[MOD] XXL Factories and Orbital Weapon Platforms - v2.0 (Updated: May 19)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Eightball Maniac
- Posts: 36
- Joined: Sat, 9. Apr 05, 07:35

I've done a bit more testing with the AL part of the plug both on and off. Still getting Terracorp Nividium Mines from deployed Ore Mine Ls, regardless of which shipyard I buy them from. Ore Mine Ms and Silicon Mine Ls both work normally, so it's just the Ore Mine Ls having problems for me so far.
I'll do some more testing.
I'll do some more testing.
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MutantDwarf
- Posts: 718
- Joined: Tue, 20. Jun 06, 02:29

So, it happens even if the AL part of the plugin is disabled? My mod is almost certainly not the culprit, then. Without the AL part running, none of the scripts will do anything. EDIT: Unless you use the hotkey to manually run the scripts, of course.
EDIT: What other mods or scripts, if any, do you have installed?
EDIT: What other mods or scripts, if any, do you have installed?
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fud
- Posts: 9837
- Joined: Wed, 25. Jan 06, 14:26

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MutantDwarf
- Posts: 718
- Joined: Tue, 20. Jun 06, 02:29

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fud
- Posts: 9837
- Joined: Wed, 25. Jan 06, 14:26

To be honest, when I found out it was apparently just the Argon mine, I didn't really care any more...
(lol)
It could very well be something in my game.
It's as vanilla as chocolate mousse. :shrug:
Odd though, that someone else encountered it too. The likelihood of them having the same modifications/scripts is remote, to make an understatement....
Dunno. I excel at having problems nobody ever car before...
(lol)
It could very well be something in my game.
It's as vanilla as chocolate mousse. :shrug:
Odd though, that someone else encountered it too. The likelihood of them having the same modifications/scripts is remote, to make an understatement....
Dunno. I excel at having problems nobody ever car before...
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jimhsu77479
- Posts: 168
- Joined: Sun, 25. Nov 07, 22:39

I have a combine that works: http://diyeconomist.net/x3/cmpclean-xxlfabs-patch.zip . It's not official though. Requires replacing the TFactories.txt in the mod with this new one.
This should be a drop-in replacement if you already have Complex Cleaner installed but not XXL fabs. I don't guarantee everything works, so please report any problems.
PS I put the XXL fabs AFTER the Gazz fabs (not before, as he said) then edited the scripts for the XXL fabs because doing it the other way (and letting CC fix my complexes) screwed things up. If you already have XXL fabs installed but not CC, you would do it the other way.
This should be a drop-in replacement if you already have Complex Cleaner installed but not XXL fabs. I don't guarantee everything works, so please report any problems.
PS I put the XXL fabs AFTER the Gazz fabs (not before, as he said) then edited the scripts for the XXL fabs because doing it the other way (and letting CC fix my complexes) screwed things up. If you already have XXL fabs installed but not CC, you would do it the other way.
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Solomon Short
- Posts: 797
- Joined: Wed, 25. Mar 09, 07:00

Just to confirm, if I want to do a clean re-install with the Unofficial Patch, XXL Fabs, & EMP, I do it in that order & I shouldn't need to modify anything manually?
Whereas if I also add Gazz's Modular Complexes I need to use jimhsu77479's Tfactories?
(I'm restarting 'cos I hadn't really gotten all that far in my last start anyway)
Whereas if I also add Gazz's Modular Complexes I need to use jimhsu77479's Tfactories?
(I'm restarting 'cos I hadn't really gotten all that far in my last start anyway)
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MutantDwarf
- Posts: 718
- Joined: Tue, 20. Jun 06, 02:29

Well, I've just tested this in a clean installation and it does appear that it turns Argon Ore Mine Ls into Terracorp Nividium Mine Ms. Not a clue how, just yet - still searching for the answer. Hopefully it'll be something relatively easy to fix:/
EDIT: It also doesn't seem to be altering orbital weapons platforms so that they work, either. Very strange.
EDIT: It also doesn't seem to be altering orbital weapons platforms so that they work, either. Very strange.
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MutantDwarf
- Posts: 718
- Joined: Tue, 20. Jun 06, 02:29

I haven't the faintest idea how, but I've tracked the problem with Argon Ore Mine Ls turning into non-working Terracorp Nividium Mines to the TFactories file. Doesn't make much sense to me - I haven't the faintest idea how it could do that.
I'm trying to track down how exactly it happened now.
EDIT: Oh, and I also noticed that Advanced Satellite Factories aren't being made to produce actual Advanced Satellites. I can't figure out why.
This is now happening in both my main game and the clean install. It's especially frustrating because I used the advanced sat factories as my main test platform when testing the script, and they used to work perfectly fine - and now they don't.
I'm trying to track down how exactly it happened now.
EDIT: Oh, and I also noticed that Advanced Satellite Factories aren't being made to produce actual Advanced Satellites. I can't figure out why.
This is now happening in both my main game and the clean install. It's especially frustrating because I used the advanced sat factories as my main test platform when testing the script, and they used to work perfectly fine - and now they don't.
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Solomon Short
- Posts: 797
- Joined: Wed, 25. Mar 09, 07:00

A suggestion for the OWPs, maybe rather than adding them as factories & replacing them via script when 'placed', you could (assuming permission can be obtained) use a variation of xiriods script to add them as ships to the relevant shipyards on game start? (I would offer to do this, but I suck. & the extent of my Xs&m skills was reenabling the Yaki Insurgent & creating a couple of variants of the Humble Merchant).
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jimhsu77479
- Posts: 168
- Joined: Sun, 25. Nov 07, 22:39

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MutantDwarf
- Posts: 718
- Joined: Tue, 20. Jun 06, 02:29

Adding OWPs to shipyards as ships is useless - they don't have engines, so they can't move away from the shipyard when they undock. That's why building them like a factory makes sense - they're stationary, just like factories. It makes placing an OWP a hell of a lot easier than if they were purchased as ships and then had to be towed to their eventual location. Think of the hastle it would create if you had to tow every single factory you bought to its final location - no thank you!
I'm having some luck with the argon ore mine problem, but still trying to track down the actual source.
EDIT: Well, I've tracked the ore mine problem down finally - it's the race of the Nividium Mine. By default it's 'Enemy Race', but if you change it to 'Argon' then when you build an Ore Mine L it uses the Terracorp Nividium Mine instead of the Ore Mine L. Doesn't make much sense to me, but okay. I'll release a fix soon.
I'm having some luck with the argon ore mine problem, but still trying to track down the actual source.
EDIT: Well, I've tracked the ore mine problem down finally - it's the race of the Nividium Mine. By default it's 'Enemy Race', but if you change it to 'Argon' then when you build an Ore Mine L it uses the Terracorp Nividium Mine instead of the Ore Mine L. Doesn't make much sense to me, but okay. I'll release a fix soon.
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NCODB
- Posts: 23
- Joined: Wed, 22. Apr 09, 05:39
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MutantDwarf
- Posts: 718
- Joined: Tue, 20. Jun 06, 02:29

Nope. I don't like the idea of XL or XXL mines, for one, and for another I don't think you can actually do it. You might be able to, but I have no inclination to do so. XL and XXL mines are a lot more like cheating than I prefer - they completely circumvent the limited supply of asteroids in the game.
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fud
- Posts: 9837
- Joined: Wed, 25. Jan 06, 14:26

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jimhsu77479
- Posts: 168
- Joined: Sun, 25. Nov 07, 22:39

If I remember, the technical problem with XXL mines was that they would occassionally revert to L mines (randomly) and then your complex crashes. Besides, get the Asteroid creator or Asteroid relocator if you don't have enough asteroids.
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fud
- Posts: 9837
- Joined: Wed, 25. Jan 06, 14:26

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MutantDwarf
- Posts: 718
- Joined: Tue, 20. Jun 06, 02:29

Really? They'd change into L-sized mines? That's a bit silly. I figured it would just be difficult getting the mines to produce the correct amount of goods based on asteroid yield.
In any case, I'm not going to bother with mines. I may alter the Nividium mine so it works (and maybe the ice ones if they don't already), but I'm not going to add new mines in.
Also: A new version is incoming shortly. All known bugs have been squashed, and it will be compatible with Gazz's Complex Cleaner - but won't require it. It still likely won't be compatible with Patch 2.1, however. That'll have to be figured out after it's released.
In any case, I'm not going to bother with mines. I may alter the Nividium mine so it works (and maybe the ice ones if they don't already), but I'm not going to add new mines in.
Also: A new version is incoming shortly. All known bugs have been squashed, and it will be compatible with Gazz's Complex Cleaner - but won't require it. It still likely won't be compatible with Patch 2.1, however. That'll have to be figured out after it's released.
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Pisces1
- Posts: 149
- Joined: Tue, 10. Jun 08, 03:09
