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VGA Planets Super Site

Friendly codes

All friendly codes are case-sensitive: "NAL" for example is not the same as "nal". Unless stated otherwise, friendly codes work for shareware players as well as registered players. Friendly codes containing ASCII codes that cannot be typed in directly from the keyboard (characters like ë, , æ and such) are not allowed. Friendly codes containing one ore more of such characters will be reset to ‘AAA’.

Descriptions of what the friendly codes do are very brief. Various hyperlinks point to the proper part of the VGA Planets Helppages as can be found on my site. I suggest you check them for full details.

Ship codes

Alchemy ship codes
NAL Disables the alchemy function of an alchemy ship.
ald Causes an alchemy ship to produce only Duranium: three supplies units are converted into one unit of Duranium instead of the normal conversion of nine supply units into one unit of each mineral. (Registered only)
alm Causes an alchemy ship to produce only Molybdenum. (Registered only )
alt Causes an alchemy ship to produce only Tritanium. (Registered only)

Beam transfer codes
bdm Causes a ship to beam down all the money it has onboard to the planet it is orbiting.
btm Beams all the money from a starship to all allied and enemy starships at the same position.
btt Transfers all the torpedoes from a ship to allied and enemy starships.
btf Transfers all the fighters from a ship to allied and enemy carriers at the same position.

Alliance codes
ff* Setting this code on a ship offers a normal alliance to the corresponding race. In this code, the * is to be replaced with 1,2..8, 9,a or b. Setting ‘ff3’ for example offers an alliance to the Birdmen.
FF* Setting this code on a ship offers a strong alliance to the corresponding race. In this code, the * is to be replaced with 1,2..8, 9,a or b. Setting ‘FF7’ for example offers an alliance to the Crystals.
ee* This code is used to cancel either a strong or a normal alliance, and is also set on a ship. The * in this code is to be replaced with 1..9,a or b. Setting a code of ‘eeb’ for example drops an alliance with the Colonies.

(Web) Minelaying codes (work only in conjunction with the ‘lay mines’ or 'lay webmines' mission)
mdN This code causes a ship to convert N times 10 torpedoes to (web) mines. The N in this code can be any number from a number from 1 to 9. When set to md0 the ship will convert 100 torpedoes to mines. (Registered only)
mdh Causes a ship to convert half of it’s torpedoes to (web) mines. (Registered only)
mdq Causes a ship to convert a quarter of it’s torpedoes to (web) mines. (Registered only)
mi* Causes a ship to lay (web) mines in another race’s identity. The * in this code needs to be replaced with the number or letter (1,2….8,9,a,b) of the race in whose identity you wish to lay mines. A code of ‘mia’ for example will lay Rebel mines (Registered only)

Glory device friendly codes
pop When set on a ship with a Glory Device this code causes the ship to blow up; the ship will explode if it has fuel. The ship will explode after all movement has been processed by the Host program.
trg This code causes a ship with a Glory Device to explode when a cloaked enemy ship is at the same location as this ship after movement and the ship with the Glory Device has fuel.

Miscellaneous friendly codes
msc If a ship is set to sweep mines, has at least one torpedotube and is inside a (web) minefield belonging to the same owner,this code will cause the ship to scoop up that field. (Registered only)
mkt Will cause a starship to make torpedoes, if it has the proper resources. (Registered only)
cln If orbiting one of a own starbases, you can set this code on a ship to order the base to make an exact replica of the ship. See cloning for further details and restrictions. (Registered only)
gs* This code will give a starship to another race. The * in this code must be replaced with the number or letter of the appropriate race (1,2,..8,9,a,b).
HYP Will cause a hyperdrive equipped starship to initiate hyper jump if it has a warp setting greater than 0 (zero) and a waypoint beyond 21 light years
lfm Set on a Robot, Rebel or Colonial ship with at least one fighterbay this code will cause the ship to load minerals and supplies needed to build fighters and build them.
nbr No Boarding Party. This code on a Privateer or Crystalline ship will cause the ship to not use their towcapture / boarding party ability to take over enemy ships that are out of fuel. Instead, they will simply tow fuelless ships.
NTP This code tells a ship to not launch it’s fighters or fire it’s torpedoes in battle.

Planet codes

Configuration codes
con This planetary code will cause the Host program to send you all the game’s settings as messages.
noc Causes the Host program to NOT send you any configuration messages.

General codes
bum With this code, a planet will beam up all of it’s money to planet to all starships in orbit. When more than one ship is present the money is split evenly.
mf# This is the universal minefield friendly code, where the # can be any character that can be found on the keyboard (no strange ASCII codes).

Battle codes
ATT This code will cause a planet to attack all enemy ships with fuel in orbit. After being taken over in combat, a planet's friendly code will be randomized.Some races’ (Fascists, Rebels) ships can not be attacked by this code, neither can the Super Star Destroyer ship regardless of who owns it..
NUK This code will make a planet attack all enemy ships in orbit, whether they have fuel or not, as long as the planet has defenseposts. After being taken over in combat, a planet's friendly code will be randomized. Some races’ (Fascists, Rebels) ships can not be attacked by this code, neither can some ships (SSD, fuelless Birdmen warships).

Starbase codes (note: all planet codes work on planets with starbases too)
dmp Setting this code on a starbase will order the base to dump and recycle all ship-components in it’s storage rooms. (Registered only)
PBx This code can be used to give certain starbases priority when it comes to shipbuilding. Only works if you have 20 or more priority points, replace "x" with the number in which order you want to prioritise your bases.

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