That's not entirely correct. To clarify:
/c game.player.force.quickbar_count = X
Would give each player on your force, X quickbars. So if you just wanted all players in your game to have 8 quickbars, you could just do:
/c game.player.force.quickbar_count = 8
/c game.player.quickbar_count_bonus = X
Will give an individual player, X bonus quickbars.
So the total number of quickbars for any player will be:
player.force.quickbar_count + player.quickbar_count_bonus
Note that setting either of these may conflict with a mod's behavior. This mod only uses the quickbar_count
on force
. You could create a crash using this method:
- Research both toolbelt upgrades from this mod.
- Run
/c game.player.force.quickbar_count = 1
- Set the modifier setting for quickbars to 0.5.
The mod then figures out that it has to go from 2 quickbars to 1 (0.5 multiplier), it will then run force.quickbar_count = force.quickbar_count - 1
, setting it from 1
to 0
, which crashes the game. I could prevent it from crashing, but realistically seen, nobody will run into this scenario, and if you do, it's kind of your own fault.
My point is, be a bit careful when messing with these properties in conjunction with mods that modify these values.