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Cultist Simulator/StreamingAssets/Core/elements/hirelings.json
See the part under each one where it says "lifetime:120?"
Edit: Just delete the line and they become permanent. Also works on summoned minions (spirits.json)
greedy: true,
... and just delete it.
It will still have a slot that funds can go into, but it won't suck them out your stack. So far I've been able to just ignore it forever and it just sits there helpless.
This is probably a better method, now that I think about it, as it lets the clock keep running normally (no game breaking risk) while still freeing the player from the eternal money sink effect,
Just give yourself a couple thousand or so funds. Open the save file search for this block:
{
"quantity": "1500",
"markedForConsumption": "False",
"lifetimeRemaining": "0",
"elementId": "funds"
}
So much easier, sanctioned by the devs and guaranteed to not ♥♥♥♥ your game in any way... They explicitly mention editing funds for this very reason...
So if disagreement hurts your feelings, tough luck.
I've also found that you can just delete the timers off almost anything. This is most useful for glimmering, erudition and vitality, as it allows you to bank those cards indefinitely. It can also be done for summons, which is useful because they are far too much of hassel to aquire to watch vanish in three minutes flat IMHO. Hirelings can be made permanent as well, as mentioned before, which is a good way to stock up on potential prisoners while going from Ascention 3 to 6.
I'm familiar with the "just give yourself a zillion gold" trick - it's been posted plenty of times before, but starting off as a lottery winner wasn't what I was looking for. What I was actually looking for was a way to just ease up on the clock/money grind a bit so that I didn't have worry about ending up a begger before I could take out Mr.Alden. Sadly I couldn't figure that particular method out, so I went a little overkill and just zapped the decay out completely.
Speaking of things you can edit out completely, you can just delete the lines for the clock/time verb for sickness and never worry about getting sick again. Of course if you delete the vitality timers that works almost as well.
Also handy is deleting the timers on the Clerk job, so that you can just ignore it and come back to it when you dang well feel like it. No more time (or passion) wasted begging for it back everytime you get interrupted by, well, anything other than the job itself.
Finally, in case I didn't mention it before, any card without a timer can be stacked, including cards that you modify to be timer-free. To me, simply having a more tidy table alone was worth it right there - no more did I have to sit and watch six different copies of the same card all taking up separate spaces as they rotted away.
The (altered) end goal, for me at least, was to add some nice quality-of-life cheats to make the game playable (and winnable) without feeling like a perpetual grind & beat the clock challenge, and doing so without ever needing to use a console command for anything. Even with this one can still lose, via arrest, despair, insanity, etc... but one's odds of survival get a lot better.
i also want to lower event spawn rates.
How will this effect seasons?
Do i see less seasons? Or same number with x 90 sec?
Do you suggest something lighter like 75 (%25) or 72 (%20) warmup?
Thanks.
I do not know how to change the frequency of seasons. I do know that they can be deleted outright, but again this can cause issues. The only one I'd say that can be safely removed without risk of bad effects is the sickness event. AFAIK it only exists to sap your money and/or vitality.
Also, in the time since I originally wrote this I've learned quite a bit more about how to mod the game and frankly my entire original post should probably be disregarded. It turns out that even if one removes the "greedy" trait from the timer it will still toss "starvation" at you when it runs out.
A much better solution, it turns out, is to just go into the data for all the careers in the game and increase your pay. Look for work_2_jobs.json under Data/StreamingAssets/content/core/recipes. Anyplace it says "funds" is what the job pays. You can also delete the timers on jobs so that you only need to actually show up for work when you feel like it (no risk of demotion).
Here's an example. If you go to line 700:
There, being a physician now pays $20 per shift and since I erased the lifetime timer I can show up when I want or skip work for a month and still keep my job.
I probably just add funds via console if i really have trouble. Im just bad at rts games :)
Most of all, deleting timers keeps your table more organized and less cluttered, as cards without timers can just stack on top of each other.
You might also want to try my "Hail Hydra" mod. It allows the Cult of St.Hydra path to Exalt cultists from any and every branch, raising their skills to perfect 10s across the board.