Space Engineers

Space Engineers

DEPRICATED (see description): Sector 15
 This topic has been pinned, so it's probably important
Wartank  [developer] 17 Jan, 2015 @ 8:44am
command list
In here will be a list of commands. Please keep in mind that not all commands are save to use with this mod. bold commands are save for use. commands tagged of a spoiler are for debug ONLY they can distrupt your game state or even cause a crash back to your desktop. If you used this commands in the wrong way and your game is behaving strangely (especially the game handler) you should restart your space engineers client.

commands can ONLY be entered by the host. Clients typing these commands have no effect

  • /start Stars the war
  • /stop Stops the war
  • /scanalarms force the system to scan for new alarms systems. after /start it will do this automatically every 60 seconds
  • /version Write the version of the mod in the chat log
  • /alarm trigger a master alarm on all alarm systems
  • /sig trigger a new signature alarm on all alarm systems
  • /clear trigger a all clear signal on all alarms
  • /ecm trigger a ECM alarm on all alarm systems
  • /setFactions Reactivate the depricated faction system
  • /HQ Spawn in the easy start base for Sector 15, currently causes a massive explotion and might trigger the armegeddon event if you already have a firewall
  • /testinvader spawn in a very simplistic test ship that has a AI hook
  • /bal Trigger a ballistic missile alarm on all alarm systems
  • /rad Trigger a radiation alarm on all alarm systems
  • /debug Make the system write its debug information to chat (may cause lag on multiplayer)
  • /hasfirewall The mod will tell you if you have a firewall
  • /debugMissile spawn in a small balistic missile with an AI hook
  • /debugSave Write information about your current sector15 save file to the chatlog
  • /debugspawn [NAME] Spawn in the prefab file with the given name
  • /debugspawn [NAME] [X] [Y] [Z] Spawn in the prefab file with the given name on given cordinates
  • /KillMeNow Provoke Weyer Global and have them upscale the war effort
  • /forceReloadAi Force the ai system to reload from scrach (Might freeze the game for a second or two)
  • /aiCount get a count of active AI hooks
  • /aiLog Have the ai tell what it is doing in the chatlog
  • /increaseAiSpeed Increases the ai speed modifier by 1
  • /decreaseAiSpeed Decreases the ai speed modifier by 1
  • /resetAiSpeed Set the speed modifier to its default (0)
  • /stationCount Get a count of AI owned stations
  • /maxAi View the maximum number of active ai ships
  • /maxAi [NUMBER] Sets the maximum number of active ai ships to given
  • /resetAlarmSystem Resets the alarm system in case it is stuck (only happends when playing with other commands on this list)
  • /aiSpeed [SPEED] Set the ai speed to the given multiplayer [SPEED] (has to be a number)
Last edited by Wartank; 17 Mar, 2015 @ 2:40am
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Showing 1-6 of 6 comments
Mores 17 Jan, 2015 @ 8:47am 
Sexy
Hangover. 20 Feb, 2015 @ 10:40pm 
Thank you for the list!
Lonewolf 16 Mar, 2015 @ 11:33pm 
I hate all the annoying black marks. They need fixed.
Wartank  [developer] 17 Mar, 2015 @ 2:41am 
@[SXG]Lonewolf: Disagreed, Almost every command is for debug purposes only. The black once no longer work nor are they needed for testing this mod. I rather focus my attention to the stability of this mod and/or new functionality instead of maintaining support for deprecated system.
Lonewolf 17 Mar, 2015 @ 6:08am 
Ok. Now I am closer to understanding the correct mod setup. These commands longer work for testing. So we need to ignore the video where you show us all the alarms working. That is so confusing now. Seems they only way to test now. Is to sit around for ages hoping to see something happen.
Wartank  [developer] 17 Mar, 2015 @ 6:25am 
@[SXG]Lonewolf the current video's (by Nick Otten...me) are mostly out of date. Mark is currently making new once. This however does not mean that the video's are completely useless. The naming of the grid (the #alarm) is still the same and the idea behind the system to. Its just that you have to use the alarm blocks instead of naming timer blocks.

As for testing: This mod is a complex system of +- 80 scripts running in sync. When you enter a /command you brutally distord this balance. Sometimes that is harmless. But sometimes there is also a change that the distorian is to big to be ignored by the system, and things start to go wrong. This is easally fixed by reloading your game, but that is why they are black.
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