[Script] Factory Complex Constructor [4.02]

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

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Tyoi
Posts: 12
Joined: Thu, 29. Sep 11, 12:46
x3tc

Post by Tyoi » Thu, 26. Apr 12, 22:41

So, i've setup the hotkeys, placed a station (both massom mill and a silicon mine) now i targeted one of the station (both are not yet connected), unfixed it and try to rotate it. I only get a negative beeping sound. Why?

Both stations do this...

Edit:
Nvm, found out you have to open the sector window 1st...

Edit2: New question:
In the manual, chapter 6.1, is a hyperlink to http://www.komplexbaugilde.de/. This link doesn't work anymore. Does anyone have a similar guide/list? I'm not just satisfied with some tubes, they need to be straight and orderly ect. For that i need to know the node points on the stations.
The cake is a lie!

Fostenel
Posts: 3
Joined: Mon, 2. Apr 12, 19:03
x4

Post by Fostenel » Mon, 30. Apr 12, 03:55

Tyoi wrote:
Edit2: New question:
In the manual, chapter 6.1, is a hyperlink to http://www.komplexbaugilde.de/. This link doesn't work anymore. Does anyone have a similar guide/list? I'm not just satisfied with some tubes, they need to be straight and orderly ect. For that i need to know the node points on the stations.
I was able to find this http://www.seizewell.de/komplexbauguide.htm#431

General_Failure
Posts: 54
Joined: Mon, 25. Dec 06, 04:44
x3

Post by General_Failure » Sun, 20. May 12, 03:10

I have no problems with the bindings, in fact they work just fine after messing with them.

However, no idea why the constant warning beep is going off, looking at it in sector map or without it after I unlock a station to be moved, almost the most annoying sound in the world until I have to mute it just to continue, but then the audio ques are gone when other things are happening, and well, you know how builders go, they lose themselves dropping stations all over the place.

Hmm, strange problem indeed.

Could also be I didn't start a fresh game after installing this, but damn, I'm just too far along at this point, I would quit again for another year and by that time rebirth should be out. Cause...slowly but surely taking over argon sectors.

Hellblazer
Posts: 126
Joined: Fri, 7. May 04, 22:56
x3ap

Post by Hellblazer » Thu, 5. Jul 12, 02:20

For me it's not working out so much. I'm trying to place TC nividium mines, and what ever input I place for the offset, it's never working stating that there's a proximity alert.

It's like it's not taking into account the true size of the mine for the offset.

Rekalty
Posts: 106
Joined: Thu, 18. Feb 10, 14:57
x4

Post by Rekalty » Thu, 5. Jul 12, 03:51

Hellblazer wrote:For me it's not working out so much. I'm trying to place TC nividium mines, and what ever input I place for the offset, it's never working stating that there's a proximity alert.

It's like it's not taking into account the true size of the mine for the offset.
The issue with factories that require a asteroid, you have to use the "vanilla" feature of placing the mine onto the asteroid, then you can move it around with FCC. That's how it is with Silicon, Ore and Water Mines, in any case.

Hellblazer
Posts: 126
Joined: Fri, 7. May 04, 22:56
x3ap

Post by Hellblazer » Thu, 5. Jul 12, 03:58

Yeah, that's what I discovered after the fact, still can't get it to rotate well, there should be a 1 degree rotate feature.

Rekalty
Posts: 106
Joined: Thu, 18. Feb 10, 14:57
x4

Post by Rekalty » Thu, 5. Jul 12, 05:39

Hellblazer wrote:Yeah, that's what I discovered after the fact, still can't get it to rotate well, there should be a 1 degree rotate feature.
As I recall, there's a reset rotation function? Setting all rotations to 0, 0, 0

Hellblazer
Posts: 126
Joined: Fri, 7. May 04, 22:56
x3ap

Post by Hellblazer » Thu, 5. Jul 12, 06:15

Not that i've seen, I'll check the pdf again.

Rekalty
Posts: 106
Joined: Thu, 18. Feb 10, 14:57
x4

Post by Rekalty » Thu, 5. Jul 12, 06:25

Hellblazer wrote:Not that i've seen, I'll check the pdf again.
It is possible to reset the rotation values of a station in all three axis to zero. Do the following:
Light-Edition: Select an unfixed station and press the [Reset Rotation] Hotkey.
Plus-Edition: Select an unfixed station and press the [Secure Station] Hotkey twice (!) .

RustInPieces
Posts: 84
Joined: Mon, 13. Feb 12, 08:22
x4

Post by RustInPieces » Fri, 24. Aug 12, 09:04

First post is gone, what is the best place to get this mod?

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X2-Illuminatus
Moderator (Deutsch)
Moderator (Deutsch)
Posts: 24965
Joined: Sun, 2. Apr 06, 16:38
x4

Post by X2-Illuminatus » Fri, 24. Aug 12, 12:01

The first post is not gone.
X2-Illuminatus wrote:If you haven't tried it, please activate the "show all images: images in posts"-option in your profile. I just noticed that when I deactivate this option the OP is blank for me, as well.
Edit: I made a small change to the first post. It should be displayed now, even if the named option is deactived in your profile.

Edit2: corrected a typo.
Last edited by X2-Illuminatus on Fri, 24. Aug 12, 18:37, edited 1 time in total.
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RustInPieces
Posts: 84
Joined: Mon, 13. Feb 12, 08:22
x4

Post by RustInPieces » Fri, 24. Aug 12, 17:08

:oops: Thank you, forum looks much better now.

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Nibel
Posts: 208
Joined: Sat, 29. Apr 06, 16:53

Post by Nibel » Fri, 14. Sep 12, 04:19

crap !hope it will be updated for AP.don't wan't my game to be bugfested.
PS: this one is working with AP ?

Chaos Master
Posts: 67
Joined: Wed, 22. Sep 04, 20:17
x2

Post by Chaos Master » Sun, 23. Dec 12, 21:26

Hi,
I'm using the FCC (plus) with Albion Prelude and XRM (and a couple of other scripts) and the FCC seems to be working just fine so far (I can place stations, move them, rotate them etc.)
However, the moment I defix a station I get the collision warning buzzer in a loop until I fix the station again. There is definitely no collisions going on (Hull and Shield on all stations at 100%)
The first station I used FCC on was a mine wedged into an asteroid, so I got the collision warning (obviously), but after freeing the mine the warning didn't go away until i fixed it.

I guess the warning noise is "play sample 924"?
I went through half a dozen scripts (move, rotate, station.activate) removing the "play sample 924", I even made the collision warning always return [False] (and as that didn't work 'null' too), nothing seems to stop the buzzing, so now I'm at the end of my wits and would really appreciate any insights ...


/Edit:
well, that's funny
I spend like 2 hours trying to figure it out, write a post and find the solution 5 minutes later ...

xrm changes some ware sizes so they can't be fitted on the camera drones, subsequently they complain about it being stolen, and take it away from my ship.
now I now where my transporter device went ...
---

Casimir78
Posts: 3
Joined: Mon, 7. Feb 11, 16:05
x4

Post by Casimir78 » Wed, 2. Jan 13, 09:25

Hi

Any chance, that we can get an update for the Terran Conflict XTC 2.0 Mod?

I loved this sophisticated Complex Builder and would really like to use it again.

Many thanks in advance!
Casi

User avatar
only-one-jack@hotmail.com
Posts: 31
Joined: Mon, 16. Aug 10, 20:51

Post by only-one-jack@hotmail.com » Tue, 12. Feb 13, 19:37

Chaos Master wrote:Hi,
I'm using the FCC (plus) with Albion Prelude and XRM (and a couple of other scripts) and the FCC seems to be working just fine so far (I can place stations, move them, rotate them etc.)
However, the moment I defix a station I get the collision warning buzzer in a loop until I fix the station again. There is definitely no collisions going on (Hull and Shield on all stations at 100%)
The first station I used FCC on was a mine wedged into an asteroid, so I got the collision warning (obviously), but after freeing the mine the warning didn't go away until i fixed it.

I guess the warning noise is "play sample 924"?
I went through half a dozen scripts (move, rotate, station.activate) removing the "play sample 924", I even made the collision warning always return [False] (and as that didn't work 'null' too), nothing seems to stop the buzzing, so now I'm at the end of my wits and would really appreciate any insights ...


/Edit:
well, that's funny
I spend like 2 hours trying to figure it out, write a post and find the solution 5 minutes later ...

xrm changes some ware sizes so they can't be fitted on the camera drones, subsequently they complain about it being stolen, and take it away from my ship.
now I now where my transporter device went ...
i came lookig for this same prolem with the trasporters disapearig from all my ships. so it just a matter or chagig ware size o the cameras

Chaos Master
Posts: 67
Joined: Wed, 22. Sep 04, 20:17
x2

Post by Chaos Master » Wed, 13. Feb 13, 07:59

only-one-jack@hotmail.com wrote:
i came lookig for this same prolem with the trasporters disapearig from all my ships. so it just a matter or chagig ware size o the cameras
yeah, that would work too

I didn't think of this at the time, so I just changed the script to exclude the equipment that doesn't fit from the checks
---

Ruut
Posts: 639
Joined: Fri, 26. May 06, 16:17
xr

Post by Ruut » Mon, 11. Mar 13, 15:53

------English----
Hi,when i install this MOD on X3 R, the game crash, du you have an old X3 R version od this mod ?

Current problem on
Factory_Complex_Constructor_4.02 _X3TC_Light.spk

------French----
le lien fonctionne mais lorsque j'installe ce MOD le jeux X3 Réunion PC crash
Lorsque je le déinstalle le jeu ne crash plus.
Quelqu'un aurait une vieille verssion compatible X3 Réunion ?
verssion du lien
Factory_Complex_Constructor_4.02 _X3TC_Light.spk
L’espace est le futur de l’humanité.

Kawatora
Posts: 3
Joined: Sat, 13. Dec 03, 01:52

Post by Kawatora » Sat, 30. Mar 13, 07:02

This is the forum for Terran Conflct and Albion Prelude Scripts.

Check out the Reunion mod http://forum.egosoft.com/viewtopic.php?t=225042
Ruut wrote:------English----
Hi,when i install this MOD on X3 R, the game crash, du you have an old X3 R version od this mod ?
Kawatora

Moriak
Posts: 142
Joined: Sat, 17. Jun 06, 12:31
x3tc

Post by Moriak » Mon, 24. Jun 13, 19:38

I do not have proper texts. Also in Controls menu can see only "readtext" and some numbers. I have Albion Prelude steam version,. Could someone advise how to fix it please?

My welcome message is like that "readtext 8845-1100".

Thanks

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