Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
Hello.Is there an equivalent command to the one in Nexerelin to change the owner of a planet ?What I want to do is to populate a few more of the moons and planets, and give them to various factions.
Hey, nice utility mod. Thank you so much for this !Can you add a command where you can give orders to fleets ? Like "Guard this Planet" & "Patrol this Point"Or like "Follow me" but even through the jumppoints and hyperspace ?Or to change the behavior of the spawned fleet through "spawnfleet"
Quote from: Kat on August 20, 2019, 02:27:28 PMHello.Is there an equivalent command to the one in Nexerelin to change the owner of a planet ?What I want to do is to populate a few more of the moons and planets, and give them to various factions.There is not, though it'd be easy to add one. I'll add it to the todo list.
Quote from: Sonomon on August 22, 2019, 11:55:41 AMQuoteHmm. You're on Starsector 0.9.1a-RC8, correct? Could you post screenshots of your mods/ folder, mods/LazyLib and mods/Console Commands?Hey, that's all the pictures and the original starsector folder just incase, thank for the reply.https://imgur.com/a/9wUj40BYou downloaded the repository, which contains the source code needed to build the mod, not the mod itself. You want the link below that labeled "dev build", rurrently this one.
QuoteHmm. You're on Starsector 0.9.1a-RC8, correct? Could you post screenshots of your mods/ folder, mods/LazyLib and mods/Console Commands?Hey, that's all the pictures and the original starsector folder just incase, thank for the reply.https://imgur.com/a/9wUj40B
Hmm. You're on Starsector 0.9.1a-RC8, correct? Could you post screenshots of your mods/ folder, mods/LazyLib and mods/Console Commands?
The next version will have a SpawnCustomEntity command.Until then, you can spawn one at the player fleet's location by copy+pasting the following command into the console:Coderuncode PlanetAPI star = ((StarSystemAPI) $loc).getStar(); if (star != null) { $loc.addCustomEntity(null, null, "stable_location", "neutral").setCircularOrbitPointingDown(star, VectorUtils.getAngle(star.getLocation(), $playerFleet.getLocation()), MathUtils.getDistance(star.getLocation(), $playerFleet.getLocation()), 180f); }
runcode PlanetAPI star = ((StarSystemAPI) $loc).getStar(); if (star != null) { $loc.addCustomEntity(null, null, "stable_location", "neutral").setCircularOrbitPointingDown(star, VectorUtils.getAngle(star.getLocation(), $playerFleet.getLocation()), MathUtils.getDistance(star.getLocation(), $playerFleet.getLocation()), 180f); }
Quote from: LazyWizard on January 09, 2019, 01:55:07 PMThe next version will have a SpawnCustomEntity command.Until then, you can spawn one at the player fleet's location by copy+pasting the following command into the console:Coderuncode PlanetAPI star = ((StarSystemAPI) $loc).getStar(); if (star != null) { $loc.addCustomEntity(null, null, "stable_location", "neutral").setCircularOrbitPointingDown(star, VectorUtils.getAngle(star.getLocation(), $playerFleet.getLocation()), MathUtils.getDistance(star.getLocation(), $playerFleet.getLocation()), 180f); }This just spawns a stable location, you still have to build the structures
How hard is it for a ship to loose negative traits after I edit the ini to make it far easier to get positive traits? As my flagship is famous but almost all of it's traits are negative because the way it is set up it usually takes at least some amount of hull damage every battle even though it does the majority of the work taking out all the hostiles. I edited the ini but I'm worried that it might take forever for the negative ones to be replaced