[MOD/Script] LI Production Modules (PM) - v7.2 29/08/2010

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Logain Abler
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MPM v2 released 08/08/2009

Post by Logain Abler »

MPM v2 released

MPM v2 will now work on any Dock which can have Stations transferred to their hold
Module can now be set to provide their Products to any FDN Node within range.
Debug command added to Modules, individual Modules can be debugged to log file to help investigate & fix any issue

I hope you enjoy, as always feedback, good or bad is welcome :)

LA
Logain Abler
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Post by Logain Abler »

To edit the default Module number for TL's & Docks open the 9913 t file and change the below lines:

Code: Select all

    <t id="20002">5</t>
    <t id="20003">20</t>
t id 20002 is for TL's & 20003 for Docks.

Have fun!

LA
CutterJohn1
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x3tc

Post by CutterJohn1 »

You! Stop reading my mind!

I was just lamenting how annoying it is to set up fabs, and wouldn't it be great if I could simply install them in some HQ style building or something instead.. Then I started thinking about how I would go about scripting something like this, and.. well, you did it first. Woo!

I have to test first, but this may be my favorite script ever :D
Chris0132
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xr

Post by Chris0132 »

All we really need now is a big expensive structure with maybe 75 module slots and some specific station limits, so you could store maybe 5 XL SPPs and fifteen of most other things, basically like a complex in a can, except you can swap out modules when you need them.

Some similarly designed ships would also be nice, like arans except designed specifically for this, with station cargo space.
Logain Abler
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Post by Logain Abler »

CutterJohn1 wrote:You! Stop reading my mind!

I was just lamenting how annoying it is to set up fabs, and wouldn't it be great if I could simply install them in some HQ style building or something instead.. Then I started thinking about how I would go about scripting something like this, and.. well, you did it first. Woo!

I have to test first, but this may be my favorite script ever :D
Cheers, hope it works out for you.
Chris0132 wrote:All we really need now is a big expensive structure with maybe 75 module slots and some specific station limits, so you could store maybe 5 XL SPPs and fifteen of most other things, basically like a complex in a can, except you can swap out modules when you need them.

Some similarly designed ships would also be nice, like arans except designed specifically for this, with station cargo space.
I think that the next natural step for this script, it will be couple of weeks before I can look as I'm away on a course :(

LA
Tasolth
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Post by Tasolth »

Careful there LA. I'm noticing a little steam coming out those ears. :evil:

I'm just afraid that at the rate your going the nuclear power plant in your head is going to go critical :D

Keep up the awesome work.
Logain Abler
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Post by Logain Abler »

Tasolth wrote:Careful there LA. I'm noticing a little steam coming out those ears. :evil:

I'm just afraid that at the rate your going the nuclear power plant in your head is going to go critical :D

Keep up the awesome work.
:lol: , I need to start playing the game :!:

LA
Gorium
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Post by Gorium »

Performance wise, using this script and FDN, how does it compare to other building procedures?

Normal X3TC 100 station complex
Complex Cleaner 100 station mega grey cube
MPM + FDN 100 station "synergy"

I am not looking for production on the run, but good compact production, and using some TL carrying the station on-board would be cool, but I will only jump over if it's actually efficient system wise, and production wise.

Can I get any comments on people who used it for big production runs? (either for HUB plot, or for large missiles production [20 factory or more, plus the food, plus the energy... so 70-100 station loops])

Thanks for the coming feedback all.
Ryuujin
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Post by Ryuujin »

Wow, I certainly picked a good time to pick up X3TC. Between MARS and this script my ill-advised love of TL's is suddenly starting to pay off with some awesome scripts =D (My pride and joy now serves as a jump-transport-mining-vessel-mobile-drone-manufacturing-and-control-base)

And the idea of TL-Hubs replacing those fugly complexes is the sweetest idea I've heard in a long time =D
Logain Abler
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Post by Logain Abler »

Gorium wrote:Performance wise, using this script and FDN, how does it compare to other building procedures?

Normal X3TC 100 station complex
Complex Cleaner 100 station mega grey cube
MPM + FDN 100 station "synergy"

I am not looking for production on the run, but good compact production, and using some TL carrying the station on-board would be cool, but I will only jump over if it's actually efficient system wise, and production wise.

Can I get any comments on people who used it for big production runs? (either for HUB plot, or for large missiles production [20 factory or more, plus the food, plus the energy... so 70-100 station loops])

Thanks for the coming feedback all.
I ramped up the number of modules on one of my FDN XL nodes to 200, I set the first 80 to 100 for resource building and used the rest for missile, ammo & drone production, which I could tweak and change on the fly as needed.

Works for me, but I would say that :P

LA
Logain Abler
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Post by Logain Abler »

D'oh updated the wrong post.
Last edited by Logain Abler on Tue, 18. Aug 09, 18:55, edited 3 times in total.
stealthhammer
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Post by stealthhammer »

So.....if i am reading this right each module is a station and the Complex Caclulater will still be valid for requirment side of things? and each station can produce 1 ware were else if for example the adv sat produces 2, the MPM will only produce 1 ware?
"The more we, as a human race, becomes more advanced, the more we, as a human race, lose our humanity and common sense." - Sean Patrick Feeney

"Technological progress is like an axe in the hands of a pathological criminal." - Albert Einstine
Logain Abler
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Post by Logain Abler »

stealthhammer wrote:So.....if i am reading this right each module is a station and the Complex Caclulater will still be valid for requirment side of things? and each station can produce 1 ware were else if for example the adv sat produces 2, the MPM will only produce 1 ware?
Not the Module will still produce the same amount of the ware. One product means where you have a forge which has 2/3 products.

The great thing about MPM is you only need one station in the hold, but can link that single station to multiple of modules. MPM is so powerful when used on a Node; you can tweak or totally change your production stream on the fly :D

As for the calc side of things, yes, MPM takes the production values from the station and mirrors them in a Module.

LA
stealthhammer
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Post by stealthhammer »

Yeah....Think i just read something about the mirroring. You beat me to the post before I could edit it.

I did read the part about the TS, maybe say make the TS have mass driver ammo, chain gun ammo and maybe a adv sat module only. Be more or less a support role though...
"The more we, as a human race, becomes more advanced, the more we, as a human race, lose our humanity and common sense." - Sean Patrick Feeney

"Technological progress is like an axe in the hands of a pathological criminal." - Albert Einstine
Logain Abler
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Post by Logain Abler »

stealthhammer wrote:Yeah....Think i just read something about the mirroring. You beat me to the post before I could edit it.

I did read the part about the TS, maybe say make the TS have mass driver ammo, chain gun ammo and maybe a adv sat module only. Be more or less a support role though...
After a bit of thought, TS class ships are just too small for MPM :( . I may do something similar to CSecG for ammo & missiles.... Would be so easy to adapt the existing script.

Food for though :!:


LA
stealthhammer
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Post by stealthhammer »

I'm not familiar with CSecG sorry.

Edit - ahh, energy cell generator. Would be interesting though, have it need the FDN or dock at a complex to restock on wares maybe?
"The more we, as a human race, becomes more advanced, the more we, as a human race, lose our humanity and common sense." - Sean Patrick Feeney

"Technological progress is like an axe in the hands of a pathological criminal." - Albert Einstine
mark_a_condren
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x3tc

Post by mark_a_condren »

LA

I downloaded the new Main Menu from the link to give it a try, the menu could us some work in my opinion. Just to clear up the way it lets you know whats going on.

Can you please also post a link to the updated text file that goes with it.
At the moment i am getting readtext errors, i had a look at the new script and the 9913 txt file and txt id's: 147 to 152 aren't in the text file.

Also, is there a way to clear up the configuration menu so you know what stations in the hold are active. after you start to get 3 or 4 of the same type of station in there it can get confusing as to which ones are runnig and which ones aren't. Just adding "In-active" or "Active" after the station would clear it up.

Edit: This is what i had in mind

[ external image ]

Also, If i have 3 Crystal Fab L's in the hold it only shows up Crystal Fab L once, as the pic above, when i took this screen shot i had 3 x Crystal Fab L, 3 x Cattle Ranch L, 3 x Cahoona Bakery L's in the hold.

Q's: Can you link a station that can make mulitple items multiple times ie: a Special weapons fab and link it once to make Mass Drivers and then link it again to make Mass Driver Ammo?


MarCon
someone else
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Post by someone else »

a couple thoughts for future developments:

- making TS homebased to the TL recognize the MPM TL as a "station" and making them use the trade command software like it was the "station" active via MPM and trasferring wares via Transporter device.

- instead of TS that produce ammo you can do that for TMs and M1s... but it sounds abit too easy imho. :P
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Logain Abler
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Post by Logain Abler »

mark_a_condren wrote:LA
Can you please also post a link to the updated text file that goes with it.
At the moment i am getting readtext errors, i had a look at the new script and the 9913 txt file and txt id's: 147 to 152 aren't in the text file.
D'oh. Will do.
mark_a_condren wrote: Also, is there a way to clear up the configuration menu so you know what stations in the hold are active. after you start to get 3 or 4 of the same type of station in there it can get confusing as to which ones are runnig and which ones aren't. Just adding "In-active" or "Active" after the station would clear it up.

Edit: This is what i had in mind

[ external image ]


Also, If i have 3 Crystal Fab L's in the hold it only shows up Crystal Fab L once, as the pic above, when i took this screen shot i had 3 x Crystal Fab L, 3 x Cattle Ranch L, 3 x Cahoona Bakery L's in the hold.
Not sure why you would have more than one station type in the hold, MPM can link multiple modules to a single station. The stations are not active, modules use then to clone the production values.
mark_a_condren wrote: Q's: Can you link a station that can make mulitple items multiple times ie: a Special weapons fab and link it once to make Mass Drivers and then link it again to make Mass Driver Ammo?
No you can't, maybe in later releases but not at the moment.

LA
Logain Abler
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MPM v3 18/08/2009

Post by Logain Abler »

MPM v3 released

Please see OP for details.

LA

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