[SCRIPT] Resource-Free Factory

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Rate this script

5 (Great)
58
59%
4
9
9%
3
10
10%
2
5
5%
1 (Bad)
16
16%
 
Total votes: 98

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dragonsblade71uk
Posts: 236
Joined: Sat, 8. Jul 06, 00:01
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Post by dragonsblade71uk »

That`s odd, as some ashley facs are running fine, but the quantum tube fac reverted o normal operation. Not sure if it related too number of resources, as the ore mine and silicon mine work ok, having only EC`s as a resource.
THe tube fac requires 3 resources.
tyvol
Posts: 76
Joined: Mon, 20. Aug 07, 05:57
x4

Outstanding Script!

Post by tyvol »

Just to add to the kudos...

This script is terrific and trouble free!!!!

Outstanding effort on your part!

Many Thanks (!)

Cheers!
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Damar Stiehl
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Post by Damar Stiehl »

Hmm, radical!
Protrader
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Post by Protrader »

Just a note, this script is NOT ashly XXL fab compatable. If you run this script with XXL fab mod, your factories will do one of two things, #1 Revert to using resources in a few seconds if you have the fixer on in artifical life settings or #2 Revert to using resources when you use manualy on ANY factory you own.

Why would you use the resource fixer on your factories? Because if you dont, your factories will only use energy cells, quite annoying for factories you dont plan on using this cheat on.

But if you use it on one factory, EVERY factory you own gets reset. INCLUDIING the ones inside a complex.
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juanitierno
Posts: 451
Joined: Fri, 28. Dec 07, 17:06
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Post by juanitierno »

Ive always thought factories should be module-like... that is: you buy a "complex skeleton" that looks like a long shipyard (with station sockets), then you buy factories as modules that are attached to this skeleton. Factory modules could be recycled for 10% their original value, leavingt he socket free.
Factories would always be neatly arranged on the skeleton, never collide, no complex tubing, plenty of docking space and, hopefully, lower poly count.

I think this is the closest there is to my utopia. Ill definetly try it.


Just a Q since i didnt get it clearly from the other posts... if i build 5 factories, use this upgrade on them, and then join them in a complex, will it work as expected?

Can it be used directly on an already-built complex?

Thanks!
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arcana75
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Joined: Tue, 2. Dec 03, 09:28
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Post by arcana75 »

I doubt it'll work on a complex but u're welcome to try :D

If u use it on each factory first, then tube it up, it should work. The individual factories in the complex should continue to chug along. It might take a while (a minute) to get the cycle to kick in tho.

I intended this to replicate the NPCs' themed factories which were able to build multiple products using fewer resources and clearly not as many tubes and support factories.

The best example of this script over tubes is trying to make a XL SPP completely self-sufficient: something like 10+ factories and the accompanying tubes and hubs.

This script is obviously not compatible with Ashley's mod cuz that mod has an AL script that independently checks and modifies factory resources. That's obviously going to conflict by undoing what this script does: a one-shot removal of resources.
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juanitierno
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Joined: Fri, 28. Dec 07, 17:06
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Post by juanitierno »

Just an idea to make this less of a "cheat":

You could have the script remove all resources except ore and silicon. Then it would be the exact same as buying and complexing all the support fabs, but you wouldnt be able to place SPP `complexes´ where there is no silicon available for example.

In any case this script is awesome and i plan to use it very soon (restarted and only have 3 local traders so far, saving for a fuel distillery).

Thank you for making this script :)
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arcana75
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Joined: Tue, 2. Dec 03, 09:28
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Post by arcana75 »

Feel free to modify it not to remove silicon/ore. Personally I love it this way and I don't find it a cheat at all. :)
bob hope
Posts: 2187
Joined: Wed, 6. Nov 02, 20:31
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Post by bob hope »

i cant believe i havent seen this about before, now i only hope that it runs fine with some other scripts like maybe the script that tells all spp`s that they use crystals as a main rescource, but since thats a npc thing only them it may just work (on anything but spp`s lol) i may now give both try out.

i admit i voted 3 so that i could see what the vote was :P

i am also running rogueys mod and will see if there are any addiional conflicts or such
About the name - i was lost for a name on the forum and looking round, then a Bob Hope film came on, and i thought "that will do nicely"

i was born and raised argumentative i dont mean to offend ...... sorry
blandmeat
Posts: 15
Joined: Fri, 20. Jan 06, 21:58
x3

Uninstall

Post by blandmeat »

Hey, I installed this mod with my version, but now I cannot run any saved games! There may be another cause, but is there a set process to uninstalling this mod?
Meltdown
Posts: 337
Joined: Wed, 6. Nov 02, 20:31

Post by Meltdown »

I like the idea of this mod very much, but I can't seem to get it working.

I'm running mod 2.0.2.2 on X3 2.5 with a few other mods, but nothing regarding factories so there should be no conflicts.

Cycrow's installer says the mod is loaded and running, but I don't get the option to make my SPP resource-free in the command console for the station. There is a "configuration" sub-menu, if it's of any use, but it's empty.

Little help?

Edit: ignore this post, I'm just dumb. :P
Eat, drink and be merry, for tomorrow you may die.
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arcana75
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Joined: Tue, 2. Dec 03, 09:28
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Re: Uninstall

Post by arcana75 »

blandmeat wrote:Hey, I installed this mod with my version, but now I cannot run any saved games! There may be another cause, but is there a set process to uninstalling this mod?
This is not a mod, u should be fine just deleting the script files from your X3 install.
WarmMachineME
Posts: 119
Joined: Mon, 9. Jan 06, 03:19
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Post by WarmMachineME »

Seems like a really fun script. I'm just getting around to trying it in my new game. Don't have enough credits for my first factory yet, but I'm getting there.

I was wondering how some of the bonus pack scripts might react to this one? I really enjoy the Station Manager in particular. Would trying to use them both at the same time cause problems, like the Station Manager trying to buy resources that the factory doesn't need anymore?

Maybe a better question is, is this best for factories just to supply you with equipment for your own needs? (As opposed to setting up trade with NPC stations.)

Thanks, and I hope you'll re-release for Terran Conflict. :D
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arcana75
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Post by arcana75 »

WarmMachineME wrote:Seems like a really fun script. I'm just getting around to trying it in my new game. Don't have enough credits for my first factory yet, but I'm getting there.

I was wondering how some of the bonus pack scripts might react to this one? I really enjoy the Station Manager in particular. Would trying to use them both at the same time cause problems, like the Station Manager trying to buy resources that the factory doesn't need anymore?

Maybe a better question is, is this best for factories just to supply you with equipment for your own needs? (As opposed to setting up trade with NPC stations.)

Thanks, and I hope you'll re-release for Terran Conflict. :D
When's TC coming out anyway?

Anyway, I see this script as a non-cheat way to create self-sustaining factories just like what the AI has. For example, the AI has factories that sell missiles and weapons but you don't see the AI need all the tubes and support factories (eg mine, food, etc).

The script makes you pay upfront an exorbidant fee for the convenience of making a self-sustaining factory. The only cheating component is that the X world has finite asteroids and yields, which this script obviously bypasses (a self-sustaining complex will always always require a mine of some sort). Since this fee is slightly higher than the total cost of an entire self-sustaining complex, I figure it's a nice trade-off.

So if you're of a mind to create a nice Missile Bazaar or Gun Mart, this is probably the best way to do it: Plant a weapon fab, activate this script, plant another fab, activate script, then complex both up, voila, self-sustaining Weapon Mall. Repeat to add more and more until you covered all the weapons and equipment you need, without all the support fabs, ships and tubes that would very likely slow your sector to a crawl.

If your factory already runs Station Manager, turn it off, since it makes no sense to get the AI to help you buy resources your Resource-Free Factory doesn't need :)
WarmMachineME
Posts: 119
Joined: Mon, 9. Jan 06, 03:19
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Post by WarmMachineME »

Thanks for the reply. I was referring more to the use of Station Manager et al to get my transports to sell the product, not so much buy non-existant resources. :P But I've already found it works fine. I've got a station that's selling it's product just fine.

I think the latest news is that X3:TC is coming out sometime this September.
BigFoot316
Posts: 2
Joined: Fri, 13. Mar 09, 06:15
x3

Post by BigFoot316 »

I cant figure out how to install a mod. Please help.
Kframe
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Joined: Thu, 15. Apr 10, 18:54
x3

Post by Kframe »

Is this compatible with x tended. Once i beat the story, i plan on installing xtended.
FreeLancer82
Posts: 114
Joined: Sat, 15. Apr 06, 12:41

Post by FreeLancer82 »

Hi, I have used this fantastic script, but I don't like one thing.
I Want remove all from my stations except also Energy cell, Silicon Wafers, ORE, Crystals, like Nividium. I tried to cancel the line 040 teldianum, 034, 029, 022, 020 from script but There are not effects!
Please help me.
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Peanutcat
Posts: 298
Joined: Fri, 8. Jul 11, 23:56
x4

Post by Peanutcat »

The mod does not seem to be able to install.... i use the plugin manager but i get an error message... i tried downloading the lates verision twice but it happens on both.. the file in the link might be broken?
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X2-Illuminatus
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Post by X2-Illuminatus »

What does the error message say?
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