Hyperspace extends the vanilla FTL debug console with its own set of commands.
Any input that does not match a Hyperspace command falls through to the vanilla
console, so all vanilla debug commands still work.
The console is a switch in hyperspace.xml, and the shipped file has it on:
<consoleenabled="true"invertCaps="true"/>
invertCaps, is also on by default in the basemod, swaps the case of typed letters:
useful because many command arguments are case-sensitive while the console
encourages caps.
Open the console in-game with the console hotkey (\ by default). Press
Up while the console is open to recall the previously entered command.
Command names are case-insensitive; arguments (crew names, ship names, event
names, blueprint names) are case-sensitive. Every id vanilla FTL ships with is
listed on Vanilla ids.
Adds every system the ship is missing: all vanilla systems, the temporal system, and all custom systems. Systems that would be replaced by an installed custom system are skipped.
DAMAGESYS <system>
Sets the named system’s health to 0 (e.g. DAMAGESYS shields).
REMOVESYS <system>
Removes the named system from the ship.
GOD
Vanilla god mode, extended by Hyperspace to also fill the reactor to the ship’s custom maxReactorLevel.
Loads the named event at the current beacon. Unique events will not load a second time. Use LOADEVENT instead, which has no such limit.
LOADEVENT <event>
Immediately loads the named event at the current beacon. Used-event and used-text-list tracking is temporarily suspended, so unique events can be loaded repeatedly for testing.
LOAD <name> [strength]
Loads the named enemy ship or event at the current beacon. The number sets the sector strength, for ships only.
DELETE
Destroys the enemy ship.
STORE [sector]
Opens a store at the current beacon. With no argument, stock and prices match the current sector; with a number, they match that sector level.
FORCE_STORE <storeId>
Forces the next store created to use the named custom store definition.
SECTOR <sector>
Jumps to the named sector.
FLEET <value>
Changes how far the fleet advances on your next jumps. FLEET -2 holds it still for your next two jumps, FLEET 2 adds two extra jumps of advance. The fleet itself cannot be moved.
EXIT
Opens the star map in next-sector selection mode, skipping the exit beacon.