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

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MenzAgitat
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Post by MenzAgitat »

Done.

Installed X3 Mod Manager, loaded .CAT file, deleted all 104??.pbd files and voilà : I can now see complex tubes again on uncrunched complexes, be thanked.

Hope there won't be additional consequences with the way your mod works, but if so, you would have told me, wouldn't you ? :wink:
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Gazz
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Post by Gazz »

Tell you about the pink fluffy bunny ears on terran ships? Nah. That would totally spoil the surprise.
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jon_argent
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Post by jon_argent »

For some reason, when I crunch a Argon SPP XL , the output drops from 2760 to 10... Is there a way to solve this?
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apricotslice
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Post by apricotslice »

Gazz wrote:Tell you about the pink fluffy bunny ears on terran ships? Nah. That would totally spoil the surprise.
Now theres an idea !

:lol:
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TerminatorSkyNET
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Post by TerminatorSkyNET »

Great mod, did a quick trial with it and works great.

Several questions,
1. Can the hub be built via FCC so i can move it around a bit
2. Does the hub need to be >10km from cube-thing

[Edit] Figured the ignore command
Last edited by TerminatorSkyNET on Thu, 15. Jan 09, 06:31, edited 1 time in total.
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apricotslice
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Post by apricotslice »

Hubs have to be done IS. Its hardcoded.

The Hub should be placed where it is completely free of any obstruction.

Ideally, you put the cube well down the sector (y) and have the hub about 10km above it, just below the traffic in the sector, well away from any other station, roid or gate.

So if the traffic is going accross y=0, then your cube should be about y =-11, and the hub at y=-1. Or cube = +11 and hub = +1 to do it the other way.

If the hub is too close to the cube, ships may hit the cube trying to dock at the hub.
Creston
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Re: [MOD] Complex Cleaner v3.40 / Modular Complexes

Post by Creston »

MillerTime wrote: 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 ?
Yes. Any new factories you add to your Borg Cube will show up as singles. If you want them merged with your others, you have to destroy the Hub, CRUNCH, then reconnect all the new FACTS. They will then be optimized.

Note that this makes absolutely no difference whatsoever (as far as I can see) for the production of your complex. Two 5 L produce just as much as five 2 M. Or three 2 M and four 1 S.

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.
Yes. It's a bit time consuming because of having to reconnect everything, but meh.

What ALWAYS happens to me is that I go to recrunch, I destroy my hub, then remember I had 40 million credits in it.... :|

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Creston
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Post by Creston »

apricotslice wrote: If the hub is too close to the cube, ships may hit the cube trying to dock at the hub.
That's not even the worst. If you put an M2 with Patrol Sector or Attack All Enemies command in your Hub sector, eventually the idiot pilot will fly into your Borg Cube and destroy himself. This happened to my Idiot Osaka captain. 130 million credits (and 8 PSPs, which are rarer than a non-buggy plot mission) down the drain. :shock:

I now build my Hub FAR outside the normal sector lanes. That seems to keep the M2 out of harm's way.

Creston
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Gazz
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Post by Gazz »

TerminatorSkyNET wrote:Several questions,
1. Can the hub be built via FCC so i can move it around a bit
2. Does the hub need to be >10km from cube-thing
How and where you place your hubs has nothing to do with the CC.

It is advisable to build the hub at least 10-15 km away from the complex simply because the latter is a massive navigation hazard.
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.
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Gazz
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Post by Gazz »

Version 3.42 released.
  • When using "drop", stations should no longer be built close to planets
  • Credits remain in the factories during crunch-operations.
    Previously, any credits from factories were transferred to the player account.
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.
mpcribeiro
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Post by mpcribeiro »

Gazz wrote:Version 3.42 released.
  • When using "drop", stations should no longer be built close to planets
  • Credits remain in the factories during crunch-operations.
    Previously, any credits from factories were transferred to the player account.
Hi Gazz

Would be possible to have the enhancements history on your 1st post? it would be easier to keep in line with changes.

I still on 3.40 I think (my complex goes pop when my TL leaves the system/I'm on same sector). What are the steps to upgrate to 3.42?

Many thanks
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Gazz
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Post by Gazz »

Upgrading works like with every other script.
Overwrite everything.

Unless the scripter seriously messed up there are never any extra steps needed.
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.
mpcribeiro
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Post by mpcribeiro »

Gazz wrote:Upgrading works like with every other script.
Overwrite everything.

Unless the scripter seriously messed up there are never any extra steps needed.
Cheers Gazz and many thanks :)
Dave242
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Post by Dave242 »

Never again will my eyes be affronted by the aesthetic horror that is my complexes. I can now throw the barf bag out of my cockpit... empty.

I went from 1mpf to 50fps. (Asteroid belt!)

My spaghetti and meatballs complex is now neatly compacted into a lasagna in a metallic insulated enclosure.

...and you say you don't cook, Gazz



Thanks very much for making this game playable (Thanks for MARS, Super Tractor as well)

:D
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apricotslice
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Post by apricotslice »

Just as a matter of interest, was this just a script change ?
Galdaroth
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Post by Galdaroth »

I found the script version of this invaluable in X3:R but I'm having problems installing the mod in x3:TC.

When the game loads I get:

Complex Cleaner V342
Installation/upgrade failure
Text files: Detected
Station Objects not detected at index null.


I have EMP 1.4 mod installed as 7 and Complex cleaner as 8. (Both fake patches) No other mods are installed, there is nothing in the Mods Folder.

I'm using patch 1.4, with all of Lucike's scripts, NPC Bailing Extension with Cycrows Community Configuration Menu, Teccgs savage script, and Universal Best Buys/Sells Locator.

Am I doing something wrong, or is it probably a conflict?
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Gazz
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Post by Gazz »

That means that the mod is not installed correctly.

Script and text files are ok.

Something must still be overwriting TFactories.txt.
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.
Galdaroth
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Post by Galdaroth »

OK, thanks. I don't know how to reset the Tfactories.txt to the default, so I'll copy the game save files and re-install without any other scripts. Am I correct in assuming the save files won't be able to corrupt TFactories.txt.
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apricotslice
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Post by apricotslice »

Do you have a tfactories in your types directory by any chance ?
Galdaroth
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Post by Galdaroth »

I've no idea. I'm at work at the moment, but I'll have a look when I get home tonight. I've programmed in quite a few languages and keep meaning to do some X3 scripting, but you guys seem to have already done most of what I want. Otherwise I'd be considerably more knowledgeable. :roll

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