The first one is to be used during character generation only.
The second one is to be used during gameplay.Enabling the chargen script requires changing at least one stat (with the arrow) and adding any trait.
Once enabled, the script will get the right pointers whenever you change a stat or a trait.
I generally did it like this for leader and other members:
- take 1 point off strength
- in CE, set all caps to 20, set all stats to 5 except strength to 4.
- set remaining points to 1.
- back to the game, add the missing point to strength.
Traits you can pick as much you want, when you are all good, set remaining points to 0, then remove and add back a trait for force recalculations.
I signed the table so the LUA scripts required would run on startup.
If you configured CE not to allow LUA scripts to run, you need to run the table script manually, or else it won't work.
Anyway, there are a lot of things here, so I split them into separate sections:
Members
- Pointers to last selected member stats.
- No Needs; disables all basic needs. Not their timers though, so you might see some status icons.
- Walk Speed Mod; disables turtle mode in the shelter. Takes effect at the next action.
Jobs
- Free Crafting; Crafting uses no materials (it still requires them). Does not apply to repair crafting.
- Min. Crafting Quality; The items you craft will be at least the specified level.
- Basic Speed Mod; scales the speed of generic jobs.
- Construct Object Speed Mod; scales the speed of this specific job.
- Deconstruct Object Speed Mod; scales the speed of this specific job.
- Craft Item Speed Mod; scales the speed of this specific job.
- Dismantle Speed Mod; scales the speed of this specific job.
- Excavation Speed Mod; scales the speed of this specific job.
- Repair Speed Mod; scales the speed of this specific job.
- Repair Item Speed Mod; scales the speed of this specific job.
- Repair Weapon Speed Mod; scales the speed of this specific job.
Items
- Stack Weight Mod; scales the weight of all items in the game. (you can carry and store more)
- Min. Stack Integrity; The items be at least the specified integrity. (they won't go bad)
Objects
- Max. Object Integrity; The objects are kept at their maximum integrity. (no repairs)
- Required Power Mod; scales the power requirement of most, if not all, powered objects. (less energy input is needed; I wonder if this makes a battery a generator, lol)
- Plant Growth Mod; scales the time required for plants to grow. (witness the miracle of growth)
Zero support on this one as I ditched the game (refund) on the account of tedius micromanagement.
Just how hard would it be to have a fricking 'build' button so I could drop blueprints that could be built whenever there's enough materials???
No. I have to find a peep that has skill manually, right click a fricking bench, select build, and then hope I have enough materials or I can start all over again.
Also, you'd think the characters above a certain INT score could figure out some things on their own. A handful of butterflies are more creative than a character with 10 INT.
Sorry devs, I had to say it.
Enjoy while it works!
Credits and thanks to panraven for the one-liner.
Update #1
Removed nested scripts (copy-paste miracle).
Update #2
I added the "dev" table in case someone wants to work on updates in the future or expand on things. The "dev" table is not signed.
How to use this cheat table?
- Install Cheat Engine
- Double-click the .CT file in order to open it.
- Click the PC icon in Cheat Engine in order to select the game process.
- Keep the list.
- Activate the trainer options by checking boxes or setting values from 0 to 1