[MOD] XXL Factories and Orbital Weapon Platforms - v2.0 (Updated: May 19)

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

lordofdragons
Posts: 18
Joined: Sun, 10. Dec 06, 19:18
x3tc

Post by lordofdragons »

I seem to be having the nvidium mine problem too. I tried to put up a L ore mine in astroid belt and it turned into a M Nvidium mine. Also I cant get the community plugin configurator to show anything for this plugin, any help would be handy.
Last edited by lordofdragons on Wed, 20. May 09, 17:07, edited 1 time in total.
Did I do that?
someone else
Posts: 2972
Joined: Sun, 18. Jun 06, 13:37
x3tc

Post by someone else »

Reading the first post of this mod I noticed that you have "something" (probably a script) that checks if all factories are ok and then "destroys/respawns" the fabs... (hence the "you will lose all docked ships")
anyways...

I wanted something similar for my Ship Rebalance Mod... because If I want to affect all ships in-game I need to kill and respawn them...
Can you point me in the right direction? (taking into account that I'm a Noob in scripting)


anyways very very cool mod... this will be a nice addition to my game... :D
Trade, Fight, Build, Think, Modify.
Ship Rebalance Mod
OOS Rebalance
Resized Aldrin Big Rock
SIDE/TOP/FRONT Ship Size Comparison
Remember young Padawan: money stolen can be, time cannot.
AntoineS
Posts: 34
Joined: Fri, 21. Oct 05, 14:15
x3tc

Post by AntoineS »

Think im getting old and blind but i dont see the package to download your script :) Do i miss something.

Antoine
Kimmy
Posts: 143
Joined: Wed, 18. Aug 04, 20:58
x2

Post by Kimmy »

@ fud - My Mammoth’s cargo hold is 600000 (like yours), but how do you change it’s cargo type from XL to XXL? I think this is the cause of my problem.

Kimmy
someone else
Posts: 2972
Joined: Sun, 18. Jun 06, 13:37
x3tc

Post by someone else »

the link is at the end of the first post... odd position imho.
Trade, Fight, Build, Think, Modify.
Ship Rebalance Mod
OOS Rebalance
Resized Aldrin Big Rock
SIDE/TOP/FRONT Ship Size Comparison
Remember young Padawan: money stolen can be, time cannot.
MutantDwarf
Posts: 718
Joined: Tue, 20. Jun 06, 02:29
x4

Post by MutantDwarf »

I seem to be having the nvidium mine problem too. I tried to put up a L ore mine in astroid belt and it turned into a M Nvidium mine. Also I cant get the community plugin configurator to show anything for this plugin, any help would be handy.
When did you download it? Did you DL it from the link on this thread? Older versions won't work with the community plugin config and have the Ore Mine L problem. What's the version number listed in the .spk?

I wanted something similar for my Ship Rebalance Mod... because If I want to affect all ships in-game I need to kill and respawn them...
Can you point me in the right direction? (taking into account that I'm a Noob in scripting)
Take a look at LMD.XXL.Remove.Factories and LMD.XXL.Fac.Cleanup. It goes through every sector one-by-one, checks if it's a factory that needs to be fixed, stores its position, rotation, and the number of products and resources in its hold, then destroys and respawns it.

The main problem with doing this with ships is that they'll lose all local variables (nothing you can do about that, as far as I know) and all commands (which you might be able to fix, but I find doubtful). It's especially problematic for NPC ships, because I don't think they'll be respawned into their normal job.

Instead, it's probably a good idea to limit this to player ships, and even then leave it as an option. Configure it to use the Community Plugin Configuration script by Cycrow and let people select when to destroy and respawn their ships.

Think im getting old and blind but i dont see the package to download your script Do i miss something.
I moved the position of the link to the middle of the post in response to this and someone else's post below. It's now right after Important Notes - hopefully to make people actually read the bits they need to know before running off to download and install it.

My Mammoth’s cargo hold is 600000 (like yours), but how do you change it’s cargo type from XL to XXL? I think this is the cause of my problem.
A Mammoth's cargo type is ST, not XL. ST is the biggest cargo type possible, so that's not the issue. If others can reproduce the same problem with the Complex Cleaner (I can't, which confuses me to no end), then it's likely nothing you did to the ship and what jimhsu mentioned - a bug in the Complex Cleaner script. I can't alter the newly added factories to work with the CC script if what jimhsu says is true.
someone else
Posts: 2972
Joined: Sun, 18. Jun 06, 13:37
x3tc

Post by someone else »

thanks for the answer... I'll try to look at those scripts, maybe I'll use them as a guide, but i'll do something simplier... (i hope) :D

(i need mainly to respawn weapons on them, becuase I removed IBL compatibility from M1 and M2 and added compatibilty to other weapons on other ships... and the issue is that the ships already in game are full of now-useless IBL or don't mount the bigger weapons that are now compatible with them)

anyways, now I have a base... :D
Trade, Fight, Build, Think, Modify.
Ship Rebalance Mod
OOS Rebalance
Resized Aldrin Big Rock
SIDE/TOP/FRONT Ship Size Comparison
Remember young Padawan: money stolen can be, time cannot.
MutantDwarf
Posts: 718
Joined: Tue, 20. Jun 06, 02:29
x4

Post by MutantDwarf »

Respawning guns is easier - instead of removing the ship, just remove everything in the ship's hold. Then run the add default wares to ship command on it.
someone else
Posts: 2972
Joined: Sun, 18. Jun 06, 13:37
x3tc

Post by someone else »

mmh... yep! I'll try to do that... can I use your two scripts as a base to modify to suit my needs?
(if I can understand them of course... as I said i'm noobish in scripting :D )
Trade, Fight, Build, Think, Modify.
Ship Rebalance Mod
OOS Rebalance
Resized Aldrin Big Rock
SIDE/TOP/FRONT Ship Size Comparison
Remember young Padawan: money stolen can be, time cannot.
MutantDwarf
Posts: 718
Joined: Tue, 20. Jun 06, 02:29
x4

Post by MutantDwarf »

No problem - go ahead.
User avatar
Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz »

MutantDwarf wrote:A Mammoth's cargo type is ST, not XL. ST is the biggest cargo type possible, so that's not the issue. If others can reproduce the same problem with the Complex Cleaner (I can't, which confuses me to no end), then it's likely nothing you did to the ship and what jimhsu mentioned - a bug in the Complex Cleaner script. I can't alter the newly added factories to work with the CC script if what jimhsu says is true.
The CC Drop command never needed to work with Ashley's fabs.
Ashley's Mod does not exist in TC and the Drop command does not exist in Reunion.

It was designed to work with standard ES factories because it's kinda irrelevant if you buy 2x size 5 factories using 24000 cargo space or 1 size 10 factory using 24000 cargo space.

If you wish to use any custom/scripte/cheated factories - go ahead and deploy them normally. There is just no way to account for all possible options in the drop command so it sticks to the factories that will work.
That it ignores the custom factories also means that it's not screwing them up with an improper setup procedure. =)
It's a matter of safety and compatibility more than anything else.
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.
MutantDwarf
Posts: 718
Joined: Tue, 20. Jun 06, 02:29
x4

Post by MutantDwarf »

Ah - that makes sense, Gazz. I'm curious as to how it actually worked in my test, but it may have just been a lucky coincidence that your script saw that factory as useable or something. Who knows.
lordofdragons
Posts: 18
Joined: Sun, 10. Dec 06, 19:18
x3tc

Post by lordofdragons »

Ok, you must have updated and I didnt realize it. Now I have a new problem, when I go try to fiddle with the options it just says readtext. I also get a message as soon as I start up that says the script has problems and I need to report it.
Did I do that?
MutantDwarf
Posts: 718
Joined: Tue, 20. Jun 06, 02:29
x4

Post by MutantDwarf »

You need to remove the files added by the old version - types/TFactories.txt, t/7708.xml, and 00044.xml.
lordofdragons
Posts: 18
Joined: Sun, 10. Dec 06, 19:18
x3tc

Post by lordofdragons »

I dont seem to have any of those files in my folder to delete... I used the plugin manager to uninstall, dont know if that got rid of them or not but they arent there. Any other suggestions? Sorry for all the trouble here...
Did I do that?
MutantDwarf
Posts: 718
Joined: Tue, 20. Jun 06, 02:29
x4

Post by MutantDwarf »

Okay, the pulgin manager uninstalling should have worked fine.

Did you activate the .cat/.dat file? You need to set it up as the mod in the X3TC launcher or as a fake patch by renaming the .cat/.dat files to the highest-number in your X3TC main directory and pasting them there.
Langy the Mutant Dwarf
lordofdragons
Posts: 18
Joined: Sun, 10. Dec 06, 19:18
x3tc

Post by lordofdragons »

DOH! :oops: Just ignore any further x posts from me as I am a moron. That worked, its a wonder I even understand how to play this game... Thanks for the great piece of work here.
Did I do that?
lordofdragons
Posts: 18
Joined: Sun, 10. Dec 06, 19:18
x3tc

Post by lordofdragons »

Noticed something else strange, my XXL wheat farm and my XXL space fuel both mysteriously changed after I updated. Now one is a recon drone fab and the other is a flail missile fab. Any way to change them back or do I just have to blow them up and drop 2 more?
Did I do that?
MutantDwarf
Posts: 718
Joined: Tue, 20. Jun 06, 02:29
x4

Post by MutantDwarf »

It may not have noticed that you had the old version installed. To fix this, open up the plugin configuration menu and choose the 'Upgrade' option. It should go through and turn your fabs into the correct types.
Langy the Mutant Dwarf
lordofdragons
Posts: 18
Joined: Sun, 10. Dec 06, 19:18
x3tc

Post by lordofdragons »

Oh, they change alright, just not to what they were LOL! Every time I try to update like that they change to something else, just not my wheat farm and distillery lol, kinda funny actually. I have gotten everything from 1gj sheild fabs to PAC forges to silkworm missile lol...
Did I do that?

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”