[MOD] XXL Factories and Orbital Weapon Platforms - v2.0 (Updated: May 19)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
lordofdragons
- Posts: 18
- Joined: Sun, 10. Dec 06, 19:18

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

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...
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...
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.
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

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

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

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.
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

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 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.
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.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)
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.
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.Think im getting old and blind but i dont see the package to download your script Do i miss something.
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.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.
-
someone else
- Posts: 2972
- Joined: Sun, 18. Jun 06, 13:37

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)
(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...
(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...
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.
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

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

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
)
(if I can understand them of course... as I said i'm noobish in scripting
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.
Ship Rebalance Mod
OOS Rebalance
Resized Aldrin Big Rock
SIDE/TOP/FRONT Ship Size Comparison
Remember young Padawan: money stolen can be, time cannot.
-
Gazz
- Posts: 13244
- Joined: Fri, 13. Jan 06, 16:39

The CC Drop command never needed to work with Ashley's fabs.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.
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.
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

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

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

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

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

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.
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

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

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

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

