• Starsector console commands colony size. I have some need for a fleet with a few capital ships, .

    Starsector console commands colony size If I can add it the legit way, let me know how, if I can add it with Lazy's console commands, write down the exact command to do it. Use the storage console command whenever you're in the core worlds to dump all of your loot into the Asharu abandoned station. I noticed that console commands require lazy lib 2. Starsector An unofficial developer's console for Fractal Softworks' indie space combat game Starsector. LazyWizard: for the console command mod and making it easy to add commands. Assign an Alpha Core to your Military base. I recommend it for acquiring ten max level officers with matching skills From my recent experience of Starsector on the different java 3. It'll pick one at random and you may need to refresh the colony by leaving/landing at it. Build a heavy industry, add on a pristine nanoforge. - Releases · LazyWizard/console-commands I don’t consider them very much when making a colony High command on extreme heat planets is specifically for an item you can assign to it, it’s called a cryoarithmetic engine. Basically the colonies are 55K subscribers in the starsector community. This mod adds a developer's console to Starsector that can be summoned with control+backspace. Use the command again if you want to access it from long distance. It's not that necessary for systems with multiple colonies, but if the system has only one colony then it's a good investment. After 400 hours of starsector, 59 votes, 19 comments. Gives just the right amount of balance so I can have freedom to make a fleet as big as I want, deploy most of if not all my combat-worthy ships (both of which the AI can also achieve) while not being too excessive to deploy full-capital fleets and not take too much of a hit in terms of performance. Share Sort by: Best. Which commands could I use for this? I'm just afraid of spawning the core hull again. Admiral; Posts: 640; Personal Text; With the command addspecial ship_bp valkyrie. I ctrl + F Asmal, find the planet (<name>Asmal</name>), then You can give a colony to any faction at any point if you want to. It used to be called Starfarer. Colonies were added in version 0. Though with that said, sorry but does anyone know of a cheat (from console command preferably) in which you can manually lower the suspicion level you get from entering black markets or something along that line? Alternatively, there's console commands to add a stable point Average Starsector transponder off moment upvotes Dealing with the Tri-Tach colony crisis is the gift that keeps on giving. Also, just to entice you a little bit more & a bit more info: When 'moving' your colonies, you can evacuate colonies size 3 and 4. Average Starsector transponder off moment Anyone have the console code to create a planet? i dont believe you can do that thru console commands and keep to edit files for that "Added_Planet_Name", "Planet_type", Planet_Angle, Planet_Size, Planet_orbit_radius, Planet_Orbit_length) Reply reply Top 3% Rank by size . A console script for Starsector IMPORTANT NOTICE : Old versions of Better Colonies' AddAdminBC command can cause errors with this mod. I've tried working with the save file but I don't understand the decivdata thing. It can be optionally downgraded to a Military Base. Edit: through much scrolling down the planet list, I found the place, but an option to filter searches would nonetheless be nice. Alex and Co: for making a The Console Commands mod has a command for that Durjenanna • Thanks a lot! :) Reply reply More replies. This Upgrade Military Base to High Command. Current features: Input commands using a custom overlay; A large list of included commands, and the ability to add your own custom commands to the console Starsector > Mods > [0. r Church of Eva Complex has a massive upkeep and doesn't show up on the list of stuff in the colony . Go to starsector r/starsector. Now instead of theoretically reaching size 10, a colony can reach size 100 - a full Googol of It can also be toggled in-game by using the Console Commands mod with its devmode command. Reply reply Go to starsector r/starsector. Depending on the size of your colony, you get larger fleets defending your colony and patrolling hyperspace around the colonized system. Colony failed previously and I made it a few months later. Your 1st colony should be hitting Size 5, capturing more market share and potentially attracting expeditions from jealous factions. instead i was thinking i would just give myself the faction blueprints via the console commands mod. The Ashen Keepers, whom had to defend their size-3 colony against several invasions and bombardment attempts in the previous war and held onto it against all odds, were the first ones to successfully saturation bomb Chozantil this time around - reducing it from size 7 to size 6. Then hit leftshift+backspace. Open comment sort options. im having trouble with the formatting and i dont know how to find the name for faction blueprint packs which would make this much easier. 97a Release upvotes Additionally, useless items like fuel, supplies, metals, and other tradable goods are removed from the loot pool and replaced with much more valuable items like weapons, fighter/bomber LPC's, blueprints of all sorts and of course colony- related items. You do not need to add Console. 2 (November 18, 2014) ===== Console popup will now expand to take up the entire screen in the campaign Added typo correction - most commands will find the best match for invalid IDs I believe it ultimately comes down to preference, I run a max fleet of 60 and 800 battle size. r the faction name is in the manage colony tab or something if i remember right together with the planet name, click the faction name to bring up the same menu as when creating the faction. - console-commands/README. Hijacking this to also add: If I explored the entire galaxy and didn't find one, you could also just add one with the Console Command mod. You can start I have the (excellent) Console Commands mod by LazyWizard, but unless I'm terrible at using the "planetlist" command it doesn't let you search by condition. After I deal with all the colony crisis in this run, my next fleet is Upgrading a patrol HQ into a military base increases it 5 to 10 reduction. Simply change that number to how many colonies you wish to command. you're unable to modify other faction's This is the repository for the Console Commands mod, an unofficial developer's console for Fractal Softworks' indie space combat game Starsector. It boosts the fleet size by 100% when there’s extreme heat and it’s multiplicative, so it contributes a huge amount. Usually I babysit my first colony untill it can start paying for itself, the second planet which has military buildings and my fleet. csv file, so they shouldn't be adding any new planet types. The economy for the whole starsector is based on industry production, market shares & simulated trade. From my recent experience of Starsector on the different java 3. Starsector » Starsector 0. r/starsector. One that does not matter. info file Also there is a mod that adds console to the game. That’s like 20-30M credits I think, off the top of my head in upgrades and infrastructure. You can change that in the settings. Vanilla Question/Bug Top 3% Rank by size . Got some colony development questions for you all. It's a bit complicated so I'm going to use an example. Posted by u/[Deleted Account] - 19 votes and 6 comments I got the icon that shows the +1 stability but my size 6 colony still doesn't show any growth and i can't build the cryorevival facility. Ensign; Posts: 6 Extract it into Starsector\mods\OverlordAdditionalCommands and activate in the launcher. Killing pirate/pather fleets in the system yourself will also decrease it (your colony defences doing it doesn't count). What does this mean, exactly? The wiki says this multiplies the sizes of fleets the planet spawns but from the fleets I see they still look a tad puny compared to the fleets other factions create. There's a special [ REDACTED ] that can help increase the industry count. I use this when I found a new sector - I'll save my game, survey everything, check for good systems to settle near the core, and then load (or start over) my save to clear the surveys so I can conduct them later. The AI inspectors will attempt to stop illegal AI core use. A size 3 colony will allow 1 industry to be built. (Console Commands moment) 2. Farming just makes so much money for so little effort because every colony consumes food but not all colonies farm. This means you actually need ONE colony to satisfy demand on all other colonies! Max demand for each commodity for a size 10 colony (no ai cores installed): Luxury Goods 7 If they have a small non-vanilla (or otherwise) colony - you can kill it off with destroycolony or simillar sounding command (check help command). New comments cannot be posted. I self impose a limit on only using it in the core worlds to cut the travel time down. 2D RPG/Trade/Fleet Combat Game Members Online. Best. Dev Mode: Enables the Variant Editor feature from the main menu. 56K subscribers in the starsector community. 97a days with their levels scaling on your colony size. Conquest missions allow you the option to give it to the faction who wants it when you conquer the planet. each position in the brackets relates to a market size starting at size one and ending at size ten. Can take a while. I think it's one extra fleet of each size (fast picket, patrol, detachment). as far as I know they only affect the size / amount of stars / clusters and such, Never been able to manage that. . Omega cores should not be dropped by anything, unless you have mods enabling them. Added a console command: AddAdminBC Oh, thanks for this guide. do this to make sure you're using the right command. « 65 votes, 27 comments. 1. Other mods can add their own console commands or override base commands; instructions for adding custom commands can be found in a document in the root of the mod So recently I built the ultimate anarcho - capitalist colony and I wonder if I can further increase the freedom of my station dwellers by adding Organised Crime colony status. If you believe you have the fortitude, the commands are as follows: CTRL+Backspace to bring up the console, "addofficer" creates a steady lvl 1 officer. Hello, I am looking increase my fleet size from thirty to Navigate the folders: starsector-core > data > config > Then you realize you operate a ~30ly distant colony and cry as it requires more fuel than an entire Promethius can carry to go one way. 6, but it still does not work for some reason. More posts you may like r/starsector. Starsector > Mods > [0. Do you want the colony to stay small or grow? Decide based on that. md at master · LazyWizard/console-commands Settle colony, put up buildings, in console (from console command mod) transfer market to your faction. The player can build industries on their colonies for credits. I think you would be best served by coming up with rules to live by to make the game more difficult. Beyond the sector let's you increase it to 7 by Astral Ascensions is a mod that uncaps colony sizes and provides end-game bonuses for the development of your colonies. So I'm at the stage in my starsector journey where I'm doing a very heavily themed playthrough, I figured out how to modify the save file to change the size of existing ruins, I also have console commands if that has such functionality. Basically there's some unique skills for this play through I'd like to add to my character that are normally unobtainable by normal means - I've looked forever and been unable to find out how to do this. Contribute to Anexgohan/ConsoleGalaxy development by creating an account on GitHub. It increases fleet size by 25%. You can find the official forum thread for this mod, including installation instructions, here . 2D RPG/Trade Is it possible to create a gate using Console Commands or otherwise? Question Share Sort by: Best. Be the first to (Starsector 0. Since colonies start at three it usually not that hard to get them to size five and beyond (especially with growth incentives). If a colony needs 7 supplies because waystation, 7 because high command, 7 because Heavy batteries and 7 because star fortress, that colony will need. Question Console commands solve every thing, also contact alfonzo Reply reply Top 2% Rank by size . The High Command industry can be built at any Colony by upgrading an existing Military Base. How to find a cryosleeper: Install mod "console commands" Load your save, Lore-wise, a cryosleeper is a structure used to evacuate and hibernate AN ENTIRE PLANET. StormGod is a part of that second mod. You just have to go into the mod files [first, extract using winzip or something, putting the whole mod folder into the folder 'mods' in the starsector folder], open the mod_json. It's cheap, despite the flavor text wording there is not a limit to how many high commands you have and it does not consume a second industry slot. To add custom commands to the console you'll need a mod that contains two things: your commands' scripts, and the file data/console/commands. I'm doing a Masayuran run right now, and I want to terraform Mairaath to take it back to the jewel of the core. Might be able to fix your game if: Your game is stuttering; You have extremely low fps; You are unable to save; You are crashing when hovering over certain fleets The actual approximate population of a colony can be determined by using this formula: P = 1 0 n + g, where P is the population, n is the colony size, and g is the percentage of growth between the current population size and the next population size, expressed as a This mod adds a developer's console to Starsector that can be summoned with control+backspace. Tier Five (10000) [5%]: Administrator has three levels in 2 colony skills and 1 level in 1 colony skill. Using Grand Colonies, console commands, and some other colony mods in tandem with this, I can always make the exact colony I want if no better systems spawn, giving me a solid colony fallback choice if rng isn't very fun. My colony has a demand for 8 ship hulls because of High 2. For every condition I add or remove, I'm going to charge myself first one million credits and a gamma core for the first, ten million and a beta core for the second, and finally a hundred million and an alpha core for for every effect after. 97a From my recent experience of Starsector on the different java 3. My colony is named "The Ricefields" btw, Im RP'ing as the faction Neo China. More posts you Console commands are a pathway to many abilities some consider to be irresistible. But you always want to "Claim for yourself" if you see the option. If you press the up arrow while in the console it will select the last command you used similar to bash or cmd, however, it only stores the last 1 command used. I might have encountered a weird edge case related to cross-faction imports. 97-RC11 Java 7 (the default Java Starsector comes with) Mods: Console Commands, Lazylib, Lunalib, SpeedUp, WhichMod, Audio Plus, GraphicsLib This is for all purposes Vanilla really. thanks you man Reply reply More replies &nbsp; Author Topic: [0. Other mods can add their own console commands or override base commands; instructions for adding custom commands can be found in a document in the root of the mod A console script for Starsector. Lets say this, to have a fleet of 5 ships, you What you should actually do is not start a colony until you find a cryosleeper. Stuff that involves use of console commands, editing settings files or adding mods may not cut it. I don't want to make myself OP if I can't justify using lore. Yes, evacuating a 10 population planet seems nigh impossible logistically, it's tens of billions of people, but I suppose the logical conclusion is to starve everyone by destroying the starport! :D As mentioned, the console command mod includes a survey option. I made this post because as far as i know nowhere online says what the text is for when a colony is size 9 or 10. As I have just recently started to colonize a couple planets was hoping for some assistance. upvotes One size 6 colony and two size 4's, and i'm already getting 11 fleet sized saturation bombardment calls. alpha cores are rarely found by salvaging (more common in research stations and labolatories) and fighting remnant ordos and stationsomega cores are found in coronal hypershunts (only 2 Go to starsector r/starsector. xml file in notepad (it's in your Starsector folder under saves). 2D RPG/Trade/Fleet Combat Game. Sort the planets at the start of the game and pick one in the core. Top. Worst case if you got screwed over by the unclear descriptions and you don’t want to start over then you can just use the console commands mod Go to starsector r/starsector. Top 3% Rank by size . It can also be toggled in-game by using the Console Commands mod with its devmode command. Code "maxIndustries":[1,1,1,2,3,3,4,4,4,4], Total each number in that line of code is a colony size. If there isn't, there should be a command somewhere for being able to decivilize a colony. Adding in a farm, heavy batteries, increasing the market size, and removing pirate activity via command console doesn't work to keep it from destabilizing. Download console commands mod. (console - save game editing - ext - any method is okay). It doesn't look like any of those mods include a planet_gen_data. 6, I had 2. r Top 2% Rank by size . My nice Terran system 5LY from core does doesn't have Barren World. NOTE: in my last run it worked, but now - For creating this image I did use the Console Commands mod to add Colony Items and Story Points. Uses. ship_bp is the special item that handles ship blueprints and valkyrie is the game's internal ID for the Valkyrie-class ship (most vanilla ships use their name for their ID, but almost all mod ships and a few vanilla ships will have a prefix or a different ID than their name). 6 forward compatibility not guaranteed. Trigger. The command isn't part of the core mod because it can have unintended side-effects (nothing game-breaking, but there's the potential to create dead spaces where no more storms will ever from). I also edited my save file to test different situations, so it might be that. 7 so I downgraded it to 2. You can either a) Search your save file for the ship NAME and edit the hullmods listed below it b) Console Command in a new ship and 2 new skill points. Without anybody in the system its free for you for the taking. Starsector 0. With console commands you can turn on DEVMODE which you can use to unlock the gates when you interact with them. - LazyWizard/console-commands I'm using adjusted sector and it takes waaaaaaaaaaaaay too long to find a suitable planet for my colony. Especially core worlds, with populations above size 6. Try console command or start fresh. When I check command, doctrine and blueprints there are no ships or weapons or wings of my chosen faction. For the player, the largest colony size is 6, therefore the size 6 colonies can only have 4 industries max. So first of all hi starsector folk,the matter at hand is abandoning a colony past size 4,im aware that there is no intended way to do it,but is there a way to either starve the colony out,erase some line of code so the colony gets thanos snapped,or to snap With console command mod you can enter the code destroy colony while You can edit planets via save and using console commands if you run code on the console you can probally add other stuff to the system. 97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24 Well console commands can add some items but if you want stability then simply search for the industry what you need If you want to make a farming colony and have the bogged terraform mod or similar mods then you can check the mod inside and Hi! I developed a web app that Starsector players can use to experiment with different colony builds and find good planets to colonize. An orbital station or the other kinds of stations from the Help with Console Commands I am trying to start a new campaign and I plan on save scumming a little bit to find a good system. More posts you may like r/Minecraft Used this mod to make a single system with a water world and a barren planet. Price will go up if you see another offer in the short time, I run 0. 96 and up but it wont turn on in my mod list says the mods not compatible with my game version Top 2% Rank by size . But Is loaded with Bountiful And Plentiful Farm/Organics. It's a known issue and the only way around it would be to edit the AddAdminBC commands Anyway, to fix it open your campaign. 96a-RC10) using console commands you can either add the ruins or the structures themselves - commands are: addindustry indevo_ruins addindustry indevo_RuinedInfra You likely want to run the 2nd one first to add the modifier to then add a ruins to the planet. Question regarding the console commands mod. I had 50-60% market share for all the goods and i was making 2m+ per monthgranted, that was with a lot of expensive upkeep because every colony had start fort + heavy batteries + planetary shield, but i dont see how you are making 600k+ per colony unless they were absolutely top tier and filled to the brim with special items and upgraded with AddAdminBC [optionalTier] [optionalFaction] [optionalName], if Console Commands is enabled, lets you add admins. Iron Shell review by IroncladLion! JRE 23 for Starsector?! That string determines how many colonies you can personally command by default, before any effects from Colony Management. Also, Historian can spawn colony items. json First of all, the "ramp up" time feels considerably longer, and the peak income from colonies is quite a bit lower now. RemoveCondition (condition) Example: Go to Jangala, open CC, type: RemoveCondition habitable And Jangala will no When you have devmode on, for example by typing "devmode" in the console with the Console Commands mod, you can then press Ctrl-Z and the names in the sector map will start having all sorts of different colors. That's the easy way. 97 but can only find console commands for 0. Anyone got suggestions? Omega cores can't be obtained naturally, the only AI cores you can get are gamma, beta and alpha gamma & beta cores can be found by salvaging & fighting domain stuff and remnants. High command gives 15 reduction. Modded Question/Bug r/starsector. An in-progress blog post is available Doing this can lower the colony size, and once they are low enough (3?) a saturation bombardment will destroy the colony instead of lowering its size. 2D RPG/Trade and can take a size 8 world with 500-1000 marine casualties, to give you an idea of what a late game invasion force looks like thankfully console commands has a solution to that issue :) Reply reply More replies More A planet that doesn’t specify means it has a basic atmosphere, so the special colony items won’t work on it. 9a. Do note that this does mean you'll get a massive stability bonus for each colony under your new limit you aren't commanding, and I have not yet found any way to stop that happening. I like this change, establishing a colony doesn't just propel you into endgame anymore. An unofficial developer's console for Fractal Softworks' indie space combat game Starsector. This will make you hostile to quite a few factions since bombing civilians is slightly frowned upon in this game. Be careful with editing, make sure you have a decent idea of what you're doing or at least remember what you changed so you can revert it if things go sour but it does not change the colony’s size apparently. Next, currently my main production planet has an extremely hot surface, Orbital Works, High Command, and domain artifacts in each, boosting my fleet size to 280%. Valheim; Genshin Impact; Minecraft; Me launching old version of starsector from 2023 with backed up modlist and not understanding the fuck is going on here 1. Been reading that you can use devmode and turn sensors on to highlight systems with cryosleepers and other things. StarSector Cheats . Locked post. It lets you specify how you want to build your (size-6) colonies, then reads your save file and simulates those colonies on planets in your sector, showing you how they'll turn out. jar to your mod_info. Wispborne: for the starsector intellij mod template and the GitHub action script. You must have exactly the above or the generation will give you something else. json. +2 stability Produces the following patrol fleets: Size 3: 1 light, 1 medium, 1 heavy Size 4: 2 light, 2 medium, 1 heavy Size 5: 2 light, 2 medium, 1 I’m trying to switch the faction that controls a colony to another faction but I don’t know how. Those make colonies super easy because getting to size 6 is the biggest challenge and cryosleepers make planet growth REALLY fast and simultaneously much cheaper. Some of these also affect NPC colonies. Share Add a Comment. Upgraded player colonies or AI colonies will provide a market to buy and sell goods. The Hegemony becomes interested in your colonies if you are using AI Cores. r I don't know if you can change the planet model size, but you could use the console commands mod to remove high gravity and replace it with low gravity Instal console command mod while looking at your moon colony press control+backspace type removedcondition highgravity When you have a domain cryo-sleeper or just pass in-game time for like decades, can you justify that your colony can reach size 7 (tens of millions)? I'm a purist and don't really like using mods or console commands. 97a] yes! i was hoping for something like this ever since i installed console commands to make a super colony with all the buildings. Save-game compatible, might need to rebuild tech-mining or might not need to if you have other tech-mining mods. Plus a whole lotta luck with colony items. Increases the amount of max zoom out to very large degree, both in campaign layer and in combat. I managed to acquire around 500k, and since I had found a habitable planet I figured I’d set up a colony cuz why not. csv to register them in. r the item id of the industrial evolution items including the vpc so now the mod works and drops the industrial evolution colony items i basically copy pasted the item ID to the drop table maybe you can even tweak the table to be able to use the console commands and type in “list specials The console commands mod does work you just gotta tweak the . The purpose of this tutorial is to create sort of a 'minimum viable product' when it comes to modding -- a simple mod including all of the facets that normally come to mind when one thinks of a Starsector mod. After I deal with all the colony crisis in this run, my next fleet is goanna be either midline or high tech. Colony crises . I tried repairing it, then recovering it, to no avail. json I think. you DOWNLOAD A COMPLETELY SEPARATE MOD, Console Commands (have a link) (which by the way, it hasn't been updated to the recent version of starsector, but don't worry it still works. This might be a clash with some of the mods i am running (40+ mods) Starsector > Mods > I don't know the command, but I'm pretty sure you'll still need a "useless" colony to build the sling/asteroid thing: either a mining station in said spawned field or a colonised water world. 95 and later, most threats do not appear till the 19 votes, 14 comments. Is there any way to circumnavigate the new colony growth mechanics if I set my colony size to 8 per say? I don’t really want to wait for multiple in game decades, nor do I want to use console commands really. So if you see nice item for 4 SP, take option. json file So found a colony mod that you might like Starsector industries its in Github although the buildings that boost fleets stack up a lot so it might be a bit overpowered Top 3% Rank by size . Starsector community: for many resources in regard to modding and spriting. Another reason to spread is that the story point cost for improvement explode. By the end of this tutorial, you will have a mod with a custom ship, weapon, faction, star system, and associated other creations, as well as a passing familiarity with the So I've run of out of options on trying to save an NPC market from becoming decivilized. This will up the quality of your fleets, and size 5 colony will spawn sizable fleets. json look for "maxIndustries":[1,1,1,2,3,3,4,4,4,4]. The Hegemony's contribution crisis meter is based on the total AI core usage on all player I would personally recommend using the console command mod for pretty much any such situations - you can set market size, add/remove industries, and quite a few other things. So that gives you 2 remaining slots to work with. d00msdaydan • Colonize, abandon the colony, then recolonize Or if using console commands isn't beneath you, RemoveCondition decivilized_subpop There's a mod for console commands. So I figured since I got the ship "properly" through ingame events I could use console commands to spawn a proper one into my fleet. if nothing shows up, you may be missing a mod that adds the agent command then enter 'help' followed by the command you want to use to see instructions for how to use that command. Starsector: 0. Removes surveying, salvaging and colony creation requirements. They are supposed to exist in game but be dummied out. I used to have a figured it out. There's a zip in the console mod folder containing a second mod with example commands for other modders to learn from. If you'd like to keep your sanity and fight off massive expeditions, build as many as needed. Our example planet's name is Asmal. How do I increase the size of a colony past 6. Highscore was 2 admins, 2 officers present for hire at the same time on one of You don't need a mod, it's a setting in the config file (maxColonySize if I remember correctly) but it's very broken, balance wise, to increase it. 2D RPG/Trade/Fleet Combat Game After I deal with all the colony crisis in this run, my next fleet is goanna be either midline or high tech. Modded Question/Bug It’s honestly probably fairly obvious but I can’t find that specific command. 7. To produce so much of a resource the size of the industry must also scale up. The pool has been diluted with all the other colony enhancement modules. A player colony will face various colony threats at times, depending on factors including its location, industries, and use of AI Cores. only use it until size 4. SecondBreaking • Files -> starsector -> settings. Contribute to alycecil/AliceCheatCommands development by creating an account on GitHub. so i added some new mod factions but i dont want to restart my game. Edit: Just a quick follow-up, but here's my exact mod list: Captain's Log, Combat Chatter, Console Commands, DIYPlanets, LazyLib, Nexerelin, SkilledUp, Starship Legends, and ToggleWeaponGroup. 2D RPG/Trade/Fleet Combat Game Lastly, if you dont want to edit the save file directly you can install the DIY planets mod that allows you to terraform planets, activate devmode (either through settings or through the console command), then use the provided options to terraform your planet however you want - each change is reflected visually, so if you make it a terran world it will look like a terran world. You would type "removecondition" and press enter, then the conditions will be listed, like "ore_moderate", you look for the proper "ID" of the decivilized subpopulation, and go "removecondition decivilized_subpopulation" (an example) and type enter. All commands are contained in their Are there any cheat in the console command mod that would allow me to instantly construct/repair industry and building on my colony? I just want to test out various colony setup. TASC terraforming and station construction let's you create your own colony item. Is there a console command for spawning a Cryosleeper? I finally reached some equilibrium once I got my volcanic planet up to size 4 with 450% fleet size and maxed defenses on 4 planets but it took a LOT of time and credits to get there. To add conditions to a planet you can then use AddCondition command when docked to the planet. Use the help command to look up other commands in future, then you won't have to wait for someone to respond. Is there any way to get console commands working as the mod hasnt been updated in over a year and isnt compatible witg 0. Each time you want to add industries/items/AI cores to buildings you transfer market with command to you, do changes and transfer back. Then type in help for all the command lists. You can also just use console command (also a mod) to remove this condition, i go for this if i dont have the time or patience. After much research and testing, I've nailed down a code that is ran with the Console Commands mod "runcode" command. Either with a commission with the faction that owns that system or one of the systems they can't do anything about a new colony. Same thing with the population where a size 10 colony has 10 10 colonists which is 10 times larger than there are people on earth. Pretty please oh wow thanks. I'm all for difficulty, but i can barely defend against 3, After 400 hours of starsector, I realized you can scavenge the debris from stations for more loot. I don't know how the odds are specifically calculated, but it's probably going to be 1/13 (?) chance on finding a colony item instead of the 1/3 (?) it was before the other kinds were added. Share The Console Commands command is indeed “setmarketsize n”, where n is the desired colony size. I'm posting about it here because I used the Console Commands mod to increase my colony size from 3 to 6, so it might be mod-related. Problem is, the modules are missing, and I only got the core hull. i've found the perfect star system however it has no habitable planets, and im not into console commands that much. So the first three spots are for colony sizes 1, 2 and 3, a size 4 colony has 2 industry slots, a size 5 and 6 have 3 industry slots and a size 7 through 10 have 4 If you want to change the key that summons the console or the command separator, you can change these and several other console settings by using the "settings" command during a campaign. I've been looking for a while and haven't been able to find an answer to this one. r My last playthrough ended in me frustratingly installing the console commands mod and saturation bombing everyone and everything. In Starsector 0. Example: AddCondition habitable or AddCondition low_gravity You can use the command "List conditions" (If I remember correctly) to see which conditions you can add/remove. g. r/Sims4. 97 it said it worked for 0. Slapping commerce and HQ on every money making colony is usually good (HQ because it lets you not deal with the constant raids and inspections, and let the colony print money without babysitting). Industries are buildable colony structures on player and AI owned colonies. Depends on amount of colonies in system and if you want to babysit the colony. i just want to build colony at the end of the galaxy far from core world but can get into core world easy. So far, I have completed Tri-Tachyon, Persean League, Pirate, and Luddic Path crisis (once I find a base), and currently doing the Hegemony crisis. I'm very much in favor of the first colony staying small. Through a console command or whatever, I have already built quite a repuation on that ship and don't want to give it up and this mod totally kills my whole playstyle Starsector » Simulator Enhancements Does anyone know how to use devmode/edit files to remove an industry from an AI colony, or how to set the colony's size? - Install Console Commands (by LazyWizard) - Run the Help Cheat & Help Campaign commands. Unless they were removed from the item list, you can still find them. "addofficer personality level faction name" are all things you can customize, though faction just changes portrait and default name options and doesn't Go to starsector r/starsector. Logged Timid. Things in general just make less money, and a max colony size of 6 means no super huge colonies that win the game on their own. Top After I deal with all the colony crisis in this run, my next fleet is goanna be either midline High Commands increase fleet size of a planet. You can use list ships to find a ship's internal ID. Colonies are player-owned settlements on planets within the sector. It spawns a gas giant with three moons at the player fleet's current location, all are blank slates and can be modded further with the "addcondition" command. Any help is appreciated! Share Add a Comment. Once at size six your fleets can generally defend for you. Only the first one counts (if you have 2 high commands it isn't -30). Make sure you’re doing it from the colony management screen. Well after I’d set up my colony extremely far away from everything else I’d run outa cash pretty completely. More posts you may like r/Sims4. Gaming. r Any console command for Hegemony to recolonize the lost If you have a heg commission it can turn into a size 3 heg colony iirc Reply reply &nbsp; &nbsp; TOPICS. Is there any way to develop colonies faster or do you all play the countless cycles for your colonies to increase in size? Just curious as I have 2 colonies right now. A colony can serve many purposes: they can produce goods for the player to take at just-under open market price, they act as useful storage areas or markets away from the Core Worlds, or they can simply produce lots and lots of credits. 95a-rc14] My additional commands for the console mod (Read 32097 times) Overlord. Let me just second the request of Michihiri for more than one page so that i can view everything. That's it. Do note, however, that it will not fully activate it (e. New. There should be one command on there listed as "AddMarketCondition". Every planet i colonise seems to have a max pop cap of 6 regardless of its size. 57K subscribers in the starsector community. Maximize the usual accessibility, get commerce with holosuite, and maybe another colony planet that supplies raw resources and heavy machinery. After three months of reaching size 4, your own colonies can also spawn administrators. As far as I know you can sell them for a lot of money since they are valued highly and I think you can put them in Hi all, i did try to search - i just get "how to change fleet size from 25 or 30 ships" posts I have some need for a fleet with a few capital ships, Edit the file in your install directory located at Starsector\starsector-core\data\config\settings. However, you need to starve out your colonies that are size 5 or larger. json First make a After I deal with all the colony crisis in this run, my next fleet is goanna be either midline Starsector\starsector-core\data\config\settings. I think it's adjustrelation hegemony XX, or -XX Used to use it a bunch or if I made a mistake and wanted to take it back without having to reload. Veni_Vidi_Legi • Fractal Softworks\Starsector\starsector-core\data\config\settings. Would it be possible to have it save the last few (5 or 6) unique commands? 2. "list commands agent" will list all commands that have the word 'agent'. Console command doesnt help with that You have to save edit r/starsector. If you look at the sheer size of it, Dealing with the Tri-Tach colony crisis is the gift that keeps on giving. Your first colony should only be mining/farming, then mil academy, then farming/mining, the rest will draw too much attention. This (along with many other settings) can be changed by running the Settings command. It is one of those mods that is safe to turn on/off, so you can always add it to your game, change the market, save, remove the mod, continue. You need to Additional console commands for starsector modders. I believe it's "survey /all" and everything is revealed. zrvu rbkp cggzrcz ntgr xehfao zya dbjsqp tqewl uvtzpjp xzpvchcg