Ah Thx. Will try that this evening.If you do not know how to delete the fake patch from the archive, then follow the manual installation instructions in the first post of this thread.
[MOD] Complex Cleaner v4.09 / Modular Complexes (TC 3.2 / AP 1.1)
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Casimir78
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DrBullwinkle
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If Complex Cleaner is already supported by whatever mod you play (as it should be), then installation will be easier -- just install the scripts and t files and do not install the mod portion of the package.
For example, the XRM first page says: Complex Cleaner, FDN v7, MPM v7, SSDN v7: install the base cat/dat from these mods/scripts to the lowest cat/dat number, then the XRM base mod and addon packs as higher numbers.
@Gazz: The Installation instructions for the Plugin Manager re-pack are as follows: "Install with the Plugin Manager"
For example, the XRM first page says: Complex Cleaner, FDN v7, MPM v7, SSDN v7: install the base cat/dat from these mods/scripts to the lowest cat/dat number, then the XRM base mod and addon packs as higher numbers.
@Gazz: The Installation instructions for the Plugin Manager re-pack are as follows: "Install with the Plugin Manager"
- The Fine Print:
- Use the "Install as Archive" button.
- The re-packed package will automatically install the mod part into TC or AP.
- The re-packed package is not fully compatible with mods that change TFactories, such as XRM (and, probably, XTC). See the mod's thread for specific installation instructions for Complex Cleaner.
Peace through superior firepower
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PoisonYu
- Posts: 48
- Joined: Sat, 27. Oct 12, 14:52
Am I being dumb or is it not possible to have more than one hub/modules combo per sector?
I'm trying to create a second one aside from my weapons producing complex. I use the ignore command on both the hub and the module itself and then crunch my stations, they all end up in the weapons complex. Can i create another in the same sector?
I'm trying to create a second one aside from my weapons producing complex. I use the ignore command on both the hub and the module itself and then crunch my stations, they all end up in the weapons complex. Can i create another in the same sector?
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bounty_hunter66
- Posts: 550
- Joined: Tue, 15. Aug 06, 13:36

PoisonYu wrote:Am I being dumb or is it not possible to have more than one hub/modules combo per sector?
I'm trying to create a second one aside from my weapons producing complex. I use the ignore command on both the hub and the module itself and then crunch my stations, they all end up in the weapons complex. Can i create another in the same sector?
I also have the exact same question. How can you create multiple modules? I dont want to cram everything in just one module.
Using the ignore command on the module and station doesnt seem to work.
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Gazz
- Posts: 13244
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CC does not limit you at all in connecting factories.
It also does not combine new factories with already connected (modules) ones.
If you build / connect one complex, then the other, you can have two or more CC complexes in the same sector.
It also does not combine new factories with already connected (modules) ones.
If you build / connect one complex, then the other, you can have two or more CC complexes in the same sector.
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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bounty_hunter66
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Ah I see. So new factories are absorbed into the same module but do not interfere with the hub or stations allready in there. Then you can connect them and create a second hub. So there will be two hubs coming out from the same module.
But is it possible to create another module completely? (the big boxes) And put it in a separate location in the sector?
But is it possible to create another module completely? (the big boxes) And put it in a separate location in the sector?
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SkyDebris
- Posts: 5
- Joined: Sun, 6. Jan 13, 21:46

bounty_hunter66 wrote:...
But is it possible to create another module completely? (the big boxes) And put it in a separate location in the sector?
Only just installed this (30m ago) and immediately wanted to do the same as you, ie create multiple containers in regions of sector like a sector mall, but based on experiments, thoroughly reading the 1st page and this sentence fragment from the 1st page
"relocate : The Module Container of this sector relocates itself to the new position."
the answer seems Nope. It indicates each sector will have only 1 main and ever growing monster storage.
So, just go plan B. Pick a spot that is utterly out of the way and unseen. When you drop new stations and create new hubs near the monster, use the CC hub command to move it where you want it.
I'll happily take a stack of organized but "floating connectionless hubs" over a CPU rendered crushing mess of ship-sticking pipes any day that's for sure.
This mod + XRM + WBM + Jumppoint Flatpack + own customizations is just stellar. Time to go create production not previously possible without a slide-show.
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karverbb
- Posts: 2
- Joined: Fri, 13. Jul 12, 15:48

not all stations are crunched
I issued "drop" command, then "crunch", but not all factories connected to a module container, about half of them. Other half didnt at all, stayed as separate factories. I have a feeling that factories that were close to the container module position were crunched..... distant ones werent.... does anybody has an answer ?
P.S. I am running the latest version of x3tc and xtended 2.0. Installed CC ast told, not using cat/dat files.
P.S. I am running the latest version of x3tc and xtended 2.0. Installed CC ast told, not using cat/dat files.
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Gazz
- Posts: 13244
- Joined: Fri, 13. Jan 06, 16:39

Position is irrelevant.
The factory just needs to be unconnected and use energy cells (every factory does) in some way.
The factory just needs to be unconnected and use energy cells (every factory does) in some way.
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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karverbb
- Posts: 2
- Joined: Fri, 13. Jul 12, 15:48

Brrr, now something else happens. When i manually place factories i even can connect them, except for mines. They tend to dissapear completely and there is message saying number of reduced factories 1. But one time i managed to merge everything into 1 complex, just i dont remember order of actions..
please help
please help
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Arneas_Dorn
- Posts: 4
- Joined: Thu, 7. Feb 13, 21:47

Is there any way to autoconnect the various factories? When I set up my initial capital weapons complex hub, it was rather mind-numbing hitting the freight area of my TL and manually connecting the dozen or more weapons + mines + support factories...
Also, I never even considered that you could have more than one "complex" in the module. That's awesome!
Also, I never even considered that you could have more than one "complex" in the module. That's awesome!
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Gazz
- Posts: 13244
- Joined: Fri, 13. Jan 06, 16:39

No. Way.Arneas_Dorn wrote:Is there any way to autoconnect the various factories?
The CC only makes it less painful by reducing the number of factory objects and increasing FPS.
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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psyclon
- Posts: 80
- Joined: Sun, 10. Mar 13, 10:08
Hello!
I am playing AP with just the Tubeless Complex mod and the Advanced Complex Hub mod installed. I have the following problem:
With some of my complexes (the largest of which consists of 132 stations - cahoona bakeries, cattle ranches, crystal fabs and SPPs), after i destroy the complex hub and all factories are indicated individually on the sector map, the "crunch" command gives this result: "No crunchable factory types found. I cannot work with factories that are part of a complex.". There are no other stations in the sector, besides the ones previously contained in the complex.
At first i thought that there might be a compatibility issue with complexes built by Hepahistos Corp. But then:
a) i made a new order of stations in an empty sector and "crunch" worked just fine;
b) i tried crunching one of my manually constructed complexes (10 bliss places, 10 dream farms) and it gave me the same message as above.
Then i thought that the problem might be that the stations are too close to each other, so i used "restore", which spread the factories very well, but with no result - "crunch" gave the same message.
Finally, i ordered a new large complex with the same types of factories as in some of the failed crunches - everything works just fine.
Also, when i add new stations in a sector with the problematic factories, "crunch" works with them, but not with the old ones.
What could be the issue?
I am playing AP with just the Tubeless Complex mod and the Advanced Complex Hub mod installed. I have the following problem:
With some of my complexes (the largest of which consists of 132 stations - cahoona bakeries, cattle ranches, crystal fabs and SPPs), after i destroy the complex hub and all factories are indicated individually on the sector map, the "crunch" command gives this result: "No crunchable factory types found. I cannot work with factories that are part of a complex.". There are no other stations in the sector, besides the ones previously contained in the complex.
At first i thought that there might be a compatibility issue with complexes built by Hepahistos Corp. But then:
a) i made a new order of stations in an empty sector and "crunch" worked just fine;
b) i tried crunching one of my manually constructed complexes (10 bliss places, 10 dream farms) and it gave me the same message as above.
Then i thought that the problem might be that the stations are too close to each other, so i used "restore", which spread the factories very well, but with no result - "crunch" gave the same message.
Finally, i ordered a new large complex with the same types of factories as in some of the failed crunches - everything works just fine.
Also, when i add new stations in a sector with the problematic factories, "crunch" works with them, but not with the old ones.
What could be the issue?
"Cobras are overpowered" - said no Cobra owner ever
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Gazz
- Posts: 13244
- Joined: Fri, 13. Jan 06, 16:39

It's not location.
I don't see what it could be, though. There should be no difference between a freshly-built station and a formerly complexed station.
I don't see what it could be, though. There should be no difference between a freshly-built station and a formerly complexed station.
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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psyclon
- Posts: 80
- Joined: Sun, 10. Mar 13, 10:08
Hello again!
I figured it out just a few minutes ago - apparently the complex must be "In Operation", in order for "crunch" to work. Yesterday, just before i decided to give mods a try, i was planning a major reorganization of my entire operation, so i closed down most of the complexes.
Anyway, everything is fine now. And my FPS in Akeela's Beacon jumped almost 6 times! Simply amazing! Thank you for making this possible!
P.S. There is one downside, though - in the process of crunching my solar power complex lost about 3 million e-cells, but it's not such a big deal.
I figured it out just a few minutes ago - apparently the complex must be "In Operation", in order for "crunch" to work. Yesterday, just before i decided to give mods a try, i was planning a major reorganization of my entire operation, so i closed down most of the complexes.
Anyway, everything is fine now. And my FPS in Akeela's Beacon jumped almost 6 times! Simply amazing! Thank you for making this possible!
P.S. There is one downside, though - in the process of crunching my solar power complex lost about 3 million e-cells, but it's not such a big deal.
"Cobras are overpowered" - said no Cobra owner ever
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hourheroyes
- Posts: 346
- Joined: Mon, 9. Apr 12, 05:14

Is there any way to crunch an existing factory? I have a 226 factory complex that has completely killed my loading times, but if I try to destroy the complex hub to separate everything, my game freezes indeterminately.
Am I just going to have to let it run overnight to separate everything, or is theere anything else I can do?
Thanks
Am I just going to have to let it run overnight to separate everything, or is theere anything else I can do?
Thanks
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DrBullwinkle
- Posts: 5715
- Joined: Sat, 17. Dec 11, 01:44

Destroy the old complex hub and crunch while you are in a different sector.
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hourheroyes
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DrBullwinkle
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When does it freeze?
You leave the sector, destroy the old hub... then what happens?
You leave the sector, destroy the old hub... then what happens?
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
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hourheroyes
- Posts: 346
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I leave the sector, destroy the old hub, and it freezes. I figure it's just the game trying to work out sorting the 226 factories back into the sector. Right now I'm trying to tell all the factories to stop producing and try again
**Edit**
Ok, it was something to do with CLS. Destroyed the complex hub and complex cleaned everything, but my load times are still horrible
**Edit**
Ok, it was something to do with CLS. Destroyed the complex hub and complex cleaned everything, but my load times are still horrible
