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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 1535847 times)

Auraknight

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Re: [0.7a] Console Commands v2.5 (released 2015-11-19)
« Reply #300 on: December 01, 2015, 12:35:16 AM »

The reveal is gonna be hella handy, but one I'd also really really appreciate is hide.
Any method possible of making us completely invisible?
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LazyWizard

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Re: [0.7a] Console Commands v2.5 (released 2015-11-19)
« Reply #301 on: December 01, 2015, 12:39:23 AM »

2.6 (December XX, 2015)
=========================
[...]
New commands:
 - AddOfficer, adds a skilled officer to the player fleet
 - Hide, makes the player fleet invisible to other fleets

 - ListStorage, lists everything you've left in a storage tab and its location

;)
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Auraknight

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Re: [0.7a] Console Commands v2.5 (released 2015-11-19)
« Reply #302 on: December 01, 2015, 01:07:13 PM »

2.6 (December XX, 2015)
=========================
[...]
New commands:
 - AddOfficer, adds a skilled officer to the player fleet
 - Hide, makes the player fleet invisible to other fleets

 - ListStorage, lists everything you've left in a storage tab and its location

;)
I swear.
I looked it over to make sure it wasn't there before I asked @.@
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Sy

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Re: [0.7a] Console Commands v2.5 (released 2015-11-19)
« Reply #303 on: December 01, 2015, 02:29:50 PM »

I swear.
I looked it over to make sure it wasn't there before I asked @.@
you just can't trust wizards and their crazy magics.
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Auraknight

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Re: [0.7a] Console Commands v2.5 (released 2015-11-19)
« Reply #304 on: December 02, 2015, 08:29:17 PM »

Right, i think I got one that you don't have! I _DOUBLE_ checked both the lists
Is there any way to clear a specific fleet from the campaign screen? or failing that, destroy all spawned fleets?
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Chronosfear

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Re: [0.7a] Console Commands v2.5 (released 2015-11-19)
« Reply #305 on: December 03, 2015, 08:41:03 PM »

I may have found a bug/issue
The "allhulls" command adds all ships to the "storage" each time it is used while "allweapons" only stocks to 1 stack of 10

I think "allweapons" could be expanded to put a full stack in the "storage"
while "allhulls" should only "refill" the storage.

Having over 500 ships in the Storage doesn`t do well with performance when trying to take a ship from it  :o
Maybe the clear command could get an expansion to clear the storage ( tried clear storage but didnĀ“t work )
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LazyWizard

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Re: [0.7a] Console Commands v2.6 (released 2015-12-03)
« Reply #306 on: December 03, 2015, 08:59:45 PM »

Version 2.6 is up, get it here (mirror). Still requires LazyLib.

Changelog:
Quote
2.6 (December 03, 2015)
=========================
Console output in combat uses combat messages instead of floating text
CommandUtils findBestXMatch() checks IDs before names (fixes Nexerelin issue)
New features:
 - Command tab completion. Press tab to cycle through all matches for the
   current command from the cursor onwards, shift+tab to reverse order
   (does not work for arguments, available in the campaign input dialog only)
New commands:
 - AddOfficer, adds a skilled officer to the player fleet
 - Hide, makes the player fleet invisible to other fleets
 - OpenMarket, opens any market's interaction dialog from any system
 - RemoveHulks, destroys all hulks on the battle map
Changes to existing commands:
 - AddShip uses list of all variants added to the API in 0.7a, doesn't care
   about miscapitalizations in variant IDs (requires 0.7a-RC10 hotfix)
 - AllHulls won't add any hulls that already exist in the target's cargo
 - AllWeapons gives up to 1,000 of each weapon (used to give 10)
 - Jump positions the player fleet a safe distance away from the system's star
 - Jumps to hyperspace in systems without a hyperspace anchor will teleport you
   to the center of hyperspace as a fallback
 - List accepts arguments "planets" and "variants" (VERY spammy), "markets" now
   shows the location, owning faction, and their relationship with the player
 - Respec properly refunds aptitude points again
 - Reveal works on the campaign map, maximizes sensor range and strength
   (both have a hard cap, so revealing the entire map isn't feasible)
 - AdjustRelationship/SetRelationship changes:
   - Renamed to AdjustRelation/SetRelation
   - If a non-existent faction is entered, show list of valid faction IDs
   - Show both name and ID of affected factions (formerly only showed names)
   - If only one faction is entered, use player's current faction as the target
   - If "all" is entered as argument, changes relation with all other factions
   - RepLevels are allowed as an argument ("friendly", "hostile", etc)
 - SpawnFleet adds officers to the created fleet, levels based on quality factor
   (note: SpawnFleet no longer matches vanilla fleet compositions post-0.7a)
 - SpawnFleet properly sorts fleet members of created fleets
New aliases:
 - ar -> AdjustRelation
 - sr -> SetRelation
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Midnight Kitsune

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Re: [0.7a] Console Commands v2.6 (released 2015-12-03)
« Reply #307 on: December 03, 2015, 09:05:19 PM »

Does remove hulks destroy them or just de-spawn them? The difference being that destroyed hulks don't give salvage
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LazyWizard

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Re: [0.7a] Console Commands v2.6 (released 2015-12-03)
« Reply #308 on: December 03, 2015, 09:13:36 PM »

Destroys, if you downloaded before I posted this message. Deletes, if you downloaded after. Invisible update, go!
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Auraknight

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Re: [0.7a] Console Commands v2.6 (released 2015-12-03)
« Reply #309 on: December 03, 2015, 10:03:01 PM »

niiiice, this'll make things loads easier for my tests!
Right, i think I got one that you don't have! I _DOUBLE_ checked both the lists
Is there any way to clear a specific fleet from the campaign screen? or failing that, destroy all spawned fleets?
^I'm guessing this isn't possible?
EDIT:
Allhulls no longer adds extra ships to storage, (as intend) but allwings does. intentional?
« Last Edit: December 03, 2015, 10:16:16 PM by Auraknight »
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LazyWizard

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Re: [0.7a] Console Commands v2.6 (released 2015-12-03)
« Reply #310 on: December 03, 2015, 10:26:45 PM »

Right, i think I got one that you don't have! I _DOUBLE_ checked both the lists
Is there any way to clear a specific fleet from the campaign screen? or failing that, destroy all spawned fleets?
^I'm guessing this isn't possible?

It's possible, I just didn't get around to it in time. I wanted to get this release out quickly due to some issues the old version had.

I'll see about adding a command to remove fleets for the next version.
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Chronosfear

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Re: [0.7a] Console Commands v2.6 (released 2015-12-03)
« Reply #311 on: December 04, 2015, 10:20:07 AM »

Your spawnfleet got a little bug , it seems EVERY ship now has an officer  ;D
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LazyWizard

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Re: [0.7.1a] Console Commands v2.6b (released 2015-12-04)
« Reply #312 on: December 04, 2015, 02:11:36 PM »

Version 2.6b is up, get it here (mirror). Still requires LazyLib.

Changelog:
Quote
2.6b (December 04, 2015)
==========================
Changes to existing commands:
 - AllWings won't add any wings that already exist in the target's cargo
 - SpawnFleet gives an actually playable ratio of officers:
   Adds 1 officer per 8 combat-ready ships (minimum 2, maximum 15 officers)
 - SpawnFleet ensures massive fleets aren't spawned touching the player fleet

Your spawnfleet got a little bug , it seems EVERY ship now has an officer  ;D

Ah, the danger of thinking a minor last-minute change isn't worth testing. :)
« Last Edit: December 04, 2015, 02:14:35 PM by LazyWizard »
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Auraknight

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Re: [0.7.1a] Console Commands v2.6b (released 2015-12-04)
« Reply #313 on: December 04, 2015, 04:18:07 PM »

(I have a sneaking suspicion I'm am partially responsible for the change of making sure fleets are not touching the player on spawn >.>)
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LazyWizard

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Re: [0.7.1a] Console Commands v2.6b (released 2015-12-04)
« Reply #314 on: December 04, 2015, 04:20:31 PM »

(You may be right)
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