![]() Save, disable the script, reload and then it will work.Īdded more checks to resourcing, to prevent interference with other resources. Note: I noticed the Dreadnaught would not launch with the script enabled it kept saying not enough coal. JBOP just a bunch of pointers to hope and discontent current and max values. You can use any small value, but do not use zero! Telegraph Limit Regen Time Mod allows you to scale the speed of the requisition limit regeneration in the telegraph. Tested with Watchtower and Guardpost only, might work for others. Influence Radius Mod allows you to scale the influence range of buildings, but it applies only to newly built buildings - so tear down some if need be and rebuild them if you want to force an update. I think you should keep it disabled for everything else, or your game might break. I built this for the boring quests like 'gather x resources'. Quest Progress Rate Mod allows you to scale the rate at which quest counters change. Note: it is applied when you start the ability (so it's ineffective for abilities already on cooldown). Timed Ability Cooldown Mod allows you to scale the cooldown of the timed abilities (such as the sermons). If you cancel a movement and you start it again, the mod will be applied again. Note: it is applied when you start the move (so it's ineffective for already ongoing movement). Timed Move Duration Mod allows you to scale the duration of the timed moves (such as scouts). Instant Timed Moves enabling this causes timed moves (such as scouts) to be completed instantly. Book Of Law Cooldown Mod allows you to scale the cooldown of the Book Of Law. If you need to reset things, enable and write back 1.0, then toggle the heat map to verify effect. Note: this writes values into the memory. Force Heat Range Mod allows you to scale the heat range (of the generator and the steam hubs). Generator Cooling Rate Mod allows you to scale the speed at which your generator is cooling down (when switched off). No Generator Stress keeps generator stress at zero. The ratio is applied to the total storage - so if you build more storehouses, you get more resources at the same ratio. ratio of specific resources available in your stores. Works for factory and food processing at least. Production Efficiency Mod allows you to scale the efficiency of production work. ![]() If you cancel a research and you start it again, the mod will be applied again. Note: it is applied when you start the research (so it's ineffective for already ongoing research). Research Time Mod allows you to scale the speed of research. Construction Speed Mod allows you to scale the speed of building construction work. Move Speed Mod allows you to scale the speed at which citizens move, including the automatons. Heal Rate Mod allows you to scale the speed of healing in the appropriate buildings. ![]() Prolong Sickness allows you to prolong sickness indefinitely, as if the citizen just got sick (resets the sick timer). The script includes a lot of things so I grouped settings up as follows: The table includes an AOB script, so it might work with other releases, too. ![]() I included the WeirdDays pointer because I didn't understand how it works, but it's somehow related to the time itself.Īlso, the count begins from the moment you start the entire gameplay, so by setting everything to 0, the time might be Day 1, 7:30 AM (depending on what time the game sets the initial time). ORIGINAL CODE - INJECTION POINT: Frostpunk.exe 1081639 ShowMessage("Unpause game once to update.\n(This will only show once)") "Game Time Modifier (pause once to update)" ![]()
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