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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.
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