![]() BitLocker cmdlets for Windows PowerShell.Repair-bde is a special circumstance tool that is provided for disaster recovery scenarios in which a BitLocker protected drive can't be unlocked normally or using the recovery console. If you want to change the key that summons the console or the command separator, you can change these and several other console settings by using the "settings" command during a campaign.This article for the IT professional describes how to use tools to manage BitLocker.īitLocker Drive Encryption Tools include the command-line tools manage-bde and repair-bde and the BitLocker cmdlets for Windows PowerShell.īoth manage-bde and the BitLocker cmdlets can be used to perform any task that can be accomplished through the BitLocker control panel and are appropriate to use for automated deployments and other scripting scenarios. RunCode is an exception and can't be used with the command separator. ![]() For example, "god nocooldown reveal infiniteflux infiniteammo" would run all of these combat cheats in a row. You can enter multiple commands by separating them with a semicolon. For more information on a specific command use 'help '. For a full list of supported commands enter 'help' in the console. While the commands themselves aren't case sensitive, arguments are. Once in the game, you can summon the console with control+backspace and enter your commands. Put it in the mods folder and make sure it's tagged in Starsector's launcher. This is installed just like any regular mod. So confirm whether you do or not by looking at the modifiers to see if they appear as they should in your colonies and whatnot. Adding "_makeshift" to them spawns the makeshift player/AI variants.Īgain, just because they've spawn doesn't mean you get the benefits of them in-game. Replace "comm_relay" with "nav_buoy" or "sensor_array" to spawn the Domain-era equivalents of those, as well. Runcode PlanetAPI star = ((StarSystemAPI) $loc).getStar() if (star != null) This should spawn a Domain-era comm relay you control: I actually experimented a ton with that runcode that can spawn stable locations and you can actually spawn a lot of stuff with it, but most of it is not fully usable or accessible. There is, but whether they actually work and contribute bonuses like "naturally" spawned relays isn't something that I've confirmed or not. "addspecial high_tech_package", with no third argument. Others, like the various blueprint packages, don't. Some specials - blueprints for individual ships or weapons or industries - need that third argument. csv files to see if it exists with an id string that doesn't match its name. Also, as these strings aren't normally player-facing, people tend not to update them when ship or weapon names change during development if you can't find what you're looking for, check the various. Vanilla ships are usually just the ship name, but most mods use prefixes to help preserve uniqueness, so you might see a ship ID string of "ms_tartarus" when the actual ship's name is just "Tartarus". ![]() As with anything programming-related, precision is important, and trying to "addspecial ship-bp Omen" will just get you an error message.)Īnd "list ships" will give you all the ID strings of the various ships. ![]() (For example, in the above, I said "ship_bp", but that's going from memory and might not be quite right - use "list specials" to find the exact string needed. "list specials" should give you the list of all available "special" items, which includes all of the blueprint packages, as well as the necessary key codes for ship/weapon/industry blueprints. Use the various "list" commands to see what your options are. The command is, for example, something like "addspecial ship_bp Omen" I'm assuming that you mean "add a blueprint to the player inventory", in which case, yes. ![]()
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