Backpack Extender
There are different backpacks, all of which have the same commands.
- vb = personal backpack
- fb = faction backpack
- ob = Backpack for all members coming from the same starting planet
- gb = global backpack accessible to all players on the server
Together with a backslash at the beginning and in the fractional table, the commands are as follows (using the example of the "vb")
- \vb help = a list of all available commands and information
- \vb = opens the last opened personal backpack
- \vb N = opens the Nth Personal Backpack
- \vb buy = buy another personal backpack
Inventory Sort
Sorts a player's inventory according to a predetermined order. The 'unknown' items are filled from the backpack via the toolbar in the free slots
All commands only work in faction chat!
- \sort help: Displays the commands of the mod
- \sort set (0..9) => Saves the sort according to the current backpack and the toolbar in the selected slot 0 to 9. Sets the current slot.
- \s => Sorts the backpack and toolbar with the current slot
- \sort (0..9) => Sorts the backpack and the toolbar with the selected slot 0 to 9. Sets the current slot.
Empyrion Xchange
Use
- \ex in faction chat for help and inventory
- \ex [itemShortName] to swap items for this [itemShortName] item
Example: Ore Exchange
The ore exchange can be reached via the faction chat command "/ex" this informs about the ores that can be exchanged and how many ores are available for exchange.
The exchange then proceeds as follows (only possible in the faction chat "reachable with comma"):
- \ex [arch abbreviation] e.g. \ex zas
and place the ores to be exchanged in the exchange field. Then confirm the exchange via ESC or the button and remove everything from the exchange field.
If an exchange has not taken place, this may be due to the fact that there were not enough ores available for exchange or the ores were placed in the exchange field that cannot be exchanged in the exchange exchange.
Factory Dealer
What is this for?
Allows additional functin for the factory. The immediate completion of the blueprint in exchange for credits, or the release of the stored resources.
Commands
- \factory help=> list of commands
- \factory finish => Immediately finish the running blueprint
- \factory buyall => Buy the resources contained in the factory for credits
- \factory getall => Release the resources contained in the factory with a loss rate
Ship Buying
This can be used to trade ships from a catalog or from players (via the faction).
The position of the seller in the sale automatically determines the future position near which the buyer must be. Also, the ship's position in the sale is the same as when the ship is inserted into the game when purchased.
Provide ships in the catalog:
- First, imagine where the future purchase should be made from. Then enter the following command: \ship add <ID> <price> and Enter key where the first number is the ID of the ship to be sold.
- The ship is now deleted from the game and deposited in the directory of the mod
Ships sell:
- First, imagine where the future purchase should be made from. Then enter the following command: \ship sell <ID> <price> and Enter key where the first number is the ID of the ship to be sold.
- The ship is now deleted from the game and deposited in the directory of the mod
- You can take back the offer of sale of the ship and get back your ship for a small fee (10% of the selling price)
Buy ships:
- If this was not indicated by LCDs, etc. determine the purchase position with the help of the command "\ship help" in the parliamentary group
- Go to the place where the purchase can be made.
- Now you can buy via "\ship <number>" Buy the ship from the list offered at this location
- If the purchase was successful, the ship will be privately made available to you at the point of sale
Commands
The commands work ONLY in the faction chat!
- \ship help => List of commands and boats available for purchase in this playfield
- \ship catalog => List of commands and boats available for purchase across all playfields
- \ship buy <number> => Starts the purchase of the ship of position <number> from the list
- \ship sell <id> <price> => Sold the ship with Id <id> and all its content at the price <price>
- \ship cancel <number> => Attracts the sale of the ship at the position <number> back. In this case, "transaction fees" amounting to 10%
- \ship add <id> <price> => Does that put the ship with Id <id> and all its content at the price <price> in the sales catalog so that this can be bought several times
- \ship rename <number> <name> => Set the name of the ship with the number <number>
- \ship price <number> <price> => Set the price of the ship with the number <number>
- \ship profit => Transfers the profit made from ship sales.
Base Align
It should serve to align and position a new base (AlignBase) so that it lies in the grid dimension of an existing base (MainBase) and connects seamlessly to it during construction.
What are all the commands?
Note: Currently it is implemented that a player can only align a base that has no more than 10 blocks, i.e. directly after setting the base starter. This avoids many exploiTs that would otherwise result. Players with a higher eligibility are allowed to do anything.
Help
- \al help : Displays the commands of the mod
Align
- \al {BaseToAlignId} {MainBaseId}
- \al {BaseToAlignId}
- \al undo => Return the base {BaseToAlignId} to its original position and orientation.
- \as {ShiftX} {ShiftY} {ShiftZ} => Move Last \al Base by X Y Z
- \alr {RotateX} {RotateY} {RotateZ} => Rotate last \al base around X Y Z
Aligns the base (BaseToAlignId) and positions it so that it lies in the grid dimension of an existing base (MainBaseId) and connects seamlessly to it during construction.