A
Alacrity
Recruit
31 Badges
- Apr 5, 2019
- 2
- 0
- Jun 5, 2019
- Add bookmark
- #1
Has anyone figured out the new console commands for manipulating archaeological sites? Being able to add specific sites like the Zroni precursor chain would be fantastic.
Poking around in the new files, I see create_archaeological_site = random and variables like zroni_digsite_1 but they keep throwing me Unknown Command errors.
Omega861
Private
38 Badges
- Apr 22, 2019
- 24
- 2
- Jun 7, 2019
- Add bookmark
- #2
That's all I have right now:
effect create_archaeological_site = it_was_aliens_site (non habitat planet)
effect create_archaeological_site = ancient_battle_site (non habitat planet)
effect create_archaeological_site = asteroid_vault_1 (asteroid planet)
effect create_archaeological_site = zroni_digsite_1 (non habitat planet)
effect create_archaeological_site = zroni_digsite_2 (non habitat planet)
effect create_archaeological_site = zroni_digsite_3 (non habitat planet)
effect create_archaeological_site = zroni_digsite_4 (non habitat planet)
effect create_archaeological_site = zroni_digsite_5 (non habitat planet)
effect create_archaeological_site = zroni_digsite_6 (non habitat planet)
effect create_archaeological_site = city_of_bones (relic planet)
effect create_archaeological_site = mutation_vats (nuked planet)
effect create_archaeological_site = planetary_mechanocalibrator (relic planet)
effect create_archaeological_site = site_hidden_lab_a (frozen planet)
effect create_archaeological_site = site_moon_bump (non habitat planet)
effect create_archaeological_site = site_echoes_inside (barren planet)
effect create_archaeological_site = site_target_from_orbit (non habitat planet)
effect create_archaeological_site = site_shot_into_the_ground (non habitat planet)
effect create_archaeological_site = site_cut_to_fit (non habitat planet)
effect create_archaeological_site = site_deja_vu_dig (non habitat planet)
effect create_archaeological_site = site_trench_world (barren planet)
effect create_archaeological_site = site_ebb_and_flow (molten planet)
effect create_archaeological_site = site_sky_glow_hymn (non habitat planet)
effect create_archaeological_site = site_warmer_climates (non habitat planet)
effect create_archaeological_site = site_phoenix_collective (non habitat planet)
effect create_archaeological_site = site_grand_herald (non habitat planet)
effect create_archaeological_site = site_hive_coral (ocean planet)
effect create_archaeological_site = site_orbital_rain (ocean planet)
effect create_archaeological_site = site_fossilized_jellyfish (ocean planet)
effect create_archaeological_site = site_popular_rock (asteroid planet)
effect create_archaeological_site = site_strange_flows (molten planet)
effect create_archaeological_site = site_command_center (asteroid planet)
effect create_archaeological_site = site_hunting_ground (non habitat planet)
effect create_archaeological_site = site_zarqlan (non habitat planet)
effect create_archaeological_site = site_minigalaxy_1 (non habitat planet)
effect create_archaeological_site = site_minigalaxy_2 (non habitat planet)
effect create_archaeological_site = site_star_petal (gas giant planet)
effect create_archaeological_site = site_robot_debris (asteroid planet)
effect create_archaeological_site = site_freighter_crash (non habitat planet)
effect create_archaeological_site = endless_expanse_digsite (frozen planet)
effect create_archaeological_site = endless_expanse_digsite_2 (non habitat planet)
effect create_archaeological_site = rubricator_digsite (non habitat planet)
effect create_archaeological_site = oracle_digsite (non habitat planet)
H
Hugo_Sorge
Recruit
- Jul 6, 2019
- 2
- 0
- Jul 6, 2019
- Add bookmark
- #3
For some reason these commands don't work for me. They either create already excavated sites or don't make any effect at all. i wonder, is there a limit on number of archeological sites that can be spawned in the galaxy? If so, which file contains the code that determines the limit? i would like to make a little amendment
Green Knight
First Lieutenant
28 Badges
- Jul 19, 2006
- 277
- 0
- Jul 6, 2019
- Add bookmark
- #4
Hugo_Sorge said:
For some reason these commands don't work for me. They either create already excavated sites or don't make any effect at all. i wonder, is there a limit on number of archeological sites that can be spawned in the galaxy? If so, which file contains the code that determines the limit? i would like to make a little amendment
The sites are unique.
So if you want to console them in, do it early or not at all.
Maybe some are limited in terms of what worlds they can spawn on. Not sure, haven't really checked. Just look in the files.
Also remember 'effect' first.
Omega861
Private
38 Badges
- Apr 22, 2019
- 24
- 2
- Jul 7, 2019
- Add bookmark
- #5
They're unique, and some can be place only on specific planet
H
Hugo_Sorge
Recruit
- Jul 6, 2019
- 2
- 0
- Jul 7, 2019
- Add bookmark
- #6
Green Knight said:
The sites are unique.
So if you want to console them in, do it early or not at all..
So I started a new game and as soon as i explored a new system I clicked on a barren planet opened the console and entered effect create_archaeological_site = site_grand_herald
As an effect I got an already excavated site. Same happened with few other lines I've tried.
Apart from that, most of archaeological sites have maximum number of instances in the files set to 1 but there must be a limit as to general number of archaeological sites that can be spawned in a galaxy. When the limit is reached no code is working at all [not even: effect create_archaeological_site = random]. I searched up the files but I wasn't able to locate the line responsible for that limit. I'm not saying I know anything about modding. I'm just confused and looking for assistance
Green Knight
First Lieutenant
28 Badges
- Jul 19, 2006
- 277
- 0
- Jul 7, 2019
- Add bookmark
- #7
Hugo_Sorge said:
So I started a new game and as soon as i explored a new system I clicked on a barren planet opened the console and entered effect create_archaeological_site = site_grand_herald
As an effect I got an already excavated site. Same happened with few other lines I've tried.
Apart from that, most of archaeological sites have maximum number of instances in the files set to 1 but there must be a limit as to general number of archaeological sites that can be spawned in a galaxy. When the limit is reached no code is working at all [not even: effect create_archaeological_site = random]. I searched up the files but I wasn't able to locate the line responsible for that limit. I'm not saying I know anything about modding. I'm just confused and looking for assistance
That's weird. I spawned the Herald yesterday using this command, just to see if the nerfed version was any cool.
D
DALEK1
Recruit
1 Badges
- Nov 6, 2019
- 1
- 0
- Nov 6, 2019
- Add bookmark
- #8
Any command to finish an excavation, like with special projects? I have a very annoying stuck excavation (crashed starship) where the progess bar never moves and stays at 90 forever with any scientist...
BlackUmbrellas
Field Marshal
33 Badges
- Nov 22, 2016
- 9.311
- 3.681
- Nov 6, 2019
- Add bookmark
- #9
DALEK1 said:
Any command to finish an excavation, like with special projects? I have a very annoying stuck excavation (crashed starship) where the progess bar never moves and stays at 90 forever with any scientist...
Did you double check the ship was in orbit? I found out that itll start tracking that as soon as you assign a scientist, even tho progress only happens when theyre in orbit.
WealthyAardvark
Major
24 Badges
- Jun 1, 2016
- 580
- 43
- Nov 6, 2019
- Add bookmark
- #10
@DALEK1 Selecting the planet the site is on and then using the console command ' effect archaeological_site = { reset_current_stage = yes } ' might do the trick. Also try stopping the excavation before assigning a new scientist.
Also, just in case: You don't assign excavation duty by right clicking the planet with the science ship selected. You can right click the dig site icon directly, or you can go to that little panel labeled Scientist just below the Chapter 1 header and assign your scientist from there. It's odd, I know, but I think it's because potentially you could have multiple dig sites on a planet, unlike anomalies.
Last edited:
Show hidden low quality content
You must log in or register to reply here.