[SCR/MOD] Complex Cleaner v3.20 / Modular Complexes

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Dom Devore
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Post by Dom Devore » Mon, 1. Sep 08, 17:22

Gazz wrote:Note how you first say that you connect the MC to the complex.
Every factory in a complex is always connected to the hub.
It's just not possible to have an unconnected station in the complex.

As long as you don't enlarge the complex (too much), it even works.

I could easily disable the possibility of connecting the MC but I decided to leave it up to the user. *shrug*
:oops:

I see now. I had been confused on the process when I first downloaded this so I looked at a post from someone on the previous page that mentioned connecting the module complex to the first factory hub. I was thinking the Module Complex was a docking port like a complex hub instead of a representation of the whole thing. When I didn't encounter any problems using these methods on my other Module Complexes I thought I was doing it correctly.

Sorry for the confusion, and thanks for the reply. (And the mod)

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Gazz
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Post by Gazz » Mon, 1. Sep 08, 17:52

Yourself wrote:Having installed your CC 3.2 for XTM and having crunched my rather large Complex to a couple of neat little refrigerators, I had the idea of installing ashley's and switching to the 33.cat-ashley-compatible-CC.
So I did what you wrote (fake-patching with ashley's, moving the CC-Mod-File up to higher numbers on the Fake-patch-ladder).
Adding a mod only works if you do not have existing objects in the index range of the newly added objects.

If XTM has factories #0-721 and CC adds factories #722-740, that works because there can not be an existing factory #730 in your game.

You however, overwrote the existing factories with completely different object and model data. The result is a typical frog-in-a-blender effect.
Note that it does not give you a different kind of frog.
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Yourself
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Post by Yourself » Tue, 2. Sep 08, 17:52

Thanks for the answer, I have my problems understanding it, though.
When I have a Bunch of items XTM-Factory list's range, crunching them then with the xtm-CC, then installing ashley's mod, which, since it is compatible to XTM, shouldn't add factories in the range occupied by my crunched complex, I can't see the problem. i can't imagine that the different cc versions use different entries in the factory-list since the only difference between them is the cat-files. so either way i should at least get my refrigerators.
MeanwhileI destroyed my hub, flew in two new fabs and crunching again, which reduced factories by 30some and pushed up fps considerably. but: still no fridges.

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Gazz
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Post by Gazz » Tue, 2. Sep 08, 18:02

Let's just say it will never work like you want it to.

You created XTM/CC modules.
You changed them to completely random factories by installing Ashleys on top of that.

The technical term for that is: mess.

XTM + Ashley + CC may or may not work at all. I don't use XTM so I never tested that.
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Yourself
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Post by Yourself » Tue, 2. Sep 08, 22:30

Thanks for the quick answer. At least the Complex doesnt produce total crap now. I will just go out hunting for the money nessecary for rebalancing it.
Great mod/script by the way. I like cubes.

aerick911
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Post by aerick911 » Tue, 9. Sep 08, 15:50

Any reason why the cube would be invisible after you crunch everything?

I thought I installed everything correctly.

I installed the T and scripts folders over another copy of CCleaner, and then put in the appropriate CAT files numbered right after the last ones.

(example, 13.cat, 14.cat..)

Any ideas?

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Gazz
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Post by Gazz » Tue, 9. Sep 08, 16:33

No but that can only be some kind of mod issue.

Do you have a mod selected at the X3 loader menu?
That would override every CAT file.
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aerick911
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Post by aerick911 » Tue, 9. Sep 08, 17:26

I think the only mod selected is the cycrow plugin mod. It used to work fine with another install so its definitely something biffed up with this install.

I have XTM .73.

no ashley fabs.

A few scripts like RRF, Terracorp. Nothing really station related.

I think the script is working, I just don't see the huge white box. (the module is there for it, its just invisible)

d2fx
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Post by d2fx » Fri, 19. Sep 08, 19:44

Hi,

I seem to have some serious problem "crunching" factories, eg. if I place a SPP + mine + crystal fab, and then crunch them, I get some weird combo of 5-6 facories which aren't even what I had before. I got some missile and lazer factories from SPP + silicon mine + crystal fab. If I connect those all with connection kits I still get those factories in the complex. Which already require completely different resources.

Using XTM 0.73, no ashley's.
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Gazz
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Post by Gazz » Fri, 19. Sep 08, 21:01

If Crunch produces weird results then the mod is not installed correctly.

It's files are being overwritten by some other mod.
The usual suspect is having "a mod" selected on the X3 launcher screen. That overrides all fake patches.
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d2fx
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Post by d2fx » Fri, 19. Sep 08, 21:42

Nevermind my last message, it seems that XTM was creating that weird issue, I reinstalled X3 and only kept the vanilla version of it. I can crunch the complex now, but I have another problem, it CTD from time to time while running SETA 10x infront of the crunched complex.

Also, before crunching I dropped 2x 1MJ shield forges but after crunching into the shinny "fridge" I only see the production line for 1. Where is the other? Or is it packed together? But then why do I have other factories displaying 2 production lines?

PS. Great mod :thumb_up:
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Gazz
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Post by Gazz » Fri, 19. Sep 08, 22:01

d2fx wrote:Also, before crunching I dropped 2x 1MJ shield forges but after crunching into the shinny "fridge" I only see the production line for 1. Where is the other? Or is it packed together?
Check the maximum storage amounts of the old and new factories.

I explained in the first post how the module transgizmofication works and several times more in this thread.
CTD from time to time while running SETA 10x infront of the crunched complex.
*shrug*
Random crashes are extremely hard to track down to a cause.
I only use empty unknown secors to run SETA for any longer period of time.
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d2fx
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Post by d2fx » Fri, 19. Sep 08, 22:33

Ok thanks, Will see what i can do, I checked that I was getting 4x 1 MJ shield produced instead of 2x as supposed to be. I guess it all works out then.
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jman25
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Post by jman25 » Tue, 7. Oct 08, 22:28

I have XTM 7.4 installed with Ashley's. I have installed the A.R.E.S., Super Tractor, condense asteroid and FCC 3.21. Ares and the other scripts install correctly, but FCC 3.21 sends the following error message: I did not find my special objects. Comp cleaner script is not installed correctly. Script disabled.

I have copied the script and t files into the Reunion folder, and I have added and renamed the fake patch.
I have created my own ships via the plugin manager, and thus select it at startup to enable the ships I have created. If I do not select plugin manager, the game crashes if I load the saved game.

The other problem is that I also get strange names for my stations when I try to crunch them. I keep ending up with multiple Beluga factories, created from Nostrop, SPP, and other fabs.

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Gazz
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Post by Gazz » Wed, 8. Oct 08, 11:55

jman25 wrote: I did not find my special objects. Comp cleaner script is not installed correctly. Script disabled.
The mod is not installed at all. It's as simple as that.

Either it's renamed wrong so X3 can't find it or another mod overrides the factory file.

Ships have absolutely nothing to do with it.

jman25 wrote:The other problem is that I also get strange names for my stations when I try to crunch them. I keep ending up with multiple Beluga factories, created from Nostrop, SPP, and other fabs.
The script is supposed to be disabled if it can't find the mod.
Did the command show up anyway?
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jman25
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Post by jman25 » Wed, 8. Oct 08, 17:33

Yes. The script is available under the custom section of my ship commands. It reads Complex Cleaner I think with the two C's in green.

I have installed everything according to the topic instructions. I have also tried the .cat and .dat files for XTM 0.7.2/.7.3 as well as the xtm and ashley's file for complex cleaner.

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Gazz
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Post by Gazz » Wed, 8. Oct 08, 17:58

Hmm. If any of the CC mods were installed, the CC script would find and identify it.

If you installed it correctly and it doesn't then you are cursed or have a bad download.
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ChrisPikula
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Post by ChrisPikula » Sat, 11. Oct 08, 01:08

Is there going to be an update for the .74 XTD update? I'm guessing that's what's causing my recent problems getting this to work in an .74+ashley's environment.

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Post by ChrisPikula » Mon, 13. Oct 08, 22:27

Okay, I got it to work with some crazy-voodoo tactics. Here it is, just so people the next poor sap who tries can figure it out.

First I installed as stated. Things in their proper place, and the easy-install spk.

Then, I used the TXT editor in X3Editor to open up both the types/TFactories file in the 33.dat. Then I opened the TXT editor again, and opened the TFactories file inAshleysXXLFACTORIES+XTDblahblahblah.dat, which was in my mod folder. You might need to 'close catalog' first. Sorting by ID, I then copied & pasted each T_SPP_XXL, in order, from the Complex Cruncher TFactories, to the Ashleys TFactories. I made sure to paste at end, and to put them in the same order. When I was finished, saved and continued.
At this point, one should re-open the ashleys fab Tfactories file, and check to see what the index number is on your added factories. It shouldn't make a difference, but in updated versions of ashleys and XTD, it might.

I then started up a new game, went into the script editor, and edited plugin.gz.cmp.clom.dummy.types (sp?), and changed all *start index* = number if gametype is blah to the one you made. This was just incase my ashleys/xtd install might bugger something up.

I then installed a tractor beam onto my TS, went to my cahoona bakery/silicon min, compacted them, and ta-freaking-da. They were compacted, and still the same types of factories. I didn't yet have a hub, so I don't know if they are interfacing properly yet, but yeah. It seems that all is working well now. Yay.

drakend
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Post by drakend » Wed, 22. Oct 08, 19:57

Gazz can you port this wonderful script to X3TC? This script just owns almost evreything else for traders and is so useful it's hard to believe... 8)

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