Satisfactory |1.24| Build#118201 (Stable) | Noclip, Tele, CJBok Scripts, (Ptrs: Player, Resource Nodes, Vehicles)

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CheatingMuppet
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Re: Satisfactory |1.20| Build#106504 | Noclip, Tele, CJBok Scripts, (Ptrs: Player, Resource Nodes, Vehicles)

Post by CheatingMuppet » Mon Dec 16, 2019 1:10 pm

who117 wrote:
Thu Dec 05, 2019 11:06 am
I am addicted to this game but i cant play it anymore with out your script. the experimental branch got an UE4 engine update and the script does not work anymore. Any chance for an update please?
Rambo99 wrote:
Sun Dec 15, 2019 5:53 pm
The game has been updated to version 0.2.1.20 ( 1.20 ) Build #109693 ( CL#109693 ). So the table does not work (it does not even activated and the game starts to lag terribly). Can I update the cheats somehow ?

Update released:
V1.21 - Update for Experimental CL#109693
  • Fixed literally every single cheat. Everything broke when the game updated to Unreal Engine version 4.22.3 (previously 4.21.2).
  • Added pointers to the games own "no building cost" and "infinite power" options.
  • Deleted the item editor that you could use to set the stack size of the item that you clicked in your inventory.

DarthNihilus
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Re: Satisfactory |1.21| Build#109693 (Experimental) | Noclip, Tele, CJBok Scripts, (Ptrs: Player, Resource Nodes, Vehicl

Post by DarthNihilus » Mon Dec 23, 2019 4:16 pm

can you make this work with 109075 ?

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Re: Satisfactory |1.21| Build#109693 (Experimental) | Noclip, Tele, CJBok Scripts, (Ptrs: Player, Resource Nodes, Vehicl

Post by CheatingMuppet » Wed Dec 25, 2019 9:39 am

DarthNihilus wrote:
Mon Dec 23, 2019 4:16 pm
can you make this work with 109075 ?
If version 1.20 of the table doesn't work with CL#109075 then you'll have to wait possibly a long time because I don't think I'm doing any updates to the stable branch until they push the experimental changes to it.

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Re: Satisfactory |1.21| Build#109693 (Experimental) | Noclip, Tele, CJBok Scripts, (Ptrs: Player, Resource Nodes, Vehicl

Post by DarthNihilus » Mon Dec 30, 2019 1:37 pm

thanx god it works with 106504.

what do you think, is it possible to make the chainsaw cut instantly and with bigger radius?

also - make all stacking stacks to 500?

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Re: Satisfactory |1.21| Build#109693 (Experimental) | Noclip, Tele, CJBok Scripts, (Ptrs: Player, Resource Nodes, Vehicl

Post by CheatingMuppet » Tue Dec 31, 2019 4:26 am

DarthNihilus wrote:
Mon Dec 30, 2019 1:37 pm
thanx god it works with 106504.

what do you think, is it possible to make the chainsaw cut instantly and with bigger radius?

also - make all stacking stacks to 500?
I'll try look into this whenever I work on this game again but no promises, a bit burned out right now and in the middle of a move.

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Re: Satisfactory |1.21| Build#109693 (Experimental) | Noclip, Tele, CJBok Scripts, (Ptrs: Player, Resource Nodes, Vehicl

Post by CheatingMuppet » Sat Jan 04, 2020 1:07 pm

DarthNihilus wrote:
Mon Dec 30, 2019 1:37 pm
I've released a new version with some new features, including the ones you requested.

V1.22 - New Features for Experimental CL#109693
  • The following new features will be available for the stable branch of the game when the game developers release the next stable update.

    New Features:
  • Added a basic inventory editor. You can edit items in the first 9 slots (1st row).
  • Added a stack size increaser. Enable it and every item will have a maximum stack size of 500 (except items that can only stack to 1, such as Xeno-Basher and Chainsaw).
    Stack Size Increaser - InformationShow
    Appears to be safe to use, items will not get deleted if the stack size value is changed.

    Stacks will remain properly at 500 if you reload a save file with the hack turned on.
    Will unstack to default sizes in your inventory & other inventories such as machines if hack is turned off when save file is loaded.
    If player or other inventories doesn't have enough space to unstack then the items will become unstacked when there is space.
    Items at greater than maximum stacksize will get deleted rather than unstacked if you manually drag the items or if you die and
    there are not enough inventory slots to unstack into. This means that for offline play, where you kill your previous character to retrieve all your items, you need to make sure that you don't have too many items (or just stash all of them).
    Item stacks can not be manually split if there are more items in a stack than the maximum stacksize.
  • Added "Fuel Consumption", "Radius", and "Time To Cut" inside "EQUIPMENT"->"CHAINSAW".
    When using a high "Radius" for the chainsaw the game will only cut until your inventory is full and if the range is very high then your game might lag or freeze.
    Quick use: Activate the "Chainsaw Instant & High Range" script inside "ENABLE - CheatingMuppet"->"SCRIPTS".

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Re: Satisfactory |1.21| Build#109693 (Experimental) | Noclip, Tele, CJBok Scripts, (Ptrs: Player, Resource Nodes, Vehicl

Post by DarthNihilus » Sun Jan 19, 2020 1:26 pm

CheatingMuppet wrote:
Sat Jan 04, 2020 1:07 pm
DarthNihilus wrote:
Mon Dec 30, 2019 1:37 pm
I've released a new version with some new features, including the ones you requested.

V1.22 - New Features for Experimental CL#109693
  • The following new features will be available for the stable branch of the game when the game developers release the next stable update.

    New Features:
  • Added a basic inventory editor. You can edit items in the first 9 slots (1st row).
  • Added a stack size increaser. Enable it and every item will have a maximum stack size of 500 (except items that can only stack to 1, such as Xeno-Basher and Chainsaw).
    Stack Size Increaser - InformationShow
    Appears to be safe to use, items will not get deleted if the stack size value is changed.

    Stacks will remain properly at 500 if you reload a save file with the hack turned on.
    Will unstack to default sizes in your inventory & other inventories such as machines if hack is turned off when save file is loaded.
    If player or other inventories doesn't have enough space to unstack then the items will become unstacked when there is space.
    Items at greater than maximum stacksize will get deleted rather than unstacked if you manually drag the items or if you die and
    there are not enough inventory slots to unstack into. This means that for offline play, where you kill your previous character to retrieve all your items, you need to make sure that you don't have too many items (or just stash all of them).
    Item stacks can not be manually split if there are more items in a stack than the maximum stacksize.
  • Added "Fuel Consumption", "Radius", and "Time To Cut" inside "EQUIPMENT"->"CHAINSAW".
    When using a high "Radius" for the chainsaw the game will only cut until your inventory is full and if the range is very high then your game might lag or freeze.
    Quick use: Activate the "Chainsaw Instant & High Range" script inside "ENABLE - CheatingMuppet"->"SCRIPTS".
hehe, i made a mod for the game that stacks all to 500 since than, but the chainsaw cut time and radius is VERY handfull, thanks a lot!!!

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Re: Satisfactory |1.21| Build#109693 (Experimental) | Noclip, Tele, CJBok Scripts, (Ptrs: Player, Resource Nodes, Vehicl

Post by onyxius » Fri Feb 07, 2020 7:02 pm

No longer seems to be working (v1.22), i cant get it to connect / activate at all.

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Re: Satisfactory |1.21| Build#109693 (Experimental) | Noclip, Tele, CJBok Scripts, (Ptrs: Player, Resource Nodes, Vehicl

Post by Melraki » Tue Feb 11, 2020 5:43 pm

Hi!
Update 3 on experimental.
Need some adjustement ^^

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Re: Satisfactory |1.21| Build#109693 (Experimental) | Noclip, Tele, CJBok Scripts, (Ptrs: Player, Resource Nodes, Vehicl

Post by Firefox37 » Tue Feb 11, 2020 5:48 pm

Hi, yes update 3 is out, and yes I understand that it will take time for you to update, as it will take time for all the bugs to be ironed out and the update gets pushed to the early access branch.

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Re: Satisfactory |1.21| Build#109693 (Experimental) | Noclip, Tele, CJBok Scripts, (Ptrs: Player, Resource Nodes, Vehicl

Post by Darkedone02 » Tue Feb 11, 2020 6:00 pm

Yep Update 3 is out.

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Re: Satisfactory |1.21| Build#109693 (Experimental) | Noclip, Tele, CJBok Scripts, (Ptrs: Player, Resource Nodes, Vehicl

Post by CheatingMuppet » Tue Feb 11, 2020 11:10 pm

Firefox37 wrote:
Tue Feb 11, 2020 5:48 pm
Hi, yes update 3 is out, and yes I understand that it will take time for you to update, as it will take time for all the bugs to be ironed out and the update gets pushed to the early access branch.
Melraki wrote:
Tue Feb 11, 2020 5:43 pm
Hi!
Update 3 on experimental.
Need some adjustement ^^
onyxius wrote:
Fri Feb 07, 2020 7:02 pm
No longer seems to be working (v1.22), i cant get it to connect / activate at all.
Darkedone02 wrote:
Tue Feb 11, 2020 6:00 pm
Yep Update 3 is out.
I've released v1.23 for Satisfactory CL#114192 (Update 3 on experimental branch).

Arhelay
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Re: Satisfactory |1.21| Build#109693 (Experimental) | Noclip, Tele, CJBok Scripts, (Ptrs: Player, Resource Nodes, Vehicl

Post by Arhelay » Wed Feb 12, 2020 12:46 am

CheatingMuppet wrote:
Tue Feb 11, 2020 11:10 pm
I've released v1.23 for Satisfactory CL#114192 (Update 3 on experimental branch).
howdy! Thanks for the Table, cant imagine myself building stuff in this game without flying.
Just wanted to report that "Instant analysys" feature not wotking with most recipes. Most importantly Hard drives

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Re: Satisfactory |1.21| Build#109693 (Experimental) | Noclip, Tele, CJBok Scripts, (Ptrs: Player, Resource Nodes, Vehicl

Post by Darkedone02 » Wed Feb 12, 2020 8:12 am

CheatingMuppet wrote:
Tue Feb 11, 2020 11:10 pm
Firefox37 wrote:
Tue Feb 11, 2020 5:48 pm
Hi, yes update 3 is out, and yes I understand that it will take time for you to update, as it will take time for all the bugs to be ironed out and the update gets pushed to the early access branch.
Melraki wrote:
Tue Feb 11, 2020 5:43 pm
Hi!
Update 3 on experimental.
Need some adjustement ^^
onyxius wrote:
Fri Feb 07, 2020 7:02 pm
No longer seems to be working (v1.22), i cant get it to connect / activate at all.
Darkedone02 wrote:
Tue Feb 11, 2020 6:00 pm
Yep Update 3 is out.
I've released v1.23 for Satisfactory CL#114192 (Update 3 on experimental branch).
thank you!

hmmm... this is new. Image

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Re: Satisfactory |1.23| Build#114192 (Experimental) | Noclip, Tele, CJBok Scripts, (Ptrs: Player, Resource Nodes, Vehicl

Post by Firefox37 » Wed Feb 12, 2020 9:50 am

Thanks! just wanted to say that quick milestone time reset crashes the game and it seems that duplicate items [drag & drop] doesn't work either.

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