Starsector Additional Console Commands Better
Here’s an informative guide on enhancing your Starsector experience with additional console commands, focusing on the popular "Console Commands" mod and how to get even more utility out of it.
The Console Commands and Additional Console Commands mods for Starsector starsector additional console commands better
to manually toggle permanent hullmods (S-mods) on ships without spending story points. System Spawning : You can spawn rare entities such as Stable Locations Cryosleepers Coronal Shunts , and even entire directly at your fleet's location. Starsector Pros and Cons Faction Depth Here’s an informative guide on enhancing your Starsector
Tips, gotchas and best practices
- Save before using powerful commands (especially setPlayerFaction, replaceShip, mission completion).
- Many IDs are case-sensitive and use internal names (e.g., hull IDs, market IDs). Use listEntities to discover IDs.
- Some commands depend on mod-specific APIs — Additional Console Commands or Better Console Commands may add variants or safety checks; consult the mod’s readme for exact syntax.
- Mods can override command names/behavior; if a command fails, check mod-provided command lists or the log for errors.
- Repeatedly spawning heavy fleets can cause performance issues; use small numbers for testing.
- Use spawnShip + testBattle + fleet.buffFleet to assemble scenarios.
- Save variants of enemy compositions as scripts or macros to repeat tests.
She pointed at the Pirate Falcon. Not a finger. Her whole hand, like an Old Earth prophet. Use spawnShip + testBattle + fleet