Starcom: Unknown Space

Starcom: Unknown Space

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Rekkehus Feb 22, 2024 @ 6:44am
Dev commands
Is there a comprehensive list of commands available in the dev console anywhere?

Couldn't find any mention of it anywhere.
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Showing 1-15 of 18 comments
Gamerzilla Feb 22, 2024 @ 6:31pm 
I don't know of any, but if you have to cheat to try things out, it takes like 5 minutes to give yourself a bazillion resources and research with cheat engine.
Last edited by Gamerzilla; Feb 22, 2024 @ 6:32pm
Rekkehus Feb 23, 2024 @ 2:20pm 
Does that also have the option of revealing the entire map?
Gamerzilla Feb 23, 2024 @ 6:19pm 
Nope, but once you have a beast ship with big engines, you can fly across the map in minutes as long as you are not flying through the 'mud hole' nebulae.
Flyingbrick2000 Feb 24, 2024 @ 3:32am 
Have you tried the commands for starcom nexus? I would assume they would work but I havent tried.
Kunari Feb 26, 2024 @ 8:02am 
Originally posted by Gamerzilla:
I don't know of any, but if you have to cheat to try things out, it takes like 5 minutes to give yourself a bazillion resources and research with cheat engine.

You don't need cheat engine, you can edit the json in Notepad the save files are in C:\Users\(username)\AppData\LocalLow\Wx3 Labs, LLC\Starcom Unknown Space\saves
Gringoloco May 19, 2024 @ 9:03pm 
Originally posted by Kunari:
Originally posted by Gamerzilla:
I don't know of any, but if you have to cheat to try things out, it takes like 5 minutes to give yourself a bazillion resources and research with cheat engine.

You don't need cheat engine, you can edit the json in Notepad the save files are in C:\Users\(username)\AppData\LocalLow\Wx3 Labs, LLC\Starcom Unknown Space\saves


what should I change, to get unlimited whatever?
shiantar May 19, 2024 @ 9:14pm 
Originally posted by Gringoloco:
Originally posted by Kunari:

You don't need cheat engine, you can edit the json in Notepad the save files are in C:\Users\(username)\AppData\LocalLow\Wx3 Labs, LLC\Starcom Unknown Space\saves


what should I change, to get unlimited whatever?

Let me see ...
Practically everything is coded in plain text, so you can edit:
Resources
Skill Points
Research Points
Command crew skills

@rekkehus I didn't find a good option to reveal the entire map in one stroke, but what I do is this:

- See about researching Sensor Histories in the research tree

- Build a large ship with just power, engines, void control surfaces, and minimal weapons. Stack every other available empty hex with a component type you never use, which is size = 1 (for example, bulkhead, light bulkhead, etc.). Consider using that component to use as base plates for your engines, or to space engines out.

- Save that ship design
- From your Saves folder, go up one level, then into \Blueprints
- Open the JSON file for editing that save file
- Note the component name that you want to replace

- Navigate back to the \Saves folder
- Look for the section of the save file JSON which deals with the Player Ship
- Replace instances of that component with the sensor component (I think the shortname is DETECTOR_1 or something)
- Save, and reload your game
- Now your ship is just power, engines, VCS, minimal weapons, and sensors.

Your ship should now fly through space but have a vastly increased detection range. However, you may not be able to edit your existing ship without pulling most of the components and re-saving so that it meets the design rules :)

The other approach I sometimes use is:

Leafing through the save JSON for the persistent objects and their properties.
Specifically, each object in the game may or may not have a hull layout (e.g. if it's a ship or station), but will have such properties as
> "discovered": false
That's usually a clue that the game has instantiated that object, but you haven't run across it yet.
There are four game universes, so keep track of which one you're looking at.
Some objects are undiscovered by default if they're off the current visibility map, like e.g.
Music entities
Ship Spawners
Ships out of range
Debris fields
Markers
etc.

So you can ignore the above when searching through the file.

But very generally, you can be assured that stars & planets, once they're in the save file with "discovered": false , you can go to that coordinate location and discover them. With experience, you'll be able to derive what the ux and uz coordinates and the x and z offsets mean, so you're not looking all around one grid square.

Last edited by shiantar; May 19, 2024 @ 9:22pm
Redempter May 22, 2024 @ 12:04pm 
Is there a way to remove or augment the maximum module of the ship? I want to make a really big dreadnaught but the current limits, limit that.
shiantar May 22, 2024 @ 2:38pm 
@redempter I was looking back through the thread history and came across references to a game file called Technologies.JSON

It appears to set out the tech tree, its structure, and the buffs that each tech will give you to established stats (if that's what the tech does).
For example, Dreadnought Hull provides for making dreadnought-class ships (so it unlocks functionality) but none of its "statModified1" and "modifier1" pairs actually do anything.
On the other hand, take Compact Construction -- it buffs hull size by '5', and says that its statModified is 10.

I tested it out -- this is a pretty solid way to add hexes to your build. Take the above ^ 'modifier1' and instead of 5, make it whatever you want. I tried 25 and it worked.


Caveat -- there's a point past which I'm assuming the game performance will suffer, trying to render all your hull elements above the usual maximum.
Gray Knight May 31, 2024 @ 5:19pm 
every single time i stop playing this game and rejoin for a new update i keep forgetting about cheat engine to get rid of the grind i did 5 times already.

for the last 2 patches i mined resources for an 4 hours so didn't have to do so later
Angela from LOR Aug 3, 2024 @ 10:49pm 
so small issue, wtf am I supposed to do if notepad crashes whenever I try to open the resources file to edit it..?

Originally posted by shiantar:
Originally posted by Gringoloco:


what should I change, to get unlimited whatever?

Let me see ...
Practically everything is coded in plain text, so you can edit:
Resources
Skill Points
Research Points
Command crew skills

@rekkehus I didn't find a good option to reveal the entire map in one stroke, but what I do is this:

- See about researching Sensor Histories in the research tree

- Build a large ship with just power, engines, void control surfaces, and minimal weapons. Stack every other available empty hex with a component type you never use, which is size = 1 (for example, bulkhead, light bulkhead, etc.). Consider using that component to use as base plates for your engines, or to space engines out.

- Save that ship design
- From your Saves folder, go up one level, then into \Blueprints
- Open the JSON file for editing that save file
- Note the component name that you want to replace

- Navigate back to the \Saves folder
- Look for the section of the save file JSON which deals with the Player Ship
- Replace instances of that component with the sensor component (I think the shortname is DETECTOR_1 or something)
- Save, and reload your game
- Now your ship is just power, engines, VCS, minimal weapons, and sensors.

Your ship should now fly through space but have a vastly increased detection range. However, you may not be able to edit your existing ship without pulling most of the components and re-saving so that it meets the design rules :)

The other approach I sometimes use is:

Leafing through the save JSON for the persistent objects and their properties.
Specifically, each object in the game may or may not have a hull layout (e.g. if it's a ship or station), but will have such properties as
> "discovered": false
That's usually a clue that the game has instantiated that object, but you haven't run across it yet.
There are four game universes, so keep track of which one you're looking at.
Some objects are undiscovered by default if they're off the current visibility map, like e.g.
Music entities
Ship Spawners
Ships out of range
Debris fields
Markers
etc.

So you can ignore the above when searching through the file.

But very generally, you can be assured that stars & planets, once they're in the save file with "discovered": false , you can go to that coordinate location and discover them. With experience, you'll be able to derive what the ux and uz coordinates and the x and z offsets mean, so you're not looking all around one grid square.
shiantar Aug 4, 2024 @ 12:13am 
Hi @Angela!

Arguably Notepad is not well set up to deal with plaintext files many megabytes in size. 🙂

You can try
- Notepad++
- Wordpad
- OpenOffice
- LibreOffice
- even uploading to Google Docs May let you edit , save, and re-download
etc
shiantar Aug 4, 2024 @ 12:16am 
@Angela other approach we’ve found (if you want to leaf through other threads for mention of Technologies.JSON) is to buff the boost of detection range to a few million percent.
UncleMarty Aug 27, 2024 @ 4:49am 
Originally posted by Rekkehus:
Does that also have the option of revealing the entire map?
Unsure if you ever found this but edit technologies.json and search for "DEFAULT.DETECT_1"

and just under that bit change ""modifier1": 10.0," to something crazy like ""modifier1": 9910.0," and you'll be able to see where every star is.
apokalum Aug 27, 2024 @ 5:37pm 
I made a thread with a list of all that I found. I'll repost here -

_G
_VERSION
_MOONSHARP
ipairs
pairs
next
type
assert
collectgarbage
error
tostring
select
tonumber
print
setmetatable
getmetatable
rawget
rawset
rawequal
rawlen
string
package
load
loadsafe
loadfile
loadfilesafe
dofile
__require_clr_impl
require
table
unpack
pack
pcall
xpcall
math
coroutine
bit32
dynamic
os
json
CONTEXT
DevReset
DebugMissions
DebugMission
Debug
DebugValues
DebugFlags
DebugStats
DebugStat
RefreshMap
ExportShipLog
CreateProfile
Bootstrap
Random
GetRandom
GetPersistent
MarkDiscovered
MarkAllDiscovered
GetCoord
GetPlayerDistance
Teleport
Spawn
SpawnShip
AddRegionNear
AddRegionAt
GetGameTime
GetFlag
SetFlag
GetValue
SetValue
AdjustValue
ClearFlag
GetString
SetString
GetResource
SetResource
GiveAllResources
AdjustResource
AdjustResourceRange
GiveReward
GiveItem
TakeItem
HasItem
ItemAnalyzed
GetResearchPoints
GetRP
GetTotalRP
AdjustResearchPoints
OrderShipDefend
OrderShipVisit
OrderShipAttack
AddTech
HasTech
ListAllTechs
ListTechs
GiveAllTechs
UnlockAllTechs
ResetTechs
HasMet
GetDisposition
AdjustDisposition
AdjustFactionDisposition
SetDisposition
AreThreatsNear
PlayerSwatchMatches
ActivateMission
IsMissionActive
Trade
MarkTradePlanet
Discover
HasDiscovered
FirstOfficer
Alert
SetImage
ResetCurrentChecks
ResetAllSkillChecks
AnomalyIncomplete
GetInstanceVisits
CrewAutofill
InjureCrew
InjureRandomCrew
HasSufficientCrewForSurvey
AwardXP
GetCrewName
GetMemberSkill
TagCrew
HasCrewWithTag
GetCrewNameWithTag
AddConvo
RemoveConvo
HintShown
SetNextRollModifier
GetLastRoll
BlockTopics
SetArtifactActivation
SetArtifactTarget
GetPersistentId
GetPersistentSeed
ResetAchievements
dump
Displayed


ALL TECHS
=========
Can get a tech using SetFlag("tech name")

DEFAULT.ARMOR_1
DEFAULT.ARMOR_2
DEFAULT.ARMOR_RESIST_1
DEFAULT.BATTERY_2
DEFAULT.BATTERY_4
DEFAULT.BATTLESTATIONS
DEFAULT.BATTLESTATIONS_COOLDOWN_1
DEFAULT.BEAM_DPE_1
DEFAULT.BEAM_DPE_2
DEFAULT.BEAM_PENETRATE_1
DEFAULT.BEAM_RANGE_1
DEFAULT.BEAM_RANGE_2
DEFAULT.BEAM_RANGE_3
DEFAULT.BEAM_RANGE_SPEED
DEFAULT.BEAM_RECRUIT_1
DEFAULT.BEAM_RECRUIT_2
DEFAULT.BEAM_RECRUIT_3
DEFAULT.BEAMS_1
DEFAULT.BULKHEADS_2
DEFAULT.CREW_PLASMA_1
DEFAULT.CREW_REPAIR
DEFAULT.CREW_SCAN_1
DEFAULT.CREW_SKILLS
DEFAULT.CREW_SURVIVAL
DEFAULT.CRUISER
DEFAULT.DAMAGE_EFFICACY_1
DEFAULT.DETECT_1
DEFAULT.DEV
DEFAULT.DEV_TOUGH_1
DEFAULT.DEV_TOUGH_2
DEFAULT.DEV_ZOOM
DEFAULT.ENERGY_PROD_1
DEFAULT.ENERGY_PROD_2DEFAULT
DEFAULT.ENERGY_STORAGE_1
DEFAULT.ENERGY_STORAGE_2FAULT
DEFAULT.ENGINES_1
DEFAULT.ENGINES_2
DEFAULT.ENGINES_THRUST_1
DEFAULT.ENGINES_TURBO
DEFAULT.EXHAUST
DEFAULT.EXPERIMENTAL
DEFAULT.EXPLORER
DEFAULT.FALLEN
DEFAULT.FAST_SURVEYDEFAULT
DEFAULT.FIXED_1
DEFAULT.FIXED_2
DEFAULT.FIXED_ASSIST_1
DEFAULT.FIXED_ASSIST_2
DEFAULT.FIXED_DPE_1
DEFAULT.FIXED_DPE_2
DEFAULT.FIXED_PUNCHTHRU_1
DEFAULT.FIXED_PUNCHTHRU_2
DEFAULT.FIXED_RANGE_1
DEFAULT.FIXED_RANGE_2
DEFAULT.FOG
DEFAULT.HANDLING_1
DEFAULT.HANDLING_2
DEFAULT.HAVOK_1
DEFAULT.HAVOK_COOLDOWN_1
DEFAULT.HAVOK_COOLDOWN_2
DEFAULT.HAVOK_DPS
DEFAULT.HAVOK_DURATION_1
DEFAULT.HAVOK_DURATION_2
DEFAULT.HAVOK_FIRERATE_1
DEFAULT.HAVOK_FIRERATE_2
DEFAULT.HAVOK_SHROUD
DEFAULT.HEAT_1
DEFAULT.HULL
DEFAULT.HULL_SIZE_1
DEFAULT.HULL_SIZE_2
DEFAULT.HULL_SIZE_3
DEFAULT.IMPERIAL_BLIGHT
DEFAULT.ITEM_DROP_1
DEFAULT.MIRACLE_WORKER
DEFAULT.MISSILE_DEPHASE_1
DEFAULT.MISSILE_DEPHASE_2
DEFAULT.MISSILE_HARDENING_1
DEFAULT.MISSILES_1
DEFAULT.MISSILES_DAMAGE_1
DEFAULT.MISSILES_DAMAGE_2
DEFAULT.MISSILES_FISSION
DEFAULT.MISSILES_RANGE_1
DEFAULT.MISSILES_RANGE_2
DEFAULT.MISSILES_RANGE_3DEFAULT
DEFAULT.MISSILES_TURN_1
DEFAULT.MISSILES_TURN_2
DEFAULT.MISSILES_TURN_3
DEFAULT.NANITE_EFFICIENCYDEFAULT
DEFAULT.NPC_BEAMS_1
DEFAULT.NPC_FIXED_DAMAGE_1
DEFAULT.NPC_FIXED_RANGE_1
DEFAULT.NPC_MISSILE_DAMAGE_1
DEFAULT.NPC_MISSILE_RANGE_1
DEFAULT.NPC_PLASMA_1
DEFAULT.NPC_PLASMA_DAMAGE_1
DEFAULT.NPC_SHIELDS_1
DEFAULT.PLASMA_1
DEFAULT.PLASMA_2
DEFAULT.PLASMA_3
DEFAULT.PLASMA_DPE_1
DEFAULT.PLASMA_DPE_2
DEFAULT.PLASMA_FIRE_RATE_
DEFAULT.PLASMA_FIRE_RATE_1
DEFAULT.PLASMA_FOCUS
DEFAULT.PLASMA_FOCUS_2
DEFAULT.PLASMA_RANGE_1
DEFAULT.PLASMA_RANGE_2
DEFAULT.PLASMA_ROTATE_1
DEFAULT.PLASMA_ROTATE_2DEFAULT
DEFAULT.PLASMA_SPEED_1
DEFAULT.PLASMA_SPEED_2DEFAULT
DEFAULT.PLASMA_SPEED_3
DEFAULT.REACTOR_1
DEFAULT.REACTOR_2
DEFAULT.REACTOR_3
DEFAULT.REMNANT
DEFAULT.REPAIR_1
DEFAULT.REPAIR_2
DEFAULT.REPAIR_DROP_RATE_1
DEFAULT.RESOURCE_DROP_1
DEFAULT.SCANNER_1
DEFAULT.SELF_CARE
DEFAULT.SHIELD_DECAY_1
DEFAULT.SHIELD_DECAY_3
DEFAULT.SHIELDS_1
DEFAULT.SHIELDS_DECAY_2
DEFAULT.SHIELDS_ENERGY_1
DEFAULT.SHIELDS_MAX_1
DEFAULT.SHIELDS_MAX_2
DEFAULT.SHIELDS_RECHARGE_1
DEFAULT.SHIELDS_RECHARGE_2
DEFAULT.SHIELDS_REFLECT
DEFAULT.SHIP_DETECT_1
DEFAULT.SINGULARITY
DEFAULT.STARLANCE
DEFAULT.SWATCH
DEFAULT.THERMAL_VIS
DEFAULT.TRACOR_SPLIT_1
DEFAULT.TRACTOR_BOOST_1
DEFAULT.TRACTOR_BOOST_2
DEFAULT.TRACTOR_RANGE_1
DEFAULT.TRACTOR_RANGE_2
DEFAULT.TRACTOR_STRENGTH_1
DEFAULT.TRADE_ANALYSIS
DEFAULT.VIEWPORT_1
DEFAULT.VOID_2
DEFAULT.WARP
DEFAULT.WARP_CHARGE_1
DEFAULT.WARP_CHARGE_2
DEFAULT.WARP_RANGE_1
DEFAULT.WARP_RANGE_2DEFAULT
DEFAULT.XENO
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