[SCR/MOD] Complex Cleaner v3.20 / Modular Complexes
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RichG
- Posts: 102
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annubis33
- Posts: 11
- Joined: Fri, 11. Apr 08, 05:21
I have a problem Gazz
I have installed the SPK+ZIP contents a few different ways but to be deneid your handy work. I have X3's latest Xtended Mod+Xtended SPK With Ashley's Factorys v2.5 Mod+Ashkey's SPK. Xtended was installed first(Ashley's Mod crashes new game)but thats in the forum I just like asking for help with all the information that is invalved.
The message I get when starting my game:
Complex Cleaner 213
I did not find my special objects
Complex Cleaner is not installed correctly
dissaibling script
I really want to use the (crunch) funtion instead of things hanging out with nothing connected. I know the ai isn't all that smart but I work 7 days at a hotel. I don't see a lot of.......in re-ality. I really hold your (crunch) idea in very high regard compared to the rest that have been added to the game. Please get me fix up. Thanks
I have installed the SPK+ZIP contents a few different ways but to be deneid your handy work. I have X3's latest Xtended Mod+Xtended SPK With Ashley's Factorys v2.5 Mod+Ashkey's SPK. Xtended was installed first(Ashley's Mod crashes new game)but thats in the forum I just like asking for help with all the information that is invalved.
The message I get when starting my game:
Complex Cleaner 213
I did not find my special objects
Complex Cleaner is not installed correctly
dissaibling script
I really want to use the (crunch) funtion instead of things hanging out with nothing connected. I know the ai isn't all that smart but I work 7 days at a hotel. I don't see a lot of.......in re-ality. I really hold your (crunch) idea in very high regard compared to the rest that have been added to the game. Please get me fix up. Thanks
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Gazz
- Posts: 13244
- Joined: Fri, 13. Jan 06, 16:39

Hmm. Ashley's and XTM are incompatible because they mod TFactories in different ways.
You can only have one TFactories or the other.
XTM does some fancy footwork with the shipyards and Ashley's has normal SY but a gazillion different factories.
I really don't understand how that works for you to begin with.
The CC message only means that it's mod is not present.
There is no easy way because they use the same entries for different things.
You can only have one TFactories or the other.
XTM does some fancy footwork with the shipyards and Ashley's has normal SY but a gazillion different factories.
I really don't understand how that works for you to begin with.
The CC message only means that it's mod is not present.
Unless someone spends a lot of time creating a hybrid TFactories and editing all the hardcoded factories in Ashley's mod, my guess is that Ashley's + XTM will stay incompatible.Gazz wrote:The 2 "right" CAT/DAT files must be placed in your X3 folder and renamed so that their numbers seamlessly follow the existing CAT/DAT files in there and end up as the highest number.
There is no easy way because they use the same entries for different things.
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.
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annubis33
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- Joined: Fri, 11. Apr 08, 05:21
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Gazz
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You can only have one or the other.
They both replace one and the same file - with different versions.
While CC will work with that I doubt that all features of the other mods will...
They both replace one and the same file - with different versions.
While CC will work with that I doubt that all features of the other mods will...
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.
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annubis33
- Posts: 11
- Joined: Fri, 11. Apr 08, 05:21
I tried her mod with out Xtend 7.3 and the Argon Prime Shipyard was no where to be found but its target box was there. No docking or model. I checked the forum a little more to find that the 2.5 had to be installed after Xtend 7.3. She had also 3 or 4 more compatible mod overlais in progress.V2.5 (Current Version)
* Fixed Teladi SPP XXL to correct resources.
* Further Improved performance of AL Scripts.
* Added 'ash.force.reset.XXL' which can be used to force the reinstall of Ash Fabs, and SY's.
* Improved resource librarys for all races.
* Improved delay in resource correction for fabs.
* Lowered CPU usage.
* Updated scene file for Armegeddons Extended Complex Hub.
*** Now only availabe with Armegeddons Extended Complex Hubs, and Node Bazzar.
*** Compatible versions will be released shortly (within a few weeks) for all major mods.
There is a problem though. The larger ships have to be undocked by giving it an order or the shipyard docking clamp traps the noise of the ship. Blowing it up. I have only been to Boron Paranid and argon though and the boron shipyard doesn't do that. I don't know about the others but It doesn't bother me because don't undock just to undock. Also I don't believe it has any thing it do with Ashley's mod being installed period.
I have looked and looked for things to have flexable complex production. look at the basic power cuircle complex. Even with Ashley's mod it a well you know better than I. 2 spp m,1 sil mine L,3 Crystle fab m,3 Cahoona m,3 Cattle m is a mess. Your Crunch and Ashley's prefabbed sizes with complex calc. closes this mess and with graphics and connections. Is there any way to get you to look in to my compatilaty isseu because I have not seen any one doing what you've done.Thanks Again.
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Gazz
- Posts: 13244
- Joined: Fri, 13. Jan 06, 16:39

See? That's the incompatible part I was referring to.There is a problem though. The larger ships have to be undocked by giving it an order or the shipyard docking clamp traps the noise of the ship. Blowing it up.
It's not my compatibility issue. Ashley and XTM are incompatible because they overwrite the same entries in the same file. There is no fix for that without serious effort by the respective modders.
My mod is (intentionally =) very flexible with it's files so it would be a simple cut/copy operation to "release" an Ashley + XTM version. Provided there was any kind of compatibility between Ashley and XTM. Which isn't.
Until they fight it out you make a choice. One or the other.
I would suggest going all XTM in your case. If you intent to use the cruncher the only advantage of Ashley's is... fewer factories to buy... and the extended complex hub.
That's exactly what I mean.*** Compatible versions will be released shortly (within a few weeks) for all major mods.
Chill down, drop off, have a nice cup of tea.
Oooooommmmmmm...
Last edited by Gazz on Sat, 10. May 08, 22:34, edited 1 time in total.
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.
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Gazz
- Posts: 13244
- Joined: Fri, 13. Jan 06, 16:39

Yes. 6 months ago (the age of this file...) there was such a version. Now? I don't know. Maybe I'll find out this weekend, maybe not.
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.
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annubis33
- Posts: 11
- Joined: Fri, 11. Apr 08, 05:21
Your wright I do want to use the cruncher. So it's no big to start from scratch(only been playing for three weeks and I've started over twice a week. I only built one power cuircle with one of each of the req. 5 station. It was a leasn of better balance complex poduction because I had two dolfin super frieghters to sell but the ai traders eat the complex production alive. Now I'll find a way to get Ashley's hub inthere I'll be good to go. Thanks for the cruncher.
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Gazz
- Posts: 13244
- Joined: Fri, 13. Jan 06, 16:39

I created yet another mod version out of those files.
If anything breaks then it's the 2 other mods fighting it out. CC doesn't use any objects in their index range. =)
CC may still detect a possible conflict but if it works... great.
If anything breaks then it's the 2 other mods fighting it out. CC doesn't use any objects in their index range. =)
CC may still detect a possible conflict but if it works... great.
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.
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annubis33
- Posts: 11
- Joined: Fri, 11. Apr 08, 05:21
3 Cattle Ranch Ms to 1/5
1- FACT Argnu Beef (1)
2- FACT Argnu Beef (5)
1- used Argon Crystal Fab Model. This was production of a single Cattle Ranch M.
2- used a Terra Corp Missile Factory Model. Primaries for a missile factory with an unknown object(ware) in production.
Well at least gameing has gone this far. I am going to look at it in XTM 7.3 tomorrow.
1- FACT Argnu Beef (1)
2- FACT Argnu Beef (5)
1- used Argon Crystal Fab Model. This was production of a single Cattle Ranch M.
2- used a Terra Corp Missile Factory Model. Primaries for a missile factory with an unknown object(ware) in production.
Well at least gameing has gone this far. I am going to look at it in XTM 7.3 tomorrow.
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Balto
- Posts: 11
- Joined: Sun, 13. Apr 08, 00:09
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Scruffy
- Posts: 24
- Joined: Wed, 6. Nov 02, 20:31

Tried out the cruncher function of this Mod this morning and ran into a problem. As a test i cloned my existing unconnected SPP fads and used crunch to connect them all. This was in a Sector previously owned by the Xenon and ownership was transfered to me by the SectorTakeower Script.
What happened was not only did it crunch the SSP fabs but also removed all the other complexes and my Free Trading Station. I was left with a single station producing Energy Cells, all Ships previously docked at the Complexes and a whole lot of Xenon Ships as the Sector ownership Reverted back to the Xenon
What happened was not only did it crunch the SSP fabs but also removed all the other complexes and my Free Trading Station. I was left with a single station producing Energy Cells, all Ships previously docked at the Complexes and a whole lot of Xenon Ships as the Sector ownership Reverted back to the Xenon
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Gazz
- Posts: 13244
- Joined: Fri, 13. Jan 06, 16:39

I don't understand this.
The script grabs the station array from this sector then removes
- anything that's not a factory
- anything that's tied into a complex
- anything without EC
- any Ore/Silicon/Nividium producing stations.
Nothing else (like trading stations) should be affected in any way.
In setup.plugin.gz.CmpClean (first or second line, thereabouts)
you could turn on the debug log. Then the script writes a logfile that might show what the problem is.
The script grabs the station array from this sector then removes
- anything that's not a factory
- anything that's tied into a complex
- anything without EC
- any Ore/Silicon/Nividium producing stations.
Nothing else (like trading stations) should be affected in any way.
In setup.plugin.gz.CmpClean (first or second line, thereabouts)
you could turn on the debug log. Then the script writes a logfile that might show what the problem is.
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.
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Scruffy
- Posts: 24
- Joined: Wed, 6. Nov 02, 20:31

Thanx for the reply. So it could just be a conflict some where in my game. No big deal and i will probable figure it out when i have the time. For now i will just stick with the "Clear" function which from a little testing i did seems to work ok. One other thing i did notice was that after using the clear function, a 0 was appended to the beginning of my playership name IE: 0 Playership. I then spawned a couple more stations and added then to the existing hub, used the clear function again which worked ok and found my playership had become 0 0 playership. Didn't have time to do any further testing and when i do will turn on debug.
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Gazz
- Posts: 13244
- Joined: Fri, 13. Jan 06, 16:39

Oh, weird.Scruffy wrote:One other thing i did notice was that after using the clear function, a 0 was appended to the beginning of my playership name IE: 0 Playership.
That looks like some bit of debugging code I left in there. Can't even remember doing that but I'll take a look.
There should be a new version soon because I'll be adding other stuff...
BTW: Maybe I was wrong on the "Factory" class. I'll have to check it's scope again and/or be more precise.
Here's whats coming up next:
those factory modules get a new home.
This is one modular factory (one station), worth maybe 250-400 regular stations.
Add more stations and it keeps growing.
[ external image ] (Model by KilleRTidE)
That brown speck is an Elephant...
Last edited by Gazz on Thu, 15. May 08, 02:29, edited 1 time in total.
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.
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Gazz
- Posts: 13244
- Joined: Fri, 13. Jan 06, 16:39

See? That is why I was so firmly against the "cube" idea.
I think this looks a lot better than some half-assembled Rubik's cube...
I think this looks a lot better than some half-assembled Rubik's cube...
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.
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Litcube
- Posts: 4254
- Joined: Fri, 20. Oct 06, 19:02

