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Author Topic: [0.97a] A Fleet Testing Mod (v0.3.0)  (Read 1989 times)

Tranquility

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[0.97a] A Fleet Testing Mod (v0.3.0)
« on: June 19, 2023, 11:41:09 AM »

A Fleet Testing Mod

Requires Console Commands, and MagicLib is recommended



Safe to add to existing saves, and safe to remove from existing saves

(If any issues occur with the download zip above, click below and download the source code zip or tar.gz for the latest release instead)






Mod Details

This mod adds several Console Commands commands that help with testing fleets in the campaign, and it also includes a MagicLib bounty in Asharu featuring a [REDACTED] test fleet. Nothing else too fancy; this is just to make it easier for people to theorycraft and test fleets, especially against the current vanilla end-game enemies.



List of Commands
To see all the commands added by this mod in-game, type 'help fleettesting' into the Console Commands prompt.
  • InitiateFleetTest - Sets up the player fleet for fleet testing, removing all current ships and officers and teleporting the player to Asharu.
  • SpawnRemnantStation - Spawns on your location a Remnant station, which generates a specified number of fleets with a specified initial Fleet Points. Also sets relationship with Remnants to Inhospitable. If no arguments are entered, initial FP for spawned fleets is 128 and max number of fleets is 10.
  • ShowFleetStats - Shows fleet stats for a specified fleet within the current location. If no arguments are entered, defaults to showing player fleet stats.
  • ShowFleetComposition - Shows the overall fleet composition numbers for each faction within the current location.
  • ShowPlayerDMods - Shows all D-Mods and their distribution within the player's fleet.
  • AddMaxRandomDMods - Applies the maximum number of D-Mods to all ships in the player fleet. Does not include any destroyed D-Mods, like Structural Damage. Can specifiy a hull ID to only add D-Mods to matching player ships.
  • AddSMods - Applies specified S-Mods to all player ships matching a specified hull ID. Can specify any number of hullmods to S-Mod at once.
  • ClearAllSMods - Clears all S-Mods from all ships in the player fleet. Can specifiy a hull ID to only remove S-Mods from matching player ships.
  • ShowHullIDs - Shows the hull IDs of all ships in the player fleet.
  • ClearAllDMods - Clears all D-Mods from all ships in the player fleet, restoring them to pristine condition. Can specifiy a hull ID to only remove D-Mods from matching player ships.
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Latest Changelogs
v0.3.0 (Update for Starsector 0.97)
  • Updated to Starsector 0.97
  • Added "AddPresetOfficer" command, which can spawn preset officers from a JSON file
  • "InitiateFleetTest" now also clears the player inventory; adds max supplies, crew, and fuel; and repairs the fleet/ship
  • Added another MagicBounty for dueling against a single Remnant ship
  • Reduced likelihood the testing bounties will be shown over other bounties
v0.2.0
  • Added "ShowHullIDs" command, which shows the hull IDs for all player ships.
  • Added "ClearAllSMods" command, which removes all S-Mods from either all player ships or ships with a specified hull ID
  • Added "ClearAllDMods" command, which removes all D-Mods from either all player ships or ships with a specified hull ID.
  • "AddMaxRandomDMods" can now optionally specify a hull ID to only apply D-Mods to matching player ships.
    - Now also sets all affected ships to their D-Modded variants
  • Expanded "ShowFleetStats" to show ship number count and fleet size count.
  • Fixed some command error messages being superseded by early RuntimeExceptions
v0.1.1
  • Removed dependency on MagicLib (still recommend to keep it, though)
  • Fixed Version Checker failing due to wrong version file link
  • Marginal performance improvements
v0.1.0
  • Initial release
[close]



Credits
LazyWizard - For the Console Commands mod!
Tartiflette and Wispborne - For the MagicLib mod!
Starsector Forums - For the helpful modding tutorials and information
Unofficial Starsector Discord - For the helpful modding information and tips
Alex and the Fractal Softworks team - For the amazing game that is Starsector!

« Last Edit: February 03, 2024, 10:05:18 AM by Tranquility »
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Dadada

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Re: [0.96a-RC10] A Fleet Testing Mod (v0.1.0)
« Reply #1 on: June 20, 2023, 07:56:47 AM »

Neat, thank you!
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Tranquility

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Re: [0.96a-RC10] A Fleet Testing Mod (v0.2.0)
« Reply #2 on: June 26, 2023, 11:25:02 PM »

Update v0.2.0 is out, adding a few more commands and expanding the current command set to further help with fleet testing.

v0.2.0
  • Added "ShowHullIDs" command, which shows the hull IDs for all player ships.
  • Added "ClearAllSMods" command, which removes all S-Mods from either all player ships or ships with a specified hull ID
  • Added "ClearAllDMods" command, which removes all D-Mods from either all player ships or ships with a specified hull ID.
  • "AddMaxRandomDMods" can now optionally specify a hull ID to only apply D-Mods to matching player ships.
    - Now also sets all affected ships to their D-Modded variants
  • Expanded "ShowFleetStats" to show ship number count and fleet size count.
  • Fixed some command error messages being superseded by early RuntimeExceptions

Tranquility

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Re: [0.97a] A Fleet Testing Mod (v0.3.0)
« Reply #3 on: February 03, 2024, 10:10:28 AM »

Update v0.3.0 is out, adding one new command and another MagicBounty (But really, I'm just updating this so it works with Starsector 0.97)

v0.3.0 (Update for Starsector 0.97)
  • Updated to Starsector 0.97
  • Added "AddPresetOfficer" command, which can spawn preset officers from a JSON file
  • "InitiateFleetTest" now also clears the player inventory; adds max supplies, crew, and fuel; and repairs the fleet/ship
  • Added another MagicBounty for dueling against a single Remnant ship
  • Reduced likelihood the testing bounties will be shown over other bounties