[MOD/Script] LI Production Modules (PM) - v7.2 29/08/2010
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Step 1 – Read the OP
Step 2 – Read the OP again.
Step 3 – Read the FAQ
@ garry34 - Why are you using LIUM?, version 7 and above use the Community Plugin Manager, see step 1 & 2.
You don’t need to start a new game to change the Module settings; they are stored in the AL plug-in settings array. Just stop the plug-in. then re-start the plug-in after changing the values.
Or do it in-game by directly updating the array using PropMongler (search the forum for it).
LA
Step 2 – Read the OP again.
Step 3 – Read the FAQ
@ garry34 - Why are you using LIUM?, version 7 and above use the Community Plugin Manager, see step 1 & 2.
You don’t need to start a new game to change the Module settings; they are stored in the AL plug-in settings array. Just stop the plug-in. then re-start the plug-in after changing the values.
Or do it in-game by directly updating the array using PropMongler (search the forum for it).
LA
Problem with that is it removes all blueprints and what notLogain Abler wrote:Step 1 – Read the OP
Step 2 – Read the OP again.
Step 3 – Read the FAQ
@ garry34 - Why are you using LIUM?, version 7 and above use the Community Plugin Manager, see step 1 & 2.
You don’t need to start a new game to change the Module settings; they are stored in the AL plug-in settings array. Just stop the plug-in. then re-start the plug-in after changing the values.
Or do it in-game by directly updating the array using PropMongler (search the forum for it).
LA
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Hi, I have a problem : My Elephant can reverse engineer any ship which is docked inside but it tells me that there are no stations inside even if there is one. I tried in a dock of mine and I can reverse engineer a station.
Can you help please ?
Thanks in advance.
Can you help please ?
Thanks in advance.
If brute force doesn't solve your problems, then you aren't using enough
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- Joined: Mon, 31. Oct 05, 08:44
Works fine for me.Ikaruga wrote:Hi, I have a problem : My Elephant can reverse engineer any ship which is docked inside but it tells me that there are no stations inside even if there is one. I tried in a dock of mine and I can reverse engineer a station.
Can you help please ?
Thanks in advance.
Salvage station on TL:
[ external image ]
Created Station & Ware blueprints:
[ external image ]
LA
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I'll test with the Elephant after work and get dack to you. In this case bigger does = better.Ikaruga wrote:I tried with an Hercules and a Mammoth and it worked perfectly...
But it still doesn't work with the Elephant. Maybe because it has the smallest cargobay. (34.000 vs 40.000 for the Hercules)
Thanks anyway.
LA
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Logain, im trying to get the production module added for my mobile pirate base hauler (pirate TL) and it tells me I do not own any capable ships.
Im also looking in the PM options config menu from the community plugin
manager and can see the option for adding/enabling various dockable stations to PM but no option to enable or disable TL or M1 class ships.
Am i missing something in the options, or is the pirate TL hauler exempt? Pirate is not listed in default race listed so maybe their TL is excluded?
Im also looking in the PM options config menu from the community plugin
manager and can see the option for adding/enabling various dockable stations to PM but no option to enable or disable TL or M1 class ships.
Am i missing something in the options, or is the pirate TL hauler exempt? Pirate is not listed in default race listed so maybe their TL is excluded?
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- Joined: Mon, 31. Oct 05, 08:44
Once the TL has Supply Command Software installed it will be listed.Ragemaster9999 wrote:Logain, im trying to get the production module added for my mobile pirate base hauler (pirate TL) and it tells me I do not own any capable ships.
Im also looking in the PM options config menu from the community plugin
manager and can see the option for adding/enabling various dockable stations to PM but no option to enable or disable TL or M1 class ships.
Am i missing something in the options, or is the pirate TL hauler exempt? Pirate is not listed in default race listed so maybe their TL is excluded?
So, I have been working on wrapping my head around this mod and production chains in general. I like the concept a lot. In an old game, I attempted to go the traditional complex route, but I was extremely frustrated with the tedium of placing and connecting stations neatly, not to mention the logistics of buying all the stations required to get a decent amount of industry going. This seems better.
I got my first medium PM dock built and started experimenting with the menus. I've figured out that I'm going to need some traditional ore and silicon mines (and I can probably use FDN somehow to automate the resource transfers). What's still a little hard to figure is how to get the chains set up so the PM is "closed loop." I can do all the math, but I'm not sure what kind of scale I'll need to produce enough materials to close the loop and still have some left over for building the good stuff: ships and guns.
Can some of you guys who use this mod talk a little about how you get started setting up a production chain? Even just posting a screenshot of your PM overview screen would be really helpful. I just need some examples of what people are doing with it to get some ideas rolling in my head.
Thanks for this nifty piece of software, Logain.
I got my first medium PM dock built and started experimenting with the menus. I've figured out that I'm going to need some traditional ore and silicon mines (and I can probably use FDN somehow to automate the resource transfers). What's still a little hard to figure is how to get the chains set up so the PM is "closed loop." I can do all the math, but I'm not sure what kind of scale I'll need to produce enough materials to close the loop and still have some left over for building the good stuff: ships and guns.
Can some of you guys who use this mod talk a little about how you get started setting up a production chain? Even just posting a screenshot of your PM overview screen would be really helpful. I just need some examples of what people are doing with it to get some ideas rolling in my head.
Thanks for this nifty piece of software, Logain.
It is quite simple actually. First turn off selling of anything that you do not want sold. That is an important factor. After that it is simple...
You are correct that you will need FDN (adv sats also) and some real mines for Ore and Silicon but the rest is simple. Just transfer over a single station of each type that you need for a complex and reverse engineer it at the PM. Once it is done you just do the math and make sure that you have the right amount of each station (plus external mines) to produce enough of everything. That is it. It saves you a lot of money. Plus you can also produce the stations as well right in your PM and load it into a TL to deploy somewhere else. I am pretty sure that you can even make your own PMs and FDNs.
I hope that is helpful and clear to you. If not I can try to rework it a bit.
I also never got too advanced with it either but I know that you can do some really great things in terms of controlling sales of items.
You are correct that you will need FDN (adv sats also) and some real mines for Ore and Silicon but the rest is simple. Just transfer over a single station of each type that you need for a complex and reverse engineer it at the PM. Once it is done you just do the math and make sure that you have the right amount of each station (plus external mines) to produce enough of everything. That is it. It saves you a lot of money. Plus you can also produce the stations as well right in your PM and load it into a TL to deploy somewhere else. I am pretty sure that you can even make your own PMs and FDNs.
I hope that is helpful and clear to you. If not I can try to rework it a bit.
I also never got too advanced with it either but I know that you can do some really great things in terms of controlling sales of items.
-----
Dell Precision 3600
12 gb ram
Nvidia 1060
256 gd boot ssd and 1 tb data ssd
Windows 10
Dell Precision 3600
12 gb ram
Nvidia 1060
256 gd boot ssd and 1 tb data ssd
Windows 10
What do you mean, "turn off selling," exactly? Which menus, etc.
Thanks for the tutorial. I'm also curious about some examples of what people do with it -- I guess some examples of what kinds of complexes people set up in general. I'm new to the industrial side of the game, so I just need ideas for simple goals to get me started. Profits would be excellent.
Thanks for the tutorial. I'm also curious about some examples of what people do with it -- I guess some examples of what kinds of complexes people set up in general. I'm new to the industrial side of the game, so I just need ideas for simple goals to get me started. Profits would be excellent.
Logain should be able to answer the menus better. I have just started playing again yesterday after about 6-8 months away from the game.
Check out http://www.altanetworks.com/x3/x3tcocc.html. It is an online complex construction calculator. That might help you out with the types of stations and profits. Just remember that your cost will be different because Complex Kits are not needed nor do you have to buy multiple stations with the exception of Mines.
Check out http://www.altanetworks.com/x3/x3tcocc.html. It is an online complex construction calculator. That might help you out with the types of stations and profits. Just remember that your cost will be different because Complex Kits are not needed nor do you have to buy multiple stations with the exception of Mines.
-----
Dell Precision 3600
12 gb ram
Nvidia 1060
256 gd boot ssd and 1 tb data ssd
Windows 10
Dell Precision 3600
12 gb ram
Nvidia 1060
256 gd boot ssd and 1 tb data ssd
Windows 10
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- Joined: Wed, 14. May 08, 01:40
Wares Research update
Just wanted to jump in and say I'm back to X after a hiatus. I'm pleased to report that I'm done coding my ware research addon for PM. I still want to spend a few weeks testing it, but if anyone wants to try it out before then, send me a PM.
So, just a quick summary of the addon for those interested:
PM addon: Ware Research v7.2.01
1) Ware research
This adds a new method to get ware blueprints by reverse engineering wares (as compared to the current method of Salvaging stations). This means that PM can now produce (almost) any type of ware, including those for which no factory exists (such as the Phased Array Laser Cannon).
The cost of the research is 3 times the estimated factory cost (for an S-size factory). 90% of this must be supplied in wares (at average price). If you don't have enough of the ware to meet this requirement, research is still possible, but it gets very expensive (up to 35 times the estimated factory cost).
All ware blueprints that require food are created to use the food for the Default Race as set in PM Options.
For example, the Phased Array Laser Cannon (PALC):
Average Ware Price: 654,432cr
Estimated Factory Cost: 11,548,232cr
Nominal Total Research Cost: 34,644,696cr (= 3 * 11,548,232)
Total Research Costs:
47 PALCs + 3,886,892cr (nominal)
or
30 PALCs + 15,953,217cr
or
10 PALCs + 128,156,172cr
or
2 PALCs + 357,222,747cr
2) Production research
This adds the ability to improve the productivity of pre-existing ware blueprints. A ware blueprint from an S-sized factory can be increased to an M-size or larger. The cost of this research is 1.5 times the difference between the estimated factory cost for the current blueprint and the estimated factory cost of the new blueprint.
The current supported blueprint sizes are:
For example, Energy Cell blueprint from Solar Power Plant XL (any race):
Estimated Factory Cost: 19,669,215cr
XXL Research Cost: 17,729,827cr
5XL Research Cost: 46,572,151cr
10XL Research Cost: 69,004,810cr
(Note that, unlike above, any food requirement is left exactly as in the source blueprint, except for increasing amounts.)
(Note 2: This DOES NOT give you a new station blueprint, just a ware blueprint. In other words you cannot build a Solar Power Plant 10XL using this. But you will be able to produce ECells at a rate equivalent to an SPP 10XL.)
-Joe
So, just a quick summary of the addon for those interested:
PM addon: Ware Research v7.2.01
1) Ware research
This adds a new method to get ware blueprints by reverse engineering wares (as compared to the current method of Salvaging stations). This means that PM can now produce (almost) any type of ware, including those for which no factory exists (such as the Phased Array Laser Cannon).
The cost of the research is 3 times the estimated factory cost (for an S-size factory). 90% of this must be supplied in wares (at average price). If you don't have enough of the ware to meet this requirement, research is still possible, but it gets very expensive (up to 35 times the estimated factory cost).
All ware blueprints that require food are created to use the food for the Default Race as set in PM Options.
For example, the Phased Array Laser Cannon (PALC):
Average Ware Price: 654,432cr
Estimated Factory Cost: 11,548,232cr
Nominal Total Research Cost: 34,644,696cr (= 3 * 11,548,232)
Total Research Costs:
47 PALCs + 3,886,892cr (nominal)
or
30 PALCs + 15,953,217cr
or
10 PALCs + 128,156,172cr
or
2 PALCs + 357,222,747cr
2) Production research
This adds the ability to improve the productivity of pre-existing ware blueprints. A ware blueprint from an S-sized factory can be increased to an M-size or larger. The cost of this research is 1.5 times the difference between the estimated factory cost for the current blueprint and the estimated factory cost of the new blueprint.
The current supported blueprint sizes are:
Code: Select all
Desc Size Cost ratio vs S-size
S 1 1 : 1
M 2 1.8125 : 1
L 5 4.25 : 1
XL 10 7.5625 : 1
XXL 20 12.125 : 1
5XL 50 19.5 : 1
10XL 100 25.25 : 1
Estimated Factory Cost: 19,669,215cr
XXL Research Cost: 17,729,827cr
5XL Research Cost: 46,572,151cr
10XL Research Cost: 69,004,810cr
(Note that, unlike above, any food requirement is left exactly as in the source blueprint, except for increasing amounts.)
(Note 2: This DOES NOT give you a new station blueprint, just a ware blueprint. In other words you cannot build a Solar Power Plant 10XL using this. But you will be able to produce ECells at a rate equivalent to an SPP 10XL.)
-Joe
Last edited by JoeTheDestroyer on Wed, 5. Jan 11, 07:19, edited 1 time in total.
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Sorry for the double post, but I also wanted to say that I found a small bug in PM 7.2.
Description:
When an energy cell production module is present, it will not show up in the host's menu unless a salvage module is also present. However, it will show up in the main menu regardless of the presence of a salvage module.
Solution:
I compared the code in plugin.LI.PM.Main.Menu and plugin.LI.PM.PM.Menu and this appears to be the problem:
In the middle, $salvage.Array should be $energy.Array. This also explains why it only shows up when a salvage module is present.
-Joe
Description:
When an energy cell production module is present, it will not show up in the host's menu unless a salvage module is also present. However, it will show up in the main menu regardless of the presence of a salvage module.
Solution:
I compared the code in plugin.LI.PM.Main.Menu and plugin.LI.PM.PM.Menu and this appears to be the problem:
Code: Select all
$natural.Array = sort array $natural.Array
$natural.Array = reverse array $natural.Array
append $natural.Array to array $split.ware.Array
end
if size of array $salvage.Array
append $energy.Array to array $split.ware.Array
end
if size of array $missile.Array
$missile.Array = sort array $missile.Array
-Joe
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