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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 1536716 times)

Midnight Kitsune

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Re: [0.7.1a] Console Commands v2.7 (released 2015-12-16)
« Reply #345 on: January 19, 2016, 12:36:00 PM »

Is it possible to include command to change the sensor range?
Already in. If you use reveal on the campaign map, it gives you maxed out (5K) sensor range
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Drewsen

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Re: [0.7.1a] Console Commands v2.7 (released 2015-12-16)
« Reply #346 on: January 27, 2016, 01:26:14 PM »

I am trying to add a Plasma Cannon, but addweapon is not working for me, it worked when I added a weapon already in my inventory.

I assume the weapon ID is just the name of the weapon? it seems to not like spaces in the weapon name..

It says 'add 1 of weapon null to player inventory' but when I check there is nothing there.
« Last Edit: January 27, 2016, 01:28:33 PM by Drewsen »
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JohnDoe

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Re: [0.7.1a] Console Commands v2.7 (released 2015-12-16)
« Reply #347 on: January 27, 2016, 01:33:04 PM »

id for Plasma Cannon is "plasma", not "plasmacannon".
You can check weapon ids in Starsector\starsector-core\data\weapons\weapon_data.csv
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FelixG

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Re: [0.7.1a] Console Commands v2.7 (released 2015-12-16)
« Reply #348 on: February 11, 2016, 06:32:26 AM »

Odd, I have the game set to boarderless windowed mode, but when I hit Ctrl + Backspace in combat nothing happens, no box appears to take my command, nothing appears along the side like in campaign, etc.
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LazyWizard

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Re: [0.7.1a] Console Commands v2.7 (released 2015-12-16)
« Reply #349 on: February 11, 2016, 12:32:04 PM »

It sounds like the pop-up didn't get focus for some reason. You should be able to alt+tab to it.
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FelixG

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Re: [0.7.1a] Console Commands v2.7 (released 2015-12-16)
« Reply #350 on: February 12, 2016, 09:14:53 PM »

I tried doing so and there is nothing waiting in the background
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Ali

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Re: [0.7.1a] Console Commands v2.7 (released 2015-12-16)
« Reply #351 on: February 14, 2016, 01:19:50 PM »

Is it possible to do a code to stop xp gain please?

So when your at max level you won't keep getting points you can't spend?

Also not sure if poss to do an "add/remove" command for hullmods?

Many thanks
AL
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SierraTangoDelta

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Re: [0.7.1a] Console Commands v2.7 (released 2015-12-16)
« Reply #352 on: February 21, 2016, 10:07:32 PM »

Can any of these commands be used to put a faction back into the game after it is defeated completely, or to change ownership of a planet?
I'm in a game right now and the Knights Templar got killed off ridiculously early somehow, and I want to still have them in my game.
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Midnight Kitsune

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Re: [0.7.1a] Console Commands v2.7 (released 2015-12-16)
« Reply #353 on: February 21, 2016, 11:27:35 PM »

Can any of these commands be used to put a faction back into the game after it is defeated completely, or to change ownership of a planet?
I'm in a game right now and the Knights Templar got killed off ridiculously early somehow, and I want to still have them in my game.
Yup and it is a two for one thing as well! Simply look for a command named something like "changemarketowner" and you should be able to use that to add in the templars
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OrangeLima

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Re: [0.7.2a] Console Commands v2.7 (released 2015-12-16)
« Reply #354 on: March 02, 2016, 10:43:43 AM »

I'm making this post to obtain a temporary fix to a persistent problem in the current release pertaining to a old save of mine (0.7.1a).

I am wondering how to set the relationship of one faction against another so that they cease to be at war?

Currently in 0.7.2a my Tri-Tach faction is hostile with the Independent faction and this has failed to cease its hostilities after a very very long time. I presume this has been caused to due to the fact that Independent does not participate in faction hostilities in 0.7.2a but did in previous releases.
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LazyWizard

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Re: [0.7.2a] Console Commands v2.7 (released 2015-12-16)
« Reply #355 on: March 02, 2016, 10:50:07 AM »

The command setrelation tritachyon independent 0 should make them neutral towards each other.
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CitizenJoe

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Re: [0.7.2a] Console Commands v2.7 (released 2015-12-16)
« Reply #356 on: March 03, 2016, 04:54:44 PM »

The console doesn't seem to be working in-combat with .7.2a
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LazyWizard

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Re: [0.7.2a] Console Commands v2.7 (released 2015-12-16)
« Reply #357 on: March 03, 2016, 05:13:55 PM »

With 0.7.2a you will have to alt-tab to the combat input popup the first time you use it. It should successfully request focus afterwards, so you'll only have to do this once per play session.

I'll try to have it fixed for v2.8.
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Cyan Leader

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Re: [0.7.2a] Console Commands v2.7 (released 2015-12-16)
« Reply #358 on: March 05, 2016, 05:04:12 PM »

Is there a console command to force the AI to always fight (during combat, not campaign), at full power even (read: launch everything first wave)? It gets annoying during mid/late game when majority of fleets will just run away during combat.
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Dubby

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Re: [0.7.2a] Console Commands v2.7 (released 2015-12-16)
« Reply #359 on: April 01, 2016, 10:28:05 AM »

Are there (will there be) any commands to manipulate [add] missions? Such as rare bounty missions on unique hostile fleets.
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