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Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

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Author Topic: [0.9.1a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)  (Read 589587 times)

Boggi

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Re: [0.9.1a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« Reply #855 on: July 01, 2020, 09:00:55 AM »

Does anyone know if there is a command to remove disruption from the high command and battery industries after a tactical bombardment. I decided to keep the planet for myself after fullfilling a mission, but I am tired of babysitting the system because no defense fleets are being created, due to the disruption. I have searched through the lists in the mod, and found several conditions I can removed for other disruptions, such as trade disruption and shipping disruption, but I cannot find a way to remove the bombing disruption. Can anyone help, or will I just need to wait out the remaining 300 days  :'(
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Crimson Sky Gaurdian

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Re: [0.9.1a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« Reply #856 on: July 01, 2020, 10:38:52 AM »

Depends, if it's an industry itself disrupted, fastbuild might work.
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Algester

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Re: [0.9.1a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« Reply #857 on: July 02, 2020, 07:59:56 AM »

in the save its possible to "remove" the disruption

by making the disruption shorter to say like 1 day but that requires a bit of fudging with the
<disrupted> values per industry
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Mondaymonkey

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Re: [0.9.1a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« Reply #858 on: July 02, 2020, 08:03:10 AM »

Why not just remove an industry, then fastbuild?
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Algester

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Re: [0.9.1a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« Reply #859 on: July 02, 2020, 08:22:58 AM »

because disrupted markets are tied to the market itself but then again I mainly use the gimmick on spaceports and orbital stations
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Vocation

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Re: [0.9.1a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« Reply #860 on: July 02, 2020, 10:16:55 AM »

How can I add more cargo space or have infinite cargo?
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Mondaymonkey

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Re: [0.9.1a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« Reply #861 on: July 02, 2020, 10:51:31 AM »

How can I add more cargo space or have infinite cargo?

It is possible, but much easier just edit shipdata.csv in cargo column for particular ship.

Nah... it's not easier.
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Algester

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Re: [0.9.1a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« Reply #862 on: July 03, 2020, 12:00:51 AM »

and nope even if you abandon a market disruption is tied to the market's data itself there is probably a way to lessen the cooldown without digging through the save BUTT EHHH

but allow me to enlighten people on xml data digging

the important information you want are
disrupted_industryname (Spaceport, FuelProducion, Orbital Station so and so forth)
if its a core world it will contain
$core_disrupted_industryname

the game also checks "does this market have a disrupted industry lately" logic

Code
<e z="56415">
<MExp z="56416" k="$core_disrupted_Spaceport" t="26.501207"></MExp>
<MExp z="56417" k="$core_disrupted_FuelProduction" t="64.861046"></MExp>
<MExp z="56418" k="$core_disrupted_OrbitalStationGD" t="11.502057"></MExp>
<MExp z="56419" k="$nex_stabilizePackage_cooldown" t="55.34116"></MExp>
<MExp z="56420" k="$nex_decivEvent_hasEvent" t="57.01873"></MExp>
</e>
I shall example that you can see there is disrupted industry in this area the t="float value" is the disrupted time amount so just turn them all to 1 and let the game handle the rest
« Last Edit: July 03, 2020, 12:12:16 AM by Algester »
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