[MOD/Script] LI Freight Distribution Network (FDN) - v7.2 21/11/2010

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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Logain Abler
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Post by Logain Abler »

StormMagi wrote:That sucks man, hoping for the best for ya. If I get some free time away from my ship modeling (Homeworld for X3TC :P) I might take a look at the code (if that is ok) and if I can figure out how to do stuff might see if I can help.
No problem, I'll still be about to fix things and if I have time tweak a few bit here and there. Just depends on how things go.

LA
stealthhammer
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Post by stealthhammer »

Sorry to hear LA, if I did own a company I'd help you out but sadly I don't yet.
Tasolth
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Post by Tasolth »

questions. I've got 2 S Nodes, one in Argon prime, one in Antigone Memorial
exactly 3 jumps away, Description says they can link up to 3 jumps away.

The node in Argon Prime cannot see the stations I placed in Antigone Memorial.

Both nodes are in range of an advanced satellite as well as the stations

Neither Node can see the other. I tried to do this with a relay, but that didn't work.

I dropped a relay in power circle and both nodes can see it, (2 jumps max)

Any idea why the nodes cant see the full 3 jumps ?
StormMagi
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Post by StormMagi »

That is a problem I noticed as well. The nodes can see relays at the max range way (xl - 6j (what i use)) but for node/node linking it seems to be 1 less than stated. I tried linking a node in Uranus to Omycron Lyrae and they couldn't see each other. They can see each other from Uranus to Circle of Labor though (which is 5j vs 6j).
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Logain Abler
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Post by Logain Abler »

Cheers Tasolth & StormMagi, typo on my part, fixed and uploaded:

Links:
http://rapidshare.com/files/214494009/FDNv3.2.03.zip (full Mod D/L)
http://rapidshare.com/files/214492072/F ... 3.2009.spk (spk only D/L)

LA
stealthhammer
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Post by stealthhammer »

Sorry for not doing much testing this time around LA, RL has been running me around with family getting ill and so on. I'll try to get some done today since I took the day off to take care of my mom. Sorry all.

Also keep up the work LA, this keeps getting better and better. Only wish I had time to use it and so on.

I also set up a second XL Node in Keuper belt (however its spelled) and connected it to my first node in Montalar using projected gates front another script. Got them to see each other and even got a complex supplying e-cells but the nodes will not transfer wares automatically when I have them set to allow. Everything else seems to work well, I havn't tried ASRS yet tho. Maybe missed it in a earlier post or something.
Tasolth
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Post by Tasolth »

Well, thanks for the fast response and fix :D
StormMagi
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Post by StormMagi »

NP LA.

I am getting around the Trading Dock not being supplied with wares by using the Cargo Delivery Service script to haul goods from the Node to the Stations although I have to use a TS for every ware I want transfered but it is filling the gap.
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stealthhammer
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Post by stealthhammer »

I got the docks being stocked with wares with the node automatically when linked, I just cant get the additional nodes to transfer when linked.
StormMagi
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Post by StormMagi »

I wonder if i just should ditch the 2nd node since everything atm is in range of the 1st node and try that =/

Actually the Relay in Omicron Lyrea is still out of range of Uranus for some reason. Even though it is six jumps away, I haven't had a change to check the Node Range fix yet though.
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Tasolth
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Post by Tasolth »

Another Question: Is it normal for the FDN to take around 4 minutes before it will pull wares out of a station, and redistribute them ?

Reason I'm asking, I have a finely balanced complex running, and its barely meeting its self produced energy needs. It should have a decent surplus. My crystal fabs sometimes start flashing because they don't have meatsteaks, but the cahoona bakery's have plenty enough for the next cycle in them. But its not being pulled out. The same thing for the cattle ranches to the bakery's.

Now, I do realize that I can add resources into the mix to help offset it, but it can get annoying especially after adding additional structures to the complex, and then having to wait for them to get energy and other resources. This is especially troublesome with crystal fabs which can take "4" minutes after being placed and linked, and then take 8 minutes to produce their first crystals. In the mean time my energy supplies take a big hit.

I'm not trying to dis FDN, I love some of the functionality it provides, but I'm considering having to actually put it all into a real complex, which is a lot of wasted time and money when using Gazz's Complex cleaner.

To sum it up, 4 minutes is a little too long to wait before updating wares in all stations.
Perhaps if a station cannot meet its next production cycle it causes the script to run in more frequent intervals to acquire the goods it needs ?

Or, Have an option that can be set to alter the performance of the script maybe :30 second intervals, 2 minutes ? 10 seconds for a beastly computer ? Hey I can wish can't I ? :roll:
StormMagi
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Post by StormMagi »

Yeah it cycles every few minutes, but 3-4 minutes sounds about right. I have an extra SPP or two in there to boost production (and sell leftovers ^_^)

I ran into that problem at first and I still do with some new weapon complexes that I added in. Ultimately I just had to sit down and let them run for a while and the flashing went away. The way supplying seems to work is the Node with keep the complex/factory supplied with enough wares for 1 cycle. If your complex has 20 crystal fabs (like mine) it won't transfer any wares until it has enough for 1 cycle for ALL factories (this is per ware). So if there aren't enough meatstakes it won't supply until it has enough for a cycle for every factory in the complex. Sometimes it just takes some time to build up enough stock in the Node for the blinking to go away.

You might not want to use this with a finely balanced complex because of this. Or you can just throw in an extra cattle farm and cahoona bakery to boost production. This mod really shines when you have multiple sectors and large installations going. ATM I have something like 250 or so stations single (or complexed) linked to 1 XL node and it has made supplying much easier since they are scattered for 3-4 sectors.
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Logain Abler
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Post by Logain Abler »

FDN runs its cycle every three minutes.

It calculates the movement of wares as follows:

a) Current level of wares in the Station/Complex.
b) The cycle time of the Product
c) Number of resources needed for each resource ware
d) The remaining time of the Production cycle

If the cycle is less than 180 seconds (3 minutes) it will send 4 * the required amount per cycle – the current station level

As the Production time increases the amount sent will decrease, so if there is a Product taking hours there will only ever be one cycle worth of wares stored locally at the station, unless the cycle time remaining is less than 3 minutes, then FDN will ensure there is 2 * the amount required to cover the next cycle.
Tasolth wrote:My crystal fabs sometimes start flashing because they don't have meatsteaks, but the cahoona bakery's have plenty enough for the next cycle in them. But its not being pulled out. The same thing for the cattle ranches to the bakery's.
Couple of things to check for the above:

Are the stations linked to a Node, via the Node or the Nodes linked Relay?

If the Node is not removing the Meatsteakes from the bakery’s it’s because:
a) It can’t see the Stations so it’s not removing the Product
b) The Station is set not to release its Product to the Node
c) The Relay is not linked to the Node, or is working in Standalone Mode so the Node does not have access to the Products.

If I have issues with the supply cycle I start my fault finding from the top level (The Node) and work my way down.
a) Check Node settings
b) Check Node links to Node, Relay and Stations in sector
c) Check Relays link to Stations in remote sectors
d) Check the Wares report each cycle to review the movement of wares. This will tell you what’s come in & what’s gone out and any shortfalls.

Edit: FDN uses the al engine timer to start the supply cycle, if you want to have a play with time timing change the below line in the al.FDN.event script file:

Code: Select all

 0016       al engine: set plugin $al.PluginID timer interval to 180 s
For my needs (I don't use complexes) I've found 3 minutes to be the sweet spot. However for balanced complexes there will be the FDN overhead to take into account, by this I mean it will ensure there is always (most of the time) and extra cycle worth of wares in the station.

I suggest having a play with the settings, If the complex is self sustaining set it to supply its final Product to the Node, set the other stations within the complex to supply Node off. FDN will still monitor the resources and supply anything needed but if stop it from removing intermediate Products.


LA
Tasolth
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Post by Tasolth »

Well. you thoroughly shot up my idea :shock: but hey, you had it worked out from the beginning. I just need to make sure there are enough starting wares, and then everything should be fine.

I guess it's still egosofts fault for making systems with suns that produce 150% energy, causing my exact loops to break when the spp uses its crystals too fast.

Oh well, thanks for clearing that up. :oops:
Logain Abler
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Post by Logain Abler »

Tasolth wrote:Well. you thoroughly shot up my idea :shock: but hey, you had it worked out from the beginning. I just need to make sure there are enough starting wares, and then everything should be fine.

I guess it's still egosofts fault for making systems with suns that produce 150% energy, causing my exact loops to break when the spp uses its crystals too fast.

Oh well, thanks for clearing that up. :oops:
Not a problem, happy to help :)

Let me know how you get on and if there are any other issues.

LA
StormMagi
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Post by StormMagi »

Tasolth wrote:Well. you thoroughly shot up my idea :shock: but hey, you had it worked out from the beginning. I just need to make sure there are enough starting wares, and then everything should be fine.

I guess it's still egosofts fault for making systems with suns that produce 150% energy, causing my exact loops to break when the spp uses its crystals too fast.

Oh well, thanks for clearing that up. :oops:
Have you tried using the complex calculator to help with that?


LA - How hard would it be to let Trading Stations (and/or racial Trading Docks) do resupplying as well? I am asking this since I finally managed to get the Trading docks supplied.

BTW the XL node range for relays is still only 5j instead of 6j. The Node/Node range is fixed (at least for XL's)
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stealthhammer
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Post by stealthhammer »

I still can't get my second xl node to become stocked and its linked with the first and everything is set to allow. I can do it manually though. I do almost have the first stocked and do have the trade station stocked, only has taken almost two weeks of continues play... :lol:

Am I missing something or is the second node ware transferring not automatic?
Afro Luigi
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Post by Afro Luigi »

I love the premise of this mod but I have been unable to install it, due to not being able to get the Plug in Manager thing to work. So I was wondering if there is way to install this mod without using the Plug in Manager :?:
Forum Lurker, nothing to see here.
StormMagi
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Post by StormMagi »

I haven't had a chance to test this idea yet. Have you created complexes that need materials that the 1st node has but the complexes are linked to the 2nd node? I am wondering if it will draw from the first node then or if you will still have to do it manually.
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Logain Abler
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Post by Logain Abler »

StormMagi wrote:I haven't had a chance to test this idea yet. Have you created complexes that need materials that the 1st node has but the complexes are linked to the 2nd node? I am wondering if it will draw from the first node then or if you will still have to do it manually.
If the wares are in the 2nd Node, the 1st Node will have access to them as long as you set the 2nd Node to allow the 1st Node access to the wares.

If the 1st Node falls short of a ware it will check the stock levels of the linked Node and if allowed removes what it requires.

LA
Last edited by Logain Abler on Tue, 31. Mar 09, 09:18, edited 1 time in total.

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