[Script] Logain Industries Freight Distribution Network Lite (FDNL) v1 28/06/2010

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

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ianbutera
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Post by ianbutera » Wed, 29. Aug 12, 20:54

I really can't figure out how to make this work. I'm confused about how to set up the hotkey. I realize that you say to use cycrows hotkey manager, but how do I do that?

compubacter
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Post by compubacter » Tue, 11. Sep 12, 03:37

Could I get the manual script install files for FDNL?

A tutorial for creating hotkeys can be found here:
http://cycrow.thexuniverse.us/scripts/h ... index.html
This allows you to run scripts quickly.

WildAce
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Post by WildAce » Wed, 28. Nov 12, 00:19

i need the manual install files also.

Seran
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Post by Seran » Thu, 20. Jun 13, 06:44

Pretty sure you can get the manual files by right clicking the SPK and selecting "Extract to ZIP," or "Extrac Package," or one of the other options. You'll end up with a Scripts and a T file.

Also for some reason I cannot seem to get this to work. I'm running XRM and a few other mods, and I've got a large (new) self-sustaining missle factory set-up in Antigone. Every factory is green on the FDNL list... but the Crystal plants aren't handing over their crystals to the SPP, so the cycle can't start. Any help?

EDIT: I should clarify that I gave the Crystal plants my own energy cells to get them going.

Nick Seafort
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Post by Nick Seafort » Fri, 13. Dec 13, 18:37

Hi there, I was hoping that someone might be able to help me!

I'm using XRM, and was hoping to use FDNL to improve my experience now that I've just upgraded to using multiple factories. I install the spk and enable it in mod manager, then bind the hotkey in the control map... but when I launch the menu I see this:

[ external image ]

The stations are all separate, not in a complex. At a friend's suggestion, I tried using cheats to make a new station in a new sector, with exactly the same result. He has XRM and FDNL work just fine together, and couldn't figure out what my problem was. Any suggestions, or further questions?

Logain Abler
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Post by Logain Abler » Thu, 19. Dec 13, 21:28

Hi Nick Seafort,

Sorry for the late relpy but I got you PM.
Been a while since I had X3 installed, off the top of my head, do you have an Adv Sat deployed in the same sector as the station you are opening the menu in?

LA

Edit: Let me know how you get on, if the above doesn't work I'll need to install X3 but that wouldn't be until tomorrow (UK time). If its Adv Sat let me know, I could add a notification to the menu.

Nick Seafort
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Post by Nick Seafort » Thu, 19. Dec 13, 21:44

I didn't, and I wasn't aware that was necessary! Just deployed one, and it works perfectly - sorry for being dumb, and thanks for the quick response! :D

Logain Abler
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Post by Logain Abler » Thu, 19. Dec 13, 21:45

Nick Seafort wrote:I didn't, and I wasn't aware that was necessary! Just deployed one, and it works perfectly - sorry for being dumb, and thanks for the quick response! :D
No problem, it is on the OP :wink:


Limitations:
Only works within the local sector and requires a Advance Satellite
Does not work with Complex Hubs
Both Product & Resource Factories need to be running FDNL
Factories will try and maintain 2 * required resources, it requests the full amount taking into account its own stock level. However if a supply request is missed due to shortages the Factory will not request the resource again until just prior to the next complete cycle.

Logain Abler
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Post by Logain Abler » Thu, 19. Dec 13, 21:55

Seran wrote:Pretty sure you can get the manual files by right clicking the SPK and selecting "Extract to ZIP," or "Extrac Package," or one of the other options. You'll end up with a Scripts and a T file.

Also for some reason I cannot seem to get this to work. I'm running XRM and a few other mods, and I've got a large (new) self-sustaining missle factory set-up in Antigone. Every factory is green on the FDNL list... but the Crystal plants aren't handing over their crystals to the SPP, so the cycle can't start. Any help?

EDIT: I should clarify that I gave the Crystal plants my own energy cells to get them going.
Sorry been a way for a while, by know I bet you've moved on...
If still an issue? and if I remember correctly (been a log time since I did this one) it may be that production need to be running for the supply check to work as I think it checks the remaining time left to initiate the search for the resources required?

Did kick starting the production manually help? If so I can looks at tweaking the checks. If not I can have a look at what I did wrong. As per my last post I'll need to re-install.

LA

firestorm79
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Post by firestorm79 » Fri, 20. Dec 13, 11:57

superb script! shame my CLS ships keep getting blown up whenever I jump IS and they get caught in the maze of factories!!

had a query though - I've set up tons and tons of Terran fabs in a particular sector. And FDNL is working fine on most of them. I've got wraiths, omegas, spectres, starbursts, etc etc all producing fine. However my two fusion beam cannon and PSP fabs never seem to have any resources! They are definitely connected via FDNL (I've checked like 10 times) - but they never seem to have any ecells or terran mre. I've added another solar PP XL and more terran food to the sector, but doesn't make any difference!!

Do I need even MORE resources, or is it just a bug??

Logain Abler
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Post by Logain Abler » Fri, 20. Dec 13, 12:32

firestorm79 wrote:superb script! shame my CLS ships keep getting blown up whenever I jump IS and they get caught in the maze of factories!!

had a query though - I've set up tons and tons of Terran fabs in a particular sector. And FDNL is working fine on most of them. I've got wraiths, omegas, spectres, starbursts, etc etc all producing fine. However my two fusion beam cannon and PSP fabs never seem to have any resources! They are definitely connected via FDNL (I've checked like 10 times) - but they never seem to have any ecells or terran mre. I've added another solar PP XL and more terran food to the sector, but doesn't make any difference!!

Do I need even MORE resources, or is it just a bug??
Thanks,

Do you have a surplus of Ecells and MRE within the local sector?
It may be at the time they need and call for resource there is a shortage?

I think one issue for high end production is they require lots of resources but over a long production cycle.

I can certainly cheat in the same factories and test if you give me a list of you setup after I re-install X3.

FDN-L looks to work well with low to medium tech wares, low requirements and short production cycles. But unlike full FDN it's limited my the vanilla factories storage. This can be an issue....

One option would to incorporate the virtual storage from full FDN to FDN-L which if done against the factories would help with such storage bottle-necks.

I also need to have a look at the script just to double check how it all works..


LA

Logain Abler
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Post by Logain Abler » Fri, 20. Dec 13, 14:19

Okay the script will only look at factories which can supply the required amount requested in full. Its very simple and doesn't have the complexity of FDN.

What I can do is update it so it takes what is available and keeps checking until it has either got the required amount or there are no more stations to check.

LA

firestorm79
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Post by firestorm79 » Fri, 20. Dec 13, 17:55

Logain Abler wrote:Okay the script will only look at factories which can supply the required amount requested in full. Its very simple and doesn't have the complexity of FDN.

What I can do is update it so it takes what is available and keeps checking until it has either got the required amount or there are no more stations to check.

LA
this would be superb! thx LA

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ahddib
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Post by ahddib » Mon, 1. Jun 15, 07:11

Ok, I am very interested in trying this script as I really dislike the setup process for connecting 500 factories via complex tubes. It's tedious and laggy.

I am using XRM and Cycrow's Plugin Manager.

When I look in the in game control configuration I do not see an option for FDNL menu.

Please advise when able on how to either correctly install so the hotkey appears as usual or how to add the hotkey manually.

From the above posts I'm thinking a manual installation is needed for XRM compatibility, but I am unsure as to which exact folder the particular scripts need to go in.

Cheers,
Ahddib
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feygan
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Post by feygan » Mon, 1. Jun 15, 14:31

ahddib wrote:Ok, I am very interested in trying this script as I really dislike the setup process for connecting 500 factories via complex tubes. It's tedious and laggy.

I am using XRM and Cycrow's Plugin Manager.

When I look in the in game control configuration I do not see an option for FDNL menu.

Please advise when able on how to either correctly install so the hotkey appears as usual or how to add the hotkey manually.

From the above posts I'm thinking a manual installation is needed for XRM compatibility, but I am unsure as to which exact folder the particular scripts need to go in.

Cheers,
Ahddib
Plugin manager is often a bad method for using more than a couple of mods unless you know 100% they have zero conflicting files. Instead better to look at the mods and use a manual system.

The FDN stuff shows up in the plugin configuration screen. On your interface options scroll down all the way and assign a hotkey to it. There is sadlty no direct key for FDN but you will get FDN, PM, and DDN stuff show there if you have them.

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ahddib
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Post by ahddib » Mon, 1. Jun 15, 20:46

feygan wrote:
ahddib wrote:Ok, I am very interested in trying this script as I really dislike the setup process for connecting 500 factories via complex tubes. It's tedious and laggy.

I am using XRM and Cycrow's Plugin Manager.

When I look in the in game control configuration I do not see an option for FDNL menu.

Please advise when able on how to either correctly install so the hotkey appears as usual or how to add the hotkey manually.

From the above posts I'm thinking a manual installation is needed for XRM compatibility, but I am unsure as to which exact folder the particular scripts need to go in.

Cheers,
Ahddib
Plugin manager is often a bad method for using more than a couple of mods unless you know 100% they have zero conflicting files. Instead better to look at the mods and use a manual system.

The FDN stuff shows up in the plugin configuration screen. On your interface options scroll down all the way and assign a hotkey to it. There is sadlty no direct key for FDN but you will get FDN, PM, and DDN stuff show there if you have them.

Hey feygan, thanks for the reply.

I'm not sure why, but I've manually placed the files from this mod in their folders and it didn't replace any others. I have script editor enabled and when I go in and search for the script (as I was going to make a hotkey script) they do not appear at all. This makes me think that they are not loading properly. I get the same results if I try to install via Plugin Manager.

Also, I am familiar with the plugin config menu, as I use it for the NPC Bailing addon because it's default bailing rate is stupid high. I turn it down to 1 lol. However this FDNL doesn't show up there, so there's something not working right and it's probably to do with installation as even the script editor doesn't see the script. Hmm
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feygan
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Post by feygan » Mon, 1. Jun 15, 21:18

Can't think why it wouldn't work unless they are in the wrong folders, this version only has two file types so the T file goes in the X3/addon/T folder and everything else goes in X3/addon/scripts.

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ahddib
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Post by ahddib » Mon, 1. Jun 15, 22:01

yeah, that's exactly where I have them.
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OutsideTheNormalMoralCont
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Post by OutsideTheNormalMoralCont » Mon, 29. Aug 16, 10:14

I'm having an issue with the energy cells vanishing from my Headquarters, is that possibly related to this despite it theoretically not interacting with the pHQ at all? Seems to stop when I hit all off for the sector, which is very bad...

OutsideTheNormalMoralCont
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Post by OutsideTheNormalMoralCont » Mon, 29. Aug 16, 19:14

It's FDNL for sure, there is a workaround though. It'a apparently turned on/off with the 'all' buttons, so hit off all, and then turn everythign back on one by one.

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