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Author Topic: [0.96a] Console Commands v2023.05.05  (Read 1536819 times)

st0mpa

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Re: [0.95.1a] Console Commands v2021.12.25
« Reply #1275 on: February 12, 2023, 09:52:16 AM »

I cannot find one but is there a conamd for giving yourself administraitors like there is regular officers?
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TechSupportScammer

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Re: [0.95.1a] Console Commands v2021.12.25
« Reply #1276 on: February 19, 2023, 07:11:04 PM »

Hello fellow spacers!

I have been on a modded playthrough of starsector with many mods including the console commands mod.

I have been using TASC (terraforming and station construction) mod to colonise stations.
however, i was wondering if there was a way to add markets to abandoned stations (or, more specifically, the "makeshift_station" customentity so that i can use TASC's "colonise abandoned station" ability to do exactly that.

The problem as of now is that the spawned-in station (using other console commands found on this great thread) cannot be colonised due to -after having looked at the code of TASC- needing a station that has been decivilised/abandoned, or at least a station having been colonised prior to it being abandoned/decivilised.
(The makeshift_station CustomEntities cannot be colonised due to possibly this reason, or because they don't have a market at all...yeah probably that...)

I was hoping someone could help me with a console command to either : add a market to stations, or perhaps trigger a pirate/pather base construction event at the designated star-system...
(Another important thing is that i can only take-over the temporary bases of pirates and pathers by using the "DestroyColony" console command - which is not great because it breaks the slim veil of immersion i long for, but also calls me a monster each time i do it...)

So, yeah...
if anyone has cracked the code to adding markets to Market-less stations, or other CustomEntities, could someone kindly help me ?


Unrelated to all this, I was wondering if somebody knew how to spawn/create a remnant nexus at the player's fleet location...

thank you all very kindly,
a pleasure to be a part of the community of this great game !
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Histidine

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Re: [0.95.1a] Console Commands v2021.12.25
« Reply #1277 on: February 20, 2023, 07:01:22 AM »

I was hoping someone could help me with a console command to either : add a market to stations, or perhaps trigger a pirate/pather base construction event at the designated star-system...
Turned out to be a two-liner (tested on Telepylus Station), although I haven't checked if this makes it colonizable with TASC. Also the dialog description may be a bit weird afterwards.
Run when docked with the station:
Code: java
runcode SectorEntityToken entity = Global.getSector().getCampaignUI().getCurrentInteractionDialog().getInteractionTarget();
Misc.setAbandonedStationMarket(entity.getId(), entity);
Quote
Unrelated to all this, I was wondering if somebody knew how to spawn/create a remnant nexus at the player's fleet location...

Quick and dirty port, generates an undamaged Remnant station that starts spawning fleets after about a day.
Spoiler
Code: java
runcode import com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV3;
import com.fs.starfarer.api.impl.campaign.procgen.themes.BaseThemeGenerator;
import com.fs.starfarer.api.impl.campaign.procgen.themes.RemnantOfficerGeneratorPlugin;
import com.fs.starfarer.api.impl.campaign.procgen.themes.RemnantThemeGenerator;
import com.fs.starfarer.api.util.DelayedActionScript;
import com.fs.starfarer.api.impl.campaign.procgen.themes.RemnantStationFleetManager;

String type = "remnant_station2_Standard";
Random random = new Random();
final CampaignFleetAPI fleet = FleetFactoryV3.createEmptyFleet(Factions.REMNANTS, FleetTypes.BATTLESTATION, null);

FleetMemberAPI member = Global.getFactory().createFleetMember(FleetMemberType.SHIP, type);
fleet.getFleetData().addFleetMember(member);

fleet.getMemoryWithoutUpdate().set(MemFlags.MEMORY_KEY_MAKE_AGGRESSIVE, true);
fleet.getMemoryWithoutUpdate().set(MemFlags.MEMORY_KEY_NO_JUMP, true);
fleet.getMemoryWithoutUpdate().set(MemFlags.MEMORY_KEY_MAKE_ALLOW_DISENGAGE, true);
fleet.addTag(Tags.NEUTRINO_HIGH);

fleet.setStationMode(true);

RemnantThemeGenerator.addRemnantStationInteractionConfig(fleet);

fleet.clearAbilities();
fleet.addAbility(Abilities.TRANSPONDER);
fleet.getAbility(Abilities.TRANSPONDER).activate();
fleet.getDetectedRangeMod().modifyFlat("gen", 1000f);

fleet.setAI(null);

/*RemnantThemeGenerator.setEntityLocation(fleet, loc, null);
RemnantThemeGenerator.convertOrbitWithSpin(fleet, 5f);*/
final LocationAPI loc = Global.getSector().getCurrentLocation();
loc.addEntity(fleet);
CampaignFleetAPI player = Global.getSector().getPlayerFleet();
fleet.setLocation(player.getLocation().x, player.getLocation().y);

boolean damaged = type.toLowerCase().contains("damaged");
String coreId = Commodities.ALPHA_CORE;
if (damaged) {
fleet.getMemoryWithoutUpdate().set("$damagedStation", true);
fleet.setName(fleet.getName() + " (Damaged)");
}

AICoreOfficerPlugin plugin = Misc.getAICoreOfficerPlugin(coreId);
PersonAPI commander = plugin.createPerson(coreId, fleet.getFaction().getId(), random);

fleet.setCommander(commander);
fleet.getFlagship().setCaptain(commander);

if (!damaged) {
RemnantOfficerGeneratorPlugin.integrateAndAdaptCoreForAIFleet(fleet.getFlagship());
RemnantOfficerGeneratorPlugin.addCommanderSkills(commander, fleet, null, 3, random);
}

member.getRepairTracker().setCR(member.getRepairTracker().getMaxCR());

loc.addScript(new DelayedActionScript(1) {
@Override
public void doAction() {
int maxFleets = 10; /* close enough */
RemnantStationFleetManager activeFleets = new RemnantStationFleetManager(
fleet, 1f, 0, maxFleets, 15f, 8, 24);
loc.addScript(activeFleets);
}
});
[close]
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TechSupportScammer

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Re: [0.95.1a] Console Commands v2021.12.25
« Reply #1278 on: February 20, 2023, 06:47:34 PM »

I was hoping someone could help me with a console command to either : add a market to stations, or perhaps trigger a pirate/pather base construction event at the designated star-system...
Turned out to be a two-liner (tested on Telepylus Station), although I haven't checked if this makes it colonizable with TASC. Also the dialog description may be a bit weird afterwards.
Run when docked with the station:
Code: java
runcode SectorEntityToken entity = Global.getSector().getCampaignUI().getCurrentInteractionDialog().getInteractionTarget();
Misc.setAbandonedStationMarket(entity.getId(), entity);
Quote
Unrelated to all this, I was wondering if somebody knew how to spawn/create a remnant nexus at the player's fleet location...

Quick and dirty port, generates an undamaged Remnant station that starts spawning fleets after about a day.
Spoiler
Code: java
runcode import com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV3;
import com.fs.starfarer.api.impl.campaign.procgen.themes.BaseThemeGenerator;
import com.fs.starfarer.api.impl.campaign.procgen.themes.RemnantOfficerGeneratorPlugin;
import com.fs.starfarer.api.impl.campaign.procgen.themes.RemnantThemeGenerator;
import com.fs.starfarer.api.util.DelayedActionScript;
import com.fs.starfarer.api.impl.campaign.procgen.themes.RemnantStationFleetManager;

String type = "remnant_station2_Standard";
Random random = new Random();
final CampaignFleetAPI fleet = FleetFactoryV3.createEmptyFleet(Factions.REMNANTS, FleetTypes.BATTLESTATION, null);

FleetMemberAPI member = Global.getFactory().createFleetMember(FleetMemberType.SHIP, type);
fleet.getFleetData().addFleetMember(member);

fleet.getMemoryWithoutUpdate().set(MemFlags.MEMORY_KEY_MAKE_AGGRESSIVE, true);
fleet.getMemoryWithoutUpdate().set(MemFlags.MEMORY_KEY_NO_JUMP, true);
fleet.getMemoryWithoutUpdate().set(MemFlags.MEMORY_KEY_MAKE_ALLOW_DISENGAGE, true);
fleet.addTag(Tags.NEUTRINO_HIGH);

fleet.setStationMode(true);

RemnantThemeGenerator.addRemnantStationInteractionConfig(fleet);

fleet.clearAbilities();
fleet.addAbility(Abilities.TRANSPONDER);
fleet.getAbility(Abilities.TRANSPONDER).activate();
fleet.getDetectedRangeMod().modifyFlat("gen", 1000f);

fleet.setAI(null);

/*RemnantThemeGenerator.setEntityLocation(fleet, loc, null);
RemnantThemeGenerator.convertOrbitWithSpin(fleet, 5f);*/
final LocationAPI loc = Global.getSector().getCurrentLocation();
loc.addEntity(fleet);
CampaignFleetAPI player = Global.getSector().getPlayerFleet();
fleet.setLocation(player.getLocation().x, player.getLocation().y);

boolean damaged = type.toLowerCase().contains("damaged");
String coreId = Commodities.ALPHA_CORE;
if (damaged) {
fleet.getMemoryWithoutUpdate().set("$damagedStation", true);
fleet.setName(fleet.getName() + " (Damaged)");
}

AICoreOfficerPlugin plugin = Misc.getAICoreOfficerPlugin(coreId);
PersonAPI commander = plugin.createPerson(coreId, fleet.getFaction().getId(), random);

fleet.setCommander(commander);
fleet.getFlagship().setCaptain(commander);

if (!damaged) {
RemnantOfficerGeneratorPlugin.integrateAndAdaptCoreForAIFleet(fleet.getFlagship());
RemnantOfficerGeneratorPlugin.addCommanderSkills(commander, fleet, null, 3, random);
}

member.getRepairTracker().setCR(member.getRepairTracker().getMaxCR());

loc.addScript(new DelayedActionScript(1) {
@Override
public void doAction() {
int maxFleets = 10; /* close enough */
RemnantStationFleetManager activeFleets = new RemnantStationFleetManager(
fleet, 1f, 0, maxFleets, 15f, 8, 24);
loc.addScript(activeFleets);
}
});
[close]

Thanks a million Histidine !
I tried both of these out and they work like a charm!
(It works perfectly with TASC's abandoned station colonisation too ! )
Finally i can craft the custom sector scenarios in-game to watch factions duke it out for my roleplaying satisfaction.

Big fan of your work with Nexerelin and all your help with other things and mods that i cannot even begin to list.
Here's to you and starsector, the community and the future !

- The Jimbo's Bimbos,
Captain Jimbongulous Spitte




Glorious Chaos !
« Last Edit: February 20, 2023, 07:03:32 PM by TechSupportScammer »
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Gold

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Re: [0.95.1a] Console Commands v2021.12.25
« Reply #1279 on: March 05, 2023, 07:51:22 PM »

There's this item that i forgot belonged to what mod called the transpoofer, essentially for four days it'll trick other fleets into thinking you belong to a certain fraction when you turn ur transponder on. However I did this with the Hegemony and it has permanently set my transponder to it, is there any way I can fix this?
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Crowley_black

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Re: [0.95.1a] Console Commands v2021.12.25
« Reply #1280 on: March 05, 2023, 10:53:20 PM »

There's this item that i forgot belonged to what mod called the transpoofer, essentially for four days it'll trick other fleets into thinking you belong to a certain fraction when you turn ur transponder on. However I did this with the Hegemony and it has permanently set my transponder to it, is there any way I can fix this?
That is an item from the industrial revolution mod if I recall correctly, do you have the latest version of IndEvo? because from what I see in the forum and had tested out myself there is no problem with the transpoofer in the current latest version which is industrial evolution 3.2c
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HopeFall

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Re: [0.95.1a] Console Commands v2021.12.25
« Reply #1281 on: March 08, 2023, 10:34:15 AM »

This might not be pretty. Might not have cool ships. Might have zero visuals. But it's the single greatest mod on this index. Thank you.
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Malhavoc

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Re: [0.95.1a] Console Commands v2021.12.25
« Reply #1282 on: March 10, 2023, 11:42:33 AM »

So does anyone know what the runcode is to add certain hullmods to ships, without making them into permamods?
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OmegaReaper

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Re: [0.95.1a] Console Commands v2021.12.25
« Reply #1283 on: March 23, 2023, 11:50:32 AM »

Hello New player here,

I downloaded LazyLib 2.7b and the recent Console Commands v2021.12.25 via nexus mods on vortex launcher with the current StarSector Support 1.3.0 extension added.

Now I enable LazyLib via the mod section on startup screen, it says it requires game version 0.95 ta-RC3 but current game version is 0.95 ta-RC6, it looks like an A but could be O. It gives me a warning saying it might work in this version. Control + Backspace does not work. Any help would be appreciated.
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Millard

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Re: [0.95.1a] Console Commands v2021.12.25
« Reply #1284 on: March 28, 2023, 07:49:26 AM »

is it possible to change the faction of a colony through the console commands?
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Dadada

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Re: [0.95.1a] Console Commands v2021.12.25
« Reply #1285 on: April 02, 2023, 02:40:48 AM »

is it possible to change the faction of a colony through the console commands?
Examples should be something like that but the "help setmarketowner" should give you what you need:
setmarketowner Willard_Station Legio_Infernalis
setmarketowner Rubaiz player
setmarketowner Zaebzi_outpost Scy_Nation
SetMarketOwner Char ORA
or
SetMarketOwner Char O.R.A
and so on

Also capitalization: SetMarketOwner but ehh...
« Last Edit: April 02, 2023, 02:42:54 AM by Dadada »
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Lawrence Master-blaster

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Re: [0.95.1a] Console Commands v2021.12.25
« Reply #1286 on: April 18, 2023, 08:48:21 PM »

Is there a way to use the mod to spawn the omega bounty fleet, or at least forcefully trigger the mission again?

Is there a way to spawn mercenary officers?
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Kothyxaan

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Re: [0.95.1a] Console Commands v2021.12.25
« Reply #1287 on: April 21, 2023, 12:54:11 PM »

I was hoping someone could help me with a console command to either : add a market to stations, or perhaps trigger a pirate/pather base construction event at the designated star-system...
Turned out to be a two-liner (tested on Telepylus Station), although I haven't checked if this makes it colonizable with TASC. Also the dialog description may be a bit weird afterwards.
Run when docked with the station:
Code: java
runcode SectorEntityToken entity = Global.getSector().getCampaignUI().getCurrentInteractionDialog().getInteractionTarget();
Misc.setAbandonedStationMarket(entity.getId(), entity);
Quote
Unrelated to all this, I was wondering if somebody knew how to spawn/create a remnant nexus at the player's fleet location...

Quick and dirty port, generates an undamaged Remnant station that starts spawning fleets after about a day.
Spoiler
Code: java
runcode import com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV3;
import com.fs.starfarer.api.impl.campaign.procgen.themes.BaseThemeGenerator;
import com.fs.starfarer.api.impl.campaign.procgen.themes.RemnantOfficerGeneratorPlugin;
import com.fs.starfarer.api.impl.campaign.procgen.themes.RemnantThemeGenerator;
import com.fs.starfarer.api.util.DelayedActionScript;
import com.fs.starfarer.api.impl.campaign.procgen.themes.RemnantStationFleetManager;

String type = "remnant_station2_Standard";
Random random = new Random();
final CampaignFleetAPI fleet = FleetFactoryV3.createEmptyFleet(Factions.REMNANTS, FleetTypes.BATTLESTATION, null);

FleetMemberAPI member = Global.getFactory().createFleetMember(FleetMemberType.SHIP, type);
fleet.getFleetData().addFleetMember(member);

fleet.getMemoryWithoutUpdate().set(MemFlags.MEMORY_KEY_MAKE_AGGRESSIVE, true);
fleet.getMemoryWithoutUpdate().set(MemFlags.MEMORY_KEY_NO_JUMP, true);
fleet.getMemoryWithoutUpdate().set(MemFlags.MEMORY_KEY_MAKE_ALLOW_DISENGAGE, true);
fleet.addTag(Tags.NEUTRINO_HIGH);

fleet.setStationMode(true);

RemnantThemeGenerator.addRemnantStationInteractionConfig(fleet);

fleet.clearAbilities();
fleet.addAbility(Abilities.TRANSPONDER);
fleet.getAbility(Abilities.TRANSPONDER).activate();
fleet.getDetectedRangeMod().modifyFlat("gen", 1000f);

fleet.setAI(null);

/*RemnantThemeGenerator.setEntityLocation(fleet, loc, null);
RemnantThemeGenerator.convertOrbitWithSpin(fleet, 5f);*/
final LocationAPI loc = Global.getSector().getCurrentLocation();
loc.addEntity(fleet);
CampaignFleetAPI player = Global.getSector().getPlayerFleet();
fleet.setLocation(player.getLocation().x, player.getLocation().y);

boolean damaged = type.toLowerCase().contains("damaged");
String coreId = Commodities.ALPHA_CORE;
if (damaged) {
fleet.getMemoryWithoutUpdate().set("$damagedStation", true);
fleet.setName(fleet.getName() + " (Damaged)");
}

AICoreOfficerPlugin plugin = Misc.getAICoreOfficerPlugin(coreId);
PersonAPI commander = plugin.createPerson(coreId, fleet.getFaction().getId(), random);

fleet.setCommander(commander);
fleet.getFlagship().setCaptain(commander);

if (!damaged) {
RemnantOfficerGeneratorPlugin.integrateAndAdaptCoreForAIFleet(fleet.getFlagship());
RemnantOfficerGeneratorPlugin.addCommanderSkills(commander, fleet, null, 3, random);
}

member.getRepairTracker().setCR(member.getRepairTracker().getMaxCR());

loc.addScript(new DelayedActionScript(1) {
@Override
public void doAction() {
int maxFleets = 10; /* close enough */
RemnantStationFleetManager activeFleets = new RemnantStationFleetManager(
fleet, 1f, 0, maxFleets, 15f, 8, 24);
loc.addScript(activeFleets);
}
});
[close]

THANK YOU KINDLY! This is something I was looking for for a long time!
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Moth

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Re: [0.95.1a] Console Commands v2021.12.25
« Reply #1288 on: May 04, 2023, 09:59:07 AM »

Is there a way to change how a planet looks? Im trying to change a cryovulcanic world to just a vulcanic one (cuz i need a very hot planet and i use a excuse of "the nearby gas giant with the plasma dynamo has had a malfunction and scorched the orbiting cryovulcanic world" for cheating). So far i changed the conditions (added very hot and meteor impacts) but i still can't figure out how to change the planet type or appearance. Could anyone help with this?
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Histidine

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Re: [0.95.1a] Console Commands v2021.12.25
« Reply #1289 on: May 05, 2023, 05:05:58 AM »

Is there a way to change how a planet looks? Im trying to change a cryovulcanic world to just a vulcanic one (cuz i need a very hot planet and i use a excuse of "the nearby gas giant with the plasma dynamo has had a malfunction and scorched the orbiting cryovulcanic world" for cheating). So far i changed the conditions (added very hot and meteor impacts) but i still can't figure out how to change the planet type or appearance. Could anyone help with this?
Need to change and apply the planet spec. Test runcode using code cribbed from TASC, copy and paste into console:

Spoiler
Code: java
runcode import com.fs.starfarer.loading.specs.PlanetSpec;
MarketAPI market = Global.getSector().getCampaignUI().getCurrentInteractionDialog().getInteractionTarget().getMarket();
    {
        String newPlanetType = "terran";    /* set your desired planet type here, look at planets.json for IDs */
        PlanetSpecAPI myspec = market.getPlanetEntity().getSpec();
        Iterator allSpecs = Global.getSettings().getAllPlanetSpecs().iterator();
        while(allSpecs.hasNext())
        {
            PlanetSpecAPI spec = (PlanetSpecAPI)allSpecs.next();
            if (spec.getPlanetType().equals(newPlanetType))
            {
                myspec.setAtmosphereColor(spec.getAtmosphereColor());
                myspec.setAtmosphereThickness(spec.getAtmosphereThickness());
                myspec.setAtmosphereThicknessMin(spec.getAtmosphereThicknessMin());
                myspec.setCloudColor(spec.getCloudColor());
                myspec.setCloudRotation(spec.getCloudRotation());
                myspec.setCloudTexture(spec.getCloudTexture());
                myspec.setGlowColor(spec.getGlowColor());
                myspec.setGlowTexture(spec.getGlowTexture());
                myspec.setIconColor(spec.getIconColor());
                myspec.setPlanetColor(spec.getPlanetColor());
                myspec.setStarscapeIcon(spec.getStarscapeIcon());
                myspec.setTexture(spec.getTexture());
                myspec.setUseReverseLightForGlow(spec.isUseReverseLightForGlow());
                ((PlanetSpec)myspec).planetType = newPlanetType;
                ((PlanetSpec)myspec).name = spec.getName();
                ((PlanetSpec)myspec).descriptionId = ((PlanetSpec)spec).descriptionId;
                break;
            }
        }
        market.getPlanetEntity().applySpecChanges();
        market.getPlanetEntity().setTypeId(newPlanetType);
        // rest is just updating market conditions
}
[close]
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