[M’s Cheat]New Comprehensivce Mod

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Author: Mobius.

Last revision: 1 Aug, 2023 at 03:15 UTC

File size: 123.9 KB

On Steam Workshop

Description:

Modified on 2023/07/29
This is a not too excessive comprehensive cheating module, as far as possible don’t destroy the gaming experience.
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Add a high value of currency[1], Base materials can be made by themselves & increased some new recipes[2], Increases the maximum stack of every item number[3], Traders with more things[4][7], Visitors come earlier[5], Reduces the minimum FOV[6], Increased the number of items refreshed in the trader’s home[7], Some items can be disassembly[8], Saw blades reuse[9],Increase the upper limit of population [10], no upper limit of rat traps [11], dense planting [12]
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[1]【Cheating】The value of snow is greatly increased(0->250),And increase the number of stacks to(20)

[2]Added some recipes for snow, books, cans, basic materials, jewelry, cooked food, hooch, fuel & stale food:
a.【Cheating】Snow can now also be collected from rainwater collection using filters, and from snowdrifts much faster.
b.【Cheating】Materials, wood, parts and WeaponParts can be made from the workshop(Materials&wood/workshop_1/make 1 into 2;Parts/workshop_2/make 1 into 2;WeaponParts/metalshop_2/make 1 into 2)
c.Canning can be made from workshop_2 ([1 raw food + 2 water + 2 sugar] or [1 raw food + 2 water + 2 plants] or [1 raw food + 2 water + 2 plants + 2 sugar] -> 1 canned food)
d.books be made from workshop_2 (2 woods + 5 Materials + 1 lock pick -> 1 book)
e.Jewelry can be made from a three-stage metal work table (25 Materials + 15Parts + 12 WeaponParts + 10 sugar + 16 water -> 1 Jewel)
f.Added 5 cooked food recipes(vegetarian&Barbecue without water): //CoodedFood: [Cooker_1+1 raw food+1 sugar+3 fuel] or [Cooker_2+1 vegetable+2 plants+3 water+1 fuel]//*//Double_cookedfood: Use Cooker_2[2 vegetables+3 plants+4 water+1fuel] or [1 canned food+1 plants+2 water+1 fuel] or [2 raw food+2 sugar+1 plant+4fuel]
g.Now alcohol can be mixed with water to drink by using the basic workshop [1 alcohol + 3 water -> 1 hooch ]
h.It is now possible to use broken guitar and herbal fuel on the basic workshop [1 broken guitar -> 3 fuel ] // [3 herbal -> 1 fuel ]
i.It is now possible to make stale food with 3 sugar 1 water 1 plant at the Level 1 Herbal workbench [3 sugar +1 plant +1 water ->1 stale food]

[3]Increases the maximum number of stacks for all items (most items are within a reasonable range of doubling or 1.5 times, not too much)
a.Special: a significantly increased of the stacking number such as two kinds of homemade cigarettes (20->50), the real cigarettes (20->60) and jewelry (4->16).

[4]Changed the deal sheet of Frankie(the door-to-door dealer), the garage, the church, the military base, the central square, the favela. and now they buy everything, there is more variety and more quantity to sell (a 20-50% increase in the number of items, roughly doubling the probability of not showing up), other subsequent changes in article 7.
a.Frankie: Now he also sell broken guitars, broken guns, broken helmets and broken armor, stale food, med ingredients, gunpowder, shell casings, mixers, thermometers, heat lamps, saw blades.
b.Central Square: these dealers now sell more things related to their occupation, such as raw materials. The one who selling meds now has a less price. Scrap dealers now sell everything (including electronics and jewelry, but very expensive), also sell broken equipments sometime.
c.Garage owners now purchase everything (garbage at low prices) , demand for medications, bandages and their materials is higher (at a high purchase price 1.5->2) , sell everything but medicate. The raw materials about medicine have a higher selling price.
d.The church also sells wood, fuel and shell casings when you first goes (based on the background of the recent looting) . He doesn’t sell guns, but everything else is more comprehensive and various, you can get jewelry at here by a very high prices.
e.Military bases now charge high prices for alcohol and tobacco (twice as high quality, 1.5 times as low quality) , low prices for raw materials. Selling military-related items, including broken equipment, don’t sell any raw materials.
f.The food beggar now can buy water, spoils food and smokes, and can now sell raw materials, plants, and occasionally jewelry and electronic parts (less likely).

[5]Visitors arrive earlier: begin at 7:00, before 8:00.

[6]Minimum scaling down to 30. (Defult:37)

[7]The subsequent modifications to the trading system are mainly to modify the type of items, the probability of occurrence and the price. Changed the number of door-to-door traders, central plaza, garage, church, and slum traders and the refresh volume of items.
#.A doubling of the replenishment rate for the above-mentioned traders, greatly increases the probability of all items being sold (It’s bound to occurrence, but the quantity starts from 0, so the probability of some supre-rare items’ appearing is 50%) , raise the selling price of some rare goods
a.Frankie: reduce the incidence of broken equipment and jewelry (<1%) ;
b.Central square – vintner: Axe, shovel, crowbar, knife have 2 times price to sell // filter 1.5 times price;
c.Central square – food vendor: Knife 2 times price // filter 1.5 times price;
d.Central square – pharmacopolist: increase the quantity of raw materials // Fine-tune base deal ratio;
e.Central square – scrap-dealer: broken pistol 2.5 times // broken shotgun 3.5 times // broken assault rifle 4 times // broken helmet & armor 3.5 times // sawblade & lock pick 1.3 times // electronic parts 5 times // broken guitar 1.5 times // jewelry 10 times (equivalent to 75 cigarettes) // filter 1.2 times;
f. Military Base: pistol 1.3 // shotgun 1.5 // assault rifle 1.8 // sniper rifle 2.5 // helmet & armor 1.65 // broken pistol 1.15 // Broken shotgun 1.25 // Broken assault rifle 1.4 // broken helmet & armor 1.325;
g. Garage son: electronic parts 3 times the price // broken pistols 1.5 times the price // jewelry 10 times the price;
h. Priest: jewelry 10 times price // electronic parts 8 times price;
i. Beggars: Probability of selling parts, plants, electronic devices and jewelry, and the price is very fair;

[8]Some items can be disassembled [Reuse ElectronDevice/BrokenThing]
a.Can be disassembled into electronic parts: mixers, heat lamps, and thermometers can be disassembled into 2 electronic parts from a three-stage basic workshop. (these items can be bought from Frankie or garage son)
b.Make use of the broken thing: BrokenToy & BrokenGuiter can be remade of Material from Basic Workshop level1 now. (1 broken toy -> 3 materials // 1 broken guitar -> 7 materials)
c.Gun disassembly: Broken gun can be disassembled into weapon parts from Metal Workshop level1 now. (1 broken pistol -> 5 weapon parts // 1 broken shotgun -> 7 weapon parts // 1 broken machinegun -> 9 weapon parts)

[9]Saw blades can be used twice,the material required for production is doubled, the make required time is increased by 75%, the price is doubled, and the number of stacks is modified to 4.

[10] Population limit increased to (6), the probability of new arrivals is adjusted to (1.5/0.75/0.5/0.3/0.18)- roughly (3d/7d/9d/15d/25d) (doubtful).

[11] There is no upper limit to the trap.

[12] Planting density increased by 50%.
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If it dosen’t work, you can try to move it to the top of the mod list.