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[求助] 求翻译,comp_cleaner,抱着有道翻译琢磨半天,一点没搞懂

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发表于 2012-3-24 18:41:50 | 显示全部楼层 |阅读模式
本帖最后由 mb242308 于 2012-3-24 18:43 编辑

现在能把工厂打包成箱子,但离星门很远,移不动也靠不上去,咋整?

crunch : All unconnected factories and mines in the sector are combined into as few as possible factory modules.

If this command is run for the first time, the Module Container is built at the position you supplied.
Watch where you build it. This thing is huge and it is unlikely you can ever move it again.
On subsequent crunch runs the position argument is ignored and the Factory modules automatically added to an existing Module Container.

Ships can not dock at a Factory Module. FM can only function as part of a complex.

You still need to connect the "crunched" Factory Modules. manually. However, it's a whole lot faster to connect 4 Factory Modules instead of 45 single factories. =)

Factories of every possible type or size will be assimilated into standardized Factory Modules with possible sizes of
1 (S), 2 (M), 5 (L), 10 (XL), 20, 40, 50, 100, 150, and 200.

Ore and silicon mines can not be crunched without a small loss. I have seen 1-4 %. This is due to the fact that mines have a variable production output resulting in a "half" factory, which can not be built. More info here.

You do not have to do any math. That's what the script is for. =)
Build 26 M-Fabs and the script transforms them into 1x 50, 1x 2.
2 factories instead of 26.
And they stay modular and upgradable.
Add another 9 of those M-Fabs and the script would transform the whole thing into 1x 50 and 1x 20.
2 factories instead of 35.

If you are using a Module Container you do not have to position new factories within connection range of the hub any more.
Randomly drop them somewhere in the sector.
They are automagically assimilated into the Module Container when you rerun the crunch command.
Expanding complexes becomes easier than ever before.

If your complex contains only completely identical factories then crunch can sometimes compress them into a single module. A single module can no longer be made into a complex...
That's what Ignore is for. Using that you can exclude a station or module from the crunch command and crunch will only compress the remaining stations/modules.
As a result you always hava a minimum of 2 modules and can rewire them into a complex.

Important note regarding Ashley's Factories:
You must not run the crunch command immediately after building one of Ashley's factories.
They are not completely constructed at this point. Give it 30-60 seconds to finish it's installation.
Regular factories are fully constructed right after your TL has built them.

Regarding creative hacking:
All X3 factories have products, resources, use energy cells in some way, and are producing (or trying to).
Any station that does not meet all of these criteria is ignored because it apparently isn't intended to be a regular factory.
Could be additional complex storage, some kind of warehouse, or act as a trading station...

Factories with multiple products (possible in XTM) are ignored because they cannot function correctly in a complex.

No Bug:
With very large complexes, some ware amounts (usually EC) will no longer display correctly. The display window is too short so the value is cut off.
The display on the ware transfer interface is not limited like that.



drop : In the selected sector, all your TL unload all factories from their cargo bays and build them at random positions.
You can be OOS.
You do not have to watch any pretty videos.

And I mean factories. No mines, shipyards, trading stations and whatnot.


hub : A Complex Hub is moved to the position you supply.
If there is more than one hub in the sector you must target the one you want from your own ship.
If there is only one hub, the script assumes that you want to move the hub.

If there is only 1 hub and there also is a Module Container in the sector, then special rules apply.
If you set the position extremely close to the MC then the hub is put in a relatively safe standard position below the MC instead.
If you set it too far, the hub is placed in the direction you set but still within 19 km of the MC. This way you can still connect more factory modules because the connection range of a complex tube is 20 km.

north : Complex Hub is rotated so the docking clamps point north (X3 standard)
south : ...
east : ...
west : ...
up : ...
down : ...
If there is more than 1 hub in the sector, the one you want is defined by the position you set.


relocate : The Module Container of this sector relocates itself to the new position.
The MC is big. Really big. Don't expect it to move like an M5.


fps : Show current FPS in a message window. A quick way to see how well this works. =)


ver or version : Report script version to your logbook.


check : CC will verify it's own mod at every version upgrade.
This command forces the check.
If you add any other mod (as a fake patch) on top of the CC mod, you can use this command to see if CC is still alive and happy with this installation.


ignore : Personally Target one of your stations and run this command on some properly equiped ship. (skip the "Position" argument).
CC will ignore this station or module on subsequent "crunches".
Repeat the command for this particular station to remove the ignore flag.

Regardless of what you had targeted, ignore will always tag all currently ignored stations in sector with a "[ i ]".
This is purely for your information and can be deleted/renamed at will.
So if you use ignore without a station targeted, all the script does is check all stations and add the text tag where needed.

There is also a station command "Complex Cleaner Self Destruct".
Do I need to explain this?


Old Complex Cleaner v1.08 features (additional text options):
They still work but don't play in the same league as far as FPS savings go. In fact, they can reduce FPS in some cases.
They can run for several minutes on a larger complex.
They do not affect complex modules, only uncrunched factories.

clear : All connected Fabs are moved further out in the sector to a position you supply. If this position is within 100 km of the sector center (or inside a planet...) it is ignored and a safe position is found.
Note that the player ship must be in the same sector when the command is given but you are free to leave immediately afterwards.


restore : All unconnected Fabs are recalled.
This will be necessary when a hub is destroyed.
The destination is either a complex hub or if none is supplied, the position.
Only about 70 Fabs can be recalled at one time because huge safety margins are required to place objects like SPP XL or mines.
发表于 2012-3-24 19:11:32 | 显示全部楼层
你可以把工厂接好,用hub命令调节连接器的位置(一次移动最大可以移动20KM,不限次数),用north、east、west、south来调节连接器出口…………………………
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发表于 2012-3-24 19:27:38 | 显示全部楼层

CC有汉化的...

CC有自带的微型说明的

这个说明的翻译...俺搞了很久才搞好的.....
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 楼主| 发表于 2012-3-24 19:30:00 | 显示全部楼层
nhofb 发表于 2012-3-24 19:11
你可以把工厂接好,用hub命令调节连接器的位置(一次移动最大可以移动20KM,不限次数),用north、east、we ...

你是说用复合链接器先把工厂连上,在用hub命令移动复合链接器吗?
我现在能移动MC了,很慢20秒0.5km,还以为不动
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 楼主| 发表于 2012-3-24 19:33:52 | 显示全部楼层
qi1989223 发表于 2012-3-24 19:27
CC有汉化的...

CC有自带的微型说明的

我用的就汉化的,命令怎么用没给出。

搬着英文说明好痛苦
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 楼主| 发表于 2012-3-24 19:43:08 | 显示全部楼层
本帖最后由 mb242308 于 2012-3-24 19:59 编辑

这个Complex Cleaner 把工厂都打包后,原料生产工厂与上级工厂之间就不用货船拉原料和管子连了吗?
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发表于 2012-3-24 20:35:05 | 显示全部楼层
mb242308 发表于 2012-3-24 19:43
这个Complex Cleaner 把工厂都打包后,原料生产工厂与上级工厂之间就不用货船拉原料和管子连了吗? ...

管子还是要接,这个脚本只是打包工场节省CPU消耗而已.
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发表于 2012-3-24 20:39:08 | 显示全部楼层
本帖最后由 qi1989223 于 2012-3-24 20:45 编辑
mb242308 发表于 2012-3-24 19:33
我用的就汉化的,命令怎么用没给出。

搬着英文说明好痛苦



呃...俺记错了....
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 楼主| 发表于 2012-3-24 21:53:35 | 显示全部楼层
现在打的工厂包拆解不出来了
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发表于 2012-3-25 07:47:59 | 显示全部楼层
说一下流程吧。先造厂,几百几千个随便你。全部造完之后,搞一艘船,好像必须是TL(不过我相信你玩复合工厂的人不可能没有自己的TL吧)。这艘船仓里面要有牵引光线,然后把这个船停在哪个星区,打开船的命令,找到CC。
打开之后有个文本框让你输命令,这个时候就是输入crunch。瞬间所有的工厂都被一个大箱子打包。在然后,去买复合连接部件,把箱子里面的工厂一个一个连起来。最开始连的两个会让你选复合工厂的出口。之后的其他工厂就直接连这个出口,不需要再选地址。

其他功能,什么改方向的我也没用过。

最后的最后,用了这个还是可以省很多连接件的,倒不是省钱,而是省事。比如我有30个微芯片工厂,本来是要连29次的,但是打包之后会变成只有2个工厂,一个写着20,一个写着10,然后你只要连一次,就把这30个工厂全连上了。
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