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Messages - tigartar

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1
Mods / Re: [0.95.1a] Console Commands v2021.12.25
« on: September 18, 2022, 09:21:43 PM »
For anyone who wants to make a planet orbit around another planet

runcode PlanetAPI planet = (PlanetAPI) $loc.getEntityById("desired planet"); $loc.addPlanet("cc_barren", planet, "Barren World", "barren", VectorUtils.getAngle(planet.getLocation(), $playerLoc), 150, MathUtils.getDistance(planet.getLocation(), $playerLoc), 120)

Change "desired planet" to the planet you want it to be orbiting around (can be gained by typing list planets in console)
Change "cc_barren" to something fitting(Not too sure right now what it does again)
Change "Barren World" to your desired name
Change "barren" to the type of world(can be gained by typing list conditions)
Change the 150 before mathUtils for size
Change the 120 at the end for planet_orbit_length


If you are not happy with the planet you made dock at it and run the below code to get rid off it

runcode SectorEntityToken ent = Global.getSector().getCampaignUI().getCurrentInteractionDialog().getInteractionTarget(); if (ent.getMarket() != null) Global.getSector().getEconomy().removeMarket(ent.getMarket()); ent.getContainingLocation().removeEntity(ent);


Am still trying to figure out how to write the adding market data so for now it is just a blank planet (Maybe someone knows how we can do it based on type so that we don't have to manually pick and choose?)

And for spawning a general planet to move around a star run the following code

runcode PlanetAPI star = ((StarSystemAPI) $loc).getStar(); $loc.addPlanet("cc_barren", star, "Barren World"", "barren", VectorUtils.getAngle(star.getLocation(), $playerLoc), 150, MathUtils.getDistance(star.getLocation(), $playerLoc), 120)

To get a planet to follow a specific star in your system run the following code and change "change to star name" to the star you found in the list planets it would look something like this
"system_a488" < this is your main star
"system_a488_b < this is your second star And so on

runcode PlanetAPI star = (PlanetAPI) $loc.getEntityById("change to star name"); $loc.addPlanet("cc_barren", star, "Barren World", "barren", VectorUtils.getAngle(star.getLocation(), $playerLoc), 150, MathUtils.getDistance(star.getLocation(), $playerLoc), 120)

I hope this will help for the few of us who keep asking how to do this, once i find out or someone shares with me how to add conditions based on planet type i will update this post to include that

2
Mods / Re: [0.95.1a] Underworld 1.7.1
« on: September 09, 2022, 03:11:48 AM »
Is there a way we can have the "The Infernal Machine" custom game start, start out on something like an abandoned station instead of a colony with a faction? after all the flare at the start says "You have managed to unearth the wreckage of the Infernal Machine, spending your fortunes to repair the hull and bring it online as your own flagship." It wouldn't really make sense to have a really build-up colony(granted it runs in the red most of the time).
Given that it also talks about you plotting your revenge on Kanta and how most factions don't like you, if you spend all your fortune repairing such a giant ship wouldn't it make more sense if the starting point was like an abandoned space station orbiting a random average planet(like a barren world or something like that)

I love the ship and the premise of that start but it feels easier than starting out with a single frigate at war with everyone but pirates or most other "hard" starts and just makes it feel less of a "trying to crawl back up while fighting to survive and take revenge" and more of a "sort out your planet while doing bounties and surveys and colonize some more until you get enough wealth incoming where in the first year of play you got your ship fully fixed and it's a beast that almost no one can compete with" I know that the start is mostly a simple thing made for it but honestly i do hope that it might get some more love and make it feel harder than how easy it is right now.

Besides that, i absolutely do love the ship designs that this mod adds

Honestly, I wish the way to create quests was easier in this game as the Infernal Machine's quest to hunt down the clues to find the ship crashed on the planet/adrift in an asteroid belt and then bringing it back to a station where you then try to lay low while funneling materials and credits into repairing the thing and defending the station from pirates and others once they find out about what you are doing and if you succeed being able to fly the ship and then take the fight to them would be such a nice start to a playthrough after all after your revenge is done then what, what do you do now with your freedom and no real goal.
But maybe some day that will be a thing but for now I will just hope to have the start of the custom start have us start out on an abandoned station or something of that nature if possible at all.

3
Mods / Re: [0.95.1a] Realistic Combat 1.14.1
« on: August 24, 2022, 11:15:37 PM »
Just wanted to say that I'm enjoying the mod so far, one thing I noticed is using the Console Commands to set "god" doesn't make my ships invulnerable interestingly.

Is there a reason why it doesn't work despite saying that godmode has been enabled? Perhaps the way how Realistic Combat handles the damage stuff?

My guess is that because both mods try to mess with similar systems with the god command setting damage taken and repair timers to 0 whereas realistic combat alters the way these values to a point where the god command doesn't work just a wild guess really but it is sad to see as god mode is nice to have at certain times(certain nearly invulnerable ships due to weird mod interactions) were as this mod just makes the combat way better and don't want to get stuck with only using ships with shields of 300+ arc

4
Mods / Re: [0.95.1a] Console Commands v2021.12.25
« on: August 15, 2022, 04:10:17 AM »
Not sure if it's just me(I think so) but 1 of the following mods(I think) is making it so that the god command doesn't work on player nor fleet does anyone know which mod that might be?

I did check and it does give the message that the command was enabled

Spoiler
  "$$$_lightshow",
  "$$$_trailermoments",
  "pantera_ANewLevel40",
  "Adjusted Sector",
  "raccoonarms",
  "AttunedDriveField",
  "automatedcommands",
  "lw_autosave",
  "timid_admins",
  "better_variants",
  "blackrock_driveyards",
  "CaptainsLog",
  "chatter",
  "su_Concord",
  "lw_console",
  "console_examplecommands",
  "diyplanets",
  "istl_dassaultmikoyan",
  "DetailedCombatResults",
  "diableavionics",
  "forge_production",
  "sun_fuel_siphoning",
  "GrandColonies",
  "hte",
  "sun_hyperdrive",
  "IndEvo",
  "Imperium",
  "kadur_remnant",
  "lw_lazylib",
  "leadingPip",
  "lockedAndLoaded",
  "logisticsNotifications",
  "luddenhance",
  "MagicLib",
  "make_paragon_great_again",
  "missingships",
  "su_CarrierHullmod",
  "more_hullmods",
  "sun_new_beginnings",
  "nexerelin",
  "JYDR",
  "planet_search",
  "pt_qolpack",
  "RealisticCombat",
  "scan_those_gates",
  "SCY",
  "speedUp",
  "StarfarersWorkshop",
  "sun_starship_legends",
  "stelnet",
  "StopGapMeasures3",
  "Sylphon_RnD",
  "tahlan",
  "Terraforming & Station Construction",
  "transfer_all_items",
  "transpoffder",
  "underworld",
  "US",
  "ungp",
  "URW",
  "vayrasector",
  "vayrashippack",
  "WEAPONARCS",
  "whichmod",
  "audio_plus",
  "shaderLib"
[close]

5
Mods / Re: [0.9.1a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« on: August 13, 2019, 01:03:09 AM »
I might be blind but is there a way to auto run specific commands on specific parts eg combat or campaign(upon startup)

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