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

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SilverStar95
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Post by SilverStar95 »

StormMagi wrote:
SilverStar95 wrote:With all the pages in this, I don't know if it's been noted before, but I seem to be having problems when I try to introduce a SPP into the mix. If I have a SPP anywhere in the sector, then suddenly it refuses to allow any stations to be linked. But if I destroy the SPP, it allows me to create new links.

This makes it rather frustrating, as I'd love to be able to use this for multi-sector autonomous trade networks so I don't have to either create ore/silicon asteroids in a system otherwise open for me to harvest, or spend a fortune on ships that never seem to want to do the trade routes continuously.

Granted, it could be something to do with the mods/fakepatches I have in place (quite a few of them, actually), but it's still strange that it only affects things when I drop a power plant (so far. I dropped a dozen other facs in the same area and the network was able to detect those without flipping out).
Have you tried doing it without the extra mods etc? Also do any of the mods affect the SPP itself (like no crystals etc)?
No, I haven't tried it vanilla. And oddly, after going back in and trying again, it actually worked. And yes, I do have the no crystal mod. As well as Complex Cleaner.

One thing that I did notice as well, is that after that bit started working, the next issue I came across was when linking a complex to a node/relay. It was only providing a fraction of the resources required, instead of enough to keep it functional.

Would it be possible to set a threshhold for the factories to be stocked to for resources, instead of it trying to push to the minmum to keep it running? I'd like to set a good 30% minimum resource limit, so if something does happen, it keeps everything still running smooth.

As an aside, I think it'd also be rather nifty if you could create some sort of storage matrix. Something where it shares storage space with all other copies of that structure, anywhere you have it set, that could also be added to a complex, maybe that functions much like the FDN but simplified to complexes it's installed in. Give it its own storage space for product, that has a direct link to a shipyard/equipment dock so you can dock at any of the docks and the same selection of products is available at all of them, fed directly from your own factories/complexes. A bit of streamlining, for those with the credits to cover it (I'm thinking something with 50 million storage, for 100 million creds, to be linked to a single complex, for example).
StormMagi
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Post by StormMagi »

It only keeps enough for a full cycle for each factory in the complex. Honestly never had a problem with that although if you run a very balanced complex you might want to disable the primary output for a bit to allow the resources to stockpile then turn it back on, I normally just recommend a setup that overproduces by a little bit so there is always a stockpile.

The Node itself is the storage matrix you describe :) You can dock 2 TL/M7/M2/M1 and 10 or so TS/M3-5 and 50 mill storage with the XL hub (everything is available). And honestly you don't need 50 mill. I just broke 10 mill on my xl hub and 50% of that is the 500k+ ore I have. This includes stockpiles of 50-200 of various weapons, 10k stockpiles of ammo/missles, 10k-50k of resources (dep on type and I have most primary/secondary resource types) and several million ecells. You really don't need more storage than that :) Maybe if I boost my network to include 10x min of every factory in the game I might need all 50m but outside that 50m is more than enough.

As for your problem I imagine it was a conflict between FDN and the no crystal mod or the complex cleaner (I don't use either).
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SilverStar95
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Post by SilverStar95 »

It wasn't even keeping enough for a full cycle. Half of my factories were left without any resources to produce with.

And 10 million is nothing! I linked it to my primary complex and as soon as it tried to take all the stockpile, it was already at 7.5 million. And that station was unable to produce most of its products for about a week of game time, because it was full.

...yeah, it's a big complex. About 3 billion dollars worth of factories. It's so far beyond the balancing point that it's completely self-sufficient to the point that all the factories create a surplus for the complex and I have everything set to sell at minimum price. And that was before the no crystal mod.
StormMagi
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Post by StormMagi »

How many different complexes are there or are they all individual stations? (the complex I have is only about 1.5 bill worth of stations)
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SilverStar95
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Post by SilverStar95 »

single complex in the sector. When there's not a traffic jam going on, it can produce roughly 200 mil in an 8 hour 10x seta stint (when I'm at work or sleeping).

I have every asteroid in the sector combined into the complex (thanks to complex cleaner), so there's both ore and silicon being processed, 2-3 of most missile facs, a dozen chip plants (those are constantly sold out), and as I come by them, I add food production as well. And advanced satellite, and advanced weapons, and 2 of each level shield.

Only thing I wish I could do with that complex, is dock a capital ship at it.
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Post by StormMagi »

I wonder if that is the problem with the supply then. I know complex cleaner combines factories into 1 5 10 50 100x etc and I doubt FDN knows how much wares per cycle the non standard factories take.

I don't use CC and my factories/complexes are spread out over 5-6 different sectors with no problems in supply.

And honestly having FDN and CC seems a little redundant to me :P
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SilverStar95
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Post by SilverStar95 »

I was trying to use it both for storage, and so I can have my sectors spread out more. It gets very expensive setting up no-crystal power plants in every mining sector. If I could have them fed by relays from a central point, then it'd be better. And with the equipment dock, I'd be able to load up even the biggest of ships with all the equipment they need once I buy them, to be ready-made warmachines.

Plus, the ability to store purchased, unbuilt complexes is also nice. Stock up and drop off to save time.
StormMagi
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Post by StormMagi »

Hehe I can understand that. However do you really need all the mats? Try capping around the levels I suggested and building non CC complexes linked up through nodes. I am considering moving to 1 factory type per sector (1 sector for mines, 1 for weapons/shields, 1 for food etc) Once the limits are set the factory/plex storage fills up and once that is full it holds off on producing until it can. Then link out a bunch of trading stations to the node with all the wares you want to sell. I am starting to (since I just setup these trading posts) pull in quite a bit of cash considering I am in the Terran sectors and selling Commonwealth items (I am linking another node to spread out more trading stations but still). On top of this if you set 1-3 traders per trading station to sell ware for best price with a jumpdrive cash will flow in pretty fast.
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Logain Abler
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Post by Logain Abler »

Update to FDN v3.2.05

Fix: Issues with supply FDN supplying stations

Changes are script only.

Full Mod:
http://rapidshare.com/files/223194419/FDNv3.2.05.zip
Script:
http://rapidshare.com/files/223192286/F ... 4.2009.spk

LA
I'm away most of this week so I won't be able to answer any posts :cry:
StormMagi
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Post by StormMagi »

Have fun with whatever you are doing LA, I will try to pick up the slack :)
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Tasolth
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Post by Tasolth »

I use CC with FDN. Why ? makes it 100x easier to set up large complexes.

Specifically 2 commands in cc. Drop = just drop stations anywhere in sector. Works wonders on everything except for mines.
and Crunch = I have FPS again ! quite literally, you can recover so many lost frames per second by eliminating all the actual station models while you are in sector.

One final piece, even if you don't use the crunch, being able to drop stations oos has huge advantages itself. Satellites become an issue, but only if you don't crunch the complex down.
StormMagi
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Post by StormMagi »

That is why I chose the backend Earth sectors, after the initial mission you don't need em. Each of the sectors I use has 40 or so stations in them out around the edges.

But yeah, I think your supply problem is related to the crunched factories and the fact that FDN isn't (afaik) able to calculate the resources properly since they are non standard factories.
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Gazz
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Post by Gazz »

StormMagi wrote:I wonder if that is the problem with the supply then. I know complex cleaner combines factories into 1 5 10 50 100x etc and I doubt FDN knows how much wares per cycle the non standard factories take.
That cannot be the case. Except for the lack of a model those factories are perfectly normal. No production is hacked/scripted.

103 $Var1 = $Target -> get number of resources per cycle for ware Energy Cells
104 $Var2 = $Target -> get number of products per cycle

return the correct values.
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StormMagi
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Post by StormMagi »

You learn something new every day :) I had assumed that the 50x etc factories were non standard. (I really should sit down and try to learn some of the X3 scripting one of these days)

The only other thing I can possibly think of is that the Node will always keep some wares in reserve (I forget the percentage amount) and it may be possible that the wares required would dig into the reserves.

Other than that I have no idea why it isn't getting the correct amount of wares per cycle =/
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Marodeur
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Post by Marodeur »

Logain Abler wrote:Update to FDN v3.2.05

Fix: Issues with supply FDN supplying stations

Changes are script only.

Full Mod:
http://rapidshare.com/files/223194419/FDNv3.2.05.zip
Script:
http://rapidshare.com/files/223192286/F ... 4.2009.spk

LA
I'm away most of this week so I won't be able to answer any posts :cry:
I dont need an answer so far, i only want to thank you. :D 8)
brekehan
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Post by brekehan »

Do you realize the first post says abosulutly nothng about what this mod does or how it works?

I might be interested in it, if I knew what it was...

I assume from the story it enables you to transfer goods from station to station, but I sure woud like some details.
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SilverStar95
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Post by SilverStar95 »

any chance of adding scripting to the PHQ to allow it to function like an XXL node? Access to all resources the player produces in the sector, as well as in nearby sectors with relays. It'd really help out with resource management for ship building. Especially since the existing script for it interferes with the modified PHQ script to increase the storage space to insane amounts.
Tasolth
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Post by Tasolth »

brekehan wrote:Do you realize the first post says abosulutly nothng about what this mod does or how it works?

I might be interested in it, if I knew what it was...

I assume from the story it enables you to transfer goods from station to station, but I sure woud like some details.

User Guide: http://rapidshare.com/files/221666364/FDN_Guide.pdf

also right on the first post. :roll:

reading FTL
brekehan
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Post by brekehan »

Tasolth wrote: User Guide: http://rapidshare.com/files/221666364/FDN_Guide.pdf

also right on the first post. :roll:

reading FTL
Oh, I see.
Perhaps it would be better if it had a little icon by it like the rest of the headings. It just looks like another unimportant orange link in the middle of a book. Most people explain what thier mods do in the very first paragraph, seeing how that is what people want to know right away.
To understand recursion you must first understand recursion.
StormMagi
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Post by StormMagi »

I thought it was explained pretty clearly in the first post. I might write up something for LA when he returns if he wants.
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