I added the "dev" table in case someone wants to work on updates in the future or expand on things. Removed nested scripts (copy-paste miracle). A handful of butterflies are more creative than a character with 10 INT.Ĭredits and thanks to panraven for the one-liner. 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.Īlso, you'd think the characters above a certain INT score could figure out some things on their own. 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? Zero support on this one as I ditched the game (refund) on the account of tedius micromanagement. #Brainbread 2 cheat engine modPlant Growth Mod scales the time required for plants to grow. (less energy input is needed I wonder if this makes a battery a generator, lol) Required Power Mod scales the power requirement of most, if not all, powered objects. Object Integrity The objects are kept at their maximum integrity. Stack Integrity The items be at least the specified integrity. Stack Weight Mod scales the weight of all items in the game. Repair Weapon Speed Mod scales the speed of this specific job. Repair Item Speed Mod scales the speed of this specific job. Repair Speed Mod scales the speed of this specific job. Excavation Speed Mod scales the speed of this specific job. Dismantle Speed Mod scales the speed of this specific job. Craft Item Speed Mod scales the speed of this specific job. Deconstruct Object Speed Mod scales the speed of this specific job. Construct Object Speed Mod scales the speed of this specific job. Basic Speed Mod scales the speed of generic jobs. Crafting Quality The items you craft will be at least the specified level. #Brainbread 2 cheat engine freeFree Crafting Crafting uses no materials (it still requires them). Walk Speed Mod disables turtle mode in the shelter. Not their timers though, so you might see some status icons. Pointers to last selected member stats. 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.Īnyway, there are a lot of things here, so I split them into separate sections: I signed the table so the LUA scripts required would run on startup. The second one is to be used during gameplay. 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. back to the game, add the missing point to strength. in CE, set all caps to 20, set all stats to 5 except strength to 4. I generally did it like this for leader and other members: Once enabled, the script will get the right pointers whenever you change a stat or a trait. Enabling the chargen script requires changing at least one stat (with the arrow) and adding any trait.
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