Starsector Console Commands
This is the repository for the Console Commands mod, an unofficial developer's console for Fractal Softworks' indie space combat game Starsector. You can find the official forum thread for this mod, including installation instructions, here. The remainder of this readme is for those who wish to contribute to this mod's development.
Setting up your development environment
Console Commands uses Mercurial for source control and Gradle for building and packaging the mod. The following instructions should be enough to get you started with both.
A Gradle wrapper is included in this repository that will handle downloading and installing Gradle for you. You will need to manually set a few properties, but that will be covered later.
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For Mercurial, TortoiseHg is recommended for those who prefer a GUI. On Linux, a command line version is usually available under the package name hg.
To download and build the mod, follow these steps: Formula one 2009 season.
- Download and install the Java Development Kit (JDK), found here. Any JDK >= 7 should work.
- Open your IDE of choice and ensure that a plugin enabling Gradle support is installed. If you are using Eclipse or Netbeans, you may also want to search for and install the Kotlin plugin (IntelliJ includes native Kotlin support). The Kotlin plugin is only required if you intend to work on one of these files.
- Download the mod's source code repository. If you are using TortoiseHg, simply right-click an empty folder and choose to clone a repository there using the context menu. The repository URL is
https://bitbucket.org/LazyWizard/console-commands
.- If you prefer to use the command line, you can also clone the repository by opening a command prompt or terminal, navigating to your chosen folder, and running
hg clone https://bitbucket.org/LazyWizard/console-commands
. - Alternatively, if you don't wish to use Mercurial you can download the repository manually using this link. Be aware that this will make it far more difficult to submit patches and keep your repository up to date, so it's highly recommended to use Mercurial if you intend to contribute.
- If you prefer to use the command line, you can also clone the repository by opening a command prompt or terminal, navigating to your chosen folder, and running
- Make a copy of
local.properties.example
in your downloaded repository and name itlocal.properties
. Open this file and set the first property to point at your JDK's root folder, and the next two properties to point at your Starsector install folder (or starsector-core on Windows) and LazyLib jar respectively. These properties are used by Gradle to find the libraries needed to build the mod.
That's it, you should be set and ready to code! Provided you have a Gradle plugin installed, your IDE should be capable of opening the file build.gradle
as a project. The Gradle task to build the mod is, oddly enough, named 'buildMod'. The generated mod folder will be placed in build/mod
(this can be changed in local.properties if you wish for it to use your actual mod folder).
If you don't use an IDE, simply run gradlew.bat (on Windows) or ./gradlew (on Linux/Mac) in a command prompt or terminal and Gradle will do all of the work of compiling and assembling the mod for you. As stated above, the generated mod folder will be placed in build/mod
by default. Note that the very first time you run the Gradle wrapper it will download several hundred megabytes of required libraries, but subsequent builds will be much faster.
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Working with the code
Console Commands' codebase is mainly Java, with a few core components written in Kotlin. The source code can be found in src/main
with separate directories for each language. All command implementations should be written in Java, but any other class is coder's choice. Classes can freely reference each other regardless of language, with somecaveats.
Non-code files such as mod_info.json
can be found in src/main/mod
. These will be copied over to the generated mod folder using the buildMod
task.
Any extra files that should be included in the jar should go in src/main/resources
. At the moment this only includes this project's license.txt.
Submitting patches
TODO
Most Useful Here are the console commands that players might find most useful to have on-hand during their time in. Remember to check the list for the Add Item cheat.TGMTurn God Mode on / off (also adds infinite / )TCLToggle clipping on / offTDetectToggle AI Detection (doesn't work during )TAIToggles non- AI on / offTCAIToggles AI on / off (Can be used with TAI to completely disable all NPCs)ModAV carryweight #Set carry weight to specified numberAddShout Shoud IDAdd to player list.Player.AddItem item ID #Add item to inventory. Example: 'player.additem f 100' adds 100Player.SetLevel #Sets the player level.
Note: Does not grant commensurate experiencePlayer.AddPerk perk IDAdds the specified perk.AdvSkill Skill skill #Gives player the specified number of -based experience points. Amounts vary from to.Player.PlaceAtMe Item/NPC ID #Spawns item / NPC near player. (Can be used with AI commands for hilarious effect)Level Up To increase your abilities in any given tree, you can use the console commands to your advantage in two ways:. Add individual to each tree. Add experience to each tree (This will also help you level up quickly)TO ADD EXPERIENCE.
The table below indicates how many experience points will increase each by one level. In terms of overall player level, it takes an increasing and variable amount of XP to level up, so feel free to use the player.setlevel # command.SKILL TREESKILL IDPoints/Lvl506132marksmanheavyarmor10486lightarmor1737onehandedspeechcraft1914twohanded179TO ADD INDIVIDUAL To add individual, use the console command player.addperk perk ID (Consult our list of Perk IDs on the page).For example, to add the perk ',' enter player.addperk 105F23 into the command console. While the will turn gray in the menu (normally indicating that you are under-level for the desired perk), you will still be able to utilize it's abilities. Alternatively, you could pre-empt this process by using the player.setlevel ##.