I don't think it have been asked before, but i'd like to request a command to unlock all hullmods in the campaign. This would be quite useful for testing purpose, not having to spend points on skills and screwing the stats of the ships. Something like "AllHullMods" would be handy.
Good idea! It doesn't look possible with the current API, unfortunately. I'll have to make an API request and add it after the next Starsector update.
Another suggestion: a FindWing command? I am finding it increasingly difficult to locate mining pods.
You can use FindShip for wings, too. It uses the internal ID of the wing, which you can find with the command "list wings". In this case you're looking for mining_drone_wing.
It looks like it gives the same output if there are none for sale as it does when you enter a nonexistent id. I'll have that fixed for the next release.
Are there any intricacies I'm missing with the "spawnfleet" command?
As far as I can tell I can only adjust the total points and crew level and I always end up with a random fleet composition with transponders off that instantly attacks me if hostile or wanders off to do whatever if neutral or friendly.
It would be nice to have templates or some such that determine composition and behavior, you know, for roleplaying purposes.
As it is now the only use of the command seems to be providing XP fodder, or maybe as a last-ditch effort to even the odds against a superior enemy in pursuit without cheating during the actual fight.
SpawnFleet is a relic in desperate need of an update. It's using an outdated fleet spawning system that Starsector hasn't used in years, and in its current form is really only useful for making pinata fleets rather than spawning specific fleet types or testing faction compositions. I've been meaning to port it over to the new,
significantly more complex vanilla fleet spawning system at some point, but I keep putting it off for other things.
I apologize for the next update taking so long to complete. I kind of drifted away from Starsector for a while, and
progress almost completely halted for a few months. I'd say it's currently about 70% finished.