Guys, I have not been ignoring your postings about game crash when using TAKE ITEMS. This was a similar problem with the older version of the game. In fact, with that option there we had the trainer activate, then deactivate itself that option when you took items.
I am torn about what to do with this. Because I CAN reproduce crashing but it's not the same or even reproduceable with new games. It seems to be due to the weird way that they store the items. It's not just a value like 10 or 25 or something. It appears to be that each item is an object, etc. so that the values do correspond to the amount of them you have, but if you are moving one object from one place to another (i.e. wood from pile to inventory) that same object needs to be destroyed from one place and created in the new place. Some of this process MAY be going on in threads that are created in the background that are taking care of the inventory creation/destruction process. That going on in separate threads from the count functions may be the culprit. This process, to me, is why there just isn't any other trainers with this object in it at all. I spent 6 (SIX!) hours on this yesterday trying to nail down how to try and do this any differently, and I just cannot seem to make it work any better than it does.
My only suggestion is this:
Leave the TAKE option OFF at all times.
ONLY toggle on the TAKE option when you need to get something out of a pile and want to have MORE of it than is in the pile.
When using the TAKE option, don't click super fast. Just take an item, wait a bit, and take another, and when done taking the amount you NEED, then toggle the option back off. Wait for a bit before leaving the pile or wherever, to allow the threads in the background to catch up and try to resolve the inventory mismatch and object moves.
Once you have a decent amount of (wood for instance), you can use THAT and the CRAFT option to custom create whatever else you need in the game using the object codes. So if you have like 50 wood, or something, and 50 medicine, and 50 food, likely you can go a long way in this game, and collect NORMALLY most everything else you need.
Otherwise, if this is just too complicated or annoying, we can just remove the option completely to avoid complaints or issues for those that just don't want to have to deal with the problematic way they wrote the item code in this game.
The trainer is up to date and working as intended.
I appreciate you taking the time to investigate it further, and I hope it's also clear why us as users weren't able to find the reason for the trainer not working other than it being the cause, somehow.
Interesting way to handle it from a programming perspective, but I can't even begin to imagine the debugging headaches.
I would definitely prefer if the option be left in, even if "hidden" in a debug mode of the trainer or something, and/or with a clear disclaimer that it may crash the game.
That way it'd at least be possible for us as users to try and find a sweet spot for it working.
It's a shame so many components are required for constructing the workbenches and furniture, and that there aren't any mods at least slightly increasing the starting amounts.
Thanks again for taking the time to check it out!
[Edited by PeTTs0n, 11/27/2019 5:40:25 PM]
Caliber... you are the hamster.
Got it working and no crashing.
The only thing I did different was AVOID acquiring, building, and using the lockpick on the first day. I only used option 1 when I needed and I deactivated all codes except for option 7 when the day/night cycle changed.
I'll send you some fresh wood chips and some Code Red Mountain Dew.
ok thanks! JK...
best,
Cal