Aetheria Wiki

Commands

Everything Poncho can be told to do in G-Script, with its inputs, what it gives back, what it costs and how it unlocks. Each line of code costs one CPU tick; some commands cost more, and every command warms Poncho up a little.

Made from the game's data on every update, so it matches the live game.

Combat

CommandWhat it doesGives backCostUnlocked by
attack(direction)Zap whatever is next to me in that direction. Returns True if I hit something.bool1 line, 3 heat, takes timealways

Control

CommandWhat it doesGives backCostUnlocked by
forget(key)Forget what I remembered under that name.none1 line, 0.2 heatSyntax Manual: Memory
dock()Plug into a charging dock next to me: cools me down a lot and cheers me up.bool1 line, 0 heat, takes timealways
recall(key)Get back what I remembered under that name, or None.any1 line, 0.2 heatSyntax Manual: Memory
remember(key, value)Keep a value under a name, even after the program stops (and in saves). Up to 32 things.none1 line, 0.2 heatSyntax Manual: Memory
wait(seconds)Do nothing for a while. Lets me cool down.none1 line, 0 heat, takes timealways

Farming

CommandWhat it doesGives backCostUnlocked by
take_sample()Take a soil core from the tile under me for the Soil Lab (the shop's Soil Lab section sends them).bool1 line, 1 heat, takes timeSoil Science perk
fertilize()Use one fertilizer on the crop under me so it ripens faster.bool1 line, 1 heat, takes timeSyntax Manual: Horticulture
water()Water the tile under me.bool1 line, 1 heat, takes timealways
plant(crop)Plant a seed on tilled soil. Uses one seed.bool1 line, 1 heat, takes timehaving Potato Seed
till()Break up the soil under me so seeds can go in.bool1 line, 1.5 heat, takes timealways
harvest()Harvest a ripe crop under me.bool1 line, 1.5 heat, takes timealways
spread(what)Spread one bag of Compost, Urea, Lime, Sulfur, Phosphate or Potash on the tilled tile under me.bool1 line, 1 heat, takes timealways
clear(direction)Clear brush, chop a tree or break a boulder next to me (on our land). Trees and boulders take a few hits. True when it's gone.bool1 line, 1.5 heat, takes timealways

Interaction

CommandWhat it doesGives backCostUnlocked by
withdraw(what, count, direction)Take up to count of something out of the storage next to me. Returns how many I got.number1 line, 0.5 heat, takes timealways
deposit_all(direction)Put everything the storage next to me accepts into it (never potatoes). Returns how many went in.number1 line, 0.8 heat, takes timealways
deposit(what, direction)Put every one of something from the bag into the storage next to me (Chest, Silo, Seed Vault, Compost Bin). Returns how many went in.number1 line, 0.5 heat, takes timealways
build(direction)Work on the construction site next to me. True when it's finished.bool1 line, 1.5 heat, takes timealways
open_crate(direction)Pry open a crate next to me. Loot goes in the bag.bool1 line, 1.5 heat, takes timealways

Movement

CommandWhat it doesGives backCostUnlocked by
move_by(dx, dy)Roll dx tiles across and dy tiles down (negative = left/up). Click a sensor tile to fill it in. Returns False if blocked on the way.bool1 line, 1 heat, takes timealways
move(direction)Roll one tile North, East, South or West. Returns False if blocked.bool1 line, 1 heat, takes timealways

Sensor

CommandWhat it doesGives backCostUnlocked by
get_crop()What's planted under me (Potato, Corn...), or None.entity1 line, 0.1 heatalways
scan()List of [dx, dy] offsets of every hostile in sensor range.list1 line, 0.8 heatSyntax Manual: Sensors
scan_structures()Everything built in sensor range: a list of [dx, dy, Thing], using the nearest tile of each.list1 line, 0.6 heatalways
scan_danger()[dx, dy] of every tile the Loop Warden has marked, in sensor range.list1 line, 0.2 heatalways
scan_crates()List of [dx, dy] offsets of crates in sensor range.list1 line, 0.8 heatSyntax Manual: Sensors
run_script(name)Runs one of your saved scripts, then carries on. Variables and functions it makes are shared with the program that called it.none1 line, 0.2 heatSubroutines perk
read_sign(direction)The text on the sign or banner next to me ('' if it's blank or there's none).string1 line, 0.1 heatalways
nearest_enemy()Offset [dx, dy] to the closest hostile in sensor range, or None.list1 line, 0.5 heatSyntax Manual: Sensors
look(direction)What's next to me: Tree, Boulder, Brush, a crop (Potato...), something built (Fence, Bench...), or None.entity1 line, 0.1 heatalways
get_soil()Rough soil health under me, 0 to 100: the scarcest nutrient and how far pH is from 6-7. Exact numbers need the Soil Lab.number1 line, 0.2 heatSyntax Manual: Agronomy
get_x()My column on the grid.int1 line, 0 heatSyntax Manual: Navigation
get_y()My row on the grid.int1 line, 0 heatSyntax Manual: Navigation
get_ripeness()How grown the crop under me is, 0 to 100 (100 = ripe).number1 line, 0.2 heatSyntax Manual: Agronomy
get_neighbors()What's planted North, East, South and West of me, as a list of 4 (None for empty).list1 line, 0.4 heatSyntax Manual: Agronomy
get_lab()Last lab results for the tile under me: [pH, N, P, K], or None if it was never tested.list1 line, 0.1 heatSoil Science perk
danger()True if the tile under me is about to be hit (or being hit) by the Loop Warden.bool1 line, 0.2 heatalways
boss_open()True while the Loop Warden vents and its shield is down: attack() works then.bool1 line, 0.2 heatalways
enemy_in_range()True if a hostile is inside my sensor grid.bool1 line, 0.3 heatSyntax Manual: Sensors
is_watered()True if the tile under me is watered.bool1 line, 0.2 heatSyntax Manual: Horticulture
is_tilled()True if the soil under me is tilled.bool1 line, 0.2 heatalways
is_ripe()True if the crop under me is ready to harvest.bool1 line, 0.2 heatalways
stored(what, direction)How many of something are in the storage next to me.number1 line, 0.1 heatalways
probe()Live soil reading for the tile under me: [pH, N, P, K].list1 line, 0.6 heatField Probe perk