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	<id>https://manicpop.org/gewiki/index.php?action=history&amp;feed=atom&amp;title=Set_command</id>
	<title>Set command - Revision history</title>
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	<updated>2026-10-20T16:28:09Z</updated>
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		<id>https://manicpop.org/gewiki/index.php?title=Set_command&amp;diff=1969&amp;oldid=prev</id>
		<title>CodexBot: Link corresponding classic in-game help section</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=Set_command&amp;diff=1969&amp;oldid=prev"/>
		<updated>2026-10-13T04:54:52Z</updated>

		<summary type="html">&lt;p&gt;Link corresponding classic in-game help section&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;The &amp;#039;&amp;#039;&amp;#039;SET&amp;#039;&amp;#039;&amp;#039; command changes display preferences stored in the player&amp;#039;s persistent user record. Classic &amp;#039;&amp;#039;Galactic Empire&amp;#039;&amp;#039; provides four independent on/off options. ge-next replaces those switches with a scan-display mode and category-specific message filters.&lt;br /&gt;
&lt;br /&gt;
Enter &amp;lt;code&amp;gt;SET ?&amp;lt;/code&amp;gt; in either version to display the current settings.&lt;br /&gt;
&lt;br /&gt;
== Classic Galactic Empire ==&lt;br /&gt;
&lt;br /&gt;
Classic uses this syntax:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
SET option ON&lt;br /&gt;
SET option OFF&lt;br /&gt;
SET ?&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The four options are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Option&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SCANNAMES&amp;lt;/code&amp;gt;&lt;br /&gt;
| Adds ship names to full range-scan contact listings. It has no visible effect unless &amp;lt;code&amp;gt;SCANFULL&amp;lt;/code&amp;gt; is also on.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SCANHOME&amp;lt;/code&amp;gt;&lt;br /&gt;
| Sends the ANSI cursor-home function before a range, sector, or long-range scan, causing the new scan to begin at the top of the terminal screen.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SCANFULL&amp;lt;/code&amp;gt;&lt;br /&gt;
| Uses the full range-scan layout: the map remains on the left while a textual ship list appears on the right.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FILTER&amp;lt;/code&amp;gt;&lt;br /&gt;
| Suppresses messages that the source code classifies as &amp;lt;code&amp;gt;FILTER&amp;lt;/code&amp;gt;. Messages classified as &amp;lt;code&amp;gt;ALWAYS&amp;lt;/code&amp;gt; are still displayed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
SET SCANFULL ON&lt;br /&gt;
SET SCANNAMES ON&lt;br /&gt;
SET FILTER OFF&lt;br /&gt;
SET ?&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Classic scan options ===&lt;br /&gt;
&lt;br /&gt;
With &amp;lt;code&amp;gt;SCANFULL&amp;lt;/code&amp;gt; off, a range scan shows only the graphical map. Turning it on adds the ship-contact list. Classic sector and long-range scans remain map-only regardless of this setting. &amp;lt;code&amp;gt;SCANNAMES&amp;lt;/code&amp;gt; adds a second line containing the ship&amp;#039;s name below each ship entry in a full range scan. Because the map has a fixed height, using names reduces the number of contacts that fit beside it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;SCANHOME&amp;lt;/code&amp;gt; exists to make repeated scans resemble an updating display on an ANSI terminal. It moves the cursor to the home position before drawing the next scan; it does not alter scanner range, contact detection, or the underlying scan results.&lt;br /&gt;
&lt;br /&gt;
The three settings are independent Boolean values. For example, &amp;lt;code&amp;gt;SCANNAMES ON&amp;lt;/code&amp;gt; can be saved while &amp;lt;code&amp;gt;SCANFULL&amp;lt;/code&amp;gt; is off, but names will not become visible until the full layout is enabled.&lt;br /&gt;
&lt;br /&gt;
=== Classic message filter ===&lt;br /&gt;
&lt;br /&gt;
Classic help says that &amp;lt;code&amp;gt;FILTER&amp;lt;/code&amp;gt; “filters out 80% of the battle messages.” This is a description of the approximate result, not the algorithm. The game does not randomly discard four messages out of five.&lt;br /&gt;
&lt;br /&gt;
Every output call is assigned one of two broad classes:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ALWAYS&amp;lt;/code&amp;gt; messages are delivered regardless of the option.&lt;br /&gt;
* &amp;lt;code&amp;gt;FILTER&amp;lt;/code&amp;gt; messages are delivered when the option is off and discarded when it is on.&lt;br /&gt;
&lt;br /&gt;
Examples of &amp;lt;code&amp;gt;FILTER&amp;lt;/code&amp;gt; output include the notice sent to a ship when another player scans it, the “Hyper-phaser fired” confirmation, torpedo and missile launch confirmations, and the notice that a ship has finished turning. Thus, &amp;lt;code&amp;gt;FILTER ON&amp;lt;/code&amp;gt; can hide feedback about the player&amp;#039;s own actions, not just messages about other ships.&lt;br /&gt;
&lt;br /&gt;
This is a coarse mechanism. A player cannot independently keep user hails while hiding Cybertron taunts, or keep important approach reports while hiding less useful background activity. Whether a message is suppressed depends on which class its particular source-code call site passes to the output routine; it is not a semantic category system. Even two messages arising from the same command may have different classes. Classic also has a [[Classic bug: Filtered broadcast suppresses later recipients|shared-buffer bug]]: one recipient with &amp;lt;code&amp;gt;FILTER ON&amp;lt;/code&amp;gt; can inadvertently suppress a filtered broadcast for later user slots.&lt;br /&gt;
&lt;br /&gt;
== ge-next ==&lt;br /&gt;
&lt;br /&gt;
ge-next uses two groups of settings:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
SET SCAN mode&lt;br /&gt;
SET DISPLAY category setting&lt;br /&gt;
SET ?&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A newly created ge-next user starts with &amp;lt;code&amp;gt;FULLNAMES&amp;lt;/code&amp;gt; scan output and with all display-message categories enabled.&lt;br /&gt;
&lt;br /&gt;
=== Scan display modes ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;SET SCAN&amp;lt;/code&amp;gt; replaces classic&amp;#039;s separate &amp;lt;code&amp;gt;SCANFULL&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;SCANNAMES&amp;lt;/code&amp;gt; switches with one mutually exclusive mode:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mode&lt;br /&gt;
! Range scan&lt;br /&gt;
! Sector scan&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SIMPLE&amp;lt;/code&amp;gt;&lt;br /&gt;
| Graphical map only&lt;br /&gt;
| Graphical map only&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FULL&amp;lt;/code&amp;gt;&lt;br /&gt;
| Map plus a contact list&lt;br /&gt;
| Map plus a planet list&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FULLNAMES&amp;lt;/code&amp;gt;&lt;br /&gt;
| Full display with ship names on additional lines&lt;br /&gt;
| Same sector display as &amp;lt;code&amp;gt;FULL&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FULLEXTRA&amp;lt;/code&amp;gt;&lt;br /&gt;
| Full named display, with contacts that do not fit beside the map continued below it&lt;br /&gt;
| Same sector display as &amp;lt;code&amp;gt;FULL&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;NOMAP&amp;lt;/code&amp;gt;&lt;br /&gt;
| Textual contact columns without the graphical map&lt;br /&gt;
| Textual planet information without the graphical map&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
SET SCAN SIMPLE&lt;br /&gt;
SET SCAN FULLEXTRA&lt;br /&gt;
SET SCAN NOMAP&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;FULLEXTRA&amp;lt;/code&amp;gt; addresses a limitation of the classic full display: ship names consume an extra output line, so only a limited number of named contacts fit alongside the fixed-height map. ge-next continues the remaining contacts below the map rather than silently omitting them from the textual list. &amp;lt;code&amp;gt;NOMAP&amp;lt;/code&amp;gt; is useful to screen readers, narrow clients, and frontends that prefer a compact textual listing.&lt;br /&gt;
&lt;br /&gt;
Classic&amp;#039;s &amp;lt;code&amp;gt;SCANHOME&amp;lt;/code&amp;gt; setting has no direct ge-next equivalent. ge-next prints each scan as ordinary terminal output rather than treating cursor-home redraws as a player preference.&lt;br /&gt;
&lt;br /&gt;
=== Display categories ===&lt;br /&gt;
&lt;br /&gt;
ge-next replaces the single classic &amp;lt;code&amp;gt;FILTER&amp;lt;/code&amp;gt; switch with independently controlled categories:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Category&lt;br /&gt;
! Settings&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CYBS&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;ON&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;BATTLE&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;APPROACH&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;OFF&amp;lt;/code&amp;gt;&lt;br /&gt;
| Controls Cybertron hails at four detail levels. &amp;lt;code&amp;gt;ON&amp;lt;/code&amp;gt; includes all messages and taunts. &amp;lt;code&amp;gt;BATTLE&amp;lt;/code&amp;gt; keeps battle and approach messages. &amp;lt;code&amp;gt;APPROACH&amp;lt;/code&amp;gt; keeps only messages from Cybertrons tracking and approaching the player. &amp;lt;code&amp;gt;OFF&amp;lt;/code&amp;gt; hides the category.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;DISTRESS&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;ON&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;OFF&amp;lt;/code&amp;gt;&lt;br /&gt;
| Controls distress messages from non-Cybertron ships.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;BEACON&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;ON&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;OFF&amp;lt;/code&amp;gt;&lt;br /&gt;
| Controls beacon messages from ships and planets.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;HAIL&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;ON&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;OFF&amp;lt;/code&amp;gt;&lt;br /&gt;
| Controls public player hails sent with &amp;lt;code&amp;gt;&amp;amp;gt;&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;SEND ALL&amp;lt;/code&amp;gt;. Team and encoded messages are not filtered.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ENTRY&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;ON&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;REDUCED&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;OFF&amp;lt;/code&amp;gt;&lt;br /&gt;
| Controls player entry and departure announcements.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SHIP&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;ON&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;OFF&amp;lt;/code&amp;gt;&lt;br /&gt;
| Controls noncritical ship-function notices, such as routine flux reload and sector-change activity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
SET DISPLAY CYBS BATTLE&lt;br /&gt;
SET DISPLAY ENTRY REDUCED&lt;br /&gt;
SET DISPLAY HAIL OFF&lt;br /&gt;
SET DISPLAY SHIP ON&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The settings affect only messages explicitly assigned to their category. Critical warnings, direct command responses, and other unfiltered output continue to appear.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;HAIL&amp;lt;/code&amp;gt; filter applies only to public player messages sent with &amp;lt;code&amp;gt;&amp;amp;gt;&amp;lt;/code&amp;gt; or [[Send command|&amp;lt;code&amp;gt;SEND ALL&amp;lt;/code&amp;gt;]]. After &amp;lt;code&amp;gt;SET DISPLAY HAIL OFF&amp;lt;/code&amp;gt;, the player no longer receives those public hails. Team messages are always delivered to eligible members of the sender&amp;#039;s team, and encoded messages are always delivered to eligible ships tuned to the sender&amp;#039;s frequency. A player who does not want encoded traffic can leave the ship&amp;#039;s frequency set to zero.&lt;br /&gt;
&lt;br /&gt;
The sender is excluded from the broadcast and receives the usual “message sent” confirmation regardless of how recipients have configured their filters. The sender is not told that a particular recipient suppressed the hail.&lt;br /&gt;
&lt;br /&gt;
This setting follows the internal message category, not the wording displayed on screen. Cybertron hails are governed by &amp;lt;code&amp;gt;CYBS&amp;lt;/code&amp;gt;, distress messages by &amp;lt;code&amp;gt;DISTRESS&amp;lt;/code&amp;gt;, and beacons by &amp;lt;code&amp;gt;BEACON&amp;lt;/code&amp;gt;. Other output described as a “Hailing message,” including Enforcer Planet announcements in ge-arena, is not necessarily a user &amp;lt;code&amp;gt;HAIL&amp;lt;/code&amp;gt; message and is not hidden by this setting.&lt;br /&gt;
&lt;br /&gt;
=== Reduced entry messages ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;SET DISPLAY ENTRY REDUCED&amp;lt;/code&amp;gt; is intended for busy games where users frequently enter and immediately leave. An entrant in the player&amp;#039;s scan range is announced immediately. Other entry announcements are held for 30 seconds. If the entrant remains in the game, the delayed announcement is shown; if the entrant leaves before the delay expires, neither the entry nor its corresponding departure is shown to that player.&lt;br /&gt;
&lt;br /&gt;
This gives more useful context than classic&amp;#039;s binary filter while suppressing brief login/logout noise.&lt;br /&gt;
&lt;br /&gt;
=== Storage ===&lt;br /&gt;
&lt;br /&gt;
The scan mode occupies one byte in the persistent user options. The six display categories are encoded as independent bits or bit groups in a second byte. Packing the filters this way preserves the compact user record while allowing substantially more combinations than classic&amp;#039;s single Boolean filter.&lt;br /&gt;
&lt;br /&gt;
The setting names are the player-facing interface; frontend software should not depend on the underlying bit values. A frontend using the ge-next [[Data command|DATA command]] can request &amp;lt;code&amp;gt;DATA MSG&amp;lt;/code&amp;gt; to obtain the unpacked message-filter settings.&lt;br /&gt;
&lt;br /&gt;
=== Frontend metadata ===&lt;br /&gt;
&lt;br /&gt;
When a frontend enables &amp;lt;code&amp;gt;DATA METADATA&amp;lt;/code&amp;gt;, message framing is applied after the player&amp;#039;s display filters. A suppressed message produces neither visible text nor metadata markers. Team and encoded messages are not subject to the &amp;lt;code&amp;gt;HAIL&amp;lt;/code&amp;gt; filter, but retain user-hail metadata type 5; unfiltered catchall output (type 8) is never framed. See [[Data command]] for the metadata protocol.&lt;br /&gt;
&lt;br /&gt;
== ge-arena ==&lt;br /&gt;
&lt;br /&gt;
ge-arena uses the same scan modes and the same underlying message-filter byte. &amp;lt;code&amp;gt;SET&amp;lt;/code&amp;gt; is allowed in the arena lobby as well as during a match, and the user record is loaded before the lobby so changes remain persistent.&lt;br /&gt;
&lt;br /&gt;
The arena interface omits the &amp;lt;code&amp;gt;DISTRESS&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;BEACON&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;ENTRY&amp;lt;/code&amp;gt; settings because those ge-next message categories are not used in the same way by arena play. &amp;lt;code&amp;gt;CYBS&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;HAIL&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;SHIP&amp;lt;/code&amp;gt; remain configurable. The unused fields still exist in the shared user-record format; ge-arena simply does not offer commands that change them.&lt;br /&gt;
&lt;br /&gt;
During a match, public player hails use the regular SEND path and obey &amp;lt;code&amp;gt;SET DISPLAY HAIL&amp;lt;/code&amp;gt;; team and encoded traffic does not. The arena lobby&amp;#039;s one-line &amp;lt;code&amp;gt;&amp;amp;gt;&amp;lt;/code&amp;gt; chat uses a separate lobby broadcast and is always shown regardless of the HAIL setting.&lt;br /&gt;
&lt;br /&gt;
== Summary of differences ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Area&lt;br /&gt;
! Classic GE&lt;br /&gt;
! ge-next&lt;br /&gt;
|-&lt;br /&gt;
| Scan configuration&lt;br /&gt;
| Three independent Boolean switches&lt;br /&gt;
| One of five explicit display modes&lt;br /&gt;
|-&lt;br /&gt;
| Named full scans&lt;br /&gt;
| Names can reduce how many listed contacts fit beside the map&lt;br /&gt;
| &amp;lt;code&amp;gt;FULLEXTRA&amp;lt;/code&amp;gt; continues additional contacts below the map&lt;br /&gt;
|-&lt;br /&gt;
| Text-only scan&lt;br /&gt;
| Not available&lt;br /&gt;
| &amp;lt;code&amp;gt;NOMAP&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Cursor-home redraw&lt;br /&gt;
| Optional through &amp;lt;code&amp;gt;SCANHOME&amp;lt;/code&amp;gt;&lt;br /&gt;
| No corresponding SET option&lt;br /&gt;
|-&lt;br /&gt;
| Message filtering&lt;br /&gt;
| One broad &amp;lt;code&amp;gt;FILTER&amp;lt;/code&amp;gt; on/off switch&lt;br /&gt;
| Six independently controlled categories&lt;br /&gt;
|-&lt;br /&gt;
| Partial filtering&lt;br /&gt;
| Not available&lt;br /&gt;
| Cybertron and entry messages have intermediate levels&lt;br /&gt;
|-&lt;br /&gt;
| New-user scan default&lt;br /&gt;
| Boolean option combination&lt;br /&gt;
| &amp;lt;code&amp;gt;FULLNAMES&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Frontend access&lt;br /&gt;
| Raw option values appear in classic DATA output&lt;br /&gt;
| &amp;lt;code&amp;gt;DATA MSG&amp;lt;/code&amp;gt; returns documented, unpacked settings&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[MBMGEHLP.MSG#HELP_SET|Classic HELP SET]]&lt;br /&gt;
* [[Scan command]]&lt;br /&gt;
* [[Data command]]&lt;br /&gt;
&lt;br /&gt;
{{GE navigation}}&lt;br /&gt;
[[Category:Commands]]&lt;/div&gt;</summary>
		<author><name>CodexBot</name></author>
	</entry>
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