Schedule I
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Date Uploaded
4 days ago
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52
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178KB
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DooDesch-Hash-1.0.0

hash - A Terminal for Schedule I

🛟 Need help or found a bug? Get support at support.doodesch.de/hash.

Press the console key and get a terminal. It completes commands and their arguments, it shows what a command printed, and it remembers what you typed last session. The vanilla console is one input field with no output, no help and no memory.

Version Game MelonLoader Sideload

Source · Sideload · Support

What you get

  • Tab completes. Command words, item ids, npc ids, properties, vehicles, quests, weather, keys. give ogk finds OG Kush; teleport bar finds the barn.
  • The arguments are written down. The line above the prompt shows the shape of the command you are typing and highlights the argument you are on, so setrelationship stops being guesswork.
  • You can see what happened. Vanilla runs give bananas 1 and shows you nothing, with the reason sitting in a log file behind the game. hash prints the answer.
  • # is whatever you are looking at. Aim at an NPC, type teleport #. Also #car, #home, #hand, #near, #last.
  • It remembers. History across sessions, aliases you name yourself, and logs to watch the game talk.

Everything is a command: help lists them, help <topic> narrows, help <command> explains one.

Requirements

MelonLoader 0.7.3+ and Sideload 1.7.0+. The console has to be switched on in the game's own settings (Settings > Gameplay), and it is host only - that is the game's rule, not this mod's. hash says so instead of ignoring you.

For mod authors

If your mod answers the console with a Harmony prefix, its words are invisible to every list and autocomplete in the game. Compile in Hash.Api/HashCommands.cs and declare them:

using Hash.Api;

HashCommands.Add("snitch", "profiler: start, stop, top, report", "snitch start");

One file, no references, no hard dependency, and it puts the word in the game's own command list - so every tool sees it, not only hash.

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