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

I completely understand that - eventually I'm going to add options to let you choose whether to add any of the XXL factories or just use OWPs, etc. Instead of making multiple mods that all overwrite the same file, I'll just include them all into this one to simplify things and make options. Right now I'm just working on getting it to work correctly.
Luckily it's a rather simple fix, after I figure out how to get it working with Cycrow's plugin configuration menu script. I'd just need to make it remove all non-OWPs from shipyards and tweak the AL plugin part to not check for other factory types.
Luckily it's a rather simple fix, after I figure out how to get it working with Cycrow's plugin configuration menu script. I'd just need to make it remove all non-OWPs from shipyards and tweak the AL plugin part to not check for other factory types.
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MutantDwarf
- Posts: 718
- Joined: Tue, 20. Jun 06, 02:29

Version 2.0 is here!
FileFront's uploading servers were down, so I uploaded this file to Rapidshare. I will add a FileFront mirror later, when their servers are working again.
Important Note
If you are updating from a previous version, undock all ships from stations added by this mod first before updating! Upon updating, all ships docked with an added factory will be destroyed. Note that the updating process with take some time, the exact amount depending upon the number of factories in your universe and your processors performance. This update can take several minutes, during which the game will appear frozen.
If you disable the extra-large factories in the options, then all already-built extra-large factories will be destroyed. You will be reimbursed for the price of the factory, but any products, resources, or docked ships will be lost forever.
Release History
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Version 2.0
-Compatible with Gazz's Complex Cleaner
-All known bugs fixed!
-Every station tested to work correctly and actually producing their products!
-Added uninstall feature!
-Added ability to only activate buyable Orbital Weapon Platforms!
-The final two changes require Cycrow's Community Plugin Configuration Menu script.
FileFront's uploading servers were down, so I uploaded this file to Rapidshare. I will add a FileFront mirror later, when their servers are working again.
Important Note
If you are updating from a previous version, undock all ships from stations added by this mod first before updating! Upon updating, all ships docked with an added factory will be destroyed. Note that the updating process with take some time, the exact amount depending upon the number of factories in your universe and your processors performance. This update can take several minutes, during which the game will appear frozen.
If you disable the extra-large factories in the options, then all already-built extra-large factories will be destroyed. You will be reimbursed for the price of the factory, but any products, resources, or docked ships will be lost forever.
Release History
-------------------------
Version 2.0
-Compatible with Gazz's Complex Cleaner
-All known bugs fixed!
-Every station tested to work correctly and actually producing their products!
-Added uninstall feature!
-Added ability to only activate buyable Orbital Weapon Platforms!
-The final two changes require Cycrow's Community Plugin Configuration Menu script.
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MutantDwarf
- Posts: 718
- Joined: Tue, 20. Jun 06, 02:29

I updated the original post with a FileFront link now that there servers are back up and working. I also updated the file - there was a slight bug in the previous edition that prevented the plugin configuration menu from showing. Bloody setup script didn't save properly somehow:/ Anyways, it should work fine now.
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skywalker3000
- Posts: 56
- Joined: Sun, 6. Feb 05, 13:48

update problem
Hi,
i try to update from 1.6 to 2.0 but its not working, i have only 1 XXL Fab so far, a moscito rockets fab, after updating its still produce moscitos but the descripton is now Flamethrower..... (flammenwerferschmiede) dont know the english name of the weapon.
And in the Supershipyards are now every XXL Fab 4x and about 10 read-text errors too.
i try to update from 1.6 to 2.0 but its not working, i have only 1 XXL Fab so far, a moscito rockets fab, after updating its still produce moscitos but the descripton is now Flamethrower..... (flammenwerferschmiede) dont know the english name of the weapon.
And in the Supershipyards are now every XXL Fab 4x and about 10 read-text errors too.
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MutantDwarf
- Posts: 718
- Joined: Tue, 20. Jun 06, 02:29

Huh - that shouldn't be happening. It should detect that you had 1.6 installed and then update.
Except now I see it isn't working. *sigh* It was working, but somehow my setup script that did the checking got deleted and replaced with one that didn't, and I didn't test it out properly. Totally my bad.
I'll have a bugfix up in a few hours, I hope. I haven't the faintest idea what's wrong, but since I got it working once I'm sure I can do it again.
Except now I see it isn't working. *sigh* It was working, but somehow my setup script that did the checking got deleted and replaced with one that didn't, and I didn't test it out properly. Totally my bad.
I'll have a bugfix up in a few hours, I hope. I haven't the faintest idea what's wrong, but since I got it working once I'm sure I can do it again.
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MutantDwarf
- Posts: 718
- Joined: Tue, 20. Jun 06, 02:29

Okay, I'm pretty sure I've fixed the problems now that I know what was causing them.
Turns out sometimes a script won't actually save even if you compile it and it works properly in a game - in order to really test it, you need to load the game anew. Annoying, but now that I know it should make the script significantly more likely to work;)
Version 2.0b
-Auto-update should work properly now
-Added 'Update' feature to configuration menu - if auto-update doesn't work, try that one instead!
Turns out sometimes a script won't actually save even if you compile it and it works properly in a game - in order to really test it, you need to load the game anew. Annoying, but now that I know it should make the script significantly more likely to work;)
Version 2.0b
-Auto-update should work properly now
-Added 'Update' feature to configuration menu - if auto-update doesn't work, try that one instead!
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CaptainRAVE
- Posts: 434
- Joined: Thu, 23. Oct 03, 20:55

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

This is a different script/mod than the one for Reunion (not to mention a different creator/author).
That said, it's pretty new, so there's likely not an adjusted complex calculator.
For all intents and purposes:
1 XXL fab =
20 "S"
10 "M"
4 "L"
2 "XL"
You can use the existing calculators and get an idea, using the numbers above. I think MD used 25 as the "XXL" value though, the above is based off XX being 20. It shouldn't affect the maths too much.
That said, it's pretty new, so there's likely not an adjusted complex calculator.
For all intents and purposes:
1 XXL fab =
20 "S"
10 "M"
4 "L"
2 "XL"
You can use the existing calculators and get an idea, using the numbers above. I think MD used 25 as the "XXL" value though, the above is based off XX being 20. It shouldn't affect the maths too much.
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CaptainRAVE
- Posts: 434
- Joined: Thu, 23. Oct 03, 20:55

Thanks!fud wrote:This is a different script/mod than the one for Reunion (not to mention a different creator/author).
That said, it's pretty new, so there's likely not an adjusted complex calculator.
For all intents and purposes:
1 XXL fab =
20 "S"
10 "M"
4 "L"
2 "XL"
You can use the existing calculators and get an idea, using the numbers above. I think MD used 25 as the "XXL" value though, the above is based off XX being 20. It shouldn't affect the maths too much.
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Kimmy
- Posts: 143
- Joined: Wed, 18. Aug 04, 20:58

Hi Guys,
I’m a big fan of this mod and the one by Gazz (the complex cleaner one). But, I can’t get them to work together. When I issue the order ‘DROP’ all I get is a message about stations left onboard my transport.
http://img.photobucket.com/albums/v497/ ... Pic1-2.jpg
Can any one help me?
I’m a big fan of this mod and the one by Gazz (the complex cleaner one). But, I can’t get them to work together. When I issue the order ‘DROP’ all I get is a message about stations left onboard my transport.
http://img.photobucket.com/albums/v497/ ... Pic1-2.jpg
Can any one help me?
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MutantDwarf
- Posts: 718
- Joined: Tue, 20. Jun 06, 02:29

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Kimmy
- Posts: 143
- Joined: Wed, 18. Aug 04, 20:58

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

What's the message? Does it say that a factory was built? I just tested it myself using the Space Fuel Distillery XXL and it worked just fine. When I do it I get the following message:
And the factories are now built in the world and no longer on my Mammoth.Complex Cleaner
Sector: Family Sein
2 factories built
0 stations still aboard your transports
0 complex construction kits available
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Kimmy
- Posts: 143
- Joined: Wed, 18. Aug 04, 20:58

If you look at my attached Pic above, you’ll see that no factories are built. I’ve been playing with this for ages. If I unload the mammoth one at a time, I can then ‘crunch’ without any trouble. It’s the ‘DROP’ command that’s stopped working for me.
I can move the hub and turn it around. All the commands seem to work except for ‘drop’.
I’ll try it again now but with ordinary factories. It may have something to do with the factories being XXL.
Thanks for the help.
Edit..
Just tried with ordinary 'L' factories and the DROP command worked just fine. Must be something to do with 'XXL' factories and the Mammoth. What other TL could I use?
I can move the hub and turn it around. All the commands seem to work except for ‘drop’.
I’ll try it again now but with ordinary factories. It may have something to do with the factories being XXL.
Thanks for the help.
Edit..
Just tried with ordinary 'L' factories and the DROP command worked just fine. Must be something to do with 'XXL' factories and the Mammoth. What other TL could I use?
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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

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

Ok, I discovered the reason. The complex cleaner station makes a neutral race test factory before dropping, then drops the stations. However, the neutral race XXL fab doesn't have products initialized, so its rejected.
The solution is to call LMD.XXL.CheckStation on the neutral fab before checking it. I don't know if Gazz wants to implement that, but it's a simple hack in the code.
I came across this fix after debugging my factory duplicator script. A new version fixes the problem.
The solution is to call LMD.XXL.CheckStation on the neutral fab before checking it. I don't know if Gazz wants to implement that, but it's a simple hack in the code.
I came across this fix after debugging my factory duplicator script. A new version fixes the problem.
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MutantDwarf
- Posts: 718
- Joined: Tue, 20. Jun 06, 02:29

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MadGizmo
- Posts: 337
- Joined: Thu, 27. Nov 08, 21:26

