FindItem, lists all markets that sell a resource or weapon and their AllCommodities, adds all trade items to the specified station/player cargo AddOrdnancePoints, modifies the max OP for all ships in player fleet AddLogistics, modifies the maximum logistics of the player fleet Mind you, there is no Remnant option, must be in the faction file somewhere.The keystroke to summon the console is now shown when you first load a gameĬombat output is now centered on the top of the screen, not the player shipĪdded isInCampaign()/isInCombat() to CommandContext enumĪdded alias support, aliases are defined in data/console/aliases.csv Nevermind you can do this in game without console commands. I get Error: could not find entity with name "remnant" How do I hand a new planet over to a faction? I have made a planet, occupied it, set up its industry now I want to hand it over to another faction. I think to get to work what I want I would need to spawn a planet with headquarters etc, and put it under remnant control (maybe tinker with their faction file). The stations though (even when spanwed as remnant) don't do anything. I have used (when trying to get the Remant Nexus to show) the stable locations code to spawn derelicts and stations (all things from the custom_entities.json). I think it is because they are considered ships (maybe if they were added to the spawnfleet command? but then they wouldn't be static and have other ships there in the same "fleet"? meh). Still cannot figure it out, I have tried changing the stable_location to remnant_station2_Standard and remnant_station2, but they don't work. The planet spawning is so easy now you have pointed the way. But no one spoke up (in the thread) and as a ADD ALL THE THINGS Ambassador I wanted to extend an olive branch. Hey need 4 because the glitch gave you 4 messed up BPs? plop a 4 on the end.Īnd since you don't sound like you live for using the console every few minutes (`-` Hi) you're all done.Ĭhecking the source's files for if it's more than a one time glitch is outside the scope of this garbage tutorial. So in this admittedly easy case we open up wing_data.csv and dig for "broadsword_fighter" "addwing broadsword" into "addwing broadsword_hull" instead of "addwing broadsword_wing" because of alphabetization I suspect. _hull is added by the game, and default settings auto-correct as follows in this fabricated but accurate example. (And here's where your problem kicks in.) what did you end up with? How'd you get ship hulls?) (you get no results due to the size being FIGHTER) Say you were looking for some nice vanilla Broadsword 'FIGHTERS' THE LONG VERSION: (dunno if you need this or not, but here it is) You need to check data\hulls\wing_data.csv for the reference you're looking for.ĪLSO you can put in partials for "LIST WING" and "LIST HULL" The only time you would need to use getEntityById is if you are modifying an already existing planet generated by the game else I think you can also use getEntityByName for console generated ones then what does it mean by textureWidth, Bandindex.Īs for color modifier it goes by the naming of Color.red, Color.blue, Color.white etc., then I'm stumped with the BandWithinEngine and MiddleRadius This is located in "misc", the textures listed are rings_dust0, rings_ice0, rings_special0, rings_asteroid0. The game needs to know which texture to use and where it's found this can be seen in the settings.json of the main game I still need some help on deciphering the syntax needed for the Ring renderer as its a bit "complicated"įor the ringband this is what I understand RunCode Global.getSector().getStarSystem("System_name").addRingBand(Global.getSector().getEntityById("planet_ID"), "graphic type", "texture", textureWidth, BandIndex?, color modifier, BandWidthinEngine, MiddleRadius, OrbitDays)
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