[Mod] Litcube's Saturn Complex Hub V0.99b
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 4254
- Joined: Fri, 20. Oct 06, 19:02
Update!
0.92b:
- An admittedly huge bug. Setting a SCH's production to energy cells looked like it was working properly, but it wasn't. There was an issue with the size of the station calculated resulting in the support factories being added to the production configuration, but not the main production factories. The result was that the SCH required far less factories to engage than what should have been required. This has been fixed. If you have SCHs that produce energy cells, I'd recommend disengaging them, removing the factories, resetting, and apply the configuration again. If you do not have a currently running SCH producing energy, this bug will not have effected you.
0.92b:
- An admittedly huge bug. Setting a SCH's production to energy cells looked like it was working properly, but it wasn't. There was an issue with the size of the station calculated resulting in the support factories being added to the production configuration, but not the main production factories. The result was that the SCH required far less factories to engage than what should have been required. This has been fixed. If you have SCHs that produce energy cells, I'd recommend disengaging them, removing the factories, resetting, and apply the configuration again. If you do not have a currently running SCH producing energy, this bug will not have effected you.
-
- Posts: 73
- Joined: Fri, 28. Oct 05, 18:40
ok, since then i have deleted everything, all mods/scripts and x3tc, reinstalled x3, updated it to 3.1, applied the bonus pack
then added in SH complex hub. i didn't rename the .dat and .cat files and left them in the root of the directory, with my other .cat .dat files
loaded the game up and checked the saturn 3 shipyard from my uni map. it shows federal argon shipyard for sale, for about 680k and produces low yeild side arms.
not sure what to do. i don't mind going to back to 0 scripts and mods till i can get this to work.
any tips ?
edit, i just checked the x3 launcher, clicked mod folder and it says MARS Repair drones
wondering if that might be it.
also when i paste SHCH into my directory it overwrites !station.cmd.idle.pl.pck
after some messing around. i picked terran defender start and went to saturn 3 and the shipyard is working fine. i then loaded my actual game save up and checked the shipyard with uni map and it is back to federal argon shipyard.
i don't understand what's going on, does it only work on new games?
then added in SH complex hub. i didn't rename the .dat and .cat files and left them in the root of the directory, with my other .cat .dat files
loaded the game up and checked the saturn 3 shipyard from my uni map. it shows federal argon shipyard for sale, for about 680k and produces low yeild side arms.
not sure what to do. i don't mind going to back to 0 scripts and mods till i can get this to work.
any tips ?
edit, i just checked the x3 launcher, clicked mod folder and it says MARS Repair drones
wondering if that might be it.
also when i paste SHCH into my directory it overwrites !station.cmd.idle.pl.pck
after some messing around. i picked terran defender start and went to saturn 3 and the shipyard is working fine. i then loaded my actual game save up and checked the shipyard with uni map and it is back to federal argon shipyard.
i don't understand what's going on, does it only work on new games?
THE CAKE IS NOT A LIE !
-
- Posts: 4254
- Joined: Fri, 20. Oct 06, 19:02
AK247 wrote:ok, since then i have deleted everything, all mods/scripts and x3tc, reinstalled x3, updated it to 3.1, applied the bonus pack
then added in SH complex hub. i didn't rename the .dat and .cat files and left them in the root of the directory, with my other .cat .dat files
loaded the game up and checked the saturn 3 shipyard from my uni map. it shows federal argon shipyard for sale, for about 680k and produces low yeild side arms.
not sure what to do. i don't mind going to back to 0 scripts and mods till i can get this to work.
any tips ?
edit, i just checked the x3 launcher, clicked mod folder and it says MARS Repair drones
wondering if that might be it.
also when i paste SHCH into my directory it overwrites !station.cmd.idle.pl.pck
after some messing around. i picked terran defender start and went to saturn 3 and the shipyard is working fine. i then loaded my actual game save up and checked the shipyard with uni map and it is back to federal argon shipyard.
i don't understand what's going on, does it only work on new games?
Firstly, it's supposed to overwrite the !station.cmd.idle.pl.pck, just like it says it will in the OP.
I'm not sure why you didn't rename the .cat/.dat. You're supposed to. For TC 3.1, it'll be 14. Because you're having so many problems, I'd suggest throwing both .cat/.dat into the mod folder, and selecting that as your mod.
If you the Mars Repair Drones has a TFactory.txt in the mod, it will overwrite mine.
It does not only work in new games. It will work on an existing game.
-
- Posts: 73
- Joined: Fri, 28. Oct 05, 18:40
ok, i'll try what you said
the thing i find strange is, it works in a new game load, but not my existing game.
also a side note for your instructions, it says "you can rename . . ." the "can" suggests it's not needed, so i wasn't sure if i should or not (even though i did many times.
where can i find this Tfactory.txt file, when i paste mars into my game directory, it does not ask to overwrite any tfactory.txt file, also when i past in the complex hub, it does not ask to overwrite that file.
what if there is something else wrong with my game save ?
would it be worth uploading it so you can try it out ?
edit - my save file can be downloaded from the link below
http://d01.megashares.com/dl/ecd7696/X13.sav
the thing i find strange is, it works in a new game load, but not my existing game.
also a side note for your instructions, it says "you can rename . . ." the "can" suggests it's not needed, so i wasn't sure if i should or not (even though i did many times.
where can i find this Tfactory.txt file, when i paste mars into my game directory, it does not ask to overwrite any tfactory.txt file, also when i past in the complex hub, it does not ask to overwrite that file.
what if there is something else wrong with my game save ?
would it be worth uploading it so you can try it out ?
edit - my save file can be downloaded from the link below
http://d01.megashares.com/dl/ecd7696/X13.sav
THE CAKE IS NOT A LIE !
-
- Posts: 4254
- Joined: Fri, 20. Oct 06, 19:02
Your savegame won't help much. I'd have to download and install every mod you've downloaded and installed in order to replicate the environment.
However, I think I know what's going on. You saved your game with the package installed incorrectly. When you first installed SCH, the script created the shipyard in Saturn 3, and added the wrong wares (because it wasn't installed right). This script will only add wares to the shipyard if the shipyard IS NOT THERE already. So now that you have it installed correctly, it's still not going to add the SCHs on account of the shipyard already being there.
Download Cycrow's Cheat package. Destroy that shipyard in Saturn 3. Save your game. Reload your game.
That should do it.
However, I think I know what's going on. You saved your game with the package installed incorrectly. When you first installed SCH, the script created the shipyard in Saturn 3, and added the wrong wares (because it wasn't installed right). This script will only add wares to the shipyard if the shipyard IS NOT THERE already. So now that you have it installed correctly, it's still not going to add the SCHs on account of the shipyard already being there.
Download Cycrow's Cheat package. Destroy that shipyard in Saturn 3. Save your game. Reload your game.
That should do it.
-
- Posts: 73
- Joined: Fri, 28. Oct 05, 18:40
ok thanks for that
i'll go try it now. just need to delete and paste in my vanilla directory, puts the mods i want on it then try it again
side note. the .cat and .dat file will be placed in my directory and renamed to 14.dat 14.cat
i'll paste the rest of the stuff as usual, i'll also paste SCH in last, so that if any other things i have effected it. this should in theory overwrite them and be the one that works
i'll look how to use the cheat scripts, but if you could tell me how to destroy something with it, that would help. thanks
alright, i deleted the shipyard, saved, reloaded and now it's working as intended.
side note, the shipyard is below the gate, when i did the terran defender start it was above. is the posistion random ?
i was in sector when i did this
it seems a good idea to increase the storage of my TL's how do i go about doing this ?
i'll go try it now. just need to delete and paste in my vanilla directory, puts the mods i want on it then try it again
side note. the .cat and .dat file will be placed in my directory and renamed to 14.dat 14.cat
i'll paste the rest of the stuff as usual, i'll also paste SCH in last, so that if any other things i have effected it. this should in theory overwrite them and be the one that works
i'll look how to use the cheat scripts, but if you could tell me how to destroy something with it, that would help. thanks
alright, i deleted the shipyard, saved, reloaded and now it's working as intended.
side note, the shipyard is below the gate, when i did the terran defender start it was above. is the posistion random ?
i was in sector when i did this
it seems a good idea to increase the storage of my TL's how do i go about doing this ?
THE CAKE IS NOT A LIE !
-
- Posts: 153
- Joined: Fri, 23. Apr 10, 19:23
-
- Posts: 73
- Joined: Fri, 28. Oct 05, 18:40
i have a question
what do the numbers mean interms of size
i thought that each number meant there would be one extra factory of the type you choose
i.e. an SCH XXL 20 - set to chip plants has 20 chip plants, which i made
i now have an xxl 40 set to teladianium L foundry - it says 8 foundys ??
what do the numbers mean, because there is no way to tell how many of a factory it will ask for in the input, please provide a list if possible or maybe an update that works on the basis i said, i feel it would be much better that way overall, as we can use an online complex calculator, put in 40 of a factory and see how much is produced. the SCH calculator would just make it self sufficient for us.
what do the numbers mean interms of size
i thought that each number meant there would be one extra factory of the type you choose
i.e. an SCH XXL 20 - set to chip plants has 20 chip plants, which i made
i now have an xxl 40 set to teladianium L foundry - it says 8 foundys ??
what do the numbers mean, because there is no way to tell how many of a factory it will ask for in the input, please provide a list if possible or maybe an update that works on the basis i said, i feel it would be much better that way overall, as we can use an online complex calculator, put in 40 of a factory and see how much is produced. the SCH calculator would just make it self sufficient for us.
THE CAKE IS NOT A LIE !
-
- Posts: 4254
- Joined: Fri, 20. Oct 06, 19:02
An SCH production of x20 will require factories equal to an initial output of 20. Chip plants produce at x 1, therefore require 20 of them to make up x20.AK247 wrote:i have a question
what do the numbers mean interms of size
i thought that each number meant there would be one extra factory of the type you choose
i.e. an SCH XXL 20 - set to chip plants has 20 chip plants, which i made
i now have an xxl 40 set to teladianium L foundry - it says 8 foundys ??
what do the numbers mean, because there is no way to tell how many of a factory it will ask for in the input, please provide a list if possible or maybe an update that works on the basis i said, i feel it would be much better that way overall, as we can use an online complex calculator, put in 40 of a factory and see how much is produced. the SCH calculator would just make it self sufficient for us.
An SCH production of x40 will require factories equal to an initial output of 40. Teladianium Foundries of size L are x5 output. Therefore 8 are required to make x40.
In addition, all support factories are required as well, i.e. whatever's needed to support the 8 foundies or the 20 chip plants. An online complex calculator will still come up with the same values.
S = x1
M = x2
L = x5
XL = x10
I'll be coming out with an update soon that enables a calculator via hotkey. You press the hotkey, select an SCH, and it will allow you to play with the configuration without having to purchase anything. This way, you'll know what you're getting into. I've already written it, just testing now.
-
- Posts: 37
- Joined: Mon, 7. Jan 08, 23:57
-
- Posts: 4254
- Joined: Fri, 20. Oct 06, 19:02
Exactly the same as a normal SPP in a complex. The production/resource consumption increases for SPP's in sun sectors higher than 100%.101010 wrote:I've also got a question regarding the suns being taken into account for SPPs. What role dose the percentage of the suns have? The higher the percentage the faster SPPs produce e-cells?
-
- Posts: 472
- Joined: Sun, 3. Jan 10, 22:15
Is there a good technical reason you have to have an SCH selected? What if I'm just flying around in a random sector and want to start planning a complex? Or am I misreading "select" as "target" and what you actually meant was that the calculator menu lets you select an SCH size to play with?Litcube wrote:I'll be coming out with an update soon that enables a calculator via hotkey. You press the hotkey, select an SCH, and it will allow you to play with the configuration without having to purchase anything. This way, you'll know what you're getting into. I've already written it, just testing now.
-
- Posts: 4254
- Joined: Fri, 20. Oct 06, 19:02
Oh, I didn't explain myself propperly. "Select" from a menu of SCH types, 1 to 400. The calculator doesn't have anything to do with the objects in game, its purely a menu driven information system.HotSake wrote:Is there a good technical reason you have to have an SCH selected? What if I'm just flying around in a random sector and want to start planning a complex? Or am I misreading "select" as "target" and what you actually meant was that the calculator menu lets you select an SCH size to play with?Litcube wrote:I'll be coming out with an update soon that enables a calculator via hotkey. You press the hotkey, select an SCH, and it will allow you to play with the configuration without having to purchase anything. This way, you'll know what you're getting into. I've already written it, just testing now.
Tomorrow ill put it up.
-
- Posts: 73
- Joined: Fri, 28. Oct 05, 18:40
-
- Posts: 4254
- Joined: Fri, 20. Oct 06, 19:02
It would be possible, but it'd also be a little clunky.AK247 wrote:oh cool, that makes sense
do you think it would be possible if there was a custom SCH we could buy, that has no configured size, we just keep loading what ever factorys we want in it and then press engage when everything was correct ?
-
- Posts: 4254
- Joined: Fri, 20. Oct 06, 19:02
Update
0.93b:
- Saturn Complex Hub calculator now implemented as a hotkey. To set it up, go into your controls -> interface, and find "Saturn Complex Hub Calculator". Set a hotkey for it. When you're done, hit the hotkey to bring up the calculator.
- When configuring stations, the SCH engine will now prefer the highest size factories, if the end result is the same. For example, if 5 x Crystal Fab M are required for the support of a factory, it will use 2 x Crystal Fab L instead. As long as there is no difference, the engine will now use the largest factories possible. This should help with upgrading your SCHs by allowing you to keep using installed factories from obsolete SCHs and transfer them into new ones.
0.93b:
- Saturn Complex Hub calculator now implemented as a hotkey. To set it up, go into your controls -> interface, and find "Saturn Complex Hub Calculator". Set a hotkey for it. When you're done, hit the hotkey to bring up the calculator.
- When configuring stations, the SCH engine will now prefer the highest size factories, if the end result is the same. For example, if 5 x Crystal Fab M are required for the support of a factory, it will use 2 x Crystal Fab L instead. As long as there is no difference, the engine will now use the largest factories possible. This should help with upgrading your SCHs by allowing you to keep using installed factories from obsolete SCHs and transfer them into new ones.
-
- Posts: 73
- Joined: Fri, 28. Oct 05, 18:40
quick question, i tried unloading a factory from an sch into my mammoth - 3 factories went in it and the other 4 vanished from the sch and were not in the mammoth (mammoth was full) is this a bug ?
second thing. i've made a teladianium sch to use for the hub plot. i set a freighter using external commodity logistics to ferry the teladium to the hub. my first waypoint is to refuel jump energy. second waypoint is load full cargo of teladianium and third is to unload at hub.
is that the correct setup ? because my transport does not seem to be refueling jump fuel. apart from that he does what he needs to. the SCH has extra energy cells for his fuel, but wont get loaded onto him
second thing. i've made a teladianium sch to use for the hub plot. i set a freighter using external commodity logistics to ferry the teladium to the hub. my first waypoint is to refuel jump energy. second waypoint is load full cargo of teladianium and third is to unload at hub.
is that the correct setup ? because my transport does not seem to be refueling jump fuel. apart from that he does what he needs to. the SCH has extra energy cells for his fuel, but wont get loaded onto him
THE CAKE IS NOT A LIE !
-
- Posts: 4254
- Joined: Fri, 20. Oct 06, 19:02
Probably a bug. I'll see if I can replicate the scenario. I'm assuming you didn't have enough cargo space in the holdAK247 wrote:quick question, i tried unloading a factory from an sch into my mammoth - 3 factories went in it and the other 4 vanished from the sch and were not in the mammoth (mammoth was full) is this a bug ?
I dunno. I don't use commodity logistics. I'd set the auto-fuel supply to 60 jumps. It'll load fuel that way, which is what I do.AK247 wrote:second thing. i've made a teladianium sch to use for the hub plot. i set a freighter using external commodity logistics to ferry the teladium to the hub. my first waypoint is to refuel jump energy. second waypoint is load full cargo of teladianium and third is to unload at hub.
is that the correct setup ? because my transport does not seem to be refueling jump fuel. apart from that he does what he needs to. the SCH has extra energy cells for his fuel, but wont get loaded onto him
-
- Posts: 4254
- Joined: Fri, 20. Oct 06, 19:02
-
- Posts: 73
- Joined: Fri, 28. Oct 05, 18:40