Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
Got another bug for that traitor command: missiles launched from the traitorous ship will target said launching ship BUT will not connect
I'm a little confused with the ForceMarketUpdate command. What exactly does it update? The markets inventories seem to be always the same after I run the command.
So, the way it works is that the console mod handles loading all commands and their classes. The commands.csv tells the console where to look for these scripts (the class row) and how the player uses the command (command is what they enter to use it, syntax and help are shown by the "help" command, and syntax is also shown to the player if the command returns CommandResult.BAD_SYNTAX). It doesn't know or care if these scripts are loose or in a jar as the actual class loading is done through Starsector's classloader (which supports both).Since the console mod handles everything, the CSV won't be read and nothing will be loaded if the console isn't enabled in the launcher. Java only loads classes when they are needed, so don't worry about including commands in your mod's jar.The sole exception to the "don't worry about creating a dependency" rule is any loose script in data/scripts, which is a magic directory whose contents are automatically compiled by Starsector when the game starts. That's why the tutorial recommends putting scripts in data/console, so you don't accidentally create a dependency on the console mod. The tutorial doesn't mention jars because it's old and was written before they became commonplace.tl;dr: commands can be in jars, don't worry about creating a dependency, the tutorial is outdated.
I see the problem. AllHulls without arguments will try to place it in an unlocked storage tab (the same one accessed by the "storage" command, which is the first unlocked storage tab it can find, and almost always the Abandoned Terraforming Platform in vanilla). Ironclads, however, doesn't have any storage tabs that are unlocked at game start.This will be fixed for the next release. In the meantime this will resolve itself after you purchase a storage tab somewhere, or you can use "allhulls player" to add the hulls directly to your fleet.
2.7 (December 16, 2015)=========================Newlines (\n) in a command's 'help' column are displayed correctlyException stack traces are no longer shown by defaultAdded "showExceptionDetails" to console_settings.jsonUpdated the custom command tutorial in the base folderChanges to existing commands: - AddCrew without a quantity will add all needed skeleton crew to your fleet - AddFuel without a quantity will top off your fleet's fuel tanks - AddShip: fixed regression that allowed you to spawn single fighters again - AddSupplies without a quantity will fill half the player cargo with supplies (won't go over cargo capacity, won't go over 50% total cargo as supplies) - AllHulls and AllWings won't cause an error if used in a total conversion that lacks an unlocked storage tab - FindItem/FindShip list goods in free transfer submarkets last (useful for reminding yourself which storage tab you left a specific ship/weapon in) Note: due to API limitations this does not include anything in storage in the Abandoned Terraforming Platform or any other market that doesn't participate in the economy! - ForceMarketUpdate actually forces a market refresh each time you use it (previously only refreshed stock if the market would have done so on a visit) - InfiniteAmmo also applies to ship systems that have limited uses - Kill works on the campaign map, destroys any fleet you click on until you press escape or enter a menu (kills are not credited to the player) - List accepts a second argument, used to filter out any IDs that don't start with that argument (ex: "list variants exi_" will show all Exigency variants, "list variants hound" will show all hound and hound subskin variants) - Traitor affects guided missiles fired by that ship (no more targeting itself)
How long does FoceMarketUpdate take usually?