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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.96a] Console Commands v2023.05.05  (Read 1536826 times)

LazyWizard

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Re: [0.65a] Console Commands v2.0 (WIP 8 released 2014-10-21)
« Reply #210 on: October 28, 2014, 05:27:58 AM »

Could you possibly make the storage command link so something like the abandoned atmo station, with it's own market value, just non-existent on the world map? I'd imagine it'd be as easy as adding whatever the Market has in addition, and the storage command working as if you docked at it?

The real problem with adding a market is ensuring that it doesn't cause problems further down the line, say if a mod starts iterating through all markets and messing with them, or if fleets try to trade with it. It's probably doable, but I haven't dug into the new economy API yet to find out.


Probably a stupid question, but I can't figure out how to set faction relationships for factions with a space in the name. I tried luddicchurch, LuddicChurch and "Luddic Church" but none seem to work. Or maybe I just made a spelling error somewhere?

The command uses the internal ID of that faction, found inside the json files in data/world/factions/. :)
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Oathseeker

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Re: [0.65a] Console Commands v2.0 (WIP 8 released 2014-10-21)
« Reply #211 on: October 28, 2014, 05:35:16 AM »

Thanks lazy, but already figured out through trial and error that the underscore replaces the space. And after that through more trial and error found out i should have been looking at those files, instead of trialing and erroring ^^
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LazyWizard

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Re: [0.65a] Console Commands v2.0 (WIP 8 released 2014-10-21)
« Reply #212 on: October 28, 2014, 05:38:41 AM »

This is what happens when I spend an hour in other tabs before finishing my reply, I guess. ;)
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Oathseeker

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Re: [0.65a] Console Commands v2.0 (WIP 8 released 2014-10-21)
« Reply #213 on: October 28, 2014, 06:58:20 AM »

This is what happens when I spend an hour in other tabs before finishing my reply, I guess. ;)

I was going to make some obvious joke about lazyness, but unfortunaly i was right when i thought it might be a stupid question ;)
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Auraknight

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Re: [0.65a] Console Commands v2.0 (WIP 8 released 2014-10-21)
« Reply #214 on: November 02, 2014, 11:03:45 PM »


The sass is real
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LazyWizard

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Re: [0.65.1a] Console Commands v2.1 (released 2014-11-12)
« Reply #215 on: November 12, 2014, 07:29:56 PM »

Version 2.1 is up, get it here (mirror).

This fixes several commands that had odd behavior post-.65a. It also removes the broken Storage command, as that appears to be unfixable without some very ugly hacks.

Another addition of note: you can press up in the campaign popup to re-enter the last command. This is very useful if you make as many typos as I do. ;)

There are a few other interesting changes that managed to sneak into this release. You might spot them in this changelog:
Quote
2.1 (November 12, 2014)
=========================
Fixed crash when commands that summon a dialog have an error in said dialog
Console now defaults to showing entered commands (and logging them as well)
Up now re-enters the previously entered command (down to undo, campaign only)
Removed shift+backspace deleting entire line (too easy to hit by accident)
Lots of minor tweaks and polishing
Changes to existing commands:
 - Temporarily removed Storage command (broken since .65a added markets)
 - AddItem and AddWeapon no longer spam a stack trace when an invalid ID is
   entered
 - AdjustRelationship and SetRelationship now properly use -100 to 100 range
 - GoTo works with token ids as well as names (ex: corvus_pirate_station)
 - Fixed Home not teleporting player fleet if your home isn't in the same
   system, now moves your fleet to the containing location first
 - Fixed SetHome not working with stations after vanilla switched to custom
   entities in .65a, also works with comm relays now
 - ShowBounds now also shows collision and shield radii (grey/blue respectively)
 - RunCode supports macros, see data/console/runcode_macros.csv
 - Fixed Reload failing if RunCode was used this session


Yes, I finally ended the ridiculous WIP stuff.
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TartarusMkII

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Re: [0.65.1a] Console Commands v2.1 (released 2014-11-12)
« Reply #216 on: November 12, 2014, 10:23:15 PM »

Hiya, I just started using this mod, and as with most of your work, it's awesome, and I thank you for sharing it!

I read what you said above about faction IDs, but what is your own ID when setting relationships to the player's faction?

Thanks!
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LazyWizard

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Re: [0.65.1a] Console Commands v2.1 (released 2014-11-12)
« Reply #217 on: November 12, 2014, 10:41:29 PM »

Glad you're enjoying the mod. And it's "player". :)

I'll add a command to list the various IDs for weapons, ships, factions, systems etc in the next release.
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TartarusMkII

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Re: [0.65.1a] Console Commands v2.1 (released 2014-11-12)
« Reply #218 on: November 12, 2014, 10:43:44 PM »

Yea, that'd be awesome! I was going to suggest simply putting the fact that you are 'player' in the help, but the list would probably make that clear.

Thanks again for all 'yer work.
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LazyWizard

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Re: [0.65.1a] Console Commands v2.1.1 (released 2014-11-13)
« Reply #219 on: November 12, 2014, 11:36:55 PM »

Version 2.1.1 is up, get it here (mirror).

Spoiler
[close]

The only change in this update is a new command, List. This will display all valid IDs for use with other commands. For example, "list ships" will print all hull IDs, "list factions" all faction IDs, etc - see "help list" for the supported categories.

This command should make the console much easier to use, therefore I'm pushing it a mere four hours after the last update. Sorry about that. :)
« Last Edit: November 12, 2014, 11:58:05 PM by LazyWizard »
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Cyan Leader

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Re: [0.65.1a] Console Commands v2.1.1 (released 2014-11-13)
« Reply #220 on: November 13, 2014, 09:26:40 AM »

Will this command include any modded entries?
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LazyWizard

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Re: [0.65.1a] Console Commands v2.1.1 (released 2014-11-13)
« Reply #221 on: November 13, 2014, 09:39:08 AM »

Yes, it will display all IDs including mod-added ones.
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Midnight Kitsune

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Re: [0.65.1a] Console Commands v2.1.1 (released 2014-11-13)
« Reply #222 on: November 13, 2014, 12:39:25 PM »

Have the allships and allweapons commands been fixed as well? Before the storage command they were put in the ASF near Asharu but once the storage command was put in, they used that
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LazyWizard

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Re: [0.65.1a] Console Commands v2.1.1 (released 2014-11-13)
« Reply #223 on: November 13, 2014, 12:47:03 PM »

I had that annoying feeling I was forgetting something. Thank you for reminding me.

No, they still put it in storage by default. For now you can tell the command to put them elsewhere with "allhulls Abandoned Terraforming Platform". I'll try to get a better solution out today.
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LazyWizard

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Re: [0.65.1a] Console Commands v2.1.1 (released 2014-11-13)
« Reply #224 on: November 13, 2014, 03:56:59 PM »

Sneak preview of a new feature:
Spoiler

Also, Storage is back, sort of. It just redirects to the Abandoned Terraforming Platform for now (or the player fleet if you're in a total conversion).
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