

- #STARSECTOR CONSOLE COMMANDS NOT WORKING INSTALL#
- #STARSECTOR CONSOLE COMMANDS NOT WORKING MOD#
- #STARSECTOR CONSOLE COMMANDS NOT WORKING CODE#
- #STARSECTOR CONSOLE COMMANDS NOT WORKING DOWNLOAD#
The source code can be found in src/main with separate directories for each language. Working with the codeĬonsole Commands' codebase is mainly Java, with a few core components written in Kotlin.
#STARSECTOR CONSOLE COMMANDS NOT WORKING DOWNLOAD#
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.
#STARSECTOR CONSOLE COMMANDS NOT WORKING MOD#
As stated above, the generated mod folder will be placed in build/mod by default. 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. If you don't use an IDE, simply run gradlew.bat (on Windows) or. 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). The Gradle task to build the mod is, oddly enough, named 'buildMod'. That's it, you should be set and ready to compile! Provided you have a Gradle plugin installed, your IDE should be capable of opening the file adle as a project. These properties are used by Gradle to find the libraries needed to build the mod.
#STARSECTOR CONSOLE COMMANDS NOT WORKING INSTALL#
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.

Make a copy of in your downloaded repository and name it local.properties.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 Git if you intend to contribute. Alternatively, if you don't wish to use Git you can download the repository manually using this link.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 git clone.

If your IDE does not support importing from GitHub and you are using a Git GUI, most allow you to simply right-click an empty folder and clone a repository there using the context menu.Most IDEs allow you to import a project directly from an online repository. Gradle should be able to compile the mod without a plugin, but you might not have editor support for Kotlin syntax. The Kotlin plugin is only required if you intend to work on one of these files. If you are using Eclipse or Netbeans, you may also want to search for and install the Kotlin plugin (IntelliJ includes native Kotlin support). Open your IDE of choice and ensure that a plugin enabling Gradle support is installed.Make sure you grab the JDK and not the JRE! Any JDK >= 7 should work. Download and install the Java Development Kit (JDK), found here.To download and build the mod, follow these steps: On Linux the command line version is almost universally included in the base OS package, so no additional download is necessary. You will need to manually set a few properties, but that will be covered later.įor Git, many programs are available for those who prefer a GUI, but often developers prefer to use the command line version. The following instructions should be enough to get you started with both.Ī Gradle wrapper is included in this repository that will handle downloading and installing Gradle for you. Setting up your development environmentĬonsole Commands uses Git for source control and Gradle for building and packaging the mod. The remainder of this readme is for those who wish to contribute to this mod's development. Documentation for this mod can be found here. You can find the official forum thread for this mod, including installation instructions, here. I'm playing 0.95a, not 0.95.1a in case it matters to anyone.This is the repository for the Console Commands mod, an unofficial developer's console for Fractal Softworks' indie space combat game Starsector. One of the 3 systems is a red star which can't spawn a hypershunt (and it indeed does not have one) but it has the planet with the planetary shield. My save has 3 purple systems which does not match having 2 hypershunts. They did the work, I tried to verify quite a bit of it but I can't speak for it being 100% accurate.ĮDIT: Wanted to add that one thing I had trouble verifying was purple being a hypershunt. I really have to emphasize if you want to understand this more hit up the thread I linked. Lime green with "-(LP)" - Luddic Path.I'll try to summarize it below, but really check out the post as it has a lot of information that doesn't seem to be on the wiki (and I'm not gonna copy paste all their work here). So I suppose some of it is unverified but I did some quick checking of my own and was able to verify most of the things mentioned in this post. Turns out, other people had info on this a while ago but unfortunately not all of it is logged on the wiki (look under campaign).

I was actually curious enough about the colors to do a little more digging.
