[MOD/Script] LI Freight Distribution Network (FDN) - v7.2 21/11/2010
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Strange, didn't have that problem with any of my test save games. Give me fivemostlikely wrote:I'm probably doing something wrong... but,
-I loaded up a save-game that had version 2f. running
-Disabled FDN in the AL settings.
-Saved.
-Removed the script files (plugin manager, I made sure it worked)
-Installed version 2.1 (plugin manager again)
-Loaded up the previous save.
-Enabled FDN in the AL settings.
-Checked my 2 stations (1 XL solar plant, 1 Energy chaingun plant)
no FDN command in command console.
-Created a brand new station (XL solar plant again)
no FDN command in the command console.
-Ran the plugin.FDN.Setup script script (modified to ignore the input argument)
no FDN.
Was the fdn menu moved or did I do something wrong while upgrading?

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Can anyone confirm if this works with Gazz's excellent Complex Cleaner mod? (it basically takes all the factories that would be part of a complex and sticks them inside a simple to render cube to massively improve game performance).
http://forum.egosoft.com/viewtopic.php?t=225042
http://forum.egosoft.com/viewtopic.php?t=225042
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I've not tested with Complex Cleaner but FDN works with Complexes. It classes the factories which are part of Complex as just factories. FDN only takes Complexes into account for the Menu & Report.northernlights wrote:Can anyone confirm if this works with Gazz's excellent Complex Cleaner mod? (it basically takes all the factories that would be part of a complex and sticks them inside a simple to render cube to massively improve game performance).
http://forum.egosoft.com/viewtopic.php?t=225042
But like I said I haven’t tested.
LA
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Neat script and I like the restrictions idea. But I have a request. Would it be possible to use a trading station as the FDN node instead of an SPP? Many of my complexes use local supplies of energy, so I don't necessarily want to add an SPP, along with all the supporting factories, to my complexes. And the trading station just seems like a logical station to use. Costwise, it's not much different than an SPP and all the supporting factories to keep it from flashing. And it has the added functionality of being able to sell the products you want to sell. A player could even turn off NPC trading with all the other factories and only sell through the TS if they wanted to.
Or is this really more work than it's worth?
Or is this really more work than it's worth?
Have a great idea for the current or a future game? You can post it in the [L3+] Ideas forum.
X4 is a journey, not a destination. Have fun on your travels.
X4 is a journey, not a destination. Have fun on your travels.
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Nanook wrote:Neat script and I like the restrictions idea. But I have a request. Would it be possible to use a trading station as the FDN node instead of an SPP? Many of my complexes use local supplies of energy, so I don't necessarily want to add an SPP, along with all the supporting factories, to my complexes. And the trading station just seems like a logical station to use. Costwise, it's not much different than an SPP and all the supporting factories to keep it from flashing. And it has the added functionality of being able to sell the products you want to sell. A player could even turn off NPC trading with all the other factories and only sell through the TS if they wanted to.
Or is this really more work than it's worth?
apricotslice wrote:That makes a lot of sense. Its also the first step in Giskards Trading philosophy of trading stations around universe all being supplied with what is needed in their areas, regardless of what is made where.
Both great points and I'm taking FDN down this route with the FDN Node. I only used the SPP as a stop gap, it's what I add at the time. I was throwing around ideas for an FDN Node but don't think a Factorie would works.
I’ve just modded a dock in game to use as a FDN Node (model is the Military Outpost) and working on this area now.
This is he in game text” Description: Freight Distribution Node is the central control and storage location for Freight Distribution Network operations in Sector.”
What I’m planning is that all Factories within FDN control transfer all Products to the FDN Node. The FDN Node will then supply stations with required wares in sector. I will also look at FDN TL’s which will visit other FDN Nodes that hold required wares that are not produced in sector.
This is all in the planning and proof of concept work at the moment. So it’s still open to ideas and change.
LA
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Yes, it does. I have a closed loop set up with Complex Cleaner, i built a teladium facotry tonight in that sector (only req's energy as a resource). I got up to let the dog out and sat down and already had energy starting to be sent to it. It was a regular SPP and not a resrouce free SPP. Although in the intial tests i did with this a resource free SPP worked also.northernlights wrote:Can anyone confirm if this works with Gazz's excellent Complex Cleaner mod? (it basically takes all the factories that would be part of a complex and sticks them inside a simple to render cube to massively improve game performance).
http://forum.egosoft.com/viewtopic.php?t=225042
I will say i do like the idea of a tradeing post being the factor on if your tradeing network can trade or not. While the model of a outpost is nice, i do worry about if thats harder on alot of systems for FPS wise.
BTW LA, i never did figure out that spp problem i was telling you about. A few new versions out since then so who knows if i could reproduce it or not. My supply was probly greater then my demand.
The mongrels will never get over THIS wall.
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Thanks Thrandisher, your testing has been a god send.Thrandisher wrote:Yes, it does. I have a closed loop set up with Complex Cleaner, i built a teladium facotry tonight in that sector (only req's energy as a resource). I got up to let the dog out and sat down and already had energy starting to be sent to it. It was a regular SPP and not a resrouce free SPP. Although in the intial tests i did with this a resource free SPP worked also.
I'm hoping that the Outpost model will be okay as it's not that complicated. The script will be easier to write and less complicated with the FDN Node as the single control point. Thats the aim anyway.Thrandisher wrote:I will say i do like the idea of a tradeing post being the factor on if your tradeing network can trade or not. While the model of a outpost is nice, i do worry about if thats harder on alot of systems for FPS wise.
Yes mate, that was fixed under v2f. You did point it out before but I forgot to change the code in the releaseThrandisher wrote:BTW LA, i never did figure out that spp problem i was telling you about. A few new versions out since then so who knows if i could reproduce it or not. My supply was probly greater then my demand.

LA
Last edited by Logain Abler on Wed, 7. Jan 09, 23:42, edited 1 time in total.
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The reworking of this concept is sounding REALLY solid. Looking forward to the new additions and anything else down the road. I am about to try this using a Pirate Station that I own. I think it uses the same structure as a PHQ so I'll report back if it does/doesn't work.
EDIT: No dice. Maybe the Pirate Base uses the EQ code as a base instead. I've never owned an EQ or a PHQ so I'm not too sure. Will EQ compatibility be pretty easy to put in now that the PHQ stuff is all worked out?
EDIT: No dice. Maybe the Pirate Base uses the EQ code as a base instead. I've never owned an EQ or a PHQ so I'm not too sure. Will EQ compatibility be pretty easy to put in now that the PHQ stuff is all worked out?
-TEVE
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Ok, wasnt sure on the outpost model. I remember a few posts over on the cmod3 (i think there) with regards to haveing that model change to help out with fps.
I tried witht he EQ dock in one of the earlyer versions and had no dice eather, but that was before the PHQ was added in. Im guessing if it doesnt work it wouldnt be that much of a code adition. If the eq dock does work while the pirate doesnt, im assumeing it would just be adding in the pirate base ID to the script?
I tried witht he EQ dock in one of the earlyer versions and had no dice eather, but that was before the PHQ was added in. Im guessing if it doesnt work it wouldnt be that much of a code adition. If the eq dock does work while the pirate doesnt, im assumeing it would just be adding in the pirate base ID to the script?
The mongrels will never get over THIS wall.
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Probably. I'm hoping that the addition of the EQ will simply have the side effect of enabling the Pirate Base. Otherwise it's not realy worth Logain's time at this point to impliment it I don't think. It would be nice to have the more odd stations added eventually but the core coponents should probably come first.
That is unless your priorities are similar to mine Logain
That is unless your priorities are similar to mine Logain

-TEVE
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Hi Amirite and Thrandisher,amirite wrote:Probably. I'm hoping that the addition of the EQ will simply have the side effect of enabling the Pirate Base. Otherwise it's not realy worth Logain's time at this point to impliment it I don't think. It would be nice to have the more odd stations added eventually but the core coponents should probably come first.
That is unless your priorities are similar to mine Logain
I have a FDN Node (modded outpost with 9000000 storage) now up & running, also all Docks will have the same access to FDN as the PHQ.
I'll post an update & screen shots tomorrow.
LA
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I didn't see thatThrandisher wrote:Ok, wasnt sure on the outpost model. I remember a few posts over on the cmod3 (i think there) with regards to haveing that model change to help out with fps.
I tried witht he EQ dock in one of the earlyer versions and had no dice eather, but that was before the PHQ was added in. Im guessing if it doesnt work it wouldnt be that much of a code adition. If the eq dock does work while the pirate doesnt, im assumeing it would just be adding in the pirate base ID to the script?


LA
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Hi All,
Just a quick upgrade on progress and to throw a few ideas around:
I have a tweaked Outpost in-game acting as the planned FDN Node (FDN-N) with 9000000 storage. I went for Dock as this gives the functionality I was looking for once the hq.xml was edited to increase the storage.
Every 3 minutes it will remove all products from Factories & Complexes in sector within range of itself & Advanced Satellites.
This depends on two factors
Does the FDN-N have room.
Is the Factory set to FDN Link On (this was the old Allow/Deny products.
LA
The FDN-N then checks all Factories & Complexes in range and if it can will provide 3 * the recourses needed per cycle if available.
I now have Equipment Docks working in the same was as PHQ's but I'm still not to happy with a few minor things, so still tweaking there.
I've also highlighted a few minor bugs in v2.1 but nothing major and only an issue when you bring the FDN-N into the equation.
The following is not set in stone so please feel free to chip in
Three versions of FDN-N for each race, M, L & XL, with increasing storage limits.
What existing models would be most appropriate? I'll not be able to add my own model for a long time as I know nothing in that area, but I will in time.
If anyone would like to help or contribute in that area let me know. It goes without saying full credit would be given.
What storage limit should I be setting for each version? (M, L & XL). The one I have in-game has 90000000 which is a lot and just for testing.
What reputation should I be looking at setting? I was thinking along the normal reputation level for factories.
Equipment Docks are being worked on, but should I be looking at Trading Stations too? Once I have Equipment Dock sorted to my satisfaction I can't see Trading Stations being an issue, or any Dock.
There are a couple of added features I'm going to look at:
When a station is under FDN control it's allow trade with NPC is set to No. Or should I leave this to player control?
A clear PHQ, Equipment Dock feature. Send a selected ware or all wares back to the FDN-N.
Again, any suggestions are welcome but I can't guarantee that I'll be capable of adding.
The next release will be v3 as the FDN-N is a significant change over v2.1. I don't envision any further changes to v2.1 other than work to fix issues people come across.
I can't give a release date for v3 as I'm back at work & don't want the girlfriend to get to pissed with me
Planned:
v3 - Implement the FDN-N. Add Equipment Docks.
v3.1 - Inter Sector FDN via dedicated TS/TL's.
I'll have to do a bit of research & playing around for adding TS/TL's to FDN. I've not really played around with Ship or Trader scripts. I have an idea of what the trade ship will be looking for as it will be limited to FDN-N to FDN-N and maybe other player stations if the ware is not at an FDN-N. Beyond that, if a ware is needed which is outside the players ability to build (need to be bought from NPC station), there are more capable scripts about.
Just a quick upgrade on progress and to throw a few ideas around:
I have a tweaked Outpost in-game acting as the planned FDN Node (FDN-N) with 9000000 storage. I went for Dock as this gives the functionality I was looking for once the hq.xml was edited to increase the storage.
Every 3 minutes it will remove all products from Factories & Complexes in sector within range of itself & Advanced Satellites.
This depends on two factors
Does the FDN-N have room.
Is the Factory set to FDN Link On (this was the old Allow/Deny products.
LA
The FDN-N then checks all Factories & Complexes in range and if it can will provide 3 * the recourses needed per cycle if available.
I now have Equipment Docks working in the same was as PHQ's but I'm still not to happy with a few minor things, so still tweaking there.
I've also highlighted a few minor bugs in v2.1 but nothing major and only an issue when you bring the FDN-N into the equation.
The following is not set in stone so please feel free to chip in

Three versions of FDN-N for each race, M, L & XL, with increasing storage limits.
What existing models would be most appropriate? I'll not be able to add my own model for a long time as I know nothing in that area, but I will in time.
If anyone would like to help or contribute in that area let me know. It goes without saying full credit would be given.
What storage limit should I be setting for each version? (M, L & XL). The one I have in-game has 90000000 which is a lot and just for testing.
What reputation should I be looking at setting? I was thinking along the normal reputation level for factories.
Equipment Docks are being worked on, but should I be looking at Trading Stations too? Once I have Equipment Dock sorted to my satisfaction I can't see Trading Stations being an issue, or any Dock.
There are a couple of added features I'm going to look at:
When a station is under FDN control it's allow trade with NPC is set to No. Or should I leave this to player control?
A clear PHQ, Equipment Dock feature. Send a selected ware or all wares back to the FDN-N.
Again, any suggestions are welcome but I can't guarantee that I'll be capable of adding.
The next release will be v3 as the FDN-N is a significant change over v2.1. I don't envision any further changes to v2.1 other than work to fix issues people come across.
I can't give a release date for v3 as I'm back at work & don't want the girlfriend to get to pissed with me

Planned:
v3 - Implement the FDN-N. Add Equipment Docks.
v3.1 - Inter Sector FDN via dedicated TS/TL's.
I'll have to do a bit of research & playing around for adding TS/TL's to FDN. I've not really played around with Ship or Trader scripts. I have an idea of what the trade ship will be looking for as it will be limited to FDN-N to FDN-N and maybe other player stations if the ware is not at an FDN-N. Beyond that, if a ware is needed which is outside the players ability to build (need to be bought from NPC station), there are more capable scripts about.
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I use 50 mill space on my phq, so 90 mill seems fine to me.
It appears as if your modding a new station to use as the FDN-N ???
If so, do a cheap repeater station that doesnt actually do anything (say a couple of mill to buy), and use repeater stations, EQ and trading docks, and HQ's to form a station chain between the FDN-N and any other complex.
Beam out product from complexes and stations in all sectors in the chain, and beam in to stations, docks and hq on the chain whatever they need. (repeater gets nothing).
Eliminates mucking about trying to get a ship to jump around the place (which is a whole lot of complicated scripting), and what happens if it gets destroyed. Creative writing to describe the beam in out process accross sectors, but thats what scifi is good for.
BTW, exactly how are you getting a dock to use the phq space definition ?
It appears as if your modding a new station to use as the FDN-N ???
If so, do a cheap repeater station that doesnt actually do anything (say a couple of mill to buy), and use repeater stations, EQ and trading docks, and HQ's to form a station chain between the FDN-N and any other complex.
Beam out product from complexes and stations in all sectors in the chain, and beam in to stations, docks and hq on the chain whatever they need. (repeater gets nothing).
Eliminates mucking about trying to get a ship to jump around the place (which is a whole lot of complicated scripting), and what happens if it gets destroyed. Creative writing to describe the beam in out process accross sectors, but thats what scifi is good for.

BTW, exactly how are you getting a dock to use the phq space definition ?
