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Without Co-op play, I don't see a reason to go back to Story Mode once you finish it... unless it is to help people on the forum with questions/problems with the quests. I suppose if you haven't played it for a while, it would be interesting to go through it again, maybe with a different colony strategy. Even so, cheating it would defeat the purpose, IMO. If you want to play faster and have more stuff to do, just go to Adventure Mode and build out a new world. Otherwise, simply don't do the last quest in Story Mode and continue to build out the Story continent instead of "finishing." You have all of the resources and equipment to work with at that point, and can do whatever you like.
I still think Adventure Mode is a better setting for extended play. Build highways and rail lines between cities, or some other long-term project. Maybe actually build a city, instead of just a colony. This is one reason I wish they had spent more time on Adventure Mode, instead of their goal of putting Story Mode to rest. The real game, for me, is not Story Mode.
At the moment PE2 pose to be made hopefully soon and not ended like short stick but I hope they make more and let us have FUN having more gun parts and Bazooka/rocket launcher/ missile launcher which I really want explosive shots instead of...throwing grenades...-.- Then we get our Mechs (was told we are pose to get legs but they deleted the website forum which there is no more forum post TT _TT ) For I wish they soon have the system for it because the game was the GENIUS IDEA EVER MADE craft your weapon weapons, armor, decroation, and so forth...now I just have to hope the game can be even greater afterward but hopefully getting the TREE SKILLS out more.
*sigh* such a dream goes down the drain
The asset files are also not locked, so asset gibbing should be possible.
You should be able to gibb out the upgraded stats on an item easily as well as the upgraded skills of your colonists.
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Thanks to the source code release (temporary as it was, though per another thread there's at least a game plan for getting it back up), we now know that there are indeed some cheat codes:
Included in the resulting script is every single item the game knows about. This includes not only all the normal items, but some cheat/debug items and what appears to be all the non-ISO items exclusive to Kickstarter backers (normally I'd feel like a jerk for leaking this and making Kickstarter-exclusive things not-so-exclusive anymore, but those people got way cooler stuff besides some in-game items, and it ain't like multiplayer exists anymore so there ain't even a "competitive" advantage, so whatever). It also apparently auto-learns you scripts for literally everything that's craftable, including a bunch of stuff that's incomplete (so much so that they'll cause game crashes if you inadvertently trigger their non-existent tooltips, lol); if you ever wanted to build wooden turrets and/or turrets that shoot arrows, apparently that's a thing.
There are other codes consisting of random-ish all-uppercase 14-character strings; these appear to be the specific codes that Kickstarter backers would enter for their particular in-game reward items. All of these seem to be included in the cheatier one above (aside from the Kickstarter-exclusive ISOs, but they're kinda meh, IMO).
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There's also some code in place for a debug console; supposedly pressing Ctrl + Alt + CMD or Ctrl + Alt + CML would pop it up. However, either the key combination is bugged out (there's a bunch of weird logic around checking which keys are pressed and incrementing or resetting a "HotKeyStep" variable) or there's some elbow grease required to actually get it working (it does appear to be present in the compiled .NET assemblies in the Steam release, given that various variable/class/method names specific to it do exist in the end-result DLL, but it might not get loaded into scenes or whatever the terminology is by default). Or perhaps it's some vestige of the old grey UI from years past and was never made to work with the new fancy blue UI. If someone does figure out how to get that to actually work (or - better yet - if someone from Pathea wants to chime in), I'm all ears.
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Ideally, someone would figure out some way to get PE to load arbitrary .NET assemblies (like what Kerbal Space Program and Cities: Skylines do, among other Unity-based games with support for C# modding), preferably without requiring users to use custom-built versions of PE itself (or - worse - have to do the building/patching themselves). That'd blow the doors open on the PE modding scene, including actually allowing cheat mods to exist. My motivation for grabbing the source (while it was still available) was to chase down this possibility, though unfortunately my time is limited and the codebase is quite complex.