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Graveyard Keeper (2019-10-30)

Posted: Sun Oct 13, 2019 3:56 am
by Shinkansen
Simple table for Graveyard Keeper, may or may not work. Game generates code at runtime so table has a high chance of not working / detecting the wrong code / crashing.

Usage info:
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.

In general:
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.


V1002 - 2019-10-30
1. Tested game version V1.200 32-bit. May work on other versions.


V1001 - 2019-10-14
1. Fixed invalid table error.


V1000 - 2019-10-13
1. Tested game version V1.124 32-bit. May work on other versions.

2. MainGame.
"HP Set to Max?" sets HP to max.
"Energy, Sanity Set to Max?" sets Energy, Sanity to max.
"Buffs Set to Massive?" sets Buffs to massive.
"Money Set to Massive?" sets Money to massive.
"Equipped Items Durability Set to Max?" sets Equipped Items Durability to max.
"Inventory Items Quantity Set to Massive?" sets Inventory Items Quantity to massive. For stack problems with items that can't be deleted, move the entire stack into a trunk, then move the item back 1 at a time.
"Inventory Items Durability Set to Max?" sets Inventory Items Durability to max.
"Fishing Set to Massive?" sets Fishing to max.
"Autopsy Body Durability Set to Massive?" sets Autopsy Body Durability to massive.

Allows the following to be modfied.
- "MainGame Stats -> player -> _data -> _params -> ". Many parameters, described in "_res_type", corresponding slot values in "_res_v".
- "inventory_size". Inventory size.
- "prayed_this_week". Sermon conducted.
- "_cooldown_hearthstone" Teleport Stone cooldown.
- "r", "b", "g". Red, Green, Blue Technology Points.

- "MainGame Stats -> gui_elements -> inventory -> _inventory_panel -> _selected_item -> _params -> ". Affects selected items in inventory. This can be used to edit specific item quantity.

3. InteractionComponent.
"Progress Set to Massive?" sets Progress to massive.

4. EnvironmentEngine.
Allows the following to be modfied.
- "_cur_time". Current time. -0.9 is after midnight, 0 is noon, 0.9 is before midnight.

Re: Graveyard Keeper (2019-10-13)

Posted: Sun Oct 13, 2019 8:34 pm
by Darkedone02
Image

I keep getting this error when i launch your table.

Re: Graveyard Keeper (2019-10-13)

Posted: Sun Oct 13, 2019 8:54 pm
by Viken
Yeah, lot of positioning errors. I've fixed all the ones it has pointed out, but now I've run into one that says: (line 43004 pos 4): name starts with invalid character).

Not sure what that problem is, sadly.

Re: Graveyard Keeper (2019-10-13)

Posted: Sun Oct 13, 2019 8:57 pm
by Viken
Nvm. Just deleting the </userdefinedsymbols> and the unneeded </CheatTable> at the last two lines cleaned up that problem. Just basically following the instructions fixed it up. Lol.

Re: Graveyard Keeper (2019-10-13)

Posted: Mon Oct 14, 2019 4:29 am
by Darkedone02
cheat table is great but I run into a few issues with the maximum quality of item when you pick it up... It don't merge very well with the existing stack and make another, and sadly some items such as the bill you get to turn in to the innkeeper, you can't delete them at all.

One cheat I wish we have is maxed technology points.

Re: Graveyard Keeper (2019-10-14)

Posted: Tue Oct 29, 2019 7:18 pm
by rohindanil
1.200 ?

Re: Graveyard Keeper (2019-10-30)

Posted: Thu May 07, 2020 1:17 am
by Zozinhu
Guys, any idea to spawn the Goldfish? I have been trying for over an hour.

Is there any way to increase the odds?

Re: Graveyard Keeper (2019-10-30)

Posted: Tue Oct 27, 2020 5:31 pm
by rohindanil
Any update for new DLC?

Re: Graveyard Keeper (2019-10-30)

Posted: Wed Oct 28, 2020 8:52 am
by haarfus
Update for 1.300 (new DLC)

Re: Graveyard Keeper (2019-10-30)

Posted: Sat Nov 07, 2020 12:46 pm
by xXLashkeXx
Please Update for 1.305

Re: Graveyard Keeper (2019-10-30)

Posted: Mon Feb 01, 2021 6:38 pm
by Pekar
I like this table, so I updated this table to the latest game version.
Tested on the v1.310 + 3 DLC ( steam ) and CE v7.2

# restored functions and pointers => all previous functional should work

+ added Speed up? functional - increase player speed (by pressing Shift = x3 speed)
+ added Techpoints set to Massive? - set all techpoints to 9999

~ enabled properties of updating base pointers by defualt ( to reduce manual work every time )
~ enabled Speed up? functional by default

found lifehack how to change objects (for example to improove quality of organs):
* init MainGame
* toggle focus to game and back to catch the pointers
* open MainGame Stats > gui_elements > _inventory > _inventory_panel > _selected_item
* open inventory in game and focus the item and you will see _selected_item > id as "heart:heart_4_1"
* heart:heart_4_1 = item heart with +4 bad and +1 good skulls
* replace this value by heart:heart_0_2 which would +2 good skulls
* move item to container
* the item will update info by id and you get a new item with described stats
!!! if you would use invalid ids of items, it will glitch the inventory and some items will unavailable and transparent!!!

Updated:
~ added tiredness reset with Energy, Sanity Set to Max? to prevent tiredness inite debuff with Buffs Set to Massive?

V1003 - 2021-02-01

Re: Graveyard Keeper (2019-10-30)

Posted: Fri Sep 03, 2021 8:31 pm
by runejade
Pekar wrote:
Mon Feb 01, 2021 6:38 pm
I like this table, so I updated this table to the latest game version.
Tested on the v1.310 + 3 DLC ( steam ) and CE v7.2

# restored functions and pointers => all previous functional should work

+ added Speed up? functional - increase player speed (by pressing Shift = x3 speed)
+ added Techpoints set to Massive? - set all techpoints to 9999

~ enabled properties of updating base pointers by defualt ( to reduce manual work every time )
~ enabled Speed up? functional by default

found lifehack how to change objects (for example to improove quality of organs):
* init MainGame
* toggle focus to game and back to catch the pointers
* open MainGame Stats > gui_elements > _inventory > _inventory_panel > _selected_item
* open inventory in game and focus the item and you will see _selected_item > id as "heart:heart_4_1"
* heart:heart_4_1 = item heart with +4 bad and +1 good skulls
* replace this value by heart:heart_0_2 which would +2 good skulls
* move item to container
* the item will update info by id and you get a new item with described stats
!!! if you would use invalid ids of items, it will glitch the inventory and some items will unavailable and transparent!!!

Updated:
~ added tiredness reset with Energy, Sanity Set to Max? to prevent tiredness inite debuff with Buffs Set to Massive?

V1003 - 2021-02-01
i have been trying this over and over, sometimes it gives a blank item, sometimes it gives the right item, sometimes it crashes while giving 10 gold 20 silver worth gloves, and i've noticed it works consistently on the same ones and failed on the same ones. the one at the top of my inventory, gets blanked, the next one works right, the last one in my inventory, blanks. same brain:brain_-2_3 modification

best ones i seen so far
brain:brain_-2_3
heart:heart_0_2
intestine:intestine_-2_3

Re: Graveyard Keeper (2019-10-30)

Posted: Sun Sep 05, 2021 10:44 pm
by runejade
after more testing, all i can say is, don't modify the id's i don't know if they changed the way id's are recognized, but most items will become blanked, and when you change them back or again, even if you had 6 similar brains, you only get one back, the rest are gone.

Re: Graveyard Keeper (2019-10-30)

Posted: Tue Sep 07, 2021 12:47 pm
by pupped
Hello, the way Pekar described to edit the Organs doesn't work for me too. Every time i edit the ID the Item gets transparent and can't be moved to a container or be disposed.
I tried a couple of things and found a way to mod the red and white skulls (at least for brain, heart and intestine and just positive ones).
To edit them just follow the guide til you get the ID of the Item you wish to edit but don't change the ID (e.g., heart:heart_4_1), just open the _definition : ItemDefinition there you look for the values q_plus and q_minus and change this to your liking. The value of q_plus seems to bee the white skills the Item adds and q_minus are the red skulls, i edited the 3 Organs to 0 red and 3 white implanted them embalmed the corpse and got an 13 white skull's corpse. As i said before this way you can edit the positive values as i tried a brain with -2 red skulls i got a value of something like 40k since 4bytes do not support negative values. By the way, the Graveyard Keeper wiki says that Hearts Brains and Intestines can have a value of between -3 to +3 white and red skulls it's maybe possible to go even higher, but i didn't try it since 13 white skulls are more the enough for me.

Re: Graveyard Keeper (2019-10-30)

Posted: Sat Oct 09, 2021 3:54 pm
by runejade
any item you modify this way affects all identical id's, meaning, i have flesh that is +13 white skulls, and it affects all the bodys in the ground as well. gonna test if negative red skull codes can be transferred to other pieces