

- #Useful starsector console commands how to
- #Useful starsector console commands mod
- #Useful starsector console commands full
- #Useful starsector console commands free
NOTE: in my last run it worked, but now - it does not.
#Useful starsector console commands full
I noticed that console commands require lazy lib 2.6, I had 2.7 so I downgraded it to 2.6, but it still does not work for some reason. Toggling dev mode off with the devmode command does not prevent full control of other factions colonies. The devmode console command is turning off other dev mode.
#Useful starsector console commands free
interact with Jangala, trade, colony info, allowed to toggle free port status. devmode console command, toggling dev mode off. When I type allblueprints hegemony or allblueprints uaf - it shows that blueprints are limited to United Aurora Federation (or other chosen faction) but I get nothing? When I check command, doctrine and blueprints there are no ships or weapons or wings of my chosen faction. Toggling dev mode off with the devmode command does not prevent full control of other faction's colonies. I need blueprints of only faction in which I am in. at .parseInput(Console.java:302) at .processInput(ConsoleCampaignListener. I dislike the fact that when I use nexerelin and when I join a faction I get only part that faction's blueprints, I personally like to play knowing that I am full member of my chosen faction without grinding for blueprints that belong to the same faction I am in.Įvery time I use command allblueprints - I get blueprints of every faction, but I don't need that and I consider it as cheating already. (You might also wish to change the associated tag which will also be "planet 0")ħ - Once you fix all instances of duplicate planet_0s it should work just fine, as the game can actually tell the difference between the spawned worlds.I tend to use it for only one thing - blueprints. Might be able to fix your game if: Your game is stuttering. Safe to add and remove to an ongoing save file. Two spawned planets became planet_2 and planet_3. A small amount of additional console commands to clear the fleet bloat that seems to be affecting many saves.

#Useful starsector console commands mod
in-game by using the Console Commands mod with its devmode command.
#Useful starsector console commands how to
ago Or add Tera forming mod, it allow you to make terran world in any location in any type planet in the system 3 Rackminster 3 yr. Starsector - How To Get Any Blueprint - YouTube How to get blueprints by raiding How. ago There are console command mod, it allows you to put any command to your game with easy deleted 3 yr. In my case planet_0 and planet_1 were the pre-existing planets, so my 7 7 7 comments Best Add a Comment RyVdo13 3 yr. Ctrl+f on "market_system_(SYSTEMID)" in my case allowed me to easily move between the planets.Ħ - You need to go through all of the spawned planets and change their planet id from planet_0 to something unique. If you abandon one of the planets, all other spawned planets in the system will also be affected in some way, as the game can't seem to differentiate.Įdit: Good news, this problem can be fixed through save editing:ġ - Create all your planets using the spawnplanet command.Ģ - Take note of the names of any of the pre-existing planets (not ones you have spawned), or if you there weren't any colonize one of the spawned planets and use the colony name.ģ - Use "save copy" to create a new save file.Ĥ - Go to campaign.xml (I used notepad++) and search ctrl+f the name of a planet in the star system.ĥ - You are looking for something like "market_system_2f24:planet_3". This is fine as long as you don't add more than 1 planet to a system, in that case it seems that both planets are regarded as "planet_0" and the game gets confused. It appears that irrespective of what name you give the planet in the spawnplanet command, the game will always know the planet as "planet_0", you can see this when you fly up to the planet before colonizing it (the name you gave will show up correctly on map views though). I just came to report this same issue for those who use this mod. A list of commands that work in the current game context can be found with 'help', or a full list of commands with 'help all'.
