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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Author Topic: [0.97a] Console Commands v2024.10.04  (Read 1761757 times)

Shar95

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Re: [0.96a] Console Commands v2023.05.05
« Reply #1455 on: November 06, 2024, 09:14:42 AM »

Is there an add administrator command?
Yes: Addadminbc 1/2/3
1/2/3 is level
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Shar95

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Re: [0.96a] Console Commands v2023.05.05
« Reply #1456 on: November 06, 2024, 09:17:01 AM »

Anyone got a way to add/remove officer skills? For example changing the RAT comrade special skill.
Im still loocking as well. Any luck on yourr end?
There is command allofficerskill *name* for adding ALL(modded as well) of skills to your officers but not to player and not any specific skill.
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LazyWizard

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Re: [0.97a] Console Commands v2024.10.04
« Reply #1457 on: November 07, 2024, 01:21:10 PM »

I'd sell my left leg for an Allspecials command to sort through the massive amount of special colony items I have to figure out what goes where and what it does without spawning each item or struggling to find them all in the sector.

There is not, and unfortunately it wouldn't be feasible to implement one. Special items are items with data. There would be no way for the console to know what data each item needs, and if a special item is spawned without that data the game can crash (for example, this will happen if you mouse over an empty blueprint in your inventory).

The best I can do is the existing "list specials" command, though maybe I could change that to also include the description? Hmm.


Hello. Is there a command for adding skills to player?
Because there is command for adding ALL of the skill to officer, including all the skills from mods even: "allofficerskills *officer name*"
But is there command for adding specific skills and to the player only?

There isn't, but I'll add it to the todo list.
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Tinteebo

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Re: [0.97a] Console Commands v2024.10.04
« Reply #1458 on: November 22, 2024, 10:42:03 PM »

I was wondering if there was a way to restore a colony to exactly as it was before it deciv'd using commands.
I have a very specific issue with this: usually a planet can just be restored by recolonizing it and giving it back to the original owners, which gives all the proper characters/bosses/etc for that planet including unique ones.
However stations that act as markets cannot be recolonized and using the mod that allows it to be recolonized gives a completely random list of people in charge of the station instead of the original ones, even if given back to the right faction.
Example: UAF adds a station marketplace called Nur Processing, which has a unique NPC as the boss who can also act as your contact. You get a special ship when you eventually reach maxed relationship with that contact. However if the station decivs or gets sat bombed by other factions there is no way, even with mods, to restore and get that NPC contact back. Looking at other mods that have station marketplaces I realized this could happen to any of them and quests/contacts for those mods may break or be lost for the rest of that campaign.
If that's not possible, is there a command that completely disables the ability for all colonies to become deciv'd? I noticed that my heavily modded playthroughs tend to have tons of places get absolutely blasted and deciv really quickly, and sometimes that breaks or ruins certain quests. I really don't care for deciv anyways so I don't see it as a huge loss nor will it ruin my fun.
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JohnVicres

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Re: [0.97a] Console Commands v2024.10.04
« Reply #1459 on: November 24, 2024, 07:35:57 PM »

I was wondering if there was a way to restore a colony to exactly as it was before it deciv'd using commands.
Assuming you're playing with Nexerelin, there is a solution without commands that may or may not fit your desires: you can toggle some options regarding invasions and satbombings, which include protecting all non-random polities from those events (they're substituted by raids and blockades or smth). I don't think this would impede decivving, but it solves a lot of the stability strain on most core polities.
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Dunkleberg

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Re: [0.97a] Console Commands v2024.10.04
« Reply #1460 on: November 29, 2024, 04:44:36 PM »

Is there by any chance a command for MagicLib to forcestart a bounty?
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