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News: New blog post: Economy & Outposts (9/19/17); Starsector 0.8.1a is out!
 
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Author Topic: [0.8.1a] Console Commands v3.0 WIP 5 (released 2017-07-25)  (Read 203026 times)
Daquan_Baton
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« Reply #435 on: April 24, 2017, 01:20:35 PM »

I miss my baybay! I never realized how difficult normal was without console commands, now 0.8a is out and I'm so lonely D:
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Midnight Kitsune
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« Reply #436 on: April 24, 2017, 02:02:18 PM »

I miss my baybay! I never realized how difficult normal was without console commands, now 0.8a is out and I'm so lonely D:
Just be aware that it is buggy and not all commands work. (Allwings for example)
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Stop trying to balance the game around a few minmaxers...
Programming is like sex:
One mistake and you have to support it for the rest of your life.

Tired of having your game crash because of out of date mods? Then click here!
Get Version Checker today! Now with 90% less hassle! Simply toss it into your mod folder, activate the mod like a normal one and BINGO you will now be informed of any and all updates when you start SS campaign up!
LazyWizard
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« Reply #437 on: April 24, 2017, 05:12:00 PM »

Thanks for the bug reports, everyone!

Damn it, this keeps crashing the game on me with the latest 0.80a hotfix release. I get a fatal error with the following stuff in the .log file:
Code:
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.TextPanelAPI.addParagraph(Ljava/lang/String;)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.TextPanelAPI.addParagraph(Ljava/lang/String;)V
at org.lazywizard.console.ConsoleCampaignListener$CampaignPopup.init(ConsoleCampaignListener.java:145)
at com.fs.starfarer.ui.newui.newsuper.öØ0000(Unknown Source)
at com.fs.starfarer.ui.newui.newsuper.<init>(Unknown Source)
at com.fs.starfarer.ui.newui.newsuper.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.showInteractionDialog(Unknown Source)
at org.lazywizard.console.ConsoleCampaignListener.advance(ConsoleCampaignListener.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

I have lazylib installed so what the hell's going wrong?

And kind of need this since I made the mistake of jumping into a Remnant system with a red warning without saving before hand, only saving when I entered as the last time I mopped the up a lone fleet of them. Really don't want to loose a level 34 save due to this...

That particular crash means you downloaded the 0.7.2a version of the mod from the OP. There's no proper 0.8a version out yet, but I released a buggy interim version you can get here.
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The_Mess
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« Reply #438 on: April 24, 2017, 07:54:39 PM »


That particular crash means you downloaded the 0.7.2a version of the mod from the OP. There's no proper 0.8a version out yet, but I released a buggy interim version you can get here.
Cheers, the setcommission command is going to get some heavy use Tongue
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Daquan_Baton
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« Reply #439 on: April 25, 2017, 12:44:58 PM »

Just be aware that it is buggy and not all commands work. (Allwings for example)

Yea trust me I had tried to play it with CC hundreds of times before that last comment and no dice, the game just crashes instantly for me.
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gofastskatkat
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« Reply #440 on: April 26, 2017, 01:28:50 PM »

Oh yeah, just remembered that not only does the allwings not give you the wing lpc's, allcommodities doesnt give all the modspecs which are the hullmods that you need to find and buy to learn them
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Midnight Kitsune
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« Reply #441 on: April 26, 2017, 03:55:55 PM »

Just be aware that it is buggy and not all commands work. (Allwings for example)

Yea trust me I had tried to play it with CC hundreds of times before that last comment and no dice, the game just crashes instantly for me.
OK, so you are using the buggy .8 build from here: http://fractalsoftworks.com/forum/index.php?topic=4106.msg202837#msg202837 and not the one from the OP right?
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Stop trying to balance the game around a few minmaxers...
Programming is like sex:
One mistake and you have to support it for the rest of your life.

Tired of having your game crash because of out of date mods? Then click here!
Get Version Checker today! Now with 90% less hassle! Simply toss it into your mod folder, activate the mod like a normal one and BINGO you will now be informed of any and all updates when you start SS campaign up!
Bastion.Systems
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« Reply #442 on: April 30, 2017, 05:03:23 AM »

Can you trigger the ceased hostilities event with this mod to counter the bug of it not triggering in the current version?
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Midnight Kitsune
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« Reply #443 on: May 01, 2017, 02:31:54 PM »

Can you trigger the ceased hostilities event with this mod to counter the bug of it not triggering in the current version?
You might be able to use it to set the relationship levels to a more sane level and that might make them stop but I don't know for sure
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Stop trying to balance the game around a few minmaxers...
Programming is like sex:
One mistake and you have to support it for the rest of your life.

Tired of having your game crash because of out of date mods? Then click here!
Get Version Checker today! Now with 90% less hassle! Simply toss it into your mod folder, activate the mod like a normal one and BINGO you will now be informed of any and all updates when you start SS campaign up!
Cyan Leader
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« Reply #444 on: May 02, 2017, 06:48:52 AM »

I know this was reported but yeah, no way to easily acquire the hullmods which would be great for testing. Moreover I'd suggest a command to make the player character learn everything that can be learned, as it would be great for testing.
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Midnight Kitsune
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« Reply #445 on: May 02, 2017, 11:33:26 AM »

I know this was reported but yeah, no way to easily acquire the hullmods which would be great for testing. Moreover I'd suggest a command to make the player character learn everything that can be learned, as it would be great for testing.
If you are taking skills, that is easy. But yeah, hull mods and fighter LPCs are needed for this
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Stop trying to balance the game around a few minmaxers...
Programming is like sex:
One mistake and you have to support it for the rest of your life.

Tired of having your game crash because of out of date mods? Then click here!
Get Version Checker today! Now with 90% less hassle! Simply toss it into your mod folder, activate the mod like a normal one and BINGO you will now be informed of any and all updates when you start SS campaign up!
LazyWizard
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« Reply #446 on: May 05, 2017, 07:10:40 AM »

So, progress report! I've fixed the bugs in the last WIP that I know about, re-added SpawnFleet, added hullmod and LPC support, and am currently going over the entire mod with a fine-toothed comb to fix all the issues and code debt that have accumulated over the years. I've currently done a bugfix/polish pass on 12 commands, leaving 57 to go, so a proper release is still a while away.

You can download the current WIP here. For anyone who used the link I posted on the Discord channel earlier today, this is a newer version.

Here's the changelog as of now:
Quote
3.0 WIP 2 (May 05, 2017)
==========================
Updated to be compatible with Starsector 0.8a
Control+backspace now deletes the current word instead of last word in input
If exception stack traces are enabled, show source jars in exception details
Added isCampaignAccessible() to CommandContext:
 - Returns true if the player is on the campaign map, in a campaign battle,
   or fighting a refit simulation battle in the campaign
 - Used to check if you have access to campaign-only methods (in SectorAPI, etc)
Removed AddAptitudePoints command (use AddSkillPoints instead)
New commands:
 - AddHullmod, adds the specified modspec to the player's inventory
 - AllHullmods, unlocks all unlearned hullmods
 - BlockRetreat, prevents a full retreat from being ordered by the enemy
 - ForceDeployAll, forces your opponent to deploy every ship in their fleet
   (warning: this command can seriously impact game performance!)
 - ModInfo, shows detailed info about a mod, including what ships, fighter
   wings, weapons and commodities it adds to the game
 - SetCommission, sets the faction the player is commissioned to work for, or
   ends the current commission if "none" is entered as an argument
Changes to existing commands:
 - AddCrew:
   - No longer accepts a crew XP level argument
   - Using this command without arguments gives as many crew as your fleet can
     hold (in the past this only gave up to the skeleton crew requirement)
 - AddOfficer:
   - Added support for Reckless officers
   - Now allows custom officer names. Updated syntax: AddOfficer
     [optionalPersonality] [optionalLevel] [optionalFaction] [optionalName]
 - AddShip will redirect to AddWing if a wing ID is entered
 - AddSkillPoints now adds character points, used for both skills and aptitudes
 - AddWing and AllWings properly add LPCs instead of fleet members
 - FindItem/FindShip:
   - Both commands will simulate a visit from the player to each searched
     submarket; this ensures the searched stockpiles are always up to date, at
     the expense of the command taking ~1 second to execute the first time
   - Results are sorted by distance to the market
   - Added proper formatting to prices
   - Made it more clear when you enter an invalid ID versus when no goods are
     available in any market
 - GoTo will redirect to the Jump command if a star system's name is entered
 - Kill and Nuke credit kills to the player flagship
 - List accepts several new arguments:
   - "hullmods", shows all hullmods that can be unlocked with a modspec item
   - "mods", shows all currently enabled mods
   - "commands", lists all loaded commands (use "status detailed" for more info)
   - "aliases", shows all aliases added through aliases.csv
   - "macros", shows all macros usable within the RunCode command
   - "tags", shows all tags and their associated commands
 - SpawnFleet:
   - Updated to use FleetFactoryV2; mostly matches vanilla fleet compositions
     now (spawned fleets are of fleet type "large patrol")
   - No longer accepts crew XP level or quality arguments. Updated syntax:
     SpawnFleet <factionId> <totalFP> [optionalName]
   - Still needs some tweaking for officer numbers and levels
 - Traitor now works properly when used on drones
... plus a ridiculous amount of polish on nearly everything
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Axolotl
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« Reply #447 on: May 05, 2017, 07:38:40 AM »

Thanks, for the update.
Is there a command to reset the skill points spent?
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LazyWizard
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« Reply #448 on: May 05, 2017, 07:40:03 AM »

Yes, "Respec".
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Ali
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« Reply #449 on: May 05, 2017, 11:13:52 AM »

Is there a command to add multiple officers at once please? or can one be implemented pls =p
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