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

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Gazz
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Post by Gazz »

That was an easy diagnosis.

At the top of the screenshot it says
"The command you entered was: 1"

You didn't say "crunch", you said "1".

Why?
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zibafu
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Post by zibafu »

Gazz wrote:That was an easy diagnosis.

At the top of the screenshot it says
"The command you entered was: 1"

You didn't say "crunch", you said "1".

Why?

ooooohhh that makes sense, I dunno I guess I am just used to hitting 1 thru to 4 for the different options for commands haha, cheers thats just worked now :)
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Post by UKDUTYPAID »

i dont know if it's be asked before, but i don't want to read 25 pages.

so if you can only have one module container in a sector, can i crunch and then connect the factories, then destroy the complex and add more factories, crunch again and then connect the modules again.
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Post by zibafu »

UKDUTYPAID wrote:i dont know if it's be asked before, but i don't want to read 25 pages.

so if you can only have one module container in a sector, can i crunch and then connect the factories, then destroy the complex and add more factories, crunch again and then connect the modules again.
you can keep crunching from what ive seen I think theres a limit on how many factories, but just crunch and add to the plex as necessary
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Post by UKDUTYPAID »

wicked, thanks.
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Post by shilhi »

zibafu wrote: ooooohhh that makes sense, I dunno I guess I am just used to hitting 1 thru to 4 for the different options for commands haha, cheers thats just worked now :)
:lol:

I almost did the same thing until I noticed there weren't any numbers beside the crunch command.
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Gazz
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Post by Gazz »

Mod updated for TC 2.0 data.

Module complexes built under TC 1.4 will be a complete mess since Egosoft factories now overwrite all previous CC factories with other objects.

I suggest using the CC self destruct station command.
That's a lot quicker than landing on every station to activate self destruction.


Savegames will still load fine, of course.
No object references were removed by the update, only existing objects overwritten with completely different data, making them unusable for their original purpose.
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Gazz
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Post by Gazz »

Complex Cleaner v4.00 : The Aldrin Mess

Version 4.00 released.

After Installation of both Mod and Script, old CC complexes should be converted to the new TC version.

I recommend sacrificing a chicken just to be on the safe side.


The CC 4.0 mod now contains 20 blank entries in front of it's own station objects. These will act as a buffer in case Egosoft decides to add a few more factory types.
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sazanami
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Post by sazanami »

Thanks very much for the update, I was wondering when this would come.

Just to be clear, to properly bring my 1.4 complexes into 2.0, I should first update to 2.0a, then install the updated mod/scripts immediately, or update game, save then install updated CC?
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BlkKnight
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Post by BlkKnight »

Hi gaz, I'm having some issues.

With the old complex cleaner installed using 2.0a I can load my gamesaves.

Whenever I try to load mysaves with the new version installed - I get a message about my gamesave being corrupt.

Any ideas?

I'm currently loading CC as a mod package (via the startup screen).

Any ideas?
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Gazz
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Post by Gazz »

Not really. You could try blowing up your complex hubs with the old version. Maybe they contain something that isn't connectable under 2.0.
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BlkKnight
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Post by BlkKnight »

Fixed it:

1. Patch to 2.0a
2. Patch CC
3. Launch pre 2.0a gamesave.

Much have screwed something by loading a game post 2.0a without updating CC.
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Fith
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Post by Fith »

I had the same "corrupt game saves" however loading from the auto save worked. I assume that it didnt like the fact the other game saves were "in space"...

I am now trying to resolve invisible stations...

With v4's conversion, should the Modules be ok straight from the start or do I need to destruct them.

[btw I changed the .cat / .dat numbers to follow the EMP mod as a "fake patch"]


Edit:

The stations are back after a couple of reloads.

The behavior I have noticed was that the script installed and gave confirmation. After an "Aldrin Mess" message the Modules split into their unconnected state. They then proceeded to destroy themselves accross the system.

I resolved this by reloading and when the "Aldrin Mess" message appeared, warped into each sector and "Crunched" the modules again. They appear to be fine so far so will begin reconnecting them now.


Thanks for this script. "Factory Complex Constructor is a great script, but this one is by far a better script for my game play.


Question.

Once built, is there an easy way to move the modules as I built one in a space lane? Lost a ship or two in collisions Will your tractor beam script work on them? [/u]
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BlkKnight
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Post by BlkKnight »

Ok another problem. . . .

Patched to 2.0a with ver 4 CC.

Part of the install process I guess is to break up existing containers. . . .

I'm having problems re-joining them.

I'm unable to use a construction kit oos, but as soon as i go in sector, everything collides and goes boom.

Any ideas?
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Gazz
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Post by Gazz »

These are all temporary stations, just for the conversion.
They aren't positioned or anything.
So run crunch and set them up properly.
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juanitierno
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Post by juanitierno »

Hello!

last time i tried this a few months ago my complex module (the big box) was colliding against something (probably the hub tube) and ended up exploding. Has this been fixed?

Back then i did NOT connect the actual big box with the rest of the complex, as instructed.
NoXxX
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Post by NoXxX »

I have a problem, after installing the 2.0 patch I played some hours with the 3.xx CC, but when I came to the sector where the CC was used the game freezed, and I saw that the ver 4 CC was released, after installing it I just had to crunch and reconnect my factories.
Later I was looking for the new Yaki Shipyard and instead of this, it was an odd Argon shipyard selling ... EMPCs.

I was suspecting a problem with some scripts, so I loaded up an old savegame with CC 4 installed, and this time it was the Yaki shipyard I expected to see.

So I think there was some incompatibilities between the old CC and the 2.0 patch, the problem is that I played and saved in this configuration, and installing the CC v4 did not solve the problem with 2.0+CC3 saves (but it does with old 1.4 saves)...

Is there something to do to "transform" the strange argon shipyard to the real Yaki one, or am I screwed and I have to reload my old save and lose all the boring stuff I did since the 2.0 patch ?

(and sorry for my certainly poor english...)
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apricotslice
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Post by apricotslice »

Please excuse obviously being obtuse today,

but where is the download link on the OP for the v2 version ?

I cant find it.

Can you put a big DOWNLOAD somewhere with a link next to it ? Or have you and I'm blind ?
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Post by juanitierno »

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apricotslice
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Post by apricotslice »

What is a .php3 file ?

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