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

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LarryBurstyn
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No Tractor Beam

Post by LarryBurstyn »

Unfortunately there are TL's that cannot slot a Tractor Beam into a weapon slot. Does this mean those TL's can never use Complex Cleaner. Or does it merely have to be in inventory to make Complex Cleaner useable for that TL.

Perhaps I should just find out myself...

I notice that complex's can have different number of cubes...Does it matter how many factories I put into a single cube or should I occasionally destroy the complex hub so the number of cubes can be increased to make room for the additional factories. This can get very expensive for complex hub links since NONE are saved when you destroy the hub. My current complex has 4 cubes and over 100 factories (original number not crunched number). I have occasionally destroyed the hub when crunching and noticed that the number of cubes changes every time I destroy the hub -- I assume because I added factories...but then I have to go buy links to reconnect the factories inside the cubes so production can continue. It now takes 30 links to reconnect the factories inside the cube.
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Gazz
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Post by Gazz »

Blowing up everything is optional. It will condense the complex a little more if you have added a lot of small factories.
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.
aka1nas
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Re: No Tractor Beam

Post by aka1nas »

LarryBurstyn wrote:Unfortunately there are TL's that cannot slot a Tractor Beam into a weapon slot. Does this mean those TL's can never use Complex Cleaner. Or does it merely have to be in inventory to make Complex Cleaner useable for that TL.
Nope, just needs to be in your cargo bay.
Kimmy
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Post by Kimmy »

Hi Gazz,

Thanks for this brilliant MOD.

Is there any way to stack the boxes on top of one another? My three formed themselves like this:-

http://img.photobucket.com/albums/v497/ ... 0001-1.jpg

Some ships keep crashing into the one that’s in front of the other two.
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apricotslice
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Post by apricotslice »

If ships are crashing into them, then you put them in the wrong place !

Always stick the boxes at least 15km down or up on the y axis, and never in the lanes between the gates, regardless of height.

Got to take some responsibility for crashes, and most of them happen becuase the station is in the wrong place.
sazanami
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x3tc

Post by sazanami »

Like apricot said, always put them 15 or so km off the sector centre. As for stacking, note that when you add more factories, more boxes will appear and stack on top.

Works like this, when you have a certain amount of factories, you will get 4 boxes (imagine your picture, plus one more to complete the square). Any more factories will then make another box on top of those 4, for a max of another 4 more. I think the biggest module container has 8 boxes max?
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Gazz
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Post by Gazz »

Version 4.04 released.

Added section about "Combining Mods" to the first post.

CC complexes automatically adapt even if someone should royally screw up the mod and move the stations to other indices while the stations already exist in the game.
It's practically unbreakable now, short of outright deleting it's station entries from TFactories while the objects exist in game.
This would guarantee a CTD with every mod.
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.
Virtualaughing
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Post by Virtualaughing »

YOU ARE THE GOD

Didnt tested yet but i hope will work fine
Iam a complex builder master in Reunion
(with my custom 400 day playing time:) up to 3000 stations)
and i tired to w8 until my machine can calculate these things

THANK YOU VERY MUCH
Kimmy
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Post by Kimmy »

Thanks guys,

My complex is already off-centre as you can see from the sector map:-

http://img.photobucket.com/albums/v497/ ... n00005.jpg

I moved the ‘door’ further away from the boxes. This has worked for me. No more crashes.

http://img.photobucket.com/albums/v497/ ... n00002.jpg
http://img.photobucket.com/albums/v497/ ... n00003.jpg
http://img.photobucket.com/albums/v497/ ... n00004.jpg

I’ll now add some more factories and make a 2x2 complex.

Thanks for the help..
SilverStar95
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x3tc

Post by SilverStar95 »

Any chance of having a custom equipment dock designed to work directly with the complexes, in place of a standard hub? Something for larger ships to dock at and load up, instead of having to use teleporters or freight drones.

Or if a complex hub replacement already exists, could someone point me at it?
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apricotslice
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Post by apricotslice »

There was a replacement hub in X3R, but I dont think its been ported. Armageddon did one.
SilverStar95
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Post by SilverStar95 »

So, I've noticed one unfortunate thing... The complexes love to destroy my very expensive power plants.

Well, not really destroy... but render them useless.

I drop an XL SPP in a sector, then crunch and it leaves the power plant producing 20 energy per minute, rather than the 5000 in 3 minutes it did prior to the crunch.

[EDIT]

I noticed it also does it with mines. It seems that anything involving a variable (solar strength or ore density) get ranked down to the lowest possible, when crunched.
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apricotslice
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Post by apricotslice »

If your using no-crystal SPP's, thats the effect. Thats covered multiple times in the thread, so read back.
SilverStar95
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Post by SilverStar95 »

it does the same thing with ore and silicon mines, reducing them to a value of 1?
aka1nas
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Post by aka1nas »

SilverStar95 wrote:it does the same thing with ore and silicon mines, reducing them to a value of 1?
That's based on the yield of the mine. If you use crappy enough asteroids for your mines, you might even end up with nothing when crunched as it rounds down (had a yield 3 silicon L mine that did that recently).
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apricotslice
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Post by apricotslice »

Why would you use a yeild 3 roid at all ?
SilverStar95
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Post by SilverStar95 »

aka1nas wrote:
SilverStar95 wrote:it does the same thing with ore and silicon mines, reducing them to a value of 1?
That's based on the yield of the mine. If you use crappy enough asteroids for your mines, you might even end up with nothing when crunched as it rounds down (had a yield 3 silicon L mine that did that recently).
That's kinda funny... because I built 4 large silicon mines, each with a value over 20, one at 60 or so, and after crunching it left me with only 2 silicon per unit in the complex. I think that was... a 5, 2 and 1. So, I was producing a LOT less silicon than I was before.
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apricotslice
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Post by apricotslice »

Are you sure your not confusing the size of the resulting mines ?

I ended up with at least one XL mine.
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Gazz
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Post by Gazz »

SilverStar95 wrote:That's kinda funny... because I built 4 large silicon mines, each with a value over 20, one at 60 or so, and after crunching it left me with only 2 silicon per unit in the complex. I think that was... a 5, 2 and 1. So, I was producing a LOT less silicon than I was before.
How much silicon / hour was produced before and after?
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.
aka1nas
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Joined: Thu, 7. Jul 05, 05:17
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Post by aka1nas »

apricotslice wrote:Why would you use a yeild 3 roid at all ?
Pure anal-retentiveness on my part :D . I am building out a complex in the Unknown sector east of family zyarth and wanted to include all the plantable roids.

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