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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.96a] Console Commands v2023.05.05  (Read 1536157 times)

XpanD

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Re: [0.9a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« Reply #585 on: December 08, 2018, 01:40:41 AM »

Is there a way to quickly remove the inhabitants of a planet using this mod, or to remove the relations penalty when fuel bombing? Using "adjustrelation" works, but is a bit cumbersome since it requires so much copy-pasting.

Thanks for all the hard work! This mod is a must-have for my slightly strange (trying every ship and weapon I can) runs.
« Last Edit: December 08, 2018, 01:42:28 AM by XpanD »
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LazyWizard

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Re: [0.9a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« Reply #586 on: December 08, 2018, 06:50:35 AM »

Added a DestroyColony command. You monster.
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XpanD

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Re: [0.9a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« Reply #587 on: December 08, 2018, 08:45:58 AM »

Whoa, thank you! I'll put it to good use. ;)
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PeepingPeacock

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Re: [0.9a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« Reply #588 on: December 09, 2018, 04:54:59 PM »

Added a DestroyColony command. You monster.

Fantastic! Takes away the burden of microing a colony to make sure it wont grow and become unable to be abandoned.
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A Random Jolteon

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Re: [0.9a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« Reply #589 on: December 09, 2018, 08:54:50 PM »

DestroyColony command
Ahem.
LUUUUUDS! Get your butts over hear!!!
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Hi. I exist. Bye.

TheWetFish

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Re: [0.9a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« Reply #590 on: December 11, 2018, 01:37:53 AM »

Toggling dev mode off with the devmode command does not prevent full control of other faction's colonies
i.e.
- devmode true in settings.json
- start game
- devmode console command, toggling dev mode off
- interact with Jangala, trade, colony info, allowed to toggle free port status

The devmode console command is turning off other dev mode features like the additional interaction menu options so I'm not sure this is a mod bug or not.
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LazyWizard

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Re: [0.9a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« Reply #591 on: December 11, 2018, 02:51:22 AM »

That's not something I can fix, unfortunately. How devmode is handled is purely up to Starsector; the command just toggles it on and off.
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dk1332

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Re: [0.9a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« Reply #592 on: December 11, 2018, 05:24:56 AM »

Added a DestroyColony command. You monster.

And thus, the end of Pather's terrorism has come.
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TheWetFish

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Re: [0.9a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« Reply #593 on: December 11, 2018, 05:35:28 PM »

Toggling dev mode off with the devmode command does not prevent full control of other faction's colonies

Looks like there's a bit more to devmode now, referencing http://fractalsoftworks.com/forum/index.php?topic=14643.0
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LazyWizard

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Re: [0.9a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« Reply #594 on: December 12, 2018, 09:57:39 AM »

Toggling dev mode off with the devmode command does not prevent full control of other faction's colonies

Looks like there's a bit more to devmode now, referencing http://fractalsoftworks.com/forum/index.php?topic=14643.0

Ah, I stand corrected. Added a "DevMode also toggles debug flags" setting to the Settings command (defaults to true), and updated the DevMode command accordingly. Thanks for following up on that! :)
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Marshall Briggs

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Re: [0.9a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« Reply #595 on: December 14, 2018, 04:54:37 PM »

Im not entirely sure if its intentional or a bug but god mode only affects your ship but not the rest of your fleet.

*edit. i guess i should have used the help command huh?
« Last Edit: December 14, 2018, 05:00:35 PM by Marshall Briggs »
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LazyWizard

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Re: [0.9a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« Reply #596 on: December 14, 2018, 04:56:51 PM »

It is intentional. You can pass in PLAYER, FLEET, ENEMY, or ALL to any combat cheat to control who is affected by it (the capitalization doesn't actually matter). It defaults to PLAYER if you don't pass in an argument.
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Skay24

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Re: [0.9a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« Reply #597 on: December 20, 2018, 08:09:08 AM »

Will there be option "allblueprints"??
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Wyvern

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Re: [0.9a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« Reply #598 on: December 24, 2018, 12:52:32 PM »

A hopefully small request: for openmarkets to work with planet name in addition to market ID.  For player markets, this can get... absurd.  For example, the market ID for my current colony is "market_system 2355_moon_system_2355_system_2355:planet_5_1", while the planet's actual name is "Stray Dog".
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Wyvern is 100% correct about the math.

LazyWizard

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Re: [0.9a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« Reply #599 on: December 24, 2018, 01:03:38 PM »

Will there be option "allblueprints"??

A hopefully small request: for openmarkets to work with planet name in addition to market ID.  For player markets, this can get... absurd.  For example, the market ID for my current colony is "market_system 2355_moon_system_2355_system_2355:planet_5_1", while the planet's actual name is "Stray Dog".

Added both of these. Thanks for the suggestions!
« Last Edit: December 24, 2018, 01:10:16 PM by LazyWizard »
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