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

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LarryBurstyn
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Re: Frame Rate

Post by LarryBurstyn »

[quote="Gazz"]
[quote="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.[/quote]
Works for me. Maybe you were being too creative with caps and spaces.[/quote]

Okay. It does NOT work for ME. I entered ONLY FPS or fps nothing fancy with caps and spaces. I just do NOT get a frame rate.
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apricotslice
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Post by apricotslice »

I'll be testing this shortly, but thought I'd add a couple of comments, having actually read the entire thread.

The placement of the hub is still critical. It should be at least 10 km up or down from where the new compacted factories are placed, and ideally, it should be placed where its a direct flight from all gates, without any obstruction between them. Choosing this place is very very important, as if you get it wrong, then collisions result. Complex building 101.

Someone mentioned that the new XL Fabs were not working for a long time, and found a lack of cahoonas was the result. This is one reason why the fabs are M. An XL fab needs a great deal more cahoonas to start a cycle than an M fab does, so 5 M fabs run much more efficiently than a single XL one does. Up to the point where you ahve a considerable oversupply of cahoonas and then it doesnt matter. So if you ahve only a smallish SPP closed loop, then its probably better to exclude the fabs to start with, and just add them to the complex hub, at least until the complex is overproducing cahoonas and has a big stock. Then crunch again. But if your building a huge complex in one go, its probably easier to crunch 20 fabs or more first up, but just bear in mind that the startup time for this level of complex is quite long, given how many cahoonas will need to fist be produced before the Fabs even start to think about making a crystal. The bigger the fab resulting from the crunch, the more startup ecells or crystals it will take to get this thing working and the longer it will take to get a full production run of everything started.

How stable is the current version ? Any plans to change anything at this point ? While my inclination is to use this as a false patch, I know DreamSmith has merged it with my AMS mod. If there are no plans for more work on this, I'm tempted to include it as standard in my mod. If so, any objections ?


Edit : Works really nicely. For a decent test, I put a closed loop Space Fuel complex in the HUB. Now, I already have my HQ in there as well, set below the gate line, and fairly middle. I created the module box further down, and off to one side, about -8km down, and then created its hub at about -2km directly above it. This puts the hub about 2 km above the level of my HQ, and just below the traffic flow. NPC's already buying fuel, so working nicely.

It did some strange things though. I have a L Fab and and an S Fab, and getting that L to work the first time took priming with lots of cahoonas and silicon. It also took the 75 yeild silicon roid/mine and created an L and 2 M's from it. It created XL wheat and distileries which are working well. Saved 3 kits but created the need for 2, so not really much ahead on complexing.

Works perfectly with my Apricot Mapping Service Mod, when installed as a false patch. Also working with the PHQ patch and No Fog patch.
rusky
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Post by rusky »

Saved 3 kits but created the need for 2, so not really much ahead on complexing.
Depends on how many stations you're building i guess, used CC to crunch a ~120 factory complex to just over 10. :D

One particularly nice aspect of it is being able to easily link as many (if not all) the asteroids in one sector (i turned savage spur into an asteroid'less sector in my game, home to the biggest mining complex the game has ever seen :P )
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Gazz
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Post by Gazz »

apricotslice wrote:The placement of the hub is still critical. It should be at least 10 km up or down from where the new compacted factories are placed, and ideally, it should be placed where its a direct flight from all gates, without any obstruction between them. Choosing this place is very very important, as if you get it wrong, then collisions result. Complex building 101.
Yes. I can't stress that enough.
Someone mentioned that the new XL Fabs were not working for a long time, and found a lack of cahoonas was the result. This is one reason why the fabs are M. An XL fab needs a great deal more cahoonas to start a cycle than an M fab does
A maxed factory module isn't big or huge. It's gigantic.
As an extreme example, a max sized PPC module wouldn't even start producing until you supply 670.000 Cahoonas.
That's a cargo volume of 2.7 millions and that's only 1 out of 3 resources.
Such is the scale of the CC. =)
How stable is the current version ? Any plans to change anything at this point ? While my inclination is to use this as a false patch, I know DreamSmith has merged it with my AMS mod. If there are no plans for more work on this, I'm tempted to include it as standard in my mod. If so, any objections ?
One day I may experiment with different hub types but currently it looks stable.
The only common issue is players unable to successfully install a mod and/or script.
It's pretty well behaved, though, because the CC tells you if you screwed up the mod installation and in that case it refuses to run. =)

Including the mod part is always good, even If it's unused.
As long as those few factory entries are (anywhere!) in the file, the CC script can find them and will run.
It did some strange things though. I have a L Fab and and an S Fab, and getting that L to work the first time took priming with lots of cahoonas and silicon. It also took the 75 yeild silicon roid/mine and created an L and 2 M's from it. It created XL wheat and distileries which are working well. Saved 3 kits but created the need for 2, so not really much ahead on complexing.
With tiny complexes like that it's never going to save anything.
Now if you add 10 identical factories or mines at once...

Converting a single mine nearly always increases the factory count because it has to be chopped into standard units.
In the long run I see that as a serious advantage because you can tell at a glance how many ore (resource) units are being supplied.

Works perfectly with my Apricot Mapping Service Mod, when installed as a false patch. Also working with the PHQ patch and No Fog patch.
It only needs the factory file and very few mods mess with that one.

rusky wrote:One particularly nice aspect of it is being able to easily link as many (if not all) the asteroids in one sector (i turned savage spur into an asteroid'less sector in my game, home to the biggest mining complex the game has ever seen :P )
Hahaha!
You're trying to run Plutarch out of business, eh?

How much ore does this thing put out per minute?
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rusky
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Post by rusky »

Off the top of my head i think it was ~ 800 or so. :D
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apricotslice
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Post by apricotslice »

With tiny complexes like that it's never going to save anything.
Well it does save a great deal of space ! :D

As I said, I put this complex inside the HUB sector, and doing normal stations in there is pretty dangerous due to the lack of space.

But the single module that replaces them all uses only a fraction of the space and makes the sector safer to be in.
Arakiel
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Post by Arakiel »

Looks like the "drop" command still has some issues.

[ external image ]

That was right after running drop. At first I didn't notice when I dropped some Flail factories because one of them dropped correctly and 2 blew up so I still had the FACT module. However when I told it to drop after buying the Hammer factory and it didn't show up is when I checked the log and noticed the problem.
shilhi
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Post by shilhi »

Some n00b questions here...

Does the TL need to be owned by the player? And do you activate it in the Artificial life settings? Just wonering because this sounds like a wonderful script and I would love to use it. :D

Edit: lol nevermind...the only problem is I cant find any tractor beams or tractor beam factories anywhere in the UNIVERSE...
d-one
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Post by d-one »

shilhi wrote: Edit: lol nevermind...the only problem is I cant find any tractor beams or tractor beam factories anywhere in the UNIVERSE...
Look around in paranid space.
MillerTime
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Re: [MOD] Complex Cleaner v3.40 / Modular Complexes

Post by MillerTime »

Gazz wrote: Ore and silicon mines can not be crunched without a small loss. I have seen 1-4 %.
This is a very nice mod but I seem to be having problems with the mineral production loss, it seems to be more than 1-4% are you sure that it's only in that range, it seems to be much more.

Also when crunching an M or and L mine does it make a difference then ?
It seems that whatever one you put you will still get the same output is that correct.
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apricotslice
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Post by apricotslice »

It does some strange things. Thats for sure.

It depends a lot on your roid yeild.

I did a 75 yeild silicon roid with an L mine, and crunched it became an L and 2 M mines. In other words, 75 yeild was calculated to be 90% of an XL mine.



BTW, I've just started a Mod Merge Project, and the first release has this mod in it. Mainly because someone was trying to merge it with my mod, and I decided to make it official. Hope this is ok.
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Gazz
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Re: [MOD] Complex Cleaner v3.40 / Modular Complexes

Post by Gazz »

MillerTime wrote:This is a very nice mod but I seem to be having problems with the mineral production loss, it seems to be more than 1-4% are you sure that it's only in that range, it seems to be much more.
How much is it in your case?
It seems that whatever one you put you will still get the same output is that correct.
Yes. The ore module produces the same amount of ore/hour as whatever mine you had before.
apricotslice wrote:It does some strange things. Thats for sure.

I did a 75 yeild silicon roid with an L mine, and crunched it became an L and 2 M mines. In other words, 75 yeild was calculated to be 90% of an XL mine.
Ore modules are factories.
Any direct comparison with variable yield mines can not have a useful result.

What you can compare is silicon / hour, before and after. Nothing else matters...
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MillerTime
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Re: [MOD] Complex Cleaner v3.40 / Modular Complexes

Post by MillerTime »

Gazz wrote:How much is it in your case?
Maybe it's just me, I'll give it more time, it seems to be filling back up very slowly.

Other thing I've noticed and I'm sure it's been said and I missed it, is that for example I crunched 3 x 1MJ factories and it game me 2 x M and 1 x S but when I dropped another 2 x 1MJ factories in the sector and crunched it again and applied the complex construction kit it game me-

2 x M
2 x M
1 x S

Why would it not give me 1 x 5 L ?
so I dropped another 1MJ crunched it and it gave me

2 x M
2 x M
1 x S
1 x S

why would it not give me 1 x 5L and 1 x S or 3 x 2 M ?

If I were to drop 10 x 1MJ factories at different times, how would I go about getting just 1 x 10XL Fact ?
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Gazz
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Re: [MOD] Complex Cleaner v3.40 / Modular Complexes

Post by Gazz »

MillerTime wrote:why would it not give me 1 x 5L and 1 x S or 3 x 2 M ?
The first post would tell you which factories can be crunched and combined.
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MillerTime
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Re: [MOD] Complex Cleaner v3.40 / Modular Complexes

Post by MillerTime »

Gazz wrote:
MillerTime wrote:why would it not give me 1 x 5L and 1 x S or 3 x 2 M ?
The first post would tell you which factories can be crunched and combined.
I've re-read the first post and don't see where it says which factories can and cannot be crunched and combined but you do say "Factories of every possible type or size will be assimilated into standardized Factory Modules".
Gazz wrote:Build 26 M-Fabs and the script transforms them into 1x 50, 1x 2. 2 factories instead of 26. And they stay modular and upgradable.
Add another 9 of those M-Fabs and the script would transform the whole thing into 1x 50 and 1x 20.
here's what I've noticed, I have a module complex with 2 x M and 2 x S
I dropped another 2 factories and crunched them into another 2 x M
So my module now has

2 x M
2 x M
2 x M
1 x S
1 x S

but if I do a self destruct on the module hub and re-crunch I will get

1 x 5L
1 x 2M
1 x 1S

The module complex itself is upgradable but the FACTS are not unless you self-destruct and re-connect everything. Is that correct ?

I'm summarizing that once the FACTS are combined into the module then they cannot be re-assimilated into bigger factory modules. So if you keep adding you will end up with for example 10 x 2M, 3 x 5L and 15 x 1S so if you want to convert that into 1 x 50 you will have to do a self destruct and re-crunch.
DK-Duckling
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Post by DK-Duckling »

thx for that step by step Sunrayn :) now eaven a numnut like me can do it :)

request that the step by step be added in a README (think it would save u alot of time Gazz)

Read all the way from page 1 to see if some1 had posted the step by step :) and first at page 15+ :) but copyed it to a txt so i dont have to go thru all the pages again :) but looking forward to play with this mod when i get my company big enough :) got the game 2 weeks ago and have been doing everything wrong sofare hehe so restarted today :)
MenzAgitat
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Post by MenzAgitat »

Since installation of CC (which works fine until now) connection tubes of my complexes (I mean even the uncrunched ones, on which I didn't touch anything) have become invisible. Is it a normal behavior ?
It sure saves FPS but I would like to keep some small complexes uncrunched and I love to fight enemies around the tubes and see them crash onto them.

I've read all of the 18 pages of the thread but found no info about that.
Or maybe I missed something, my home language is french.


Edit : By the way, I've noticed that the money aboard the stations vanishes in the crunching process.
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Gazz
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Post by Gazz »

The invisible tubes are intentional because with large complexes the saving can be massive - even with CC.
I don't think you'll have trouble making enemies crash into other objects. =)

Forgetting the money is not intentional.
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MenzAgitat
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Post by MenzAgitat »

Thanks for your fast answer.
Is there any way to reenable visible complex tubes ? I like them :p
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Gazz
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Post by Gazz »

You have to delete the 104xx.pbd files from the mod package for that.
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