The XTended factories also cannot produce more than one product at a time...they produce one then the second and then the third....but if added to a complex they will only produce whichever product they were producing when they were added to the complex. At least that is how my multiple shield factory worked...I produced 10 500MJ shield then 10 125MJ shields and then 10 2GJ shields--that was the order I made when I set up what they produced--disappointed that I could not produce the military versions of the shields. I failed to notice if the production changed resources needed.Gazz wrote:They must have fully scripted those because in X3 a factory cannot produce multiple products simultaneously. It's also problematic because with simultanous production line you'll be dealing with comparatively low resource levels.LarryBurstyn wrote:BTW the reason the Xtended multi-product factories don't work right is not Gazz's fault it is a function of the original program....multi product factories do NOT work right in ANY complex.
[MOD] Complex Cleaner v4.09 / Modular Complexes (TC 3.2 / AP 1.1)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Re: Module factories
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OK think I found something!!!!
THIS IS FOR XTENDED version of Terran Conflict drop command.
I think I found something..although I am not sure what is happening.
In file 'plugin.gz.CmpClean.Main.xml' this line somehow gets changed it reads
<line linenr="617" indent=" "><var>do if </var><var>$Dummy1</var><text> </text><var>==</var><text> </text><var>Station Containers ST</var></line>
in the XML
but in the game it has been changed somehow to
do if $Dummy1 == Extremely Large Containers XXL.
recopying the xml to the script folder DOES NOT CHANGE this...(???) Perhaps this is the XTENDED code for Station Containers ST as it works without changing the code to Station Containers ST (not tested with Station Containers ST).
although not completely tested I added another line right after this line and before the gosub line for the script to wait 100MS....time was picked randomly I have not tested longer or shorter wait times. And I am not sure WHY the wait time is even needed. In the end this is the only change I made to the code in game--so apparently it is needed (???).
I had inserted a print to log file but it never appearred in the log--this gave me the idea of putting in a wait time.
The script then DROPPED the two factories I had on board the ship...note I did not test with mines, CCK's, docks or the new multiple product factories on the TL's YET!!!! Or the NEW Terran CCK (this is not checked for in the Complex Cleaners code).
I have more testing to do before I am sure this is the right fix for the drop problem in XTended games. But it sure is promising.
I think I found something..although I am not sure what is happening.
In file 'plugin.gz.CmpClean.Main.xml' this line somehow gets changed it reads
<line linenr="617" indent=" "><var>do if </var><var>$Dummy1</var><text> </text><var>==</var><text> </text><var>Station Containers ST</var></line>
in the XML
but in the game it has been changed somehow to
do if $Dummy1 == Extremely Large Containers XXL.
recopying the xml to the script folder DOES NOT CHANGE this...(???) Perhaps this is the XTENDED code for Station Containers ST as it works without changing the code to Station Containers ST (not tested with Station Containers ST).
although not completely tested I added another line right after this line and before the gosub line for the script to wait 100MS....time was picked randomly I have not tested longer or shorter wait times. And I am not sure WHY the wait time is even needed. In the end this is the only change I made to the code in game--so apparently it is needed (???).
I had inserted a print to log file but it never appearred in the log--this gave me the idea of putting in a wait time.
The script then DROPPED the two factories I had on board the ship...note I did not test with mines, CCK's, docks or the new multiple product factories on the TL's YET!!!! Or the NEW Terran CCK (this is not checked for in the Complex Cleaners code).
I have more testing to do before I am sure this is the right fix for the drop problem in XTended games. But it sure is promising.
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The script uses strings to identify it's objects on initialising.
If XTM objects just happen to overlap with these IDs, that would explain why it works to a degree but not all the way.
That would be easy to confirm in the logfile.
Just uncomment the DEBUG line in the setup script and reload the game.
If XTM objects just happen to overlap with these IDs, that would explain why it works to a degree but not all the way.
That would be easy to confirm in the logfile.
Just uncomment the DEBUG line in the setup script and reload the game.
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Done. But I don't know what I am looking for???Gazz wrote:The script uses strings to identify it's objects on initialising.
If XTM objects just happen to overlap with these IDs, that would explain why it works to a degree but not all the way.
That would be easy to confirm in the logfile.
Just uncomment the DEBUG line in the setup script and reload the game.
Here is part of the log file:::
Confirm base index: Station.Ware -Xenon Module Container 8-, TextMatch -Xenon Module Container 8-, Text Failure: null
Complex Cleaner Setup completed. Version 406
Values in main array: 8
7 : null
6 : ARRAY ( Xenon Module Container 1, Xenon Module Container 2, Xenon Module Container 3, Xenon Module Container 4, Xenon Module Container 5, Xenon Module Container 6, Xenon Module Container 7, Xenon Module Container 8 )
+ + + Start subarray on index 6, Nr of entries: 8
6, 7 :: Xenon Module Container 8
6, 6 :: Xenon Module Container 7
6, 5 :: Xenon Module Container 6
6, 4 :: Xenon Module Container 5
6, 3 :: Xenon Module Container 4
6, 2 :: Xenon Module Container 3
6, 1 :: Xenon Module Container 2
6, 0 :: Xenon Module Container 1
5 : ARRAY ( 1, 2, 5, 10, 20, 40, 50, 100, ... )
+ + + Start subarray on index 5, Nr of entries: 10
5, 9 :: 200
5, 8 :: 150
5, 7 :: 100
5, 6 :: 50
5, 5 :: 40
5, 4 :: 20
5, 3 :: 10
5, 2 :: 5
5, 1 :: 2
5, 0 :: 1
4 : ARRAY ( Xenon Factory Module 1 S, Xenon Factory Module 2 M, Xenon Factory Module 5 L, Xenon Factory Module 10 XL, Xenon Factory Module 20 XXL, Xenon Factory Module 40 X XXL, Xenon Factory Module 50 X XXL, Xenon Factory Module 100 XX XXL, ... )
+ + + Start subarray on index 4, Nr of entries: 10
4, 9 :: Xenon Factory Module 200 XXXX XXL
4, 8 :: Xenon Factory Module 150 XXX XXL
4, 7 :: Xenon Factory Module 100 XX XXL
4, 6 :: Xenon Factory Module 50 X XXL
4, 5 :: Xenon Factory Module 40 X XXL
4, 4 :: Xenon Factory Module 20 XXL
4, 3 :: Xenon Factory Module 10 XL
4, 2 :: Xenon Factory Module 5 L
4, 1 :: Xenon Factory Module 2 M
4, 0 :: Xenon Factory Module 1 S
3 : 994
2 : 7021
1 : 1
0 : 406
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OK some more test results
In file 'plugin.gz.CmpClean.Main.xml' this line somehow gets changed it reads
<line linenr="617" indent=" "><var>do if </var><var>$Dummy1</var><text> </text><var>==</var><text> </text><var>Station Containers ST</var></line>
in the XML
but in the game it has been changed somehow to
do if $Dummy1 == Extremely Large Containers XXL.
I brought in a second TL with 1 Argon Silicon Mine L, 1 Argon Free Trading Dock, and 1 Argon Complex Construction Kit
I changed the line back to
do if $Dummy1 == Station Containers ST
and commented out the wait line I had entered.
It did NOT work.
Changed the wait line to 50MS...
It worked.
For some reason the wait is required.
The factories were built and the Mine, Trading Dock, and the CCK stayed in the other TL. The log file showed that the script did consider the 3 but did not build them. The log 3424 showed I
(Renovation and Restoration are the names I gave two Argon Mammoth TLs) The script did not consider ships that were docked either at the Hub that was in the sector or on the TL's or my M7+.
...edited out 13 ships here
Drop stations: Renovation
Amount: 1, MT: 6, ST: 287, Argon Silicon Mine L
Testing station: Argon Silicon Mine L
Amount: 1, MT: 6, ST: 228, Argon Complex Construction Kit
Amount: 1, MT: 5, ST: 0, Free Argon Trading Station
Testing station: Free Argon Trading Station
Drop stations: Your Freight Drone
Drop stations: AdvSat Sector 1718 -08-
Drop stations: CLS2 Notus 02 LO
Drop stations: Your Freight Drone
Drop stations: AdvSat Sector 1718 -01-
Drop stations: AdvSat Sector 1718 -09-
Drop stations: Your Freight Drone
Drop stations: AdvSat Sector 1718 -02-
Drop stations: Restoration
Amount: 1, MT: 6, ST: 481, Argon Cattle Ranch XL
Testing station: Argon Cattle Ranch XL
Building Station: 1 x Argon Cattle Ranch XL
Amount: 1, MT: 6, ST: 475, Argon Cahoona Bakery XL
Testing station: Argon Cahoona Bakery XL
Building Station: 1 x Argon Cahoona Bakery XL
The Restoration was the last ship looked at...
<line linenr="617" indent=" "><var>do if </var><var>$Dummy1</var><text> </text><var>==</var><text> </text><var>Station Containers ST</var></line>
in the XML
but in the game it has been changed somehow to
do if $Dummy1 == Extremely Large Containers XXL.
I brought in a second TL with 1 Argon Silicon Mine L, 1 Argon Free Trading Dock, and 1 Argon Complex Construction Kit
I changed the line back to
do if $Dummy1 == Station Containers ST
and commented out the wait line I had entered.
It did NOT work.
Changed the wait line to 50MS...
It worked.
For some reason the wait is required.
The factories were built and the Mine, Trading Dock, and the CCK stayed in the other TL. The log file showed that the script did consider the 3 but did not build them. The log 3424 showed I
(Renovation and Restoration are the names I gave two Argon Mammoth TLs) The script did not consider ships that were docked either at the Hub that was in the sector or on the TL's or my M7+.
...edited out 13 ships here
Drop stations: Renovation
Amount: 1, MT: 6, ST: 287, Argon Silicon Mine L
Testing station: Argon Silicon Mine L
Amount: 1, MT: 6, ST: 228, Argon Complex Construction Kit
Amount: 1, MT: 5, ST: 0, Free Argon Trading Station
Testing station: Free Argon Trading Station
Drop stations: Your Freight Drone
Drop stations: AdvSat Sector 1718 -08-
Drop stations: CLS2 Notus 02 LO
Drop stations: Your Freight Drone
Drop stations: AdvSat Sector 1718 -01-
Drop stations: AdvSat Sector 1718 -09-
Drop stations: Your Freight Drone
Drop stations: AdvSat Sector 1718 -02-
Drop stations: Restoration
Amount: 1, MT: 6, ST: 481, Argon Cattle Ranch XL
Testing station: Argon Cattle Ranch XL
Building Station: 1 x Argon Cattle Ranch XL
Amount: 1, MT: 6, ST: 475, Argon Cahoona Bakery XL
Testing station: Argon Cahoona Bakery XL
Building Station: 1 x Argon Cahoona Bakery XL
The Restoration was the last ship looked at...
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Hmm, yes. Cargo classes go from 0 - 5, 5 being ST (station).
XTM renamed ST to Extremely Ginormously XLarge.
And they assigned TLs the cargo class #6.
Which cannot be referred to directly by a script. Workarounds required.
XTM renamed ST to Extremely Ginormously XLarge.
And they assigned TLs the cargo class #6.
Which cannot be referred to directly by a script. Workarounds required.
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Version 4.08 released.
Added support for some creative hacks and workarounds in XTM and generally greater flexibility in detecting... stuff.
As far as I can tell, Drop / Crunch work correctly.
Added support for some creative hacks and workarounds in XTM and generally greater flexibility in detecting... stuff.
As far as I can tell, Drop / Crunch work correctly.
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I have installed 4.08 onto a clean install of X3TC/XTM and it looks like XTM loads right but I get a message saying CC fails. Text files are detected but station objects are not detected.
I notice there are no cat/dat files in the 4.08 version so I tried using those from 4.07 but it causes errors. Am I just installing it wrong ?
I notice there are no cat/dat files in the 4.08 version so I tried using those from 4.07 but it causes errors. Am I just installing it wrong ?
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You might try another download. The cat/dat files are in a folder named mods. The TFactories file in the cat/dat files is not compatible with XTended. To make it compatible you have to take the TFactories file from the XTended cat/dat (in my system it is 13) and replace the one in this mod after adding the 38 lines that have the entries from Complex Cleaner and changing the number of lines that are read.yogs wrote:I have installed 4.08 onto a clean install of X3TC/XTM and it looks like XTM loads right but I get a message saying CC fails. Text files are detected but station objects are not detected.
I notice there are no cat/dat files in the 4.08 version so I tried using those from 4.07 but it causes errors. Am I just installing it wrong ?
ON FIRST GLANCE (use)...
Unfortuantely this mod still does not work properly in Xtended. The Drop command drops ALL factories (including mines). And it still will not create modules with more than 3 boxes. It did not drop the CCK on one of the TL's. When I used the drop command it dropped a producing silicon mine in the sector (no silicon asteriods existed) from a TL. (Don't know about docks and non-producing factories as the TL's in sector did not have any on them.) This was on a savegamed game.
Unfortunately I forgot to make the debug active so I did not get a log file. Sometime today I will try again to see if I can determine the nature of the error.
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Im trying to solve what I think is a mod/script conflict. I have this installed along with advanced complex hub, enhanced equipment docks and FCC (only mods I assume would conflict) and when I build my complex there are no tubes. This is a small 2 factory complex that I have not used any CompCLeaner commands on. I just built it using the regular commands from the cargohold of my TL. Everything appears to work correctly. It shows my complex in the sector window. I can dock at it as well and everything appears to be working fine. I just dont have tubes....I dont have a tubless mod either. How would I uninstall this mod (fake patched) to test if its a conflict?
EDIT: I just saw this in the OP:
With CC v3.40 and up the complex connection tubes are also blanked out.
This is not "the" TCM Tubeless_Complex_Mod but based on the same principle.
(Because frankly - there is no other way)
This saves even more CPU-power and avoids collisions.
The connections are only visible on sector map and gravidar.
Ok so that solves that problem. Still how does one uninstall this? I manually deleted all the files and the fake patched cat/dat but that screwed something up. Do I need to rename my existing cat/dats so they are again consecutive?
EDIT: I just saw this in the OP:
With CC v3.40 and up the complex connection tubes are also blanked out.
This is not "the" TCM Tubeless_Complex_Mod but based on the same principle.
(Because frankly - there is no other way)
This saves even more CPU-power and avoids collisions.
The connections are only visible on sector map and gravidar.
Ok so that solves that problem. Still how does one uninstall this? I manually deleted all the files and the fake patched cat/dat but that screwed something up. Do I need to rename my existing cat/dats so they are again consecutive?
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joelR wrote:Im trying to solve what I think is a mod/script conflict. I have this installed along with advanced complex hub, enhanced equipment docks and FCC (only mods I assume would conflict) and when I build my complex there are no tubes. This is a small 2 factory complex that I have not used any CompCLeaner commands on. I just built it using the regular commands from the cargohold of my TL. Everything appears to work correctly. It shows my complex in the sector window. I can dock at it as well and everything appears to be working fine. I just dont have tubes....I dont have a tubless mod either. How would I uninstall this mod (fake patched) to test if its a conflict?
EDIT: I just saw this in the OP:
With CC v3.40 and up the complex connection tubes are also blanked out.
This is not "the" TCM Tubeless_Complex_Mod but based on the same principle.
(Because frankly - there is no other way)
This saves even more CPU-power and avoids collisions.
The connections are only visible on sector map and gravidar.
Ok so that solves that problem. Still how does one uninstall this? I manually deleted all the files and the fake patched cat/dat but that screwed something up. Do I need to rename my existing cat/dats so they are again consecutive?
Ok...hahahah. I just figured it out by myself. Thanks again Gazz for a great script.
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Well, yeh.
Deleting the 5 or 6 files is a whole lot easier than adding them to an existing mod in the correct format, path, encoding, and whathaveyou.
Deleting the 5 or 6 files is a whole lot easier than adding them to an existing mod in the correct format, path, encoding, and whathaveyou.
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Using 4.08 on XTC v3.0 + Xtended 1.1
This script is a must have since I got into X3-R, so I tried it with an XTC install, but something is screwy:
Used the Tfactories from XTC and slapped your complex modules to the end of that and increased line number at the top. Put that into your cat file and added as fake patch. It installed fine and says scripts and objects detected.
However upon crunching the first time it worked but the big box was invisible->no model. Ran "check" and it tells me complex models found at ID 9xx.
Checked out my Tfac file and did the same but this time removed your placeholder entries and only kept the actual model entries. Same test and this time it has a model: some terran fac. Ran "check" and again tells me models found at ID 974. At this point I remembered that in my Tfac file in X editor your last model is at ID 975 (one off) and the fac 2 lines preceeding your entries happens to be said terran fac that was created upon crunch. I think for some reason the script is one off when detecting the model IDs which leads to the described outcome. Any idea how to fix that?
Turned on debug in the setup script and this is the content:
This script is a must have since I got into X3-R, so I tried it with an XTC install, but something is screwy:
Used the Tfactories from XTC and slapped your complex modules to the end of that and increased line number at the top. Put that into your cat file and added as fake patch. It installed fine and says scripts and objects detected.
However upon crunching the first time it worked but the big box was invisible->no model. Ran "check" and it tells me complex models found at ID 9xx.
Checked out my Tfac file and did the same but this time removed your placeholder entries and only kept the actual model entries. Same test and this time it has a model: some terran fac. Ran "check" and again tells me models found at ID 974. At this point I remembered that in my Tfac file in X editor your last model is at ID 975 (one off) and the fac 2 lines preceeding your entries happens to be said terran fac that was created upon crunch. I think for some reason the script is one off when detecting the model IDs which leads to the described outcome. Any idea how to fix that?
Turned on debug in the setup script and this is the content:
Code: Select all
null: CmpClean - CRUNCH started in sector Otana Prime
Filtered OUT : Teladi Trading Station(Otana Prime) : No producing factory
- - Start sorting 2 stations: ARRAY ( Your BoGas Factory XL α(Otana Prime), Your BoFu Chemical Lab XL α(Otana Prime) )
Match: null, Matchindex: 0
New entry for : Your BoFu Chemical Lab XL α(Otana Prime)
Matching: Your BoGas Factory XL α(Otana Prime) + Your BoFu Chemical Lab XL α(Otana Prime)
FAIL: Ware arrays are 2 + 3, ARRAY ( Energy Cells, BoGas ) + ARRAY ( BoFu, Energy Cells, BoGas )
Match: null, Matchindex: 0
New entry for : Your BoGas Factory XL α(Otana Prime)
Crunch: Got sorted array of 2, match array of 2. null, null
Stations of type Your BoGas Factory XL α(Otana Prime) have a combined prod factor of 10
Combined stock levels: ARRAY ( Energy Cells, BoGas ), ARRAY ( 0, 0 )
- - substract: 10
+ + + + Current Nr of Your BoGas Factory XL α(Otana Prime) stations: 1, Projected Nr: 1
Created station: Your Special Missiles Production Complex α(Otana Prime) with 7 GJ of shields.
Stations of type Your BoFu Chemical Lab XL α(Otana Prime) have a combined prod factor of 10
Combined stock levels: ARRAY ( BoFu, Energy Cells, BoGas ), ARRAY ( 0, 0, 0 )
- - substract: 10
+ + + + Current Nr of Your BoFu Chemical Lab XL α(Otana Prime) stations: 1, Projected Nr: 1
Created station: Your Special Missiles Production Complex α(Otana Prime) with 7 GJ of shields.
Cleanup starting
Detected size 3 module: FACT BoFu (10)(Otana Prime)
Detected size 3 module: FACT BoGas (10)(Otana Prime)
There are modules worth 20 units total in sector Otana Prime.
MH Size? Block 0 holds 75 fab units. Remaining to allocate: -55
MH index: 0, Type: Xenon Module Container 1, Name: Module Container 1
New module holder Module Container 1(Otana Prime) created at -3387, 484, -53132.
Shields installed: 20, current SStr: null, Stored LT: null, SQMines: null
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That's taking into account that the first object in the file is ID 0?Black147 wrote: I think for some reason the script is one off when detecting the model IDs which leads to the described outcome. Any idea how to fix that?
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Good point. So X editor uses 1-975 but in the engine this is 0-974? But then I don´t understand how it is possible that a wrong model is usedThat's taking into account that the first object in the file is ID 0?

Could it have something to do with the fact that I´m using XTC XL sized facs?
I´ll reinstall and test again. Going to add back your placeholder entries to Tfac as well and see if something changes. Thanks for the quick response!
Output of "check" with debug on:
Code: Select all
Confirm base index: Station.Ware -Xenon Module Container 8-, TextMatch -Xenon Module Container 8-, Text Failure: null
Complex Cleaner Setup completed. Version 408
Values in main array: 8
7 : ARRAY ( Terran Complex Construction Kit, Terran Complex Hub, Teladi Complex Construction Kit, Split Complex Construction Kit, Paranid Complex Construction Kit, Boron Complex Construction Kit, Argon Complex Construction Kit, Teladi Complex Hub, ... )
+ + + Start subarray on index 7, Nr of entries: 12
7, 11 :: Argon Complex Hub
7, 10 :: Boron Complex Hub
7, 9 :: Paranid Complex Hub
7, 8 :: Split Complex Hub
7, 7 :: Teladi Complex Hub
7, 6 :: Argon Complex Construction Kit
7, 5 :: Boron Complex Construction Kit
7, 4 :: Paranid Complex Construction Kit
7, 3 :: Split Complex Construction Kit
7, 2 :: Teladi Complex Construction Kit
7, 1 :: Terran Complex Hub
7, 0 :: Terran Complex Construction Kit
6 : ARRAY ( Xenon Module Container 1, Xenon Module Container 2, Xenon Module Container 3, Xenon Module Container 4, Xenon Module Container 5, Xenon Module Container 6, Xenon Module Container 7, Xenon Module Container 8 )
+ + + Start subarray on index 6, Nr of entries: 8
6, 7 :: Xenon Module Container 8
6, 6 :: Xenon Module Container 7
6, 5 :: Xenon Module Container 6
6, 4 :: Xenon Module Container 5
6, 3 :: Xenon Module Container 4
6, 2 :: Xenon Module Container 3
6, 1 :: Xenon Module Container 2
6, 0 :: Xenon Module Container 1
5 : ARRAY ( 1, 2, 5, 10, 20, 40, 50, 100, ... )
+ + + Start subarray on index 5, Nr of entries: 10
5, 9 :: 200
5, 8 :: 150
5, 7 :: 100
5, 6 :: 50
5, 5 :: 40
5, 4 :: 20
5, 3 :: 10
5, 2 :: 5
5, 1 :: 2
5, 0 :: 1
4 : ARRAY ( Xenon Factory Module 1 S, Xenon Factory Module 2 M, Xenon Factory Module 5 L, Xenon Factory Module 10 XL, Xenon Factory Module 20 XXL, Xenon Factory Module 40 X XXL, Xenon Factory Module 50 X XXL, Xenon Factory Module 100 XX XXL, ... )
+ + + Start subarray on index 4, Nr of entries: 10
4, 9 :: Xenon Factory Module 200 XXXX XXL
4, 8 :: Xenon Factory Module 150 XXX XXL
4, 7 :: Xenon Factory Module 100 XX XXL
4, 6 :: Xenon Factory Module 50 X XXL
4, 5 :: Xenon Factory Module 40 X XXL
4, 4 :: Xenon Factory Module 20 XXL
4, 3 :: Xenon Factory Module 10 XL
4, 2 :: Xenon Factory Module 5 L
4, 1 :: Xenon Factory Module 2 M
4, 0 :: Xenon Factory Module 1 S
3 : 994
2 : 7021
1 : 1
0 : 408
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All factory modules and containers are identified so that looks good enough.
If the model is still borked, something's fishy with your CAT file that has the model.
If the model is still borked, something's fishy with your CAT file that has the model.
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Thanks for the help!
Scripting in a "Xenon Module Container 1" with "create station" in game yields indeed the big box. Checking out "Xenon Module Container 1" in the X model viewer yields .... the big box.
I´ll keep testing
EDIT:
Fixed it I think.
Gazz: what is the reason for the mod holder being created with race owner=neutral?
Scripting the container in with race player works. With race neutral it does not (no model again).
works
does not.
Scripting in a "Xenon Module Container 1" with "create station" in game yields indeed the big box. Checking out "Xenon Module Container 1" in the X model viewer yields .... the big box.

I´ll keep testing

EDIT:
Fixed it I think.
Gazz: what is the reason for the mod holder being created with race owner=neutral?
Scripting the container in with race player works. With race neutral it does not (no model again).
Code: Select all
$Module.Holder = create station: type=$Module.Holder.Type owner={Player} addto=$Sector x=$New.X y=$New.Y z=$New.Z
Code: Select all
$Module.Holder = create station: type=$Module.Holder.Type owner={Neutral Race} addto=$Sector x=$New.X y=$New.Y z=$New.Z
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Umm... that's pretty whacky and noone has reported such an issue, yet.
The race is just another property of the object but has nothing to do with the model. Or should not...
With a player owned container there have been all sorts of issues, like being able to tow it or all the little things that normally work with a station - but not that one.
Too messy to bother.
The race is just another property of the object but has nothing to do with the model. Or should not...
With a player owned container there have been all sorts of issues, like being able to tow it or all the little things that normally work with a station - but not that one.
Too messy to bother.
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.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.