[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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breytac
Posts: 389
Joined: Thu, 7. Feb 08, 18:49
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Post by breytac »

I noticed that I seem to have some tasks running from previous versions of the production module, SSDN and FDN scripts. Is there a way to get rid of these or is it something I am going to have to put up with? It's no biggie as version 7 runs fine, but I did notice that all my missiles seem to produce as mosquito missiles, and I am assuming this is a task that somehow got stuck.
Logain Abler
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Post by Logain Abler »

breytac wrote:I noticed that I seem to have some tasks running from previous versions of the production module, SSDN and FDN scripts. Is there a way to get rid of these or is it something I am going to have to put up with? It's no biggie as version 7 runs fine, but I did notice that all my missiles seem to produce as mosquito missiles, and I am assuming this is a task that somehow got stuck.
This could happen if the previous version wasn't fully removed properly prior to using the new version.

I'd suggest turning everything off, then using PropMONGLER to kill any remaining 99xx tasks on the stations in question.

**If you turn off PM via the AL Plugin you will lose any blueprints, so best to stop/kill all module production if you want to keep your blueprints**

LA
breytac
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Post by breytac »

I found out what the problem is, but I don't think I can fix it. The hammer torpedo fab is stuck on producing mosquito missiles. Plus there a few other tasks that are stuck and I can't seem to get rid of them. It's a good excuse to start over, I feel I cheated in my last game anyway. I will take me a while, but I'll get there.
Logain Abler
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Joined: Mon, 31. Oct 05, 08:44
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Post by Logain Abler »

breytac wrote:I found out what the problem is, but I don't think I can fix it. The hammer torpedo fab is stuck on producing mosquito missiles. Plus there a few other tasks that are stuck and I can't seem to get rid of them. It's a good excuse to start over, I feel I cheated in my last game anyway. I will take me a while, but I'll get there.

PropMONGLER will kill any old tasks, give that a go before you do a clean start. Will save you time.

LA
breytac
Posts: 389
Joined: Thu, 7. Feb 08, 18:49
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Post by breytac »

I don't think it's so much the tasks that are stuck, it seems to be the scripts running the tasks are stuck in the memory of the save, and I don't know how to get rid of them, or if it's even possible.

Starting over doesn't worry me, as I have a plan. Done right, I can be where I was within a month.
Drakkir
Posts: 12
Joined: Fri, 2. Oct 09, 21:57

Post by Drakkir »

Hello, Ive recently started playing this game, and would like to use FDN (Im playing a vanilla game at the moment)... I downloaded the FDN-V7.2-30.8.2010.spk file and I have cycrows plugin manager installed... When I go into plugin manager and set it to MOD, and then INSTALL this spk file it tells me..

For Wrong Game, Requires X3 Terran Conflict...

I can't figure out what's not working, I installed the game from my disc, then updated several times (via downloads from this site..) to get it to the most recent 2.7.1

Any way to get this to work? or did I not do something right... Any help would be great!
Intel i7 920 @ 4.00Ghz, 12 Gig DDR3 2000, C: 250Gig, D: 1 Tb, E: 3 Tb, Geforce GTX 295 x 2
Drakkir
Posts: 12
Joined: Fri, 2. Oct 09, 21:57

Post by Drakkir »

I think I have finally got this installed and working, now a stupid question, what docks can I buy these 'nodes' at? I've checked Legends Home, Omicron Lyrae, Argon Prime, and can't find the nodes for sale anywhere.
Intel i7 920 @ 4.00Ghz, 12 Gig DDR3 2000, C: 250Gig, D: 1 Tb, E: 3 Tb, Geforce GTX 295 x 2
Thrandisher
Posts: 357
Joined: Sun, 1. Jul 07, 03:33
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Post by Thrandisher »

@Drakkir

If you look at his faq, you will see the main list in his spoiler.
Spoiler
Show
Argon - Ringo Moon & Treasure Chest
Bororn - Rolk's Drift & Hollow Infinity
Paranid - Emperor Mines & Priest Refuge
Split - Thuruk's Pride & Njy's Deception
Teladi - Greater Profit & New Income
Terran - Saturn 3 & Neptune
There'sa list of em tho just in case. I just started useing this again and had to look em up also to make sure i had everything working.
The mongrels will never get over THIS wall.
Drakkir
Posts: 12
Joined: Fri, 2. Oct 09, 21:57

Post by Drakkir »

Ahhh Ok, the way I read the FAQ, I Thought that was only for stations if you used the LI_MODv7... I didn't realize that was where you bought the nodes as well! Thanks for the info!
Intel i7 920 @ 4.00Ghz, 12 Gig DDR3 2000, C: 250Gig, D: 1 Tb, E: 3 Tb, Geforce GTX 295 x 2
Thrandisher
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Post by Thrandisher »

I *think* you have to use the LI_Mod also. Im not 100% Sure on it, but i believe you do since it holds the model details and stuff.
The mongrels will never get over THIS wall.
breytac
Posts: 389
Joined: Thu, 7. Feb 08, 18:49
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Post by breytac »

Thrandisher wrote:I *think* you have to use the LI_Mod also. Im not 100% Sure on it, but i believe you do since it holds the model details and stuff.
Yes you do. All the models are referenced in the mod files. If you don't use the mod files, the nodes won't show up for sale in the shipyards.
Drakkir
Posts: 12
Joined: Fri, 2. Oct 09, 21:57

Post by Drakkir »

Awesome, they started showing up in my shipyards now, AND the new shipyards appeared! Great help, I appreciate it!

Now to figure out the in's/out's of using it :)
Intel i7 920 @ 4.00Ghz, 12 Gig DDR3 2000, C: 250Gig, D: 1 Tb, E: 3 Tb, Geforce GTX 295 x 2
Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
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Post by Logain Abler »

Drakkir wrote:Awesome, they started showing up in my shipyards now, AND the new shipyards appeared! Great help, I appreciate it!

Now to figure out the in's/out's of using it :)
Cool. Some tips:

Node placement and coverage is key so plan it out and take your time.

You will need Advance Satellites in all the Sectors you want to cover.

If you have started the AL Plug-in before installing the LI_Mod the Nodes will not be automatically recognised as Node, you will have to add them manually via the Config menu.
In the listed selectable docks you will see “LI – “ & “LI” prefixed docks.
“LI -” are dummy docks using a EQ sub-type
“LI” are the modified PHQ docks that FDN will look for
Make sure you add the right dock type, adding “LI -” won't break anything, FDN just wont see them.

Read the FAQ and if you think something should be added let me know.


LA
Zaranthan
Posts: 48
Joined: Thu, 5. Aug 10, 16:53

Post by Zaranthan »

Is there a way to have my FDN nodes automatically maintain each others' stocks?

I've claimed every asteroid in Mines of Fortune, for the profitsss. For obvious reasons, this has totally saturated the ore and silicon markets for several sectors around. I'd like to share the hundreds of thousands of ores and wafers piling up with my other FDN nodes to bring those products to fresher markets (such as PTNI HQ and the four dozen factories around it). I can do this manually with the "Move Ware..." command, and my Crystal Fabs are happily supplied, but is there any way to set selling nodes to automatically request supplies from nodes that have them?
Mosquito missiles: Because quantity has a quality all its own.
Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
x4

Post by Logain Abler »

Zaranthan wrote:Is there a way to have my FDN nodes automatically maintain each others' stocks?

I've claimed every asteroid in Mines of Fortune, for the profitsss. For obvious reasons, this has totally saturated the ore and silicon markets for several sectors around. I'd like to share the hundreds of thousands of ores and wafers piling up with my other FDN nodes to bring those products to fresher markets (such as PTNI HQ and the four dozen factories around it). I can do this manually with the "Move Ware..." command, and my Crystal Fabs are happily supplied, but is there any way to set selling nodes to automatically request supplies from nodes that have them?
No, not directly, but you can configure your FD Network so that once a Node has reached it's Maximum Stock Level for a ware the supplying station will use an alternate Node via INN.

Set the Maximum Stock Level on the Node in question to something lower that it's current stock, you should see the ware start to go to alternate Nodes (if in range).

There is an explanation of how INN (Inter Node Networking) works in the FAQ, use this and manage your ware levels appropriately to balance distribution of wares.

Hope that helps?

LA

Edit: Added to the FAQ ;)
Zaranthan
Posts: 48
Joined: Thu, 5. Aug 10, 16:53

Post by Zaranthan »

That sounds like exactly what I want! The explanation helped me set up the network correctly (every node can see every other node), but it seemed like the nodes would only request goods from one another when they needed them to supply one of your factories. That "spillover" mechanic sounds perfect!
Mosquito missiles: Because quantity has a quality all its own.
Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
x4

Post by Logain Abler »

Zaranthan wrote:That sounds like exactly what I want! The explanation helped me set up the network correctly (every node can see every other node), but it seemed like the nodes would only request goods from one another when they needed them to supply one of your factories. That "spillover" mechanic sounds perfect!
Cool :)

Yes your right to an extent, however the request for resource comes from the factory. If the closest Node can't supply the ware the factory will check every Node in range, and any Node in INN range of that Node.

So Nodes don't actually talk to one another now, they just act as conduits into the FD Network. It was by far the biggest change from version 6 to 7, and why 7 was a complete rebuild.


LA
Coruskane
Posts: 851
Joined: Fri, 13. Jun 08, 13:14
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Post by Coruskane »

hello,

is FDN/PM v7 compatible with LI mod v5? Apparently SRM hasn't yet been updated to integrate LI Mod v7 correctly and is only compatible with Li Mod v5.
Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
x4

Post by Logain Abler »

Coruskane wrote:hello,

is FDN/PM v7 compatible with LI mod v5? Apparently SRM hasn't yet been updated to integrate LI Mod v7 correctly and is only compatible with Li Mod v5.
No, FDN/PM v7 require LI Mod v7, they won't work with LI Mod v5.

From the OP:
FDNv7 script is only compatible with X3:TC 2.5

FDNv7 is not compatible with older versions, or existing game saves with FDN stations deployed

If you do not intend to use LI_Modv7 you will need to remove the following any script file starting “plugin.LI.Dock.xxxx”.
This is a precaution only if you are using other mods that contain FDN dock references


Mod file was changed because (from the guide):
Modified HQ & Blueprint issues:
The game will only recognise the last HQ type dock deployed when saving Blueprints to the player HQ. This is an issue for any Mod using modified HQ docks to provide usable storage to the player. To overcome this limitation FDN v7 and the accompanying LI Mod v7 employ the same solution as Enhanced Equipment Docks by Saetan.

The Mod file now contains two references for each LI station, one designated as an Equipment Dock and one as a HQ. The Equipment Dock is a dummy ref which is installed at Shipyards for purchase and deployment by the player.
When the player opens the FDN Main Menu or Configuration Menu all player docks are checked and if there is a dummy dock deployed it will be replaced by the appropriate HQ version.


FDN/PM will run without LI_Modv7. However if you have LI docks deployed you will have to remove them from your game before removing LI_Modv7

LA
Rrail
Posts: 21
Joined: Mon, 20. Sep 10, 08:55

Post by Rrail »

First, I'd like to say, between all the mods you have made Logain, you are such a great member of the community.

I just started trying to work with this mod a couple hours ago and I can't not figure out what I am doing wrong. I followed the instructions on the first page properly, I believe, and I have the AL menu options for FDN as well as the Plugins Config menus for FDN. The problem is, I open up the FDN Plugins Config page in the game, and I get "No FDN Elements Found", as well as some "ReadText 9910-xxxx" thing. I can not, for the life of me, figure out how to start the whole node system.

Edit: Based on your above post, perhaps I did something wrong with the LI_modV7 cat/dat files? I didn't have a /mod file in my folder, so I created one. Is that where I went wrong? I chose that option (as opposed to renaming) because I went to the guide you linked on the first page and could not get through the walls of text.

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