[Script] Factory Complex Constructor [4.02]
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I've read this thread and my question has been asked and answered twice but I honestly don't understand the answers.
I have a TL loaded with:
1 Complex Construction Kit
1 Wheat Farm L
1 Space Fuel Distillery L
I use the General> Build Station FCC command and place the CCK at 0,0,0 offset at a location in the same sector that I am in.
I use the General > Build Station FCC command, select the CCK and enter in 0,1,0 for the Wheat Farm.
I use the General > Build Station FCC command, select the CCK and enter in 0,-1,0 for the Space Fuel Distillery.
Now I have all three stations nicely built, placed and it a nice little line but not connected in any way.
What is the obvious step that I am missing here to connect these three things into a complex?
Thanks
I have a TL loaded with:
1 Complex Construction Kit
1 Wheat Farm L
1 Space Fuel Distillery L
I use the General> Build Station FCC command and place the CCK at 0,0,0 offset at a location in the same sector that I am in.
I use the General > Build Station FCC command, select the CCK and enter in 0,1,0 for the Wheat Farm.
I use the General > Build Station FCC command, select the CCK and enter in 0,-1,0 for the Space Fuel Distillery.
Now I have all three stations nicely built, placed and it a nice little line but not connected in any way.
What is the obvious step that I am missing here to connect these three things into a complex?
Thanks
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- Posts: 130
- Joined: Sat, 3. Jan 09, 15:03
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- Posts: 130
- Joined: Sat, 3. Jan 09, 15:03
I decided to go back and buy an extra CCK to see if I can figure this out. Now I can lay out the hub, distillery and wheat farm in a nice row using the FCC.
THEN select the other CCK in my cargo bay and select "build" and it then asks me to select a station and then select another station to connect to. So I select the Hub and then the distillery which is below it. That finallt connected the hub to the distillery. The wheat farm is still not connnected.
So, I'm guessing I need to place the initial CCK as a hub (as per the instructions at 0,0,0) then place each factory and then use 2 more CCKs to connect each of them to the hub.
Anyone feel free to chime in here whenever you'd like.
THEN select the other CCK in my cargo bay and select "build" and it then asks me to select a station and then select another station to connect to. So I select the Hub and then the distillery which is below it. That finallt connected the hub to the distillery. The wheat farm is still not connnected.
So, I'm guessing I need to place the initial CCK as a hub (as per the instructions at 0,0,0) then place each factory and then use 2 more CCKs to connect each of them to the hub.
Anyone feel free to chime in here whenever you'd like.

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- Posts: 66
- Joined: Thu, 15. Jan 09, 16:25
It's my case too.Goldo wrote: Found it extremely difficult with regards to setting a complex up around a L Silicon Mine...
I would like to know the answer too, I have s imilar issue : I placed 1 mine with vanilla command, then 1 hub and 2 stations with FCC. Then I placed a Hub with vanilla command to connect the Hub to a station (like I read in the manual ?) but it just connected my 1st Hub with only 1 station. The last station and the mine remain unconnected.Crapgame wrote:I decided to go back and buy an extra CCK to see if I can figure this out. Now I can lay out the hub, distillery and wheat farm in a nice row using the FCC.
THEN select the other CCK in my cargo bay and select "build" and it then asks me to select a station and then select another station to connect to. So I select the Hub and then the distillery which is below it. That finallt connected the hub to the distillery. The wheat farm is still not connnected.
So, I'm guessing I need to place the initial CCK as a hub (as per the instructions at 0,0,0) then place each factory and then use 2 more CCKs to connect each of them to the hub.
Anyone feel free to chime in here whenever you'd like.
Second try : placing the Hub with vanilla command between 2 stations : I am asked to choose 2 stations, ok, then to place the Hib, ok... then only those 2 stations connected. Not The 1st Hub nor the mine.
Do we need to place as many Hubs as the number of stations +1 or are Crapgame and me making an error somewhere ?
NB : I use the version 4.01 Light
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- Posts: 66
- Joined: Thu, 15. Jan 09, 16:25
Crapgame -> after many searches I finally found the answer here :
http://forum.egosoft.com/viewtopic.php? ... g+stations
Yes, we need many Construction Kits.
http://forum.egosoft.com/viewtopic.php? ... g+stations
Yes, we need many Construction Kits.
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- Joined: Sun, 1. Mar 09, 12:25
YAY finally,
downloaded the 'plus' installing now and thank you very very very very much.
Just got my self stations for a space weed/space fuel complex (just supply it with e-cells) and had a hell of a time trying to place the stations neatly even by spending most time reading and reloading
this is a must have script
going to try it out now
thanks again
lord muck
downloaded the 'plus' installing now and thank you very very very very much.
Just got my self stations for a space weed/space fuel complex (just supply it with e-cells) and had a hell of a time trying to place the stations neatly even by spending most time reading and reloading
this is a must have script

thanks again
lord muck
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Question - FCC v4.0.
I have started to amass a small fortune in X3TC atm using patrol missions
and was starting to look at building complexes and my own PHQ.
So i downloaded Factory Complex Constructor but i cannot find any
txt.document where to install unzip the script. I have also searched on this
site but can't seem to find any info.
Where to unzip the FCC v4.0 ?. The main game-folder or in the scriptfolder.
{[url=http://forum.egosoft.com/viewtopic.php?t=216696][b]T[/b][b]C[/b] [b]S[/b]&M Posting [b]R[/b]ules[/url]. Merged. jlehtone}
and was starting to look at building complexes and my own PHQ.
So i downloaded Factory Complex Constructor but i cannot find any
txt.document where to install unzip the script. I have also searched on this
site but can't seem to find any info.
Where to unzip the FCC v4.0 ?. The main game-folder or in the scriptfolder.
{[url=http://forum.egosoft.com/viewtopic.php?t=216696][b]T[/b][b]C[/b] [b]S[/b]&M Posting [b]R[/b]ules[/url]. Merged. jlehtone}
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- Joined: Tue, 10. Mar 09, 12:50
FCC v4.0 - Remove Beacons?
Was setting up my next complex and suddenly i noticed i had a few saved
'station beacons' and now i can't remove them. I read the FCC manual but
it only says how to create them, not how to delete them.
'station beacons' and now i can't remove them. I read the FCC manual but
it only says how to create them, not how to delete them.
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- Joined: Wed, 6. Nov 02, 20:31
Object commands:
(Var/Number is a boolean TRUE/FALSE)
or if you need to identify an agressor:
<RefObj> destroy object: killer=Value>, show no explosion=<Var/Number>
-----------------------------------------------------------------------------------
Edit: Topics merged, misinterpreted the request (as not familiar with term FCC) as a scripting question, please ignore.
Looks interesting. Have read it before and certainly appeals as a complex manager.
Code: Select all
<RefObj> destruct: show no explosion=<Var/Number>
(Var/Number is a boolean TRUE/FALSE)
or if you need to identify an agressor:
<RefObj> destroy object: killer=Value>, show no explosion=<Var/Number>
-----------------------------------------------------------------------------------
Edit: Topics merged, misinterpreted the request (as not familiar with term FCC) as a scripting question, please ignore.
Looks interesting. Have read it before and certainly appeals as a complex manager.
Last edited by pelador on Fri, 10. Apr 09, 11:53, edited 3 times in total.
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Need advice with FCC.
After placing my PHQ I'm in the process of build some mega complex to support it. The first one in the pile is a big Argon food factory.
Basically I figured out placing all the Castle Ranch L vertically on top of each other will make them look really good. But I spent about one hours and still can not find a good position/orientation to put the Cahoona Bakery L in. I tried quite a few times and they all look funky when I try to connect the Bakeries into the Castle Ranches.
So anyone have any advice on station positioning for a good looking Argon Food complex? (10 Castle Ranch L + 10 Cahoona Bakery L). Thanks.
Basically I figured out placing all the Castle Ranch L vertically on top of each other will make them look really good. But I spent about one hours and still can not find a good position/orientation to put the Cahoona Bakery L in. I tried quite a few times and they all look funky when I try to connect the Bakeries into the Castle Ranches.
So anyone have any advice on station positioning for a good looking Argon Food complex? (10 Castle Ranch L + 10 Cahoona Bakery L). Thanks.
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- Joined: Tue, 10. Mar 09, 12:50
I am sorry, but i am quiet new to X3 and a total noob with scipts. What do i writepelador wrote:Object commands:
Code: Select all
<RefObj> destruct: show no explosion=<Var/Number>
(Var/Number is a boolean TRUE/FALSE)
or if you need to identify an agressor:
<RefObj> destroy object: killer=Value>, show no explosion=<Var/Number>
-----------------------------------------------------------------------------------
where to make those station-beacons go away?.
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- Posts: 1399
- Joined: Wed, 6. Nov 02, 20:31
If they are relevant to the FCC process i wouldnt want to advise doing anything with them without guidance from Dusty they may have a purpose?Dreez wrote:I am sorry, but i am quiet new to X3 and a total noob with scipts. What do i writepelador wrote:Object commands:
Code: Select all
<RefObj> destruct: show no explosion=<Var/Number>
(Var/Number is a boolean TRUE/FALSE)
or if you need to identify an agressor:
<RefObj> destroy object: killer=Value>, show no explosion=<Var/Number>
-----------------------------------------------------------------------------------
where to make those station-beacons go away?.
However if you download the Cycrows cheat package it has destroy ship object command already in it if you just want to do some tidying up (beacons are ship objects so should remove them). You set the beacon as the target object then in the menu you will see the destroy function.
A simple script could be done to delete the beacons but as the above already exists and can handle multiple tweak situations so useful having for testing/corrections even if you dont use it as a cheat process. Then there is the old fashion way and may be more fun of simply shooting them. If they belong to you shouldnt be an issue, but again I'd get Dusty's advice if relevant to FCC.
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- Posts: 142
- Joined: Sun, 22. Mar 09, 15:07
I have read the manual and don't seem to understand what I am doing wrong. I have built 3 stations offset from each other by 1, then added a complex hub. Now I have the 3 stations sitting there and the complex hub doesn't seem to be attached either. I was trying to do this OOS.
Humanity is a species with amnesia.
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- Joined: Wed, 1. Feb 06, 19:26
No ... it doesn't seem so ... as far as I recognized, FCC simply takes the rotation (x-, y- and z-axis) of the choosen station when building by offset.
If you want to build compact-complexes with tubes, there is still quite a lot of work to do ... especially bevause there is no source which shows the angles and positions of the nodes of a station ... at least, I don't know any.
Because of that, I started to replace complexes with compact-complexes without tubes (extra modded) by placing new stations with coords and moving them as near to the complex as possible.
I think, you can better plan you complex, because you've got a fix grid of 25 meters.
By buiilding with ofset, you can minimal move by 25 meters too, but the stations can get positions between 0 and 25 meters too. Can maybe be a kind of crap, if you want to reposition stations in your complex later.
If you want to build compact-complexes with tubes, there is still quite a lot of work to do ... especially bevause there is no source which shows the angles and positions of the nodes of a station ... at least, I don't know any.
Because of that, I started to replace complexes with compact-complexes without tubes (extra modded) by placing new stations with coords and moving them as near to the complex as possible.
I think, you can better plan you complex, because you've got a fix grid of 25 meters.
By buiilding with ofset, you can minimal move by 25 meters too, but the stations can get positions between 0 and 25 meters too. Can maybe be a kind of crap, if you want to reposition stations in your complex later.
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- Posts: 56
- Joined: Tue, 1. Jun 04, 19:47
Literally just saved my bacon! I placed my complex kit in a stupid place and blocked off my docking gantries!
Moved my stations away from it where necessary, no problem. Very intuitive.
Thank you very much
Moved my stations away from it where necessary, no problem. Very intuitive.
Thank you very much

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