.

8. Open the Freight of the TL and click on Complex Construction Kit, then Build.

9. See all those flashing FACTories on your sector list? Click on one, then click on a second one.

10. Now you have a HUB icon, place it on top of the BIG Complex Container Icon with the Arrow Keys. DONT hit 'Enter' Yet. The container icon looks like a 'W'

11. Press 'Insert' to flip the map axis. Now, move the HUB icon down just until it flashes RED. Then, move it up until it is green again.

12. Hit 'Enter'. Your new Complex hub is placed and there are no connecting tubes sticking out of it. That big box contains all your factories.

13. Now, open the TL freight and select another Construction Kit. Again, click on one of those big flashing FACTories in your list, then click on 'Your Complex Hub, Alpha.

14. Repeat step 13 until all of your FACTories are connected to Your Complex Hub, Alpha.

15. Go buy more factories because you are simply going to love this mod.

Crunch the mines too. Even adding a yield 21 silicon mine will make up the small loss and actually give you extra and since it can be anywhere in the sector when you Crunch, in this case Location doesnt matter.
amirite
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Post by amirite »

Thanks for this mod dude. Do you have any plans to re-work the command so that it has a menu to choose from? This would make things way less clunky and match with all my other mods.

Was also curious if there is going to be a way to crunch multiple cubes in one sector. That would probably be more of an overhaul in functionality though considering the way you have things set up.
-TEVE
LarryBurstyn
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Frame Rate

Post by LarryBurstyn »

How do you get the program to display frame rates...FPS does not work in the CC function. In fact I get a message that fps (FPS) is an illegal command.
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Gazz
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Re: Frame Rate

Post by Gazz »

amirite wrote:Thanks for this mod dude. Do you have any plans to re-work the command so that it has a menu to choose from? This would make things way less clunky and match with all my other mods.
This is quite a lot of work for "matching your mods"...

Was also curious if there is going to be a way to crunch multiple cubes in one sector. That would probably be more of an overhaul in functionality though considering the way you have things set up.
Not gunna happen. This would complicate everything that script does.
Maybe you want to write that as an addon?

LarryBurstyn wrote:How do you get the program to display frame rates...FPS does not work in the CC function. In fact I get a message that fps (FPS) is an illegal command.
Works for me. Maybe you were being too creative with caps and spaces.
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amirite
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Post by amirite »

Well it's not so much about matching my mods as a personal desire as much as it is about uniformity in the X3 interface. What I mean to say is that most other mods follow the same general format as the vanilla X3 command menu. People shouldn't have to switch gears all of a sudden when they're using CC and have to remember what commands are available to them - they should all just be available for easy use. I mean why wouldn't you rather have a menu?

And yeah I figured multiple crunches was out of the question. The more I think about it the more I actually like that as a limitation of this mod.
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Gazz
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Post by Gazz »

You can have multiple complexes within the same cube.
How you connect your factories is not my concern so you can have hubs 20km away in either direction.

During the writing of the CC mod/script I probably typed more than all CC users together so SUX2BU. =P
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amirite
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Post by amirite »

LoL well alright we're proud of you for typing so much I guess. What does that have to do with the interface of this mod though? I'm a bit puzzled as to why you've made the deliberate decision to depart from the standard menu structure for something less efficient in every possible way. It's your mod and your decision but it's good practice to have a reason for these things if you're going to be releasing mods.

It didn't even occur to me that I could have multiple complexes in a cube, thanks for the tip.
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Gazz
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Post by Gazz »

It's a Reunion script/mod that "only just" got adapted.

An extra TC-style interface can be written but since
a) CC isn't something you constantly use and
b) if you do, it's during a "quiet time" and
c) I would have to do all the scripting
I wouldn't hold my breath. =P

A little typing once in a while builds character.

Just look at your posts! Think of how many times you could have typed crunch with the same effort!
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amirite
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Post by amirite »

Well if you're approaching this mod as a strict adaptation with a feature-freeze, that makes sense, and it's helpful that you explained that finally. Those other reasons don't really make any sense but whatever. For what it's worth, the menu is a pretty lightweight project and would probably only take a long-time scripter a couple of hours. There was a tutorial thread in S&M somewhere that I can't find at the moment.

Anyway it was just a suggestion to bring the mod a bit more into the TC age. Not sure why you're responding with such negativity like you know better than us or something (as with some other equally good suggestions). You do good work, but you could stand to respond to criticism a little better.
Last edited by amirite on Thu, 8. Jan 09, 07:19, edited 1 time in total.
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