Stellaris

Stellaris

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Cheat Menu
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3.685 MB
12 Jul, 2021 @ 12:52pm
20 May @ 7:04am
64 Change Notes ( view )

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Cheat Menu

In 1 collection by [TKT][LCDR]Tranxalive
Tranxalive's Stellaris Mods
7 items
Description
A cheat menu I made to cheat easier.
To use it, hit the ('`'/'~') key, and type in the console:

'event cheat.1'

The Cheat Menu is designed to be able to be used easily, and quickly. It's much easier to click a button and get what you want, rather than type out a bunch of commands.

Hopefully you enjoy it, like I do.

=== Important Notice! ===
This mod requires the installation and activation of Tranxalive's Mods Core (TMCore) to function. If you attempt to use it without it activated and installed it will not work! (Edit: I added a button that makes it function anyways. TMCore is unfortunately a (currently) dead project anyways.)

You can find the mod in my collection, or by simply searching for it on the Steam Workshop.

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0.3 Wait, I still update this sometimes? Update:
Added Biomass as a resource (I have not tested this in the slightest. I hope Paradox has kept the format for adding biomass the same as the others.)
Added in all the secret little experimental cheats I work on sometimes from my private branch.
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Currently, the Cheat Menu can:
-Manipulate Resources fully.
-Manipulate Research fully.
-Manipulate Strategic Resources fully.
-Create new systems
-Edit Hyperlanes

New Features:
-Added Biomass as a new resource to manipulate. (May be broken, may work fine.)
-Added the Legacy Cheat Menu's ability to manipulate hyperlanes, that I've actually had for like 2~3 years now. (I'm sorry.)
-Added the Legacy Cheat Menu's ability to create new Systems. Features random system buttons for Unary, Binary, and Trinary systems too! (I am not held responsible if it decides to create like 10 gas giants in a row.)
-Added a feature to generate isolated clusters of systems (Like L-Clusters. You may have to do some additional... cheating to go to them, since I think they can't be seen by you, unless you have a Sentry Array.) this thing's actually pretty cool! It's fully randomized, and can spawn every star type, each with their own chances. (No the options definitely aren't biased towards whatever Empire I was playing as that needed an isolated set of systems at all... But realistically, someone can probably complain in the comments which will make me feel obligated to fix it, and it wouldn't be hard at all. I can also change amounts too, and it'd be easy to add. (I think... Oh god, that's not 20 systems, that's 50 for the random unary one. Well... have fun.))

Subscribe to the Legacy Version found in my Collection to use it's original power while I reconstruct the menu.
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Currently the version number is: 0.3
Reconstruction Progress 30%, or something.

Currently compatible with Stellaris Version 4.0.whatever ("Phoenix(?)")
May work with previous versions, but don't go too far back.
Further updates would like to be made, but I end up being a lazy piece of trash and not working on my projects, and letting them die. (R.I.P. Steps to the Stars. :( But it's okay, 4.0 would've made you agonizing to fix. So... it's a good thing...???)
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Marker Megastructure Guide (Because I predict comments about how to use it.)
Step 1: Go into the options menu. (In the Cheat Menu)
Step 2: Enable the System Marker Megastructure, or whatever it's called again.
Step 3: Select a Construction Ship, and click to build a Megastructure, it should be there. If it's not, see Step 1 and 2.
Step 4: Build the Marker Megastructure. You must wait for it to build. (It takes a single day, your ship doesn't actually need to go there.)
Step 5: Use your cheat, if it requires only a single system. (System Creators) Otherwise...
Step 6: Go into the Cheat Menu's Options menu again.
Step 7: Click the targety thingy option, with the number on it. It should now be a 2.
Step 8: Build the megastructure again.
Step 9: Use your cheat.

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Feel free to leave suggestions for cheats in the comments.
Have fun!
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Interested in another (Probably Broken) mod? Try another (Deprecated) item from my collection!
Popular Discussions View All (3)
9
4 Feb, 2023 @ 2:23pm
Bug Reports
[TKT][LCDR]Tranxalive
7
12 Jul, 2024 @ 2:28pm
Help
[TKT][LCDR]Tranxalive
6
15 Jul, 2023 @ 1:07pm
Ideas
[TKT][LCDR]Tranxalive
193 Comments
[TKT][LCDR]Tranxalive  [author] 18 Jun @ 5:55am 
That mod doesn't seem to have multiplayer balancing in mind, or even any mention of multiplayer at all.

My main point was was that the host should always have control of who gets to use it and who doesn't, because otherwise if people are trying to play a serious game, anyone could just sneak in extra resources, modifiers, etc.

I mean sure, you can always just disable the mod before playing, but then no one gets to use it. The whole point of the menu is so that people have control over a variety of things, so control is my top priority, that's why there are so many options, even ones that can actually just make you weaker.

In any case, I feel like I need to actually complete/restore my cheat menu's features first before I seriously consider adding multiplayer support.
That One Friend 15 Jun @ 2:32pm 
other cheat mods have figured it out (some depricated, some still going) you could hit them up and see how they did it and see if its viable for you to do with your version.
[TKT][LCDR]Tranxalive  [author] 15 Jun @ 8:01am 
Because if it's an edict then people in multiplayer can use it, and if you have it active then there's likely going to be chaos. For the moment this supports only singleplayer.

I've considered attempting to make this multiplayer compatible numerous times via edict, or something else, however my main roadblock is figuring out how to effectively make it so the host can set up who can use it, and who can't. As far as I know there's no condition or trigger that checks if the player is the host of the game or not.
NexusLeader 15 Jun @ 1:42am 
Quick question, why isn't this a edict instead of having to be through console?
[TKT][LCDR]Tranxalive  [author] 13 Jun @ 12:33pm 
Odd... It's referenced as a resource in the files, which technically means you should be able to add it like you would any other resource, so one would think the cheat would work. But then again, I still haven't played 4.0 yet, and don't actually know how it works. (I'm waiting for my favorite mods to update to hopefully be more compatible.)
MisterMustachio 13 Jun @ 10:00am 
Fun thing I have learned about Stellaris through the use of this mod: Biomass is NOT a resource, it is directly tied to your available pops, so pop growth is the only real way to up your biomass.
DandreV 21 May @ 3:20pm 
Oh thank you regardless! I remember looking at that modding page and digging through the details a long time ago when the old mod came out. Ill test that script and see what happens.
[TKT][LCDR]Tranxalive  [author] 21 May @ 2:15pm 
Copy that into the console in case it wasn't clear. I had a much more detailed comment, but I was way over the character limit, and had to crush my message to barely fit.
[TKT][LCDR]Tranxalive  [author] 21 May @ 2:14pm 
Yes, and no. Every "Event" in Stellaris is basically a console command.
You can use the command to create a system, but it is a colossal pain to do it and get it to work, mostly because of the "Scope system", which you have to do a bunch of stuff to get to the right one, as it won’t work otherwise

spawn_system requires a scope of… oh, planet is viable now?

I guess you can try this, and go from there after clicking on a planet/star.

effect spawn_system = { min_distance >= 5 max_distance <= 50 min_orientation_angle = 0 max_orientation_angle = 360 initializer = basic_init_01 hyperlane = yes is_discovered = yes }

The initializer is the system it's going to spawn, so change that to what you want.

If you're interested in more commands or need help, the Stellaris wiki has a list of them all and a few guides.

Here’s the Modding page which is very helpful
(https://stellaris.paradoxwikis.com/Modding)

Effects are the commands used by Events

Have fun. (Stupid character limit)