Yes, first install the mod and then overwrite the files with the one's in the zip. It is only a minor tweak.ztd74 wrote:So where do I have to copy the files in your .zip? extract directly into addon (AP) folder maintaining directory structure (I mean same files in same directories overwriting existing versions)?
[MOD] Complex Cleaner v4.09 / Modular Complexes (TC 3.2 / AP 1.1)
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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Hi. Thanks man. One last question: you think script and t files you modified will work also with .cat/.dat from XIII8? Sorry for the dumb question, but I'm not very smart on programming...anyway thanks a lot for your help.
update: sorry for bothering, but I fear your fix is not compatible with XRM: using your edited Tfactories.txt file I got some strange stations name changes (eg "PAR shipyard" changed into "Container Module 2", for some other I got <invalid> as name)...
update II: I'm definetly dumb: XRM already fixed this bug in Tfactory file contained into its .cat/.dat
update: sorry for bothering, but I fear your fix is not compatible with XRM: using your edited Tfactories.txt file I got some strange stations name changes (eg "PAR shipyard" changed into "Container Module 2", for some other I got <invalid> as name)...
update II: I'm definetly dumb: XRM already fixed this bug in Tfactory file contained into its .cat/.dat
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If XIII8 modify the Tfactory then no, you will have to edit it to add all the entries. The post of SirNukes above says how to do it.ztd74 wrote:Hi. Thanks man. One last question: you think script and t files you modified will work also with .cat/.dat from XIII8? Sorry for the dumb question, but I'm not very smart on programming...anyway thanks a lot for your help.
That's great!ztd74 wrote:XRM already fixed this bug in Tfactory file contained into its .cat/.dat
DrBullwinkle wrote:Here is Complex Cleaner repacked for easy installation with the Plugin Manager. Works for both TC and AP. The PM will automatically renumber and install the fake patch into the correct folder.
Complex Cleaner 4.09 Repacked for Plugin Manager for TC and AP 3.x
Complex Cleaner 4.09 for Major Mods (XRM) (This package includes models but not TFactories, so can be installed safely. It will not cause a conflict)
Old Version: Complex Cleaner 4.09 Repacked for Plugin Manager for TC and AP 1.1-2.5.x
Instructions for vanilla TFactories
Install with Plugin Manager (click the Install Archive button).
Instructions for major mods (XRM, etc)
If using a major mod such as XRM (that already has the Complex Cleaner modules in TFactories), then do a manual installation. Install .cat/.dat pair as a fake patch at a lower number than your mod's fake patch.
Edit [1st Dec 2015]: replaced outdated with working xdownloads link. X2-Illuminatus
hi there
i ran into problems between Complex Cleaner MOD and MobileRepair MOD
after many searches , i used your version and see it in depth
i noticed a glitch (?) , about the Tfactories.pck , about a missnamed one
it have an invalid string in Boron Drone factory
so it appears in the game misnamed , and this was not here in the precedent CC MOD package
just to let you know, it's no big deal
when i get back in game some (not all) of my complexe where blowed so no more HUB but still the modular complex
i had to re link with complex kits but didn't loose what they had already produced
Happy and still rich
just my 2 cents
PS : sorry for my english
PS2 : btw i play XTC 3.2 (to let you know) and some scripts
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So if your trying to get Complex cleaner to work for Litcubes universe - but are having all kinds of fun having to run the script via the script editor:
Change that last bit to anything else that is a ware (I went with Special Command Software). Can be done either before installation (not tested but should work?) or after install via the in game script editor.
- Go into the script "setup.plugin.gz.CmpClean" and line 24:
- set script command upgrade: command=725_COMPLEX_CLEANER upgrade=Tractor Beam
Change that last bit to anything else that is a ware (I went with Special Command Software). Can be done either before installation (not tested but should work?) or after install via the in game script editor.
GET SOME
I wonder why "drop" doesnt work anymore.
Or do i miss something. I just started a new game after some years, still had the mods etc saved and i know the drop command worked once.
No use to place all factoried by hand and see these painful videos.
I got a TL with some Factories in it, which has Tractor Beam installed.
Edit:
I found it. You should use the commands accordingly to your CC language version, AKA u have to use DROP on the english version but BAU on the german version. I feel kinda stupid now. However the command "BAU" is not offered in the menue anyway where you are supposed to use it.
Or do i miss something. I just started a new game after some years, still had the mods etc saved and i know the drop command worked once.
No use to place all factoried by hand and see these painful videos.
I got a TL with some Factories in it, which has Tractor Beam installed.
Edit:
I found it. You should use the commands accordingly to your CC language version, AKA u have to use DROP on the english version but BAU on the german version. I feel kinda stupid now. However the command "BAU" is not offered in the menue anyway where you are supposed to use it.
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Re: [MOD] Complex Cleaner v4.09 / Modular Complexes (TC 3.2 / AP 1.1)
So I'm having the old "Ice packing facility" appears when you try to create a complex. Is there a fix for this available?
It's a vanilla install of X3AP other than Mod Complex Cleaner 4.09 which is installed using the Mod Manger from the google code dump
Edit: Found the 4.1 fix above, but the "hub" command is still not working. The autopilot engages and then disengages and there's still no hub.
Further edit: Never mind. I remember how it works now. You connect two stations with complex tubes and the hub appears.
It's a vanilla install of X3AP other than Mod Complex Cleaner 4.09 which is installed using the Mod Manger from the google code dump
Edit: Found the 4.1 fix above, but the "hub" command is still not working. The autopilot engages and then disengages and there's still no hub.
Further edit: Never mind. I remember how it works now. You connect two stations with complex tubes and the hub appears.
- Khaakbuster
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Re:
I know I'm late for the party but I have just started another round of X3TC with X-Tended 2.2a and decided to try the Complex Cleaner 4.09. I've been pulling my hair out to get this to work properly.X3:3X wrote: ↑Wed, 9. May 12, 00:56I have X3tc Xtended installed and no other mods aside from this one and MARS
Ok, so i threw together some complex designs in Xadrians to test this out before i got a feel for the mod, the currently testing is just a simple fight drone complex with,
2x Chelt Space Aquarium L
2x Split Crystal Fab L
3x Argon Drone factories
1x Massom Mill L
3x Rastar Refinery L
1x Scruffin Farm L
1x Split SPP L
They will not crunch, i get the message;
No crunchable factory types found in sector Uncharted Sector
I can not work with factories that are part of a complex
That would destrpy the complex
Whoever is still interested in getting Complex Cleaner to run with X-Tended 2.x may find this useful:
- 1. If you have X-Tended 2.0 or higher you do NOT need the CAT/DAT from the Complex Cleaner or do a manual merge. The CC modules are already incorporated in X-Tended. Use the CC scripts and T file only.
- 2. If you want to use the "Drop" command of Complex Cleaner you have to modify plugin.gz.CmpClean.Main.xml or the Crunch command will not recognize your stations. The reason for that is that the Crunch script checks if X-Tended is running and if that is the case it checks if the station has a local variable "XTC.LOCAL.STATION.CONFIGURED" set. If this is missing the Crunch command will ignore this station. The problem is that XTC station initialization isn't done when we use the Drop command and therefore the variable doesn't exist. I'm surprised that this hasn't been fixed long ago.
Link removed. Use link in below post that contains additional fixes.
Here are some boring technical details of what I changed in the script:
Spoiler
Show
Code: Select all
* Build stations:
$Stations.built = $Stations.built + $Ind.X
= $Ship-> add -99999999 units of $Ware
while $Ind.X
dec $Ind.X
gosub Find.Station.Pos:
$Stations = create station: type=$Ware owner=[Player] addto=$Sector x=$New.X y=$New.Y z=$New.Z
$Stations-> add default wares to station/dock
$Stations-> factory production task: on=[TRUE]
do if $XTC.enabled
= $Null->call script 'plugin.XTC.Config.Station' : station=$Stations
= wait 1 ms
end
Last edited by Khaakbuster on Sat, 19. Oct 19, 13:57, edited 1 time in total.
- Khaakbuster
- Posts: 393
- Joined: Sun, 8. Jan 06, 18:43
Re: [MOD] Complex Cleaner v4.09 / Modular Complexes (TC 3.2 / AP 1.1)
I found another bug with Complex Cleaner in regard to X-Tended. It is not possible to crunch existing factory modules into larger factory modules because of a simple logic error in "plugin.gz.CmpClean.crunch.xml". If you have X-Tended running the Complex Cleaner refuses to recognize its own factory modules.
On top of that there is a bug in X-Tended 2.2a itself that makes customizable factories (e.g. weapon and shield fabs) incompatible with Complex Cleaner. As I have written before newly deployed factories get the local variable "XTC.LOCAL.STATION.CONFIGURED" set after being set up completely. This doesn't work for customizable fabs because of a logic error in "plugin.XTC.Config.Station.xml" or "plugin.XTC.Task.ChangeProducts.xml" respectively.
"plugin.XTC.Task.ChangeProducts.xml" creates a new fab with your choice of product and destroys the original fab so it's not very useful to try to set "XTC.LOCAL.STATION.CONFIGURED" on a fab that has just been blown up by the script...
I have put all three fixed scripts into an archive that you can download here. This will make CC 4.09 truly compatible with X-Tended 2.2a. At least I haven't noticed any functionality that doesn't work as advertised.
On top of that there is a bug in X-Tended 2.2a itself that makes customizable factories (e.g. weapon and shield fabs) incompatible with Complex Cleaner. As I have written before newly deployed factories get the local variable "XTC.LOCAL.STATION.CONFIGURED" set after being set up completely. This doesn't work for customizable fabs because of a logic error in "plugin.XTC.Config.Station.xml" or "plugin.XTC.Task.ChangeProducts.xml" respectively.
"plugin.XTC.Task.ChangeProducts.xml" creates a new fab with your choice of product and destroys the original fab so it's not very useful to try to set "XTC.LOCAL.STATION.CONFIGURED" on a fab that has just been blown up by the script...
I have put all three fixed scripts into an archive that you can download here. This will make CC 4.09 truly compatible with X-Tended 2.2a. At least I haven't noticed any functionality that doesn't work as advertised.
Re: [MOD] Complex Cleaner v4.09 / Modular Complexes (TC 3.2 / AP 1.1)
Sorry for the thread necromancy. I’m an utter noob with regards to the inner workings of mods, and need some help.
I’m trying to use this mod in conjunction with Star Wars Mod (Reborn), from https://www.moddb.com/mods/mikhail-skatchkov
I’m also using a bunch of smaller scripts and such, but I believe the problem is between these two, because of TFactories changes. And I am at my wits’ end. I tried reddit, and now I made an account here just to seek help.
At first I tried installing via Plugin Manager. I got the popup that said everything was correctly loaded, but it completely broke a bunch of Star Wars Mod factories (the ones at the bottom of the list).
Then I tried manually installing as a false patch. This time the pop up said text files detected, but station objects not detected.
I also tried installing as a false patch before the Star Wars Mod cat/dat files. I even got X3 Editor 2 so I could try merging the TFactories files together so that all the CC stations were added to the end (it was an adventure). Each of these had the same message as the initial false patch: successful text file installation, but station objects not found.
Is there a way to reconcile these two mods? There must be, right? I’m out of my depth, though, and in need of guidance. Help me, expert modders? You’re my only hope! (Please?)
I’m trying to use this mod in conjunction with Star Wars Mod (Reborn), from https://www.moddb.com/mods/mikhail-skatchkov
I’m also using a bunch of smaller scripts and such, but I believe the problem is between these two, because of TFactories changes. And I am at my wits’ end. I tried reddit, and now I made an account here just to seek help.
At first I tried installing via Plugin Manager. I got the popup that said everything was correctly loaded, but it completely broke a bunch of Star Wars Mod factories (the ones at the bottom of the list).
Then I tried manually installing as a false patch. This time the pop up said text files detected, but station objects not detected.
I also tried installing as a false patch before the Star Wars Mod cat/dat files. I even got X3 Editor 2 so I could try merging the TFactories files together so that all the CC stations were added to the end (it was an adventure). Each of these had the same message as the initial false patch: successful text file installation, but station objects not found.
Is there a way to reconcile these two mods? There must be, right? I’m out of my depth, though, and in need of guidance. Help me, expert modders? You’re my only hope! (Please?)
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Re: [MOD] Complex Cleaner v4.09 / Modular Complexes (TC 3.2 / AP 1.1)
I'm not seeing the "Special" command option in any of my command consoles. I do believe I've installed this mod correctly, as my tubes are gone. Do I need to do something special to initialize this, or perhaps another mod for this one to work?
- X2-Illuminatus
- Moderator (Deutsch)
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Re: [MOD] Complex Cleaner v4.09 / Modular Complexes (TC 3.2 / AP 1.1)
The "Special" command section with the "Drop station" command is by default available on all TL ships, even without having any softwares installed.
Nun verfügbar! X3: Farnham's Legacy - Ein neues Kapitel für einen alten Favoriten
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Neuauflage der fünf X-Romane als Taschenbuch
The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!
Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)
Neuauflage der fünf X-Romane als Taschenbuch
The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!
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Re: [MOD] Complex Cleaner v4.09 / Modular Complexes (TC 3.2 / AP 1.1)
Huh. Well I've only tried with my Orca so far, but I definitely didn't see that option. Do I need to be do anything in particular for that option to show up, or perhaps for it to not be showing up? What I did was install a tractor beam onto my back turret, select my complex, and then looked through my command console, the complex's, and the global one. I know it's supposed to be under the TL's console but again I've never seen a special option, especially not before installing this mod.X2-Illuminatus wrote: ↑Mon, 6. Apr 20, 22:05The "Special" command section with the "Drop station" command is by default available on all TL ships, even without having any softwares installed.
When I get the chance I'll test it with my other TLs.
EDIT: OK I started up X3AP again and I got a message saying CC was working. I knew I had to load up my save twice but apparently you actually have to close the game down between those saves. Anyway, it says it doesn't work for already-completed complexes. Is there any way to deconstruct complexes?
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Re: [MOD] Complex Cleaner v4.09 / Modular Complexes (TC 3.2 / AP 1.1)
Docking at a complex should give you an option to initiate a Self Destruct sequence.If it is full of wares you might want to consider emptying it first otherwise you are just blowing up credits and once you start it don’t forget to undock and clear the area yourself.
- The Captain
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Re: [MOD] Complex Cleaner v4.09 / Modular Complexes (TC 3.2 / AP 1.1)
Hey there folks,
I've been having an issue even getting the mod to show up at all in my install, so unlike many of the posts I've seen on this thread, I must be doing something wrong from the start. I'm hoping at least one of you has been through this before. To start with, I have the following mods/scripts installed via the X-Plugin Manager:
Cheat Collection package AP - Cycrow
NPC Bailing Addon - ThisIsHarsh
PHQ and MO on Boron Shipyards - Apricotslice
Salvage Claim Software - Cycrow
Salvage Commands and NPCs - This Is Harsh
Community Plugin Config - Cycrow
Hotkey Mannager - Cycrow
JSON Parser Library - ThisIsHarsh
Ware Manager - Cycrow
Salvage Command Suite V4.11
X3AP - Apricot-Dillpickle-TC-Plots-Complete-for-AP V1.0
MOD - Mobile Repairs
I did a complete reinstall of the games from Steam yesterday as well, just to make sure I had everything up to date (maybe the mod needs an older version?). I am running in AP for this.
Currently, I have a small complex in Freedom's Reach with a SPP-XL and two L Silicon Mines connected to a complex hub. I have a Mammoth in sector, with both a HEPT and a Tractor Beam installed. I think I'm good as far as what's needed to start with. Now, on to the installation woes...
I first tried using the MOD instructions, and once I started AP, I would see it listed as an available mod to load. I selected it, and launched the game, but no CC commands would show up in the Custom ship commands for the Mammoth, or any other ship I had in sector.
I tried using the Plugin manager to install it, making sure I had the AP Addon directory targeted. It would seem to accept me clicking on the .ZIP file and OK, but the package never showed up in the list as being installed, and I would still not see any new CC commands in the Custom menu.
I've also tried installing it as a fake patch in both the main TC directory, and the AP addon directory, both with an identical result to above.
Have I missed something important? Is one of the mods I'm running at issue here? Thanks in advance for any help
EDIT:
It's fixed.
Apparently I didn't always use the plugin manager in the past, and there were parts of another mod still floating around in my files. I managed to find out which one it was (MarCon's Menu V2) and replace it, and upon loading the save again, everything worked as advertised. Thanks to anyone who happened to take the time to investigate this
I've been having an issue even getting the mod to show up at all in my install, so unlike many of the posts I've seen on this thread, I must be doing something wrong from the start. I'm hoping at least one of you has been through this before. To start with, I have the following mods/scripts installed via the X-Plugin Manager:
Cheat Collection package AP - Cycrow
NPC Bailing Addon - ThisIsHarsh
PHQ and MO on Boron Shipyards - Apricotslice
Salvage Claim Software - Cycrow
Salvage Commands and NPCs - This Is Harsh
Community Plugin Config - Cycrow
Hotkey Mannager - Cycrow
JSON Parser Library - ThisIsHarsh
Ware Manager - Cycrow
Salvage Command Suite V4.11
X3AP - Apricot-Dillpickle-TC-Plots-Complete-for-AP V1.0
MOD - Mobile Repairs
I did a complete reinstall of the games from Steam yesterday as well, just to make sure I had everything up to date (maybe the mod needs an older version?). I am running in AP for this.
Currently, I have a small complex in Freedom's Reach with a SPP-XL and two L Silicon Mines connected to a complex hub. I have a Mammoth in sector, with both a HEPT and a Tractor Beam installed. I think I'm good as far as what's needed to start with. Now, on to the installation woes...
I first tried using the MOD instructions, and once I started AP, I would see it listed as an available mod to load. I selected it, and launched the game, but no CC commands would show up in the Custom ship commands for the Mammoth, or any other ship I had in sector.
I tried using the Plugin manager to install it, making sure I had the AP Addon directory targeted. It would seem to accept me clicking on the .ZIP file and OK, but the package never showed up in the list as being installed, and I would still not see any new CC commands in the Custom menu.
I've also tried installing it as a fake patch in both the main TC directory, and the AP addon directory, both with an identical result to above.
Have I missed something important? Is one of the mods I'm running at issue here? Thanks in advance for any help
EDIT:
It's fixed.
Apparently I didn't always use the plugin manager in the past, and there were parts of another mod still floating around in my files. I managed to find out which one it was (MarCon's Menu V2) and replace it, and upon loading the save again, everything worked as advertised. Thanks to anyone who happened to take the time to investigate this
Re: [MOD] Complex Cleaner v4.09 / Modular Complexes (TC 3.2 / AP 1.1)
Trying to use this using the plugin manager and no dice. This should be simple.
EDIT: I seem to have had the fakepatch version instead, and there's nowhere I can find to get a plugin manager compatible version. The syntax and standardization of these mod packages is all over the place.
EDIT: I seem to have had the fakepatch version instead, and there's nowhere I can find to get a plugin manager compatible version. The syntax and standardization of these mod packages is all over the place.
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Kobura Shinja Cape
- X2-Illuminatus
- Moderator (Deutsch)
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Re: [MOD] Complex Cleaner v4.09 / Modular Complexes (TC 3.2 / AP 1.1)
DrBullwinkle provided a version for the PM which is also linked in the opening post.
Nun verfügbar! X3: Farnham's Legacy - Ein neues Kapitel für einen alten Favoriten
Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)
Neuauflage der fünf X-Romane als Taschenbuch
The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!
Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)
Neuauflage der fünf X-Romane als Taschenbuch
The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!