__link__ | Starsector Additional Console Commands Better


The Sisyphus was dying. Not the dramatic, explosion-riddled death of battle, but the slow, bureaucratic suffocation of a salvage contract gone wrong.

Captain Elara Vance stared at the fleet status screen. Fuel: 12 units. Crew: 32 cases of radiation poisoning. Hull: 34% structural, leaking. Her three remaining ships—a battered Hammerhead destroyer and two Shepherd drones—drifted in the corona of a neutron star, their FTL drive sparking like a broken tooth.

“Any word from the Tri-Tachyon relay?” she asked, her voice flat.

Her second-in-command, a former Luddic Path mechanic named Jax, shook his head. “They want 50,000 credits for an emergency tow. Our entire account is 1,200.”

This was the moment. The end of another promising run. She’d faced it a dozen times: starvation, mutiny, the cold silence of a dead ship. In the old version of the game—the one she’d played for a thousand hours before the collapse—she would have been forced to abandon the run. Reload an old save.

But this wasn't the old version. This was the modded build. And she had the console.

“Open the omnipad,” she whispered. No one heard. The console was hers alone.

A flickering blue line appeared in her retinal implant. >

Her fingers twitched, typing the forbidden incantations.

> AddCredits 100000

A chime. The fleet account blinked: 101,200 credits.

She felt a flush of shame, hot and quick. It was cheating. The great Captain Vance, survivor of the Askonia Crisis, reduced to spawning credits like a child. But the red warning for ‘Crew Starvation’ was now blinking.

She typed faster.

> Repair all

A deep, resonant thrum vibrated through the deck plates. The hull integrity jumped to 100%. The radiation warning vanished. On the external camera, the Hammerhead’s twisted armor plating flowed back into place like liquid mercury.

Jax stumbled, his eyes wide. “The reactor just… reset. It’s reading green. All of it. Captain, what did you do?”

She ignored him. The neutron star’s pulse was a metronome counting down to something worse. A pirate fleet—the Black Sun Syndicate—had been trailing them for three hours. They were waiting for the Sisyphus to drift into the gravity well.

> ShowLocation

A tactical overlay bloomed. The Black Sun—four Lashers and a Pirate Falcon—were tucked behind a debris field, 1,000 units away. They thought she was blind.

She wasn't.

> AddHullMods HeavyArmor HardenedShields AdvancedTargetingCore

The Hammerhead groaned. New plating erupted from its seams. The shield generators screamed and recalibrated, turning a hazy blue to a solid, angry white. Targeting computers hummed with predictive algorithms that hadn't existed before the Collapse.

“Captain,” Jax breathed, pointing at the sensor screen. “The ship… it’s rebelling. The UI is listing mods we don’t own.”

She smiled for the first time in weeks. It was a thin, predatory expression.

> InfiniteAmmo true

The Hammerhead’s missile racks, which had been empty for three cycles, suddenly clicked. Thirty new Harpoons, fully armed. The magazines for its two railguns displayed the infinity symbol.

“They’re moving in,” Jax warned. “Initiating burn.”

The Black Sun ships flared their drives, swooping out from the debris field like sharks scenting blood. The Falcon’s com channel crackled open. “Sisyphus, this is Kanta’s Pride. Heave to and prepare to be boarded. We’ll only kill half of you.” starsector additional console commands better

Vance stood up. She walked to the bridge’s main viewport, the neutron star’s ghostly light painting her face white and blue. She didn't speak into the com. She spoke to the console.

> GodMode true

> SetTargetedShipFate destroy

She pointed at the Pirate Falcon. Not a finger. Her whole hand, like an Old Earth prophet.

The universe hiccupped.

The Falcon didn't explode. It didn't burn. It simply ceased. One frame it was a sleek, menacing cruiser. The next, it was a cloud of expanding atoms, each piece exactly one meter from the next. A perfect, mathematical deletion.

Silence on the bridge.

Then the Lashers panicked. They scattered. Vance didn’t give them the dignity of a command. She just smiled and typed one last line.

> Run devolve_all_hostiles

The remaining pirate ships began to… regress. Their engines sputtered and shrank. Their bridge sections softened into cockpits. Within ten seconds, four Lashers had become four Kites—shuttles. Unarmed. Pathetic.

They fled, broadcasting surrender codes on every channel.

Jax turned to her, his face a mask of terror and awe. “You’re not a captain anymore. That’s not a console. That’s a genesis device.”

Vance sat back down. She looked at the perfect, repaired, infinite fleet around her. The challenge was gone. The risk. The point.

She opened the console again, her fingers hesitating over the keys. There was one command she had never used. The one that scared her more than any pirate.

> Better.

She typed it.

The console blinked. > Executing ‘Better’… recompiling reality… target: fun.

And for the first time in a thousand hours, Captain Elara Vance had no idea what would happen next. The neutron star’s pulse felt, impossibly, like a heartbeat.

She grinned.

It was better.

The Console Commands and Additional Console Commands mods for Starsector

provide powerful tools to manipulate the game world, from spawning massive fleets to instant terraforming. Basic Operation

Open Console: Press Ctrl + Backspace while in the campaign map or combat.

Confirmation & Navigation: Use Enter to confirm, Up/Down to scroll through history, and Tab to confirm autocompletions.

Finding IDs: Most commands require specific IDs. Use list ships, list weapons, or list conditions to find the exact strings needed for other commands. Core Campaign Commands

These are the standard commands provided by the base Console Commands mod on Fractal Softworks. Fleet Building:

AddShip [hull_id] [amount]: Spawns specific ships (e.g., addship onslaught 3). AddCredits [amount]: Instantly adds money to your account. The Sisyphus was dying

AddSupplies / AddFuel / AddCrew [amount]: Restocks your fleet essentials. Exploration & Movement:

Jump: Teleports your fleet to the system your cursor is hovering over.

Reveal: Reveals the entire star system, showing all hidden entities.

FindItem [item_id]: Lists all markets selling a specific item, sorted by distance. Colony & World Management

Manage your empire directly through the console while interacting with a planet. Market Control:

SetMarketSize [number]: Changes the population level of the current colony.

AddIndustry [industry_id]: Instantly builds an industry without waiting.

AddCondition [condition_id]: Adds planetary traits like "Mild Climate" or "Rich Ore". Destruction: DestroyColony: Completely uncolonizes a planet. Expanded Commands (Additional Console Commands Mod)

The Additional Console Commands mod adds specialized utilities for advanced players. [0.95.1a] Additional Search Commands - Starsector

Mastering the depths of the Persean Sector often requires tools that the standard HUD simply doesn't provide. While the Console Commands mod is a staple for most players, the newer Additional Console Commands mod expands this toolkit with specialized functions for faction management, blueprint hunting, and deep colony customization. The "Essential" Commands for New Players

If you have the base Console Commands mod installed, these are the core "bread and butter" commands for quick fixes: AddCredits [amount]: Instantly adds money to your account. AddShip [ship_id]: Spawns a specific ship into your fleet.

Repair: Fully repairs all ships in your fleet and restores combat readiness. AddFuel [amount]: Refills your fleet's fuel reserves. Advanced Fleet & Blueprint Management

The Additional Console Commands mod introduces high-level commands designed for players who want to bypass the RNG of finding specific tech: FindFactionBPs [faction]

Lists every ship, wing, and weapon known by a specific faction. FindUniqueItems

Shows items not known by any faction (e.g., Ziggurat, XIV Legion). AllFactionShips [faction]

Adds all known ships of that faction directly to your storage. AddPermaMod [ship_id] [mod_id]

Adds a permanent hullmod to a ship; adding smod as an argument makes it a "built-in" story point mod. System & Colony Manipulation

For those focused on empire-building or fixing awkward star system layouts, these commands allow you to rewrite the sector's geography:

FindColonyItems: Scans the entire sector to show you exactly where rare items like Nanoforges or Synchrotron Cores are installed.

RunCode for Stable Points: If a system lacks a stable point for a Comm Relay, use this script to spawn one at your current location:runcode SectorEntityToken fleet = Global.getSector().getPlayerFleet(); StarSystemAPI sys = (StarSystemAPI)fleet.getContainingLocation(); SectorEntityToken stable = fleet.getContainingLocation().addCustomEntity(null, null, "stable_location", "neutral");.

SpawnGate: While potentially unstable, this can be used to add a Fast Travel Gate to your home system. Troubleshooting & Optimization Tips

Keybinds: Open the console using CTRL + Backspace. Use Tab to autocomplete commands and Up/Down to cycle through your history.

Dependencies: Almost all command mods require LazyLib to function. Ensure it is enabled in your mod list.

DevMode: Typing devmode in the console enables "God-eye" view on the map, allowing you to see inside unexplored systems and use the Neutrino Detector for free. Essential Starsector Console Commands I Can't Play Without

Mastering Your Galaxy: A Guide to Better Starsector Console Commands

In the vast, unforgiving expanse of the Persean Sector, even the best captains sometimes need a little "divine intervention" to keep their fleet afloat. While the base Console Commands mod is a staple for most players, the recent Additional Console Commands extension and advanced "RunCode" tricks have significantly raised the bar for what you can achieve. Essential Keybinds & Interface

Before diving into the commands, mastering the interface is key to using them efficiently: Open Console: CTRL + Backspace. Autocompletion: Use Tab to confirm suggestions. Final tips

History: Use Up/Down arrows to scroll through your last 30 commands.

Multiple Commands: Separate different commands with a semicolon (e.g., god; reveal; infiniteflux). Top Utility Commands for a Smoother Experience

Beyond simple cheats like addcredits, these commands provide deeper control over your game state:


Final tips

Related search suggestions will be provided.

Additional Console Commands is a popular supplementary mod for Starsector that expands upon the base Console Commands mod by adding specialized management and "cleanup" tools. Users generally consider it a high-quality "quality of life" (QoL) extension, particularly for heavily modded playthroughs where manual save editing would otherwise be required to fix faction or fleet issues. Key Features and Commands

The mod introduces several "power user" commands that the base console mod lacks:

Blueprint and Item Searching: Commands like FindFactionBPs and FindUniqueItems allow you to quickly see what a faction knows or locate rare items (like Ziggurats or XIV hulls) anywhere in the sector.

Salvage & Survey: FindSalvageLocations and SurveySalvageSystems can automatically locate and survey orbital habitats or research stations to save time during exploration.

Fleet Customization: You can use AddPermaMod to build-in (S-mod) specific hullmods or RemoveHullMod to strip built-in mods that the standard UI normally locks.

Faction Management: Includes tools like SolidifyAlliance to fix relationship issues or AllFactionShips to quickly stock a colony's storage with a specific faction's entire roster. User Consensus and "Review"

Community feedback is largely positive, highlighting its utility in managing complex modded games. Pros:

Utility: Expertly handles "mod-bloat" by helping you find specific items or ships across dozens of added factions.

Rescue Tool: Frequently used to fix save-breaking issues, such as factions decivilizing too quickly or "stuck" relationship status.

Customization: Offers much finer control over officer skills and ship "S-mods" than the vanilla game allows. Cons:

Stability: Some users report occasional crashes when using "All-inclusive" commands (like AllCodexShips) if too many mods are active at once.

Minor Bugs: There are known quirks where S-modding a permamod via console might not immediately update the UI until you switch screens. Community Perspectives

“These commands are really helpful! I've found something odd with AddPermaMod though... it's ultimately minor but it is weird. thanks for making these commands!” Starsector · 1 year ago

“Added these to the TODO list... some combat commands won't work in the Mission's simulation, only work in campaign's combat and simulation.” Starsector · 5 years ago

If you'd like to try it, ensure you have the latest Console Commands and LazyLib installed first. To give you more specific advice, are you looking to: Fix a bug in an existing save? Cheat in specific ships or weapons? Manage your colonies more efficiently? [0.98a] Additional Console Commands - Starsector


Common categories & key commands

1. The Death of the Alt-Tab

The single biggest improvement in the expanded console mods is the autocomplete and help overhaul.

In the base version, if you wanted to spawn a specific ship, you often had to know the exact ID string. Did you want an Onslaught? You’d type addship onslaught_Hull. But if you wanted a specific variant? You were often guessing or checking external text files.

The "Better" console mods introduce robust predictive text and search functions.

This quality-of-life feature transforms the console from a frustration machine into a seamless library.

Ethical Gameplay: When “Better” Becomes Broken

Leveraging additional console commands does not have to ruin the challenge. The best players use them to accelerate the boring parts and amplify the fun parts.

Do use them to:

Avoid using them to: