[X3TC Bonus Plugin] Commodity Logistics Software MK1 (CLS1)

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Neeros
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Post by Neeros »

Lazerius wrote:Is there a way to make these compatible with Jump Beacons in AP?


I have it set up to deliver goods from my a home based complex in Guiding Star, to jump and deliver goods to an equipment dock I have set up in Saturn, which is placed near a Jump beacon.

When it goes to deliver though, it jumps into Asteroid Belt. With AP and the warzones, this will not work for me, as I don't want to lose my ships to the Terrans, even though I"m nearly max rep rank with them.
I was wondering this myself, I found it a bit odd that CLS wont use them. Every other aspect of it works great though.
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Baronfuming
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Post by Baronfuming »

One of my CLS pilots was attacked, and his ship was destroyed, however, he managed to eject.

He went into one of my stations (my HQ) because he was right next to it, and I didn't get a chance to grab him.

Is there any way for me to get him back, or is he lost to me forever?
Galangal
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CLS problem selecting "Consumers and Suppliers"

Post by Galangal »

Hi All,

Having a problem with the CLS script on X#TC. Trying to set up "Internal Commodity Logistics" but am unable to select "Consumers and Suppliers" from the menu, every time I select and click it on the menu I end up with the Home Base Wares page instead.

Everything else seems to work fine with the script execpt the "Consumers and Suppliers" menu item.

I'm using the steam version so the main game should be up to date, I only downloaded and installed the bonus pack with the CAG/CLS script a couple of weeks ago so that should be up to date also.

Any idea?

Appreciate your help.

Cheers
razzamattaz
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Post by razzamattaz »

I'm still a bit confused with a feature.

I get that I can load up my TL via a TS but can I then get the TL to jump and supply things (via a local TS is fine).

Basicly I'm thinking my TL could jump around to my various complexes and fill up on ecells/chips/missiles/etc and then jump to my home base sector with my HQ and docks. It would then re-fill them in one large go.

Is this possible?

I realise there is an argument for individual TS's to do the trips but I'd rather just have huge deliveries of stock.

Also will my TL regulate what it has on board? I don't want it filling up on mosquitoes when my HQ really needs chips for example.

So to sum up, can I have my TL jump to my various sectors to be filled by other CLS ships and then jump back to my main base to restock supplies?
ezza84
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Post by ezza84 »

hi, I have seen a few people ask here about possibility of purchasing CLS from non argon equipment docks; Since some of us are using the Terran Commander start in Albion Prelude. I have not seen any reply to these post, so I was wondering has this already been solved in a hotfix or something?
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X2-Illuminatus
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Post by X2-Illuminatus »

By default you can buy the CLS softwares at the Paranid Communication Facility in Priest's Pity.
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Caroline
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Post by Caroline »

Hello,

I just want to ask,

Logistic software which you are provided is beneficial for the shipping agents?

OR

Whether it is going to increase the profitability of the business in more pro-efficient manner?
Oji
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Post by Oji »

Can lvl 1 pilot resupply PHQ from player complex? Ive been trying to make him do it for 30 minutes changing supply options, but he just sits there on standby :(
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DrBullwinkle
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Post by DrBullwinkle »

Oji wrote:Can lvl 1 pilot resupply PHQ from player complex?
According to the Pilot Qualifications section of the first post, an Apprentice can carry one product.

If that is what you mean by "resupply", then it should work (assuming that you have met the other requirements).
Oji
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Post by Oji »

I was trying to make him move 1 product from my complex to HQ. Well now I made him cat for HQ and said Roark in same sector - that worked. Will see today if lvled up pilot will resupply HQ.
Crezeh
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Post by Crezeh »

The MK1 CLS uses the PHQs own dockware limits to decide how much to deliver. If you're not using dockware limits, then it should just deliver without restriction, if you are, it could be the cause of the problem, if your limits are too low, or at zero.

I guess that's unlikely though.

Does the PHQ qualify as a trading station/equipment dock?
I'm guessing not, but if so, then a level one pilot would not be able to deliver to it with CLS1.

Otherwise, check your supply settings. Try setting deliver and pickup percentages to 0%.
Oji
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Post by Oji »

Crezeh wrote:The MK1 CLS uses the PHQs own dockware limits to decide how much to deliver. If you're not using dockware limits, then it should just deliver without restriction, if you are, it could be the cause of the problem, if your limits are too low, or at zero.

I guess that's unlikely though.

Does the PHQ qualify as a trading station/equipment dock?
I'm guessing not, but if so, then a level one pilot would not be able to deliver to it with CLS1.

Otherwise, check your supply settings. Try setting deliver and pickup percentages to 0%.
Yep, it seems thats the thing, PHQ is counted as a station, after he got some lvls running CAG, he started supplying it on CLS script.
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Doomforce
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Post by Doomforce »

MarvinTheMartian wrote:
Solution:
This question has been asked a couple of times in this topic but never really answered completely and the issue is that the instructions do next explicitly state what CLS1 is for. It is for Internal Logistics obviously but this means it can ony deal with player owned stations/ships, so in my goal above it is not possible to use CLS1 to distribute goods to NPC stations in this way, CAG or CLS2 must be used instead.

The second issue for me was not realising that the CLS1 pilot will only deal with products (incl. intermediate products) but not resources of its homebase station. In my case above, energy was a resource so cannot add the other complex as a supplier. I changed the homebase to the other complex and deliver from there. CLS2 could also have been used here instead.

It seems to me that to get the most flexibility from a CLS1 freighter, setting the homebase to a Trading station or Equipment dock (or Xenon Hub or PHQ) is the best bet. you dont need the homebase as a supplier and can then add several "products" and supplier/consumers.

Cheers

Marv
thanks, that was my problem, spend 20 mins looking for an answer.
finally got 1 :D

thnx 4 clearing that up :D
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iroku
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Post by iroku »

is there a way to add slots to the data storage so i can keep adding more cls programs to it ? it seems to be limited to, i down know 15 slots?
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Telkorenar
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Post by Telkorenar »

I'm playing the Steam version of X3TC 3.2 and I have a problem.

I can't add new products for new freighters. It worked the first time. I have a TS transporting ECs to various stations from my SPP.

Now I'm trying to add more freighters for food and crystal supply and everytime I add a product and select a price, the system throws me back to the product selection with 0 products selected.

It appears as if the script is in some kind of loop that keeps it from saving my selections. All I can do is copy the first freighters setup for EC distribution. I tried firing the traders, deleting the homebase and reassigning it all. No effect. I also tried different ships and shiptypes, reloading etc. No effect.

Any ideas why it won't save my product selection anymore?
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MarvinTheMartian
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Post by MarvinTheMartian »

When CLS or CAG scripts return you unceremoniously to the main menu it usually means you are selecting something that is invalid for some reason.

Can you list the products (including intermediate but not resources) of the station/complex that is the ship's homebase and what product you are trying to add to the manifest?

Also to consider, is the skill of the pilot and the number of products you are adding. There are limits to the number of products/suppliers/consumers depending on skill level of the pilot.
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Telkorenar
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Post by Telkorenar »

Well, for starters, Energy Cells from my SPP. As I said, it worked fine for the first freighter and the second one just bugs out when I try to set it up the exact same way. They are both equally equipped, same ship. Ever since the first one I've been unable to manually set up a freighter with CLS, no matter what.

I can copy the settings from the first freighter to the second. Then the second one works just as fine as the first. They are both delivering ECs to 2 mines and a food complex. I just cannot setup a new freighter manually with what worked the first time.

I went on building a Crystal Fab and am trying to set up a new freighter to deliver crystals to the SPP. Everytime I try to add crystals as homebase products, it jumps back to the start.

There is only one product and not even a consumer yet. Just an empty sheet.

I tried reinstalling the Bonus Pack, but the only effect was that CODEA started shouting at me for not installing libraries and such. No improvement on the CLS issue. Then I went on installing all the Luckike plugins manually. CODEA stopped shouting, but the CLS issue persists.

Edit: I just rolled back to the point before I bought my first station (the SPP) and started over. This time I couldn't even configure my first freighter. The whole CLS seems completly broken.
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MarvinTheMartian
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Post by MarvinTheMartian »

It's quite possible one of the scripts/mods you have installed are interfering but to help you I need to know the exact setup you are trying to achieve.
e.g.

Code: Select all

Homebase: Power Complex with Argon crystal fab + SPP
Supplier = homebase
Products = E-cells & Crystals
Consumers = Silicon Mine & Food complex {cattle ranch + cahoona bakery}

Attempting to get CLS1 pilot to deliver e-cells to silicon mine and food complex
That simple setup should work, but, if you want the same ship to return with Silicon wafers for your crystal fab it won't work because Silicon Wafers are not a product of the ship's homebase, you'd need another CLS ship homebased to the silicon mine
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Telkorenar
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Post by Telkorenar »

Code: Select all

Homebase: Solar Power Plant XL (no complex)
Supplier: Homebase
Products: Energy Cells
Consumers: Silicon Mine L (no complex)

Attempting to get CLS1 pilot to deliver ECs to the silicon mine.
That is all I'm trying to do. I rolled back to an earlier save before I built my first station, so I only own those two after buying and placing them again. I even bought and equipped new freighters. It worked once, the very first time, but then never again, not even after rolling back.

Ok let's go through the mods:
  • - Steam version of X3TC 3.2
    - official bonus pack
    - XRM (with Hulls (low), Backgrounds, Dockingwaresize Fix for CODEA)
    - ADS
    - Advanced Patrol
    - Auto Rename Player Property
    - Bounce
    - CPLS
    - Destroy Target Hotkey
    - Docking Lockup Fix
    - Enhanced Communication System
    - Enhanced Briefings
    - Follow Me
    - Galactic News System
    - Gates no rep loss
    - Logain Industries CSecG
    - Marine Repairs and Training
    - MARS
    - Military Base Response Revamp
    - Missile Defence MK2
    - MK3 Improvement Reloaded
    - No Station Wrecks
    - NPC Bailing Addon
    - Numeric Ranks
    - Phanon Corp
    - Pirate Guild
    - Pure X v2 (HUD)
    - Salvage Commands and NPCs
    - Salvage Suite
    - Ship Killed Notifications
    - Smart 2.5 (TC version)
    - Trade Overview
    - JSON Parser Library
    - Yaki Armada
Luckike Mods:
  • - CODEA v3310
    - Library v3706
    - Military Transport v3301
    - Personal Transport v3400
    - Ware Logistic Software v3402
Do any of them ring a bell to cause trouble with CLS1?
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MarvinTheMartian
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Post by MarvinTheMartian »

That's one long list of scripts/mods. It's quite possible one of those is interfering with CLS and sounds like it would one you installed after you originally set up the first CLS pilot.
If you're setting up the CLS1 pilot in its simplest form i.e. 1x supplier, 1x consumer & 1x product and it's not working then I'm out of ideas. Sorry.
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