Avorion

Avorion

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Avorion Commands Package
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17 Jul, 2019 @ 5:31pm
24 Oct, 2022 @ 10:31pm
25 Change Notes ( view )

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Avorion Commands Package

Description
Avorion Commands Package
This was a personal fork of Aki's original Avorion Commands Package, which you can find here[forum.avorion.net].
Since, I've added some new features to it, while maintaining most of the old functionality

credit goes to @Rinart73 for their contributions (some new and updated commands)

Major Feature Additions
Fuzzy String Matching, and enhanced error notifications
  • All things that the \list command lists will be dynamically considered (even modded ones) as long as they are able to spawn randomly in-game (registered with the proper generators)
  • Notable exception to above: Materials and Rarities, because I'm not sure it's possible to mod those in
  • Enhanced "debug" tools for the discerning player

Commands List
Nota Bene: There exists a command "test", which I use for stuff that I consider to be in "beta" mode. don't complain if you use that and something breaks

  • buildturret:
    • works similar to /tmod from Turret Engineering mod. Gives you a "debug" screen for armed turrets
    • PLANNED: unarmed version
  • agoods:
    • add the specified good to your current ship's cargo bay
    • IMPORTANT NOTE: good name must be spelled exactly (with caps), and spaces must be replaced with '_'
    • PLANNED: optionally specify which ship to add the goods to
    • PLANNED: get fuzzy matching working on goods list
  • crew:
    • fill crew to minimum required (all untrained)
    • clear crew
    • add specific crew amounts of specified levels
    • PLANNED: make /crew fill have an option for crew level
  • customturret:
    • Highly, HIGHLY customizable form of /inventory Turret
    • Supports a ludicrously large amount of command options. For the full list, see below
    • Due to said large amount of command options, commands are not spatially-locked (i.e. arg 1 = type, arg 2 = rarity, etc.)
    • All args must be in this form: <arg_name>=<arg_value>
    • Only 3 required arguments: Weapon Type, Rarity, Material
    • Arguments are matched using the fuzzy-string matching, so you only need to get relatively close to it to be sure
    • A sample command is thus: /customturret type=chaingun rarity=exootic maaterail=noonite barrels=3 simultaneous=1 tech=100 amount=3 ...
  • disttocore:
    • Returns current distance from the core
    • PLANNED: give options to determine what material band you're in, and how far until the next one
  • fighter:
    • Adds fighters to current ship's hangar based on specified weapon characteristics
    • PLANNED: allow you to add fighters to specified ships remotely
    • PLANNED: customfighter command similar to current customturret command
  • inventory:
    • Turret
      • Add Turret to inventory of requested type, rarity, material, tech level, and amount
    • Upgrade
      • Add System Upgrade to inventory of requested type, rarity, and amount
  • list:
    • Lists the string values that represent the appropriate in-game entity. Currently Supports:
    • Crew Professions
    • Crew Ranks
    • Materials
    • Rarities
    • System Upgrade Types
    • Weapon Types
    • PLANNED: find a way to automatically add support to all enums
  • price:
    • Returns price of currently boarded ship
    • PLANNED: optionally specify which ship to get price of
    • PLANNED: get analysis of ship profitability over last timeframe vs crew costs, etc.
  • sethome:
    • Set current sector as home sector if sector friendly or own station present
    • PLANNED: allow you to remotely set home sector as long as conditions still met
  • whereis:
    • Gets current position of requested player
    • PLANNED: do some authentication to block anyone from knowing where anyone else is

Long Term Plans:
  • Add some form of authentication (lock certain commands behind administrative priviliges (e.g. server host))

Appendix

/customturrets Documentation
  • Required Arguments:
    • <type> Weapon Type
    • <material> Weapon Material
    • <rarity> Weapon Rarity
    • <tech> Weapon Tech
    • <amount> Weapon Amount
  • Boolean Arguments: The following arguments either keep generated default, or set the appropriate value to be true if passed 1, or false if passed 0
    • <mode> Uniform or Random Generation
    • <automatic> Independent Targeting
    • <coaxial> Coaxial
    • <simultaneous> Multiple Projectile

    • <beam> Beam or Projectile
    • <continuous> Continuous Beam
    • <deathexplosion> Projectile Explodes on Death
    • <impactexplosion> Projectile Explodes on Impact
    • <projectile> Beam or Projectile
    • <seeker> Seeking Missiles
    • <timeddeath> Projectile Has Timed Death
  • Int Arguments: The following arguments take the provided int
    • <crew> Crew Required
    • <turretsize> Weapon Size
    • <slots> Weapon Slots

    • <blockpenetration> Block Penetration
    • <shots> Number of Shots
    • <barrels> Number of Barrels
  • Tuple Arguments:
    • <color> Weapon Color (nil): nil = generator default, [tuple] = color to be used
  • Multiplicator Arguments: The following are float multipliers applied to whatever the current value is
    • <baseenergy>: Base Energy Per Second
    • <cooling>: Cooling Rate
    • <energyincrease>: Energy Increase Per Second
    • <maxheat>: Maximum Heat
    • <rotation>: Turret Rotation
    • <shotheat>: Heat Per Shot

    • <damage>: Damage
    • <explosionradius>: Explosion Radius
    • <firerate>: Fire Rate
    • <hullrepair>: Hull Repair
    • <otherforce>: Force on Target
    • <projectilelife>: Projectile Life
    • <projectilevelocity>: Projectile Velocity
    • <range>: Weapon Range
    • <recoil>: Weapon Recoil
    • <selfforce>: Force on Self
    • <shieldrepair>: Shield Repair
    • <projectilesize>: Projectile Size
  • Absolute Arguments: The following arguments take the provided float and set the appropriate value to be exactly what is provided. e.g. efficiency=2.0 sets efficiency to be 200%
    • <accuracy> Weapon Accuracy
    • <efficiency> Weapon Mining/Salvage Efficiency
    • <hulldamage> Weapon Hull Damage Multiplier
    • <shielddamage> Weapon Shield Damage Multiplier
    • <stonedamage> Weapon Stone Damage Multiplier
    • <shieldpenetration> Shield Penetration
204 Comments
Ordo Malleus 8 Jun @ 7:04am 
hello. how open menu how on screen ?
Bisonlot 3 Jun @ 4:54pm 
/inventory upgrade:omni_systems_module rarity:legendary amount:1 also doesnt work. is it not /inventory upgrade: ????
Bisonlot 28 May @ 1:07pm 
can you spawn youself a captain with this?
Strongground 22 May @ 2:55am 
Dragging from output slot (right one of the two slots top left of turretbuilder window, correct?) to anywhere else on the screen does nothing. I cannot interact with any other window on screen as long as turretbuild window is opened.
demongo1154 20 Mar @ 8:04am 
a bug: when building miner turrets, crew required becomes gunners if you try to change amount required.
Otheta 14 Jun, 2023 @ 2:42pm 
Im having trouble with the /whereis command, whenever I give a username of someone on the server it just says "Could not find player". Just to clarify I am an admin on this server. Could you please advise me as to if im doing something wrong?
UnbiddenYard599 31 Mar, 2023 @ 2:02am 
please fix the Inventory command,its not working
天使竜 26 Mar, 2023 @ 12:13pm 
nvm :) I figured out the auto thingy!
天使竜 26 Mar, 2023 @ 12:09pm 
Thank figured out the /buildturret command now :). But I don't understand the automatic thing. It still seems to work with the defense turrets. What do the slots have to do with it? I just came back to Avorion and I haven't really kept up with updates/changes.
FLSoz  [author] 26 Mar, 2023 @ 10:26am 
There is no build button - you drag from output window to inventory.

Automatic parameter shouldn't do anything anymore after devs reworked independent targeting to use turret slots instead