[SCR/MOD] Complex Cleaner v3.20 / Modular Complexes

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RichG
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Post by RichG »

Even with a manual install of the scripts and files I get he same readtext error as before :-(

Do I need to start a new game with this?

Thanks
Rich
bp2019
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Post by bp2019 »

What language version of X3 do you run?

EDIT: its probably not as simple as a language problem but I thought I would ask.
RichG
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Post by RichG »

English,

Also just remembered that when I tried clearing the script cache I got a message a few seconds later saying something along the lines of "special objects needed were not present" sorry not to be more specific, heavily involved in RL at the mo ;-)
scalp91
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Post by scalp91 »

I'm having trouble installing this. I've copied the cat/dat files into the X3 folder and renamed them and installed the .spk files with the cycrow installer but when I run the game I get the message

Complex Cleaner v303
I did not find my special objects.
CompCleaner mod is not installed correctly.
Script has been disabled.

I'm running X3 2.5 + XTM 0.73 + Ashley's XTM Factories. I've tried all 4 versions of the cat/dat files but with the same result.

Any ideas what I'm doing wrong or missing? :?
RichG
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Post by RichG »

That's exactly what I got too!
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Gazz
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Post by Gazz »

chill11flight wrote:Complex Cleaner v303
I did not find my special objects.
That means that the script works but no version of the CC mod is installed.
These "special objects" are included with the mod.

How this works I don't know. If you properly copied and renamed the mod files, CC would have found some version of it's mod and reported which one it is.

If the chain of CAT files in the folder is interrupted at any point, X3 stops reading there.

Are you sure that Cycrow's mod manager did not mess with it since you ran it afterwards?
If the script is there and you add the mod, it should work...
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scalp91
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Post by scalp91 »

Thanks - I swapped some of the files around and then it installed..but now I've got another problem :(

I built some factories to do a test (2 GPPC XL, 2 SPP XXL) and cruched them. Everything looked OK and the big complex module was built, but the factories created were massive, the PPC became "GPPC (500), GPPC (200) and GPPC (100)", producing 500 GPPC in 5h40m and requiring over 60,000,000 ore :o Also the complex module was created with existing products of Lasertower and Squash Mines.

I've got the 33.cat/dat files installed but get a warning after loading saying that if you haven't manually adjusted TFactories and the start value in plugin.gz.CmpClean.dummy.types then weird things will happen. Should I alter something in these files first??
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Gazz
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Post by Gazz »

You should run the CC check command and watch what it thinks of your installation.

Especially what other mods it detects and which CC mod it detects.

I have no idea how a 500 size factory could even be created when no factory over 200 is in my mod.
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scalp91
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Post by scalp91 »

I ran the check command and got this message:

Complex Cleaner v303 : Installation/Upgrade : Possible Conflict
CompCleaner Mod Version Installed : Ashley's XXL Fabs (CAT/DAT 31 or 33)
Mod Detected : Extended Mod (CAT/DAT 32)
Mod Detected : Ashley's XXL Fabs (CAT/DAT 31 or 33)
Mod Detected :

If you haven't manually adjusted TFactories and the start value in plugin.gz.CmpClean.dummy.types then weird things will happen now.

Proceed at your own risk...

For info, I built 2 BFAA XL factories to compare stats before and after crunching:

Before:

20 BFAA produced in 4h20m, max stock 160 BFAA, 1,000,000 energy, 666,640 Cahoonas, 166.640 ore.

After crunching, station named FACT : BFAA (200) :-

200 BFAA produced in 4h20m, max stock 1,600 BFAA, 192,000,000 energy, 128,000,000 cahoonas, 32,000,000 ore.

The Lasertower and Squash mines are still listed as products on the big complex module for some reason.

I think it must be some sort of conflict within my game rather than a problem with the script as no-one else seems to be having this problem.
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Gazz
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Post by Gazz »

Your installation looks okay. The conflict warning is just my disclaimer for multi mods being installed. =)
With one mod or the other CC would say that this is A-OK but it can not figure out the changes done by multiple mods...

The Lasertower and Squash mines are still listed as products on the big complex module for some reason.
Don't worry about those. This "factory" is not operational. That's why it's not blinking, either. =)
Those "products" are a potential feature I was thinking about. Adding defenses to such a megacomplex so you wouldn't have to deal with every overzealous pirate.

chill11flight wrote:I built some factories to do a test (2 GPPC XL, 2 SPP XXL) and cruched them. Everything looked OK and the big complex module was built, but the factories created were massive, the PPC became "GPPC (500), GPPC (200) and GPPC (100)", producing 500 GPPC in 5h40m and requiring over 60,000,000 ore :o
Version 3.05 released.

Fixes the miscalculation of the size on some factories and another less obvious bug.

This is a script update. The mod part can remain unchanged.

Dropped the 3rd script argument and redesigned the hub command for better integration with the modular complex.

Updated in-game help for the new commands.
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scalp91
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Post by scalp91 »

Thanks Gazz - now works perfectly. I can now build loads of factories without ending up with 3min sector loading times like in previous games. :)

Just one point that might help anyone else with trouble installing. If you start the game with Ashley's mod selected in the "Select Mod Package" options, then the "I cannot find my special objects" message appears. If you deselect the mod, then the cat/dat files are read and CC functions correctly.
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Gazz
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Post by Gazz »

I'm not so sure.

CC uses a delayed install so it's only properly initialised once you save and reload the game with it.
I did that because X3 sometimes crashes when a script tries to access a "fresh" mod.
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scalp91
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Post by scalp91 »

I've done some more testing on this. I built a small test complex, connected everything and saved. Quit and reloaded without the ashley's mod selected and everything was fine. Quit again then reloaded with the ashley's mod selected and the game crashed during loading.

Looks like I might have to remove Ashley's mod and rebuild my existing complexes using standard factories.
RichG
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Post by RichG »

I have been just thinking about that and previously was reluctant to remove Ashleys mod due to the need for large factories but this would in effect replace that quite effectively anyway would it not? Presumably there is nothing in Ashleys mod that can't be done by just having crunched lots of smaller fabs together?
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Gazz
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Post by Gazz »

RichG wrote:I have been just thinking about that and previously was reluctant to remove Ashleys mod due to the need for large factories but this would in effect replace that quite effectively anyway would it not? Presumably there is nothing in Ashleys mod that can't be done by just having crunched lots of smaller fabs together?
Well, the "bigger factories" part of Ashley's is superfluous except that it's faster to build bigger factories. Fewer cutscenes...
Complex modules are bigger by a factor of 10 or so.

What you're missing is the extended hub. I like that one a lot.
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Gazz
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Post by Gazz »

chill11flight wrote:Just one point that might help anyone else with trouble installing. If you start the game with Ashley's mod selected in the "Select Mod Package" options, then the "I cannot find my special objects" message appears. If you deselect the mod, then the cat/dat files are read and CC functions correctly.
Hmmm. If you select Ashley's as "the" mod it overrides everything, including the CC Mod you may have installed as a fake patch.
Of course CC would not find it's factories then.

In that case you would install Ashley's as a fake patch and while you're at it, the CC (with a higher CAT number!) as well.

You need Ashley's mod and then CC on top of it.
It's the only way to have both.
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scalp91
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Post by scalp91 »

OK, I moved Ashley's cat/dat files from the mod folder to the main X3 directory (and renamed to cat/dat 13) and moved the cc mod to 14. Tested both mod's functionality (was buying some factories to test with and ran out of money - lol!) and both seem happy (and the previous test save that crashed on loading ran fine now.)

Very impressive results - flew right up to the complex module and cc reported 94 fps - the Split shipyard in the same sector produced 64!

Just one thing I noticed - I built new factories in the same sector as an existing connected complex module, and when I ran the crunch command, the existing hub was destroyed and the complex module became Module (2) - was Module (1) before connecting the first factories and hub. Also all previously connected factories became separate again and needed reconnecting, although they kept their current resources.
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Gazz
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Post by Gazz »

Hmm. Ouch.
I included checks to prevent CC from touching existing complexes.
It's only supposed to work with free factories.

Oh, unless you connected the module complex...
Read the first post. =P
Module (2) - was Module (1)
Look at it... before and after.
Very impressive results - flew right up to the complex module and cc reported 94 fps - the Split shipyard in the same sector produced 64!
Aye. That's the whole point. Well, and easier management.
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annubis33
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Post by annubis33 »

1 Sil.Mine XXL / 133.3% production
2 S.Power XXL / 131.6%p
1 S.Power L
3 C.Fab XXL / 131.1%p
4 Caho.Bake XXL / 133.3%p
4 Catt.Ranch XXL / 125.0%p
2 Catt.Ranch XL
I have an SPC Complex with as shown 30% ave. over needed supply production. allowing me to put this small 17 station in the middle of Argon Prime and sell all 5 wares at their lowest price setting. making over 100mil by the time I come home from work(8hrs) and the complex keeps its stock up close to full(after not selling before complex is full(one time onlyfor the new complex)).

This is empossable with smaller station in higher Quontity becuase of the incress on power and that bleeds to the other supplies. Can not be done with out Ashley's mod. If your not making the most money with what you have then your waisting your time. I'm happilly getting ready to try CC again.
springer
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What’s gone wrong!

Post by springer »

I had an unmanageable complex, so I thought I’d give this script a go…
I installed manually…all OK
Ran ccCheck and I’m on v305 cat / Dat 32 etc… ok so far.

The original complex totalled 56 factories + 3 ore + 3 Si
I self destructed the complex, waited for things to settle down (~10 mins) then I ran the complex clean script.
The end text told me it had reduced my factories by 12.
But what I’m left with is 44 FACT’s of various races and sizes, all wrapped up in a nice new silver box!.
I can see where some of the original factories have been amalgamated, but only if they were from the same race and the same original size. But not always.
Is this what is intended?
Do I need to join these 44 FACT’s with 44 complex construction kits?
Or have I just misinterpreted what this script does?

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