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:
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