Settlement Survival
Posted: Wed Oct 20, 2021 10:00 am
Requires Cheat Engine version >= 7.3
Tested on steam on EA versions up to v0.84.275.985 (non-URP mode), but most of the features should work with newer versions. So when you request an update, don't forget to specify which feature no longer works and what are the symptoms:
Important (or you may have troubles activating cheats):
(the following list is valid for older version - Update 2021-10-21.01.050; today there is even more features)
Feel free to add new options if you can do it the similar way the table's AA scripts were made (using CE's IL2CPP symbol resolving)
History:
Tested on steam on EA versions up to v0.84.275.985 (non-URP mode), but most of the features should work with newer versions. So when you request an update, don't forget to specify which feature no longer works and what are the symptoms:
Important (or you may have troubles activating cheats):
- Start the game into main menu (if you was already playing, exit to desktop and then start it again)
- When in main menu, attach the Cheat Engine to the Game Process
- In CE Activate Mono (Menu -> Mono -> Activate Mono Features)
- In CE Activate cheats you think will want to use (still in game main menu)
- Then load your old or start a new game
- Deactivate the cheats you don't want
(the following list is valid for older version - Update 2021-10-21.01.050; today there is even more features)
- FamilyData.NewBirthLoop (no or more children - see Settings below)
- No Children (0/1)
- More Children (0/1)
- EntityView.DayClock (see Settings below)
- Domestic Animals Rapid Breeding (0/1)
- All Wild Animals to be tamed (0/1)
- DevelopmentMgrData.AddExp (faster research)
- multiplies the experience received
- FarmComponent.CanSow (allow sowing again after harvest)
- CitizenView.Update() (see Settings below)
- _base_speed (game default=3)
- _minCoins (Your money!)
- BuildView.LateUpdate (see Settings below)
- Faster Building (0/1) after all constr.mat is there
- Instant Building (1/0) (without constr.mat)
- Instant Sell (1/0) (Grocery sells everything immediatelly)
- Min Production (per production cycle)
- Min Inventory capacity (total weight)
- BuildView.onClick (when you click on building - see Settings below)
- Clear Inventory (1/0)
- Finish build (1/0)
- Min Inventory capacity
- Edit Production of last factory you clicked:
- [E] Prod 1 - Uneducated
- [E] Prod 1 - Educated
- [E] Prod 2 - Uneducated
- [E] Prod 2 - Educated
- [E] _weightLimit (int BagData.weightLimit) <- this allows to edit inventory capacity of individual buildings
- BuildingData.AddWorker (When new Worker is added to building - see Settings below)
- Clear Worker's BackPack (1/0)
- GrowUpSys.dayUpdate (faster grow, see Settings below)
- _citizen_growUp (1/0)
- _citizen_keepYoung (1/0)
- _animal_growUp (1/0)
- _animal_keepYoung (1/0)
- _building_growUp (1/0)
- _building_keepYoung (1/0)
- _tree_growUp (1/0)
- _tree_keepYoung (1/0)
- ResMatureSys.DayUpdate (trees mature faster, give more fruits)
- FarmComponent.CanSow (allow sowing again after harvest)
- GrowUpSys.dayUpdate (faster grow, see Settings below)
- _building_growUp (1/0) = 1
Feel free to add new options if you can do it the similar way the table's AA scripts were made (using CE's IL2CPP symbol resolving)
History:
- Update 2022-05-16.03.002
- Added: Caravans return almost immediately
- Update 2021-11-13.02.011
- Fixed: More Children didn't work after last game update
- Added: A lot of new features (sorry, the full list would be too long)
- Update 2021-10-21.01.050
- Fixed: More Children didn't work after previous update
- Added: Domestic Animals Rapid Breeding
- Added: All Wild Animals to be tamed
- Update 2021-10-21.01.047
- Fixed: Forgot to comment out some part of the CT lua script causing "undefined lua error" reported by CE (thanks gonnagetcha69 for reporting it)
- Added: Instant Sell (1/0) (Grocery sells everything immediately)