Additional Search and Fleet Building Commands
To my knowledge, nobody has made console commands to search for entities such as research stations, so I made a mod that does that and a bit more. I've also added some commands for easier fleet building for my 0.95.1 fleet testing craze. This mod requires the Console Commands Mod to work. Note that case matters in the arguments of all the commands.Download here (https://drive.google.com/file/d/1JvSQcdAd1PonB0uSsqUsLyK3OzlIDESs/view?usp=sharing)
The Commands:
Spoiler
FindSystemsWithTags <manditory1stTag> [optionalAdditionalTags]
List the star systems with all of the tags specified in the arguments. A list of tags can be found in com.fs.starfarer.api.impl.campaign.ids.Tags of the StarSector API. Input the string that corresponds to the tag obtained by viewing Constant Field Values.
GetTagsCurrentSystem
Lists the tags of the system the player is in.
FindNumConstellations
Find the number of constellations in the sector with a totally not scuffed implementation.
FindEntitiesByName <nameOfEntity>
List the location of every entity with a specified name. The name of a entity is usually the same as its in game description.
FindEntitiesByType <nameOfEntity>
List the location of every entity with a specified custom entity type. Custom entity types can be found in custom_entities.json.
ListEntitiesCurrentLocation
List the full name and custom entity type of every entity in the player's current location.
FindDerelict <hullid>
List the location of every derelict ship with of a specified hull type. Use the command "list ships" to see the names of hull types
AddHullMods <shipSelection> <[hullModId1,hullModId2,hullModId3]>
Permanently adds the hull mods specified in the second argument to the ships specified in "shipSelection". "shipSelection" can be a number (eg. 5), a range (eg, 5-10) or the word all. The numbers in "ShipSelection" corresponds to the order ships appears in the fleet or refit screen. For example the fifth ship in the refit screen is ship 5. Then second argument is a list of any number of hull mod ids separated by commas and enclosed by square brackets WITH NO SPACES. Hull mod ids can be found in hull_mods.csv
AddDMods <shipSelection> <numDmods>
Adds "numDmods" dmods to the ships specified by "shipSelection". "NumDmods" is a number. "shipSelection" can be a number (eg. 5), a range (eg, 5-10) or the word all. The numbers in "ShipSelection" corresponds to the order ships appears in the fleet or refit screen. For example the fifth ship in the refit screen is ship 5.
AddOfficerb [personality] [level]
The exact same command and code as the default AddOfficer but it doesn't produce a null pointer exception for some reason. I'll leave it here until the original is fixed
CloneShip <shipNumber> [numberOfClones]
Clones a specified ship in the player fleet "shipNumber" times. If no number of clones is specified one is made. "shipNumber" corresponds to the order ships appears in the fleet or refit screen. For example the fifth ship in the refit screen is ship 5. "numberOfClones" is the number of copies that will be made.
Note that some of the fleet editing commands don't work in the refit screen for some reason under some circumstances. No clue why
Sample Commands:
Spoiler
research stations
"FindEntitiesByName Research Station" or "FindEntitiesByType station_research_remnant"
derelict mudskipper mk2's
"FindDerelict mudskipper2"
hypershunts
"FindSystemsWithTags has_coronal_tap"
cryosleepers
"FindSystemsWithTags theme_derelict_cryosleeper"
motherships
"FindSystemsWithTags theme_derelict_mothership"
the ultimate trash fleet
"AddDmods all 5"
copy the 5th ship in your fleet 10 times
"CloneShip 5 10"
Change Log
Spoiler
Dec 21, 2021 release 2.0
-updated to 0.95.1
-added the commands "AddHullmods", "AddDmods', "AddOfficerb", and "CloneShip"
-renamed files as good practice to avoid conflicts