[MOD/Script] LI Production Modules (PM) - v7.2 29/08/2010

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Logain Abler
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Post by Logain Abler »

someone else wrote:what about having the option "choose the station for MDM" show up only when docked to a Shipyard and then letting the player choose between the buyable stations there (watching reputation) and then scripting in the chosen station type in their TL?
That way all the fluff-stuff-machinery looks like it is "loaded" from the shipyard and this makes sense.
(magically adding tons and tons of construction facilities to a ship is... strange)
The station will occupy a different space depending on its type so that will be Ok, and if you make the player pay the station's price (or a little less because he bought only the fluff-stuff-machinery, not a full blown station) it will be fair.
Just make sure that when he tries to deploy the station it returns into the cargo bay/disappears/refuses to deploy. (the only difficult thing imho, but this prevents the player from "exploiting" this script)
I still don’t think this will work as I’m sure stations won’t return any production values such as product, resources, amount & time (which are critical to this script) without being deployed. When in the TLs storage bay its just an empty container.

However I wonder if the install default wares to Dock/Station command will work with when the station is in the TL? I’ll have a look the !script files tonight and see if there is one for deploying stations and if so what checks it does.

Another avenue to investigate and I have the wares option if this fails……… All fun :D


LA
someone else
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Post by someone else »

I still don’t think this will work as I’m sure stations won’t return any production values such as product, resources, amount & time (which are critical to this script) without being deployed. When in the TLs storage bay its just an empty container.
mmmh... ok, what about a thing that when you decide what station to "load from the shipyard" creates that chosen station somewhere out of sight (1000 or so Km far from the TL), reads needed data and then destroys it while scripting another station in the TL's cargo hold.

that will ensure max compatiblity.
Trade, Fight, Build, Think, Modify.
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Remember young Padawan: money stolen can be, time cannot.
Logain Abler
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Post by Logain Abler »

someone else wrote:
I still don’t think this will work as I’m sure stations won’t return any production values such as product, resources, amount & time (which are critical to this script) without being deployed. When in the TLs storage bay its just an empty container.
mmmh... ok, what about a thing that when you decide what station to "load from the shipyard" creates that chosen station somewhere out of sight (1000 or so Km far from the TL), reads needed data and then destroys it while scripting another station in the TL's cargo hold.

that will ensure max compatiblity.
It’s an option, you wouldn’t even have to deploy the one in the TL, just create another, load default wares, pull the details and then destroy.
For Docks it could pull the details of installed stations from Shipyards, than do the same! (Christ why didn’t I think of that rather than search existing stations :evil: )

I have to rethink a few things hopefully I won’t have to change too much depending on what my testing/investigations turn up tonight.

I will need to ensure that the production Module is linked to the station in its hold so if it’s removed or deployed the task and details are deleted.

The script I wrote to find existing production via Race & Ware could always be used elsewhere, nothings ever wasted.


LA
Logain Abler
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Post by Logain Abler »

Done some testing and as expected a bought station still in the hold doesn't return any trade related values, but creating a twin, saving the values to locals on the ship for the Modules work a treat (not forgetting to destroy the twin).

Game on for TL wares production made easy.

Great idea and brain storming Someone Else :D

Now for a rebuild!

LA
someone else
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Post by someone else »

Great idea and brain storming Someone Else
Thank you! I like to see you put to work my ideas. :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.
Logain Abler
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Post by Logain Abler »

All done, now testing and it looks sweet, even if I say so myself :D

OP has been updated & the guide amended for the re-build.

So just tweaking and testing prior to first release, the re-build has put me back so hopefully I'll upload tomorrow evening.

AL
Logain Abler
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v1 Released

Post by Logain Abler »

Logain Industries Mobile Production Modules (MPM)

v1 Released. See OP for link

LA :)
Logain Abler
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Post by Logain Abler »

Just been testing MPM with Docks:

[ external image ]
[ external image ]
[ external image ]

I built it to work with both and it does :D

In the test the EQ has 10 Modules, it also works with Trade Stations. The only limiting is that the wares are capped. Not so in my FDN & SSDN mod :D, one of my XL Nodes has 20!

The strange thing is that Shipyards won't accept stations!

So all I need to do now is to write a quick addition to transfer stations from TL holds to the Dock its docked at.


LA
someone else
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Post by someone else »

cooool!
mmmh... the Xenon Hub works like a Eq. dock... will it follow the same rulez for your script?


p.s. if you make a "uncapped" version of this script you have resolved forever the need to create complexes.... everything will be unloaded into Eq docks...
:roll:
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.
Logain Abler
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Joined: Mon, 31. Oct 05, 08:44
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Post by Logain Abler »

someone else wrote:cooool!
mmmh... the Xenon Hub works like a Eq. dock... will it follow the same rulez for your script?


p.s. if you make a "uncapped" version of this script you have resolved forever the need to create complexes.... everything will be unloaded into Eq docks...
:roll:
I'll test the hub now :-)

What I'll do is place the Cap in the Text Page so anyone can edit it from notepad, how's that for you 8)

I feel like firing up Gmax a building a mega construction yard!

LA

Edit: WORKS
Logain Abler
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Post by Logain Abler »

I like the Hub model!

I think Logain Industries will be releasing a mega construction yard based on reverse engineered Xenon Hub technology. Who needs Complexes :twisted:

LA

Calm down LA, I don't want to put my FDN Mod out of a job. As MPM works in Dock & Dock pass wares to FDN! :idea: Sweeeeeeeeeeeet
Last edited by Logain Abler on Wed, 5. Aug 09, 19:29, edited 1 time in total.
someone else
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Post by someone else »

ehehehehhehehe :twisted:
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.
Logain Abler
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Joined: Mon, 31. Oct 05, 08:44
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Post by Logain Abler »

heheheh my XL Node has 200 modules :twisted:

:lol:
Logain Abler
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Post by Logain Abler »

I've just set-up a 20 module Hub and with the it right caps feeds it's wares back to my XL Node...

No 20 stations to big Complex all over the place.

I love it when a plan comes together. I'll try and get this out asap, something to eat first.

LA

Update: I will have to make some small updates to FDN to work with MPM.
Nodes will list the wares of linked stations and wares from Docks or Node, I'll have to change a few lines to ensure they don't list the stations.
Last edited by Logain Abler on Thu, 6. Aug 09, 15:25, edited 1 time in total.
Logain Abler
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Post by Logain Abler »

Learn something new every day!

You can transfer stations from TL's to EQ's, it looks like you cab do this at anything the TL can dock at!

All I've need to do is add the command a put a check for TL or Dock :)

Will test for now and upload tomorrow

I don't think I'm exaggerating when I say this is going to totally change how I produce wares!

LA
Hartzaden
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Post by Hartzaden »

LOVE IT. this has allowd me to build up a massave Keris army on the move. thanks to you you have taken the drone wars to a new extreme.

now all we need as a moble reactor to create E cells and i will never have to bother with the main races again
Lancefighter
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Post by Lancefighter »

Hartzaden wrote: now all we need as a moble reactor to create E cells and i will never have to bother with the main races again
lol :D
Logain Abler
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Post by Logain Abler »

Hartzaden wrote:LOVE IT. this has allowd me to build up a massave Keris army on the move. thanks to you you have taken the drone wars to a new extreme.

now all we need as a moble reactor to create E cells and i will never have to bother with the main races again
MPM will accept SPP :twisted:

All,

Just a quick update on progress, I’ve been tweaking things on MPM to better integrate with FDN.
The Modules (as individuals) can now be set to supply their products to Nodes, to keep this flexible the Module will search for any Nodes within range. If for whatever reason it can’t pass any, or part of its products to first Node (a Cap level) it will cycle through all other available Nodes.

So not only will the Modes request resources from the FDN, they will feed back in. I thing a production/consumption report will also be helpful, I did think of adding it to the existing wares report on FDN but it would take a lot of work to incorporate so it will run against the ship or dock.

I’ve made most of the changes in FDN so hope to release the next version of MPM with a compatible version of FDN within the next couple of days, hopefully before I’m away on a course next week.

LA
Hartzaden
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Post by Hartzaden »

will it accept a crystal free SSPs that have had the need removed via scripts?
Logain Abler
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Post by Logain Abler »

Hartzaden wrote:will it accept a crystal free SSPs that have had the need removed via scripts?
Not tested, I always build on vanilla, also MPM requires at least one resource at the moment. I'll have a look once I've got it ready.

LA

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