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== Available commands == === dev_mode === <code>dev_mode</code> has two states: <code>dev_mode on</code> or <code>dev_mode off</code>. When enabled, several changes to the game's interface occur: * The component selection menu is available on the main map. ** Of particular interest is the "Level component" component under the DEV menu. This allows you to link [[Custom level creation|custom levels]] to the main map. * All components are available on all levels: ** Indelible (red) components, such as {{Component|4-bit input (dev)|4-bit input|alpha}}. ** Sandbox-only components, such as {{Component|File loader||alpha}}. ** Normal components that are unlocked further into the campaign, for example placing a {{Component|ADD (word)|word adder|alpha}} in the ''Half Adder' level. * Indelible (red) components can also be deleted from levels. ===set_component_string=== <code>set_component_string <text></code>: Sets the "component string" of the first select component to the value provided. What exactly this means depends on the component. * Level component: Set to the folder name of the level. * Registers and Delay lines: Sets the comment/name string. ===complete_level=== <code>complete_level</code>: Completes the current level ===complete_all_levels=== <code>complete_all_levels</code>: Marks all levels as complete with score 10k/10k/10k ===save_update=== <code>save_update</code>: Does some work to update all files in the save folder. I am not sure how up-to-date this command is, I wouldn't use it unless Stuffe tells you to. ===language=== <code>language <name></code>: Use the file translations/<name>.txt as the source of translations - allows you to use debug and WIP languages. No name resets to normal. ===set_permanent_id=== <code>set_permanent_id <id></code> sets the "permanent_id" of a component. Note that having duplicate permant ids can have very messy side effects. ===load=== <code>load <level_name></code> load a level by name (the folder name). ===clear=== <code>clear</code>: Clears the console. ===toggle_cache_maps=== <code>toggle_cache_maps</code>: Enables cache map display - useful to figure out the exact hitbox of components and sometimes to debug rare crashes. ===set_score=== <code>set_score <component> <gate> <delay></code>: Sets the baseline score for the component by their internal ID to the corresponding gate/delay values. ===save_level=== <code>save_level</code>: Saves the schematic as part of the campaign. ===load_level=== <code>load_level</code>: Duplicate of load
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