[MOD/Script] LI Freight Distribution Network (FDN) - v7.2 21/11/2010

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

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Logain Abler
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Post by Logain Abler »

Necropyro wrote:well thats yet another qurik, started the logfile and its showing nothing but started. And yet wares are just vanishing....FDN shows its taking wares in, but they are not showing in the stock nor are they showing going out either. same thing if i tell it to buy something, it buys it, shows it bought it, takes the money from the station, but yet the materials never appear
As per Aricotslice update. Sounds like the Node is showing 0 storage due to an issue with the mod file or a conflict with other mods.

If you go into the station info screen what volume does it show? Don't use the FDN menu screen as the max storage values are hard coded in the menu.

LA

Edit: Also are you using any other mods that modify the tdock & hq file?
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apricotslice
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Post by apricotslice »

apricotslice wrote:How did you install the mod ? As a mod or false patch ? If the later, what is each patch from the last egosoft file number ? List them in order starting with the last ego patch.
Repeating this as its looking like we need to see it.
Logain Abler
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Post by Logain Abler »

This is one of the biggest issues with FDN, it’s tied into the mod files and if there is a conflict there it hit FDN.
The new version (being tested) can work independently of any mod files, but would still have such issues with conflicting files.

What version of FDN are you using?
What version of LI_Mod are you using?
What version of X3:TC are you using


@ apricotslice, as always thanks for helping out, I’ve not been about, or in a fit state much of this weekend ;)

LA
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apricotslice
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Post by apricotslice »

Your welcome. I have my off times more often than I would wish these days too, so I help when I can. It started badly, but today has actually turned into a better day than most. :)

BTW, when you get this finished, I want to redo the Merge Mod with the latest versions of each. And I'm still hoping that we can use this all as the basis of a colonization style mod.

The usual problems with the mod are :

A conflicting mod loaded after it as a patch, or loaded as a mod, or an hq file in the types directory.
A missing patch number so the game ignores the mod.

Any of those will result in the nodes not being loaded, and having zero storage space.

So needing to know what mod is in what patch number, the loaded mod itself, and any files in the types directory, starting from the last egosoft patch, is essential to work out any problem.
nomad_623
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x3tc

Post by nomad_623 »

i installed it as a fake patch (19.cat 19.dat). my game was updated to 2.7.1 before any mod or script was installed. i have the same mods installed as i did when PM was working properly.
but now it wont


the following is installed through plugin manager (atm i do not have FDN and/or PM installed because i cant get it to work)

scripts i have in stalled:
Advance jumpdrive
Advance navigation software
AP libraries
Apricot Claim software
Board station
Bombardier
Cheat collction package
Chem String functions libarary
Command queing
DAD Drones
Debris utilize Repair
DMA
Equipment research and development
Explorer command extension
Factory Complex constructor
Headquarters manement system
Imperial Librarys
Improved boarding
Jump point
LazCorp Claim unknow sector -x3tc
Move to coordinates
NPC bailin addon
PHQ and MO in boron shipyards
Player workshops
Point 2 poit partrol
Race Invasions
RRF
Salvage Claim software
Salvage command suite
Salvage commands and NPC's
Salvage insurance contract
Sateilite early warning network
Ship hijacker
THe marauder shipyard
Upgrade kits
Ware blueprint manager

fake patches:
Cmod3 for terran conflict
comms ambient terran conflict
Extender mod pack
military hud for terran conflict
signal boots

script libraries:

Community plugin configuratiuon
Hotkey manager
Ware Manager
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apricotslice
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Post by apricotslice »

List the mods with the number they are named, starting from patch 2.7.1.

Eg.
12 2.7.1
13
14
15
16
17
18
19 LI mod.

Selected Mod :
Necropyro
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Post by Necropyro »

Logain Abler wrote:This is one of the biggest issues with FDN, it’s tied into the mod files and if there is a conflict there it hit FDN.
The new version (being tested) can work independently of any mod files, but would still have such issues with conflicting files.

What version of FDN are you using?
What version of LI_Mod are you using?
What version of X3:TC are you using


@ apricotslice, as always thanks for helping out, I’ve not been about, or in a fit state much of this weekend ;)

LA
Sorry for the delay in responding, bloody work.....LI Mod v5 that was linked prior in the post, and FDN V6.01 and as far as the version of TC im running, 2.7.1. the only HQ mods im really running is the HQ Automate. will try to disable that. Installed the LI Mod as a fake patch and the FDN Script im using through X Plugin Manager.
Necropyro
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Post by Necropyro »

Ok found out the problem, was a plugin i forgot i had installed called Ware Blueprint Manager. Thanks for the assist guys, everything seems to be working ok now
Logain Abler
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Post by Logain Abler »

Necropyro wrote:Ok found out the problem, was a plugin i forgot i had installed called Ware Blueprint Manager. Thanks for the assist guys, everything seems to be working ok now
Good news :)
Tempest_203
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Joined: Tue, 3. Aug 10, 17:05
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Post by Tempest_203 »

I love this mod, but I’ve run into an issue with the remote access limits.

Could someone repost the two fixes? (“plugin.FDN4.Supply.Dock.xml” especially)
Logain Abler
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Post by Logain Abler »

Tempest_203 wrote:I love this mod, but I’ve run into an issue with the remote access limits.

Could someone repost the two fixes? (“plugin.FDN4.Supply.Dock.xml” especially)
2 moments, I'll upload.

LA

Edit: Links updated.

LA
Tempest_203
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Post by Tempest_203 »

Thanks, it seems to be working now. It may have been mentioned before, but is it supposed to work like this?

I have say, 900,000 ECells at a node with a remote access cap of 1,000,000. A trade post has 0 ECells and a cap of 500,000. When I add 500,000 to the node it transfers 500,000 to the post, instead of 400,000.

I’ve never tried to mod TC, but from a programming standpoint, it should be easy to get either behavior so I’m assuming this was intentional. Either way it works now, so thanks again for everything.

Edit:

Ok, something’s wrong. I installed both fixes and the unified menu. The new menu works, but the remote access seems to still be working as before the fix.
Superbun270
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Joined: Thu, 22. Jul 10, 19:45

Post by Superbun270 »

Nice! great replacement for the ugly tubes of complexes, and comes with a whole host of other features.

one thing though: there seems to be something wrong with the collision model on the XL Node, ships avoid the landing area, but plough right into the big cylindrical turning thingy
Logain Abler
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Post by Logain Abler »

Superbun270 wrote:Nice! great replacement for the ugly tubes of complexes, and comes with a whole host of other features.

one thing though: there seems to be something wrong with the collision model on the XL Node, ships avoid the landing area, but plough right into the big cylindrical turning thingy
Not lost any ships myself. I'll have a look once I've finished the new version of FDN anf PM.

LA
Logain Abler
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Post by Logain Abler »

Tempest_203 wrote: Ok, something’s wrong. I installed both fixes and the unified menu. The new menu works, but the remote access seems to still be working as before the fix.

I'll double check the file in the morning (have some planned out of hours work on tonight).

It could be I uploaded the old file, the files uploaded were deleted for some unknown reason, so I'm not 100% I re-uploaded the right one.

LA
Superbun270
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Post by Superbun270 »

I placed the Node above the standard sector trafic, but so far i've had one NPC M7 crash into it, My TL when I was trying to dock, and One of My M7s I had set to patrol the sector.

OFF TOPIC: 158 pages? I thought the mods closed threads that got over 50 pages...
dpadula
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Post by dpadula »

@LA: So the new version of PM will allow multiple modules being used for building ships? That annoys me knowing that now after this weekend I sold a Mammoth instead of Salvaging it. :headbang:

I assume this will also be compatible with the current versions??

Also what is the possible time frame on the addition that will allows us to produce custom wares?
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apricotslice
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Post by apricotslice »

Superbun270 wrote:I placed the Node above the standard sector trafic, but so far i've had one NPC M7 crash into it, My TL when I was trying to dock, and One of My M7s I had set to patrol the sector.

OFF TOPIC: 158 pages? I thought the mods closed threads that got over 50 pages...
Any sector you have sector patrols in, dont go in there yourself. If you have to, dock the patrols first.

The autopillok will crash anything thats flying around while your IS. Even if the stations are out of the traffic flows.

Never dock a TL manually, always use the docking computer, and its way better if your not in it. All cap ships your not in should be docked with you OOS. Never Never Never be IS when docking cap ships !

I've never heard of a 50 page closing rule. The rules in modding forum are different from the main forums though. All documentary threads go for ever here.
Logain Abler
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Post by Logain Abler »

dpadula wrote:@LA: So the new version of PM will allow multiple modules being used for building ships? That annoys me knowing that now after this weekend I sold a Mammoth instead of Salvaging it. :headbang:
Salvaging still only uses 1 module but wouldn't take longer than 10 minutes. Build and Repair grouped modules for ship & stations reduce build time, 36 minutes to build a Colossus, down from over 2 days.
dpadula wrote: I assume this will also be compatible with the current versions??
Nope, to many changes to maintain comparability.
dpadula wrote: Also what is the possible time frame on the addition that will allows us to produce custom wares?
I've never mentioned custom wars production.

LA
dpadula
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Post by dpadula »

@LA: sorry I mistyped the last part. Might there be a plan to add custom wares to the FDN/PM abilities?
-----
Dell Precision 3600
12 gb ram
Nvidia 1060
256 gd boot ssd and 1 tb data ssd
Windows 10

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