![]() replace "./native/linux" "$out/native/linux" \ Ln -s $out/graphics/ui/s_icon64.png $out/share/icons/hicolor/64圆4/apps/starsector.png Mkdir -p $out/share/icons/hicolor/64圆4/apps But I’ve had no luck because the variable doesn’t seem to be initialized. So I’ve been trying to make them point to $XDG_HOME_DATA, as suggested in this other post. starsector.log) which of course, it can’t open because they end up in the nix store. I’ve been trying to fix it, and I noticed that in the wrapped script it still used relative paths (i.e. 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 tried to run starsector directly from nixpkgs, and it failed complaining about not being able to write its logfile, as in this issue. RunCode is an exception and can't be used with the command separator. For example, "god nocooldown reveal infiniteflux infiniteammo" would run all of these combat cheats in a row. You can enter multiple commands by separating them with a semicolon. For more information on a specific command use 'help '. For a full list of supported commands enter 'help' in the console. While the commands themselves aren't case sensitive, arguments are. Once in the game, you can summon the console with control backspace and enter your commands. Put it in the mods folder and make sure it's tagged in Starsector's launcher. ![]() This is installed just like any regular mod. So confirm whether you do or not by looking at the modifiers to see if they appear as they should in your colonies and whatnot. Adding "_makeshift" to them spawns the makeshift player/AI variants.Īgain, just because they've spawn doesn't mean you get the benefits of them in-game. Replace "comm_relay" with "nav_buoy" or "sensor_array" to spawn the Domain-era equivalents of those, as well. Runcode PlanetAPI star = ((StarSystemAPI) $loc).getStar() if (star != null) This should spawn a Domain-era comm relay you control: I actually experimented a ton with that runcode that can spawn stable locations and you can actually spawn a lot of stuff with it, but most of it is not fully usable or accessible. There is, but whether they actually work and contribute bonuses like "naturally" spawned relays isn't something that I've confirmed or not. "addspecial high_tech_package", with no third argument. Others, like the various blueprint packages, don't. Some specials - blueprints for individual ships or weapons or industries - need that third argument. csv files to see if it exists with an id string that doesn't match its name. Also, as these strings aren't normally player-facing, people tend not to update them when ship or weapon names change during development if you can't find what you're looking for, check the various. Vanilla ships are usually just the ship name, but most mods use prefixes to help preserve uniqueness, so you might see a ship ID string of "ms_tartarus" when the actual ship's name is just "Tartarus". ![]() As with anything programming-related, precision is important, and trying to "addspecial ship-bp Omen" will just get you an error message.)Īnd "list ships" will give you all the ID strings of the various ships. (For example, in the above, I said "ship_bp", but that's going from memory and might not be quite right - use "list specials" to find the exact string needed. "list specials" should give you the list of all available "special" items, which includes all of the blueprint packages, as well as the necessary key codes for ship/weapon/industry blueprints. Use the various "list" commands to see what your options are. The command is, for example, something like "addspecial ship_bp Omen" I'm assuming that you mean "add a blueprint to the player inventory", in which case, yes. ![]()
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