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Author Topic: [0.96a] Console Commands v2023.05.05  (Read 1553201 times)

Tufted Titmouse

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Re: [0.8.1a] Console Commands v3.0 WIP 2 (released 2017-05-05)
« Reply #465 on: June 04, 2017, 06:14:29 AM »

Does this work in 8.1? or are we SOL?
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LazyWizard

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Re: [0.8.1a] Console Commands v3.0 WIP 2 (released 2017-05-05)
« Reply #466 on: June 04, 2017, 06:17:01 AM »

It works in 0.8.1a.


Would it be possible to make it so that pressing up multiple times would go through the last few inputted commands?

I'll add it to the todo list. Not sure if I'll get to it for the next version, though.
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Tufted Titmouse

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Re: [0.8.1a] Console Commands v3.0 WIP 2 (released 2017-05-05)
« Reply #467 on: June 04, 2017, 06:17:38 AM »

Great to hear
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LazyWizard

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Re: [0.8.1a] Console Commands v3.0 WIP 3 (released 2017-06-04)
« Reply #468 on: June 04, 2017, 07:40:15 AM »

Console Commands 3.0 WIP 3 is out, get it here (mirror). Requires LazyLib.

This fixes a crash bug with SpawnFleet due to an API change in 0.8.1a, along with a few other minor tweaks.

Changelog for 3.0 so far:
Quote
3.0 WIP 3 (June 04, 2017)
===========================
Updated to be compatible with Starsector 0.8.1a
Control+backspace now deletes the current word instead of last word in input
Minor update to typo correction, please let me know if it's more/less accurate
If exception stack traces are enabled, show source jars in exception details
Added isCampaignAccessible() to CommandContext:
 - Returns true if the player is on the campaign map, in a campaign battle,
   or fighting a refit simulation battle in the campaign
 - Used to check if you have access to campaign-only methods (in SectorAPI, etc)
Removed AddAptitudePoints command (use AddSkillPoints instead)
New commands:
 - AddHullmod, adds the specified modspec to the player's inventory
 - AllHullmods, unlocks all unlearned hullmods
 - BlockRetreat, prevents a full retreat from being ordered by the enemy
 - ForceDeployAll, forces your opponent to deploy all reserves in their fleet
   (warning: this command can seriously impact game performance!)
 - ModInfo, shows detailed info about a mod, including what ships, fighter
   wings, weapons and commodities it adds to the game
 - SetCommission, sets the faction the player is commissioned to work for, or
   ends the current commission if "none" is entered as an argument
Changes to existing commands:
 - All AddX commands will no longer allow you to drop into negative quantities
 - AddCrew:
   - No longer accepts a crew XP level argument
   - Using this command without arguments gives as many crew as your fleet can
     hold (in the past this only gave up to the skeleton crew requirement)
 - AddOfficer:
   - Added support for Reckless officers
   - Now allows custom officer names. Updated syntax: AddOfficer
     [optionalPersonality] [optionalLevel] [optionalFaction] [optionalName]
 - AddShip will redirect to AddWing if a wing ID is entered
 - AddSkillPoints now adds character points, used for both skills and aptitudes
 - AddWing and AllWings properly add LPCs instead of fleet members
 - FindItem/FindShip:
   - Both commands will simulate a visit from the player to each searched
     submarket; this ensures the searched stockpiles are always up to date, at
     the expense of the command taking ~1 second to execute the first time
   - Results are sorted by distance to the market
   - Added proper formatting to prices
   - Made it more clear when you enter an invalid ID versus when no goods are
     available in any market
 - GoTo will redirect to the Jump command if a star system's name is entered
 - Kill and Nuke credit kills to the player flagship
 - List accepts several new arguments:
   - "hullmods", shows all hullmods that can be unlocked with a modspec item
   - "mods", shows all currently enabled mods
   - "commands", lists all loaded commands (use "status detailed" for more info)
   - "aliases", shows all aliases added through aliases.csv
   - "macros", shows all macros usable within the RunCode command
   - "tags", shows all tags and their associated commands
 - Respec should properly reset skill-granted bonuses
 - SpawnFleet:
   - Updated to use FleetFactoryV2; mostly matches vanilla fleet compositions
     now (spawned fleets are of fleet type "large patrol")
   - No longer accepts crew XP level or quality arguments. Updated syntax:
     SpawnFleet <factionId> <totalFP> [optionalName]
   - Still needs some tweaking for officer numbers and levels
 - Traitor now works properly when used on drones
... plus a ridiculous amount of polish on nearly everything
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zothos

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Could you try replacing the mod's jar with this one? If that doesn't fix it, then there's nothing I can do (at least until the new console overlay is finished).

Hallo,

i've tried your linked jar, unfortunately it still has the same annoying bug. Thanks for trying anyway! I am really looking forward to the new console overlay :)

Best regards,
Jochen
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Drokkath

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Re: [0.8.1a] Console Commands v3.0 WIP 3 (released 2017-06-04)
« Reply #470 on: June 05, 2017, 02:33:57 PM »

Splendid! This is a mod that is a must-have-first in my list of mods. Thanks for the update!
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c plus one

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Re: [0.8.1a] Console Commands v3.0 WIP 3 (released 2017-06-04)
« Reply #471 on: June 05, 2017, 02:47:11 PM »

LazyWizard, thank you for the recent update. I enjoy Console Commands a great deal and am thrilled that version 3's WIP has that new-car smell. For a "lazy" person, you rock!  ;D
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Cyan Leader

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Re: [0.8.1a] Console Commands v3.0 WIP 3 (released 2017-06-04)
« Reply #472 on: June 05, 2017, 06:57:31 PM »

I don't get any music through the storage command anymore, it used to be the same as independent markets in the mod version for .7.2

I know this is minor but would it be possible to add that back in?
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Fandanguero

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Re: [0.8.1a] Console Commands v3.0 WIP 3 (released 2017-06-04)
« Reply #473 on: June 11, 2017, 09:33:34 AM »

It's funny that ctrl+backspace combination doesn't work for opening console in the battle and it isn't mentioned anywhere and by anyone. You should put working hotkey for that in the first post.
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ANGRYABOUTELVES

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Re: [0.8.1a] Console Commands v3.0 WIP 3 (released 2017-06-04)
« Reply #474 on: June 11, 2017, 11:00:41 AM »

It's funny that ctrl+backspace combination doesn't work for opening console in the battle and it isn't mentioned anywhere and by anyone. You should put working hotkey for that in the first post.
It's mentioned in the very first post.
Quote
Troubleshooting
The input popup never appears when I press the console button in combat:

    Unfortunately, due to the way the combat pop-up is implemented you must either run the game windowed or in borderless windowed mode to use the console in battle (see instructions below).
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Fandanguero

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Re: [0.8.1a] Console Commands v3.0 WIP 3 (released 2017-06-04)
« Reply #475 on: June 12, 2017, 01:50:15 AM »

It's mentioned in the very first post.
I had never run this game other way than windowed. The console worked in battles few years ago, but not this year.
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Histidine

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Re: [0.8.1a] Console Commands v3.0 WIP 3 (released 2017-06-04)
« Reply #476 on: June 12, 2017, 01:53:16 AM »

On Windows the console takes a while to appear and I often have to Alt-Tab to it when it does pop up.
« Last Edit: June 12, 2017, 02:05:10 AM by Histidine »
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Fandanguero

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Re: [0.8.1a] Console Commands v3.0 WIP 3 (released 2017-06-04)
« Reply #477 on: June 12, 2017, 01:58:57 AM »

On Windows the console takes a while to appear and I often have to Alt-Tab to it when it does pop up..
got it
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Midnight Kitsune

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Re: [0.8.1a] Console Commands v3.0 WIP 3 (released 2017-06-04)
« Reply #478 on: June 12, 2017, 04:11:42 AM »

Yeah, what happens is that due to the new launcher, the method that the console uses to bring up the input window isn't running, so it needs to start up that process. So it takes a few seconds to pop up at first but then after that it SHOULD pop up quickly until you restart the game
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Dal

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Re: [0.8.1a] Console Commands v3.0 WIP 3 (released 2017-06-04)
« Reply #479 on: June 12, 2017, 05:21:17 PM »

I have a quick suggestion for the "goto" command: it should support moving to the current autopilot waypoint in some form. Since it's otherwise unused, having "goto" without arguments default to that would make moving around the local system significantly faster, though "goto waypoint" or similar would be fine.
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