Simple table for 60 Parsecs!, may or may not work. Game generates code at runtime so table has a high chance of not working / detecting the wrong code / crashing.
Scripts with "To Activate: XXX" can only be activated (put an "X" into the box) after doing action XXX.
Scripts with "To Update: XXX" will only update their effect after doing action XXX.
Addresses with "XXX?" will enable the script effect XXX when 1 is put into the Value.
A. Do action YYY.
B. Activate (put an X) the "Initialization (Activate This First)" script.
C. Activate (put an X) the "Base Address Scan (To Activate: YYY, To Update: ZZZ)" script.
D. Enable (put a 1) the desired effect. Example: "Set Health to Max?" address.
E. Do action ZZZ.
V1000 - 2018-09-23
1. Tested game version 64-bit. May work on other versions.
"Time Set to Massive?" sets Scavenger Time to 30 seconds. Enable after hatch open to stop the countdown (the clock will still tick but this is a visual effect only). Disable and wait for 30 seconds to jump into the hatch.
"Needs Set to Massive?" sets Needs to massive.
"Attributes Set to Massive?" sets Attributes to massive.
"Soup Quantity Set to Massive?" sets Soup quantity to massive.
5. PlayerResources .
"Quantity Set to Massive?" sets Crafting resources to massive.
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