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

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FabryAlliance
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Post by FabryAlliance »

It believed that i solved the problem but it isn't.
I've only reinstalled the Debris Repair and utilization script and i have this message when i load my savegame :
Complex Cleaner V344 installation/upgrade: FALIURE
Text files: detected
Station Objects : Not detected at index null
:o
So when i go to see the production of my factories , their names are
your<Invalid Alfa>

What's happened! :?:
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Gazz
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Post by Gazz »

The mod is not installed.

Not present, not activated... whatever.
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semiliterate
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Post by semiliterate »

is it possible for me to change the ship command slot this uses? at the moment, it uses the same one as CODEA's patrol command, and both these things are essential to me.

if not, what harm is it going to do to my game having that conflict, assuming i run CC from the script editor and don't touch that command?
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Gazz
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Post by Gazz »

The collision only exists because Lucike has not officially released the english CODEA, yet, and therefore has not looked for free slots in the compatibility list.

He uses a text based command slot allocation so you only need to change the TFile.
I know there's a tutorial on how to do that in the CODEA manual.
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.
semiliterate
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Post by semiliterate »

the german CODEA manual?

hmm. any idea what bit of it? my german is limited and online translators aren't really up to scratch.

EDIT:
what happens if i alter the number 725 in this block at the end of the t file, will that do it?

apparently yes. found the tutorial in the Missile Defense Mosquito thread. however, still don't see either command, but the plugin manager is no longer reporting a conflict.

EDIT: okay, i now see Complex Cleaner. Requires a tractor beam, ahem.

final question:

are 729-731 valid custom command slots (as in, are they numbers in the right range)?

EDIT: um, yes. okay. sorry to bother you...
EphemeralDeception
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Post by EphemeralDeception »

The instructions initially state that we can only use CC on unconnected factories. Then it talks about crunching with an existing complex.

Can or can't we crunch or clean an existing complex? I have about 6 in different sectors killing my frame rates.


Could someone explain to a tired gamer how to use this with an existing, complete complex, please?

I tried on an existing complex to see what happens:

I have tried the crunch command on my complex alone in sector
(Shift+C --> 6 Custom > 1 Complex cleaner console > type 'crunch' press Return ).
Then select the sector I am in <Return>
Use Keypad cursor keys to select a position. <Return>

Resulting Meassge
'No crunchable factory types found in Sector.
I can not work with factories that are part of a complex. This would destroy the complex.'



Can the complex cleaner not actually clean a complex or am I using it incorrectly? If not it should be renamed Clean Complex Builder if it cant clean a complex ;)
Minds are like parachutes, they only function when they are open.
argon_emperor
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Post by argon_emperor »

Factories that are by themselves (i.e. like when they've just been built) can be crunched. This results in FACT <insert product here> (number). These can also be crunched.

But once you hook a factory up to a complex, the complex cleaner will not touch it. So say you have 9 Cahoona Bakery L factories (for argument's sake). Running the 'crunch' command will reduce it to a FACT Meatsteak Cahoona (40) and a FACT Meatsteak Cahoona (5). If you plonk down another Cahoona Bakery L factory, and rerun the 'crunch' command, then you'll end up with just a FACT Meatsteak Cahoona (50). However, had you connected the (40) FACT to a complex first, and only had the (5) FACT floating around, then you would've only been able to have a FACT Meatsteak Cahoona (10) floating around, and the (40) FACT would've been untouched.

You get two messages when running the 'crunch' command because the first instance is just crunching the standard factories to the new type (the FACT ones), and then the second instance combines any of the new type which can be combined. (I think)
EphemeralDeception
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Post by EphemeralDeception »

Thanks argon_emperor for the explanation.

Its just I shame I have all these annoying complexes that I can't 'fix' to reduce lag.

Still at least aly new complexes will be fine.
Minds are like parachutes, they only function when they are open.
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Gazz
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Post by Gazz »

EphemeralDeception wrote:Its just I shame I have all these annoying complexes that I can't 'fix' to reduce lag.
Well, you can make those factories unconnected.

The complex hub has a station command for that.
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.
zibafu
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Post by zibafu »

right I must be really stupid, but where exactly are the commands to do any of this stuff, ive downloaded it and turned it on, so now what, ive read the thread but I dont get what exactly I click to make it work ????
semiliterate
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Post by semiliterate »

tractor beam

custom command menu

Complex Cleaner.
zibafu
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Post by zibafu »

semiliterate wrote:tractor beam

custom command menu

Complex Cleaner.
custom command menu aint there :s
semiliterate
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Post by semiliterate »

do you have a tractor beam?
zibafu
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Post by zibafu »

semiliterate wrote:do you have a tractor beam?
yeah I reinstalled it and its there now, now my question is, I have about 4 complexes in one system, is there any way to combine em all together as thats what this mod seems to do with individual factories ?
argon_emperor
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Post by argon_emperor »

zibafu wrote:
semiliterate wrote:do you have a tractor beam?
yeah I reinstalled it and its there now, now my question is, I have about 4 complexes in one system, is there any way to combine em all together as thats what this mod seems to do with individual factories ?
Destroy Complex Hubs, so the factories are all floating around individually, then run the complex cleaner command, and use 'crunch' as your input. Voila, crunched factories.

P.S. Is there a limit as to how many factories can be crunched in any one sector? Just wondering in advance, because I was thinking of creating a super-complex, with at least a 200 size factory of EVERY type. But on the first page, it says that only 1600 factories can be recalled at once, but it doesn't mention any upper limit to the number of factories that can be crunched (total, not just at once).
zibafu
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Post by zibafu »

argon_emperor wrote:
zibafu wrote:
semiliterate wrote:do you have a tractor beam?
yeah I reinstalled it and its there now, now my question is, I have about 4 complexes in one system, is there any way to combine em all together as thats what this mod seems to do with individual factories ?
Destroy Complex Hubs, so the factories are all floating around individually, then run the complex cleaner command, and use 'crunch' as your input. Voila, crunched factories.
ok ive destructed my complex hub, all the factories are floating about, I run the crunch command, pick a position, thats no where near anything and .... the command gets rejected ?
argon_emperor
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Post by argon_emperor »

Um, can you give more detail on what factories you're trying to crunch? Including race and size. Also, try putting it WAY away from everything (like just try ridiculously far out of the way). Also, does it give an audio rejection (Betty saying command rejected), or does it have a pop-up message? If so, what's the message?
semiliterate
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Post by semiliterate »

ae: i think that recall is the old scripts. the crunch doesn't say it has a limit, and i note that the limit on the old scripts says 1000 huge fabs and 3000 others. are you talking about more than 4000 factories?

um

also, i can't seem to find a way to do this, so i might be doing it wrong, but is it possible to get more than one complex hub connected to a module container and still have all the modules in one complex? how about more than one module container in a system?
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Gazz
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Post by Gazz »

semiliterate wrote:also, i can't seem to find a way to do this, so i might be doing it wrong, but is it possible to get more than one complex hub connected to a module container and still have all the modules in one complex?
No. In X3 a complex can only have one hub.
how about more than one module container in a system?
No.
zibafu wrote:ok ive destructed my complex hub, all the factories are floating about, I run the crunch command, pick a position, thats no where near anything and .... the command gets rejected ?
Sounds about right. No idea why you should have to deal with rejection.
But the main problem with these things is that the programmer always fills the blanks in the description with the proper way of doing things... because it's the obvious way to do it... for the one who wrote it.
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.
zibafu
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Joined: Sat, 13. Aug 05, 23:46
x3tc

Post by zibafu »

argon_emperor wrote:Um, can you give more detail on what factories you're trying to crunch? Including race and size. Also, try putting it WAY away from everything (like just try ridiculously far out of the way). Also, does it give an audio rejection (Betty saying command rejected), or does it have a pop-up message? If so, what's the message?
ok the complex consists of
1x mass driver forge
2x hept forge
1x concussion impulse generator forge
2x cluster flak forge
2x ppc forge
1x plasma beam cannon forge
2x mass driver ammo forge

the plasma beam forge was scripted in cause I couldnt see it available anywhere and I wanted to see what it was, I dont know if that could be affecting anything, also this complex doesnt have any resource producing factories, relies on transports going to other resource producing complexes in system.

there is an audio reject message and the text message is at this link
http://img253.imageshack.us/img253/4994 ... essage.jpg
Gazz wrote: Sounds about right. No idea why you should have to deal with rejection.
But the main problem with these things is that the programmer always fills the blanks in the description with the proper way of doing things... because it's the obvious way to do it... for the one who wrote it.
I have to deal with rejection simply because its me thats trying to do something haha.

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