One would think the beginning abbreviation for the ship would be something like "sgm_zenith". For instance, instead of having to look at hundreds of ships (especially if you use multiple mods) or have to navigate to the mod's ships.csv file to figure out the string name of the ship would it be possible to add in a command like "list ships_containing " that would do a search for all ship strings containing the search string instead of just beginning with it.ĮX) Stop Gap Measure mod has a Zenith ship added to the game. Hello, I would like to know if it's possible to use the command "list ships" with a 'contains' argument. Following this practice, if you run into an update conflict with your saved game(s) you can just remove the updated version and bring the older version back into your mods folder so you can continue with your saved campaign. Mod authors will normally warn about this but make sure if you update a mod not to delete the previous version (remove it from the mod folder but store it somewhere else like a Starsector Backups folder on your desktop) just in case you run into this problem and don't want to start a new game. There is also a possibility that if you update a mod, it may not be save-compatible. The only way to fish out which mod is the trouble maker is to reactivate them one-by-one and load up the game to see if you get an error loading. Chances are that there is probably either a bad mod installation, a mod version conflict or maybe even one mod interfering with another. If it does try activating your other mods and see if you get another error. Start a new game and see if it loads/starts properly. I would personally deactivate every other mod and just keep console commands active. It's older than the "regular version" (Console Commands (3.0 WIP).zip) but allows a lot more to be done in the game.Ģ) Once you download the file make sure to drag the zipped folder into your starsector/mods folder.ģ) Unzip the the folder (I normally use 7-zip and right-click the zipped folder and select 'unzip here' option)Ĥ) Delete the zipped folder from the mod folder now that you have the unzipped folder.ĥ) Make sure you do this for all mods (unzip the files into the starsector/mods folder and remove the zipped file afterwards)Ħ) For safe measure, start the game as an admin (right-click starsector and select 'run as administrator')ħ) When you start starsector, click the mods button and make sure the mod is selected and click save I would personally recommend you use the latest 'dev' version (Console_Commands_dev_build_667.zip). Leaving the settlement and coming back does not make this glitch go away.ġ) Try downloading the mod again. This seems to be purely a UI glitch as everything else changes in regards to the increased population. However when you look at the settlement stats, it shows the 3 symbol still but a new population symbol representing the 7 is now next to it. You use console commands to increase the population to 7. Let's say you start out with a population of 3 for a settlement. This same thing happens whether I do a "RunCode" command or a simple "addcondition" command.Ģ) On rare occasions increasing the population via console command will result in 2 population numbers in the UI. No setting for nanoforges seem to be set for this command (at least to the best of my abilities I have not been able to get any nanoforge type to spawn in with the addindustry command).Īre nanoforges set in the parameters for the addindustry command? If so, what are they?ġ) I noticed a bug with the non-dev version recently released where if you increase the population the industry max number does not increase with it. "addindustry orbitalworks prestine_nanoforge alpha_core" only adds an orbital works with an alpha core. Quote from: The_White_Falcon on December 07, 2019, 05:41:31 PM Can't seem to find this on the forum but what is the nanoforge(s) parameter for heavyindustry or oribtalworks? I.E.
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