Manor Lords has launched in early access, attracting a massive player base with 173,178 concurrent players on Steam. If you’re struggling with the economy or losing battles against invading lords, you might be curious about the availability of traditional Cheats or Console Commands.
While there are no official console commands or cheats available in Manor Lords, you can activate console commands using mods.
Despite spending many days with the game during the review process before its release and continuing to play and learn as much as we can, when we attempted to activate console commands with traditional methods, nothing happened even though it runs on Unreal Engine 4.
Manor Lords Console Commands
If you want to use cheats and console commands in Manor Lords you will have to download RE-UE4SS and follow the basic instructions to activate it correctly. Download the Console Commands Mod from Nexus and then once this is done you should be able to bring up the console in Manor Lords by pressing the F10 key on your keyboard.
Here’s the full list of Console Commands:
Command | Use |
---|---|
k.printCommands | Print command handles of this mod to the console window |
k.printConsoleCommands | Print command handles of this mod to the console window |
k.printLordConsoleCommands | Print Lord-related console commands to the console window |
k.setTreasury amount | Set player Lord Treasury to the specified amount |
k.addTreasury amount | Increase/decrease player Lord Treasury by the specified amount (negate amount to decrease) |
k.setInfluece amount | Set player Lord Influence to the specified amount |
k.addInfluence amount | Increase/decrease player Lord Influence by the specified amount (negate amount to decrease) |
k.setKingsFavor amount | Set player Lord KingsFavor to the specified amount |
k.addKingsFavor amount | Increase/decrease player Lord KingsFavor by the specified amount (negate amount to decrease) |
k.layRegionClaim | Lay a claim on the current region for the player; current region refers to the territory at the center of the camera, invalid while looking at the region map |
k.layRegionClaimForBaron | Lay a claim on the current region for the baron; current region refers to the territory at the center of the camera, invalid while looking at the region map |
k.finalizeClaims | Finalize all player claims |
k.finalizePlayerClaimOnRegion | Finalize player claim on the current region; current region refers to the territory at the center of the camera, invalid while looking at the region map |
k.withdrawClaimsAndChallengesTowardsPlayer | Make lords withdraw claims and challenges toward the player |
k.addChallengesByPlayerDaysLeft amount | Add days left by amount to player initiated challenges |
k.addChallengesTowardsPlayerDaysLeft | Add days left by amount to challenges towards the player |
k.declareWarToBaron | Declare war to the Baron |
k.declarePeaceToBaron | Declare peace to the Baron; note: this doesn’t resolve existing diplomacy play |
k.moveRegionByNameChallengeToCursor regionName | Move the battlefield place of any challenge regarding Region with regionName to the cursor position; note: this is supposedly a locked feature in early access |
k.printArmyConsoleCommands | Print Army-related commands to the console window |
k.rerollHireMercenaries | Reroll the list of mercenaries you can hire |
k.disbandOtherLordsMercenaries | Disband all of other lords squads that are part of “mercenary”, not limited to named mercenaries you can hire |
k.releaseMercenaryById mercenaryID | Release mercenary with given mercenaryID, making them available for hire; mercenaryID refers to the table key in the DT_MercenaryCompanies.uasset, display name translation here DT_Translation_MercenaryCompanies.uasset |
k.releaseLockedMercenaryPool | Release mercenaries that are not currently hired by any lord; can be a workaround for mercenaries being locked after being hired once by the baron |
k.setHireMercenaryByIndexArriveAtCurrentRegion index | Set the arrival region of hire-mercenary at given index to current region; index refers to the offset from the first option |
k.setHireMercenaryByIndexCost index cost | Set the cost of hire-mercenary at given index; index refers to the offset from the first option, avoid using non-positive numbers |
k.setSelectedSquadCapacity amount | Set currently selected squad(s) capacity to amount; avoid using this on retinue, interaction with the UI might not work |
k.addMilitiaToRegion militiaID | Add new militia to current region; militiaID refers to the unit template key in the DT_UnitTemplates.uasset, display name translation here DT_Translation_UnitTemplates.uasset |
k.addMilitiaToRegionByName regionName militiaID | Add new militia to the specified region; regionName and militiaID are case-insensitive |
k.healPlayerUnits | Heal all of player commanded army units; stamina, morale, hp will be set to max |
k.weakenBandits | Weaken all units that are assigned to a bandit squad, of any lord; stamina, morale, hp will be set to 1/100 of max |
k.weakenRaiders | Weaken all raider units; stamina, morale, hp will be set to 1/100 of max |
k.teleportSelectedSquadsToCursor | Teleport selected squads to the cursor position; important note: the squad will still retain their rally position, so they will walk back if not changed |
k.retinueEditorSetArmorByID ID | Set the rally armor of the retinue currently selected at the retinue editor to armor with given ID; armor ID can be found on their template here, item data here |
k.retinueEditorSetWeaponByID ID | Set the rally weapon of the retinue currently selected at the retinue editor to weapon with given ID; weapon ID can be found on their template here, item data here |
k.retinueEditorSetShieldByID ID | Set the rally shield of the retinue currently selected at the retinue editor to armor with given ID; shield ID can be found on their template here, item data here |
k.retinueEditorSetHelmetByID ID | Set the rally helmet of the retinue currently selected at the retinue editor to armor with given ID; helmet ID can be found on their template here, item data here |
k.printRegionConsoleCommands | Print available commands to the console window |
k.addRegionalWealth amount | Increase/decrease current region wealth by specified amount (negate amount to decrease); current region refers to the region you are currently looking at (territory at the center of the camera) |
k.setRegionalWealth amount | Set current region wealth to specified amount; current region refers to the region of the territory at the center of the camera, invalid while looking at the region map |
k.addDevelopmentPoint amount | Increase/decrease current region development point by specified amount (negate amount to decrease); current region refers to the region of the territory at the center of the camera, invalid while looking at the region map |
k.setDevelopmentPoint amount | Set current region development point to specified amount; current region refers to the region of the territory at the center of the camera, invalid while looking at the region map |
k.addRegionApproval amount | Increase/decrease current region approval by specified amount (negate amount to decrease); current region refers to the region of the territory at the center of the camera, invalid while looking at the region map |
k.setRegionApproval amount | Set current region approval to specified amount; current region refers to the region of the territory at the center of the camera, invalid while looking at the region map |
k.addRegionPublicOrder amount | Increase/decrease current region public order by specified amount (negate amount to decrease); current region refers to the region of the territory at the center of the camera, invalid while looking at the region map |
k.setRegionPublicOrder amount | Set current region public order to specified amount; current region refers to the region of the territory at the center of the camera, invalid while looking at the region map |
k.spawnNewFamily | Spawn a new family in current region; the spawned family consist of a “husband” and a “wife”; current region refers to the region of the territory at the center of the camera, invalid while looking at the region map |
k.spawnNewFamily amount | Spawn amount new family in current region; the spawned family consist of a “husband” and a “wife”; current region refers to the region of the territory at the center of the camera, invalid while looking at the region map |
k.spawnNewFamilyAtCursor | Spawn a new family in current region with cursor location as initial location; the spawned family consist a “husband” and a “wife”; current region refers to the region of the territory at the center of the camera, invalid while looking at the region map |
k.spawnNewFamilyAtCursor amount | Spawn amount new family in current region with cursor location as initial location; the spawned family consist a “husband” and a “wife”; current region refers to the region of the territory at the center of the camera, invalid while looking at the region map |
k.spawnNewFamilyMember | Spawn a new family member in current region; will find any unfilled family slot and spawn for that family role; if all slots are already filled, then this command have no effect |
k.spawnNewFamilyMember amount | Spawn amount new family member in current region; will find any unfilled family slot and spawn for that family role; will spawn until either all slots are filled or already spawned for amount |
k.spawnNewFamilyMemberAtCursor | Spawn a new family member in current region with cursor location as initial location; will find any unfilled family slot and spawn for that family role; if all slots are already filled, then this command have no effect |
k.spawnNewFamilyMemberAtCursor amount | Spawn amount new family member in current region with cursor location as initial location; will find any unfilled family slot and spawn for that family role; will spawn until either all slots are filled or already spawned for amount |
k.growRegionPopulation | Grow current region population by 1; will spawn a new family member if applicable (still follow game condition); current region refers to the region of the territory at the center of the camera, invalid while looking at the region map; to spawn new family member ignoring the condition, see “k.spawnNewFamilyMember” |
k.growRegionPopulation amount | Grow current region population by amount; will spawn new family members up to amount if applicable (still follow game condition); current region refers to the region of the territory at the center of the camera, invalid while looking at the region map; to spawn new family member ignoring the condition, see “k.spawnNewFamilyMember” |
k.spawnBanditCamp | Spawn a bandit camp at a random place on the map |
k.finishPlayerBuildings (bugged) (use k.buildInstantly instead) | Finish all of player building construction; bug_info: the save mechanism doesn’t save/load the finished building properly (or the building is simply invalid), it will go back to unconstructed state |
k.finishSelectedBuildings (bugged) (use k.buildInstantly instead) | Finish player selected building construction; bug_info: the save mechanism doesn’t save/load the finished building properly (or the building is simply invalid), it will go back to unconstructed state; you can use this command if you need a building immediately, just remember that it will be invalid on next save load |
k.buildInstantly | Place the building and instantly finish it; note: do not use before the builder UI shows you the building (doing otherwise will crash the game later on); enter command whenever you want to place a new building; this does not bypass resource requirement (will not consume any); this does not apply to the burgage plot planner |
k.spawnRaider amount | Spawn amount of raider at a random edge of the map; raider starting position is randomized, all of amount from the same place |
k.spawnRaiderRallyAtCursor amount | Spawn amount of raider that will rally at current cursor position; raider starting position is the nearest map border to the cursor position; after spawned, the raider(s) may ignore the rally position and attack immediately or might not attack at all if the amount is too low (idk if they will attack eventually, I didn’t test for long) |
k.refillRegionBerries | Refill every berry bush in current region; current region refers to the region of the territory at the center of the camera, invalid while looking at the region map |
k.increaseRegionBerriesCapacity amount | Increase the lowest capacity berry bush in current region by amount; by default a berry bush capacity is 8; by default berry deposits consist of 8 bushes, rich type deposit is 16 bushes; current region refers to the region of the territory at the center of the camera, invalid while looking at the region map |
k.resetRegionBerriesCapacity | Reset every berry bush’s capacity in current region back to default, available berry amount will be coerced; default value is 8; current region refers to the region of the territory at the center of the camera, invalid while looking at the region map |
k.emptyRegionBerriesCapacity | Set every berry bush’s capacity in current region to 0, available berry amount will be coerced; current region refers to the region of the territory at the center of the camera, invalid while looking at the region map |
k.emptyRegionBerries | Set every berry bush’s available berry in current region to 0; current region refers to the region of the territory at the center of the camera, invalid while looking at the region map |
k.increaseRegionStoneDepositAmount amount | Increase the lowest stone amount in current region by amount; by default a stone amount is 20; current region refers to the region of the territory at the center of the camera, invalid while looking at the region map |
k.resetRegionStoneDepositAmount | Reset stone amount in current region back to default; by default a stone amount is 20; current region refers to the region of the territory at the center of the camera, invalid while looking at the region map |
k.emptyRegionStoneDepositAmount | Set every stone amount in current region to 0; current region refers to the region of the territory at the center of the camera, invalid while looking at the region map |
k.spawnClayDepositAtCursor amount | Spawn new clay deposit at cursor position with amount as initial deposit amount; note: the deposit texture is not spawned |
k.addClayDepositAtCursor amount | Increase/decrease clay deposit at cursor by amount (negate amount to decrease); the deposit radius is the same distance that allows you to put mine building over it (a little past the orange texture) |
k.markRichClayDepositAtCursor | Mark clay deposit at cursor as rich deposit; the deposit radius is the same distance that allows you to put mine building over it (a little past the orange texture) |
k.markNormalClayDepositAtCursor | Mark clay deposit at cursor as normal deposit; the deposit radius is the same distance that allows you to put mine building over it (a little past the orange texture) |
k.spawnIronDepositAtCursor amount | Spawn new iron deposit at cursor position with amount as initial deposit amount; note: the deposit texture is not spawned |
k.addIronDepositAtCursor amount | Increase/decrease iron deposit at cursor by amount (negate amount to decrease); the deposit radius is the same distance that allows you to put mine building over it (a little past the orange texture) |
k.markRichIronDepositAtCursor | Mark iron deposit at cursor as Rich deposit; the deposit radius is the same distance that allows you to put mine building over it (a little past the orange texture) |
k.markNormalIronDepositAtCursor | Mark iron deposit at cursor as normal deposit; the deposit radius is the same distance that allows you to put mine building over it (a little past the orange texture) |
k.spawnWildAnimalAtCursor amount | Spawn a wild animal deposit at mouse cursor position with amount as capacity; the game seems to limit the initial amount to around 300, but they can grow over that |
k.setSelectedBuildingsOnFire | Set all of player selected buildings on fire |
k.putOutSelectedBuildingsFire | Put out all of player selected buildings’ fire |
k.setRegionBuildingsOnFire | Set current region buildings on fire; current region refers to the region of the territory at the center of the camera, invalid while looking at the region map |
k.putOutRegionBuildingsFire | Put out current region buildings’ fire; current region refers to the region of the territory at the center of the camera, invalid while looking at the region map |
k.addResourceToSelectedBuildings typeId amount | Spawn/increase/decrease resource at the player selected buildings’ inventory (negate amount to decrease); typeId refers to the table key in DT_items.uasset, display name translations here DT_Translation_Items.uasset (typeId is a number, so remove “itemID_” prefix); e.g. To add 1000 Timber (wood / itemID_16) : “k.addResourceToSelectedBuildings 16 1000” |
k.spawnSelectedBuildingsConstructionResources | Spawn remaining construction resources to player selected buildings; bug: does not check constructed status, use “k.spawnSelectedBuildingsConstructionResources” selectively instead |
k.removeDeerSquadByDeerAtCursor | Remove deer squad (wild animals) of the deer unit at the player cursor; this was requested because of the wild animal wandering-off region/map bug; see k.spawnWildAnimalAtCursor to spawn a new one |
k.removeOffMapWildlifeHerds | Remove Wild Animals that are off-map (not within any region); this was requested because of the wild animal wandering-off region/map bug; see k.spawnWildAnimalAtCursor to spawn a new one |
k.setSelectedBuildingsGenericStorageCapacity -amount | Set selected buildings Generic Storage to amount; set value is not persisted to the save game |
k.setSelectedBuildingsPantryStorageCapacity | Set selected buildings Pantry Storage to amount; set value is not persisted to the save game |
k.setSelectedBuildingsHuntingLimit amount | Set selected buildings Hunting Limit to amount; only relevant to Hunting Camp; this can help you go over the default hunting limit cap (50) when spawning a large amount of wild animal |
k.setSelectedBuildingsMourningPeriod amount | Set selected buildings mourning period to amount; amount is day(s) remaining |
k.setRegionBuildingsMourningPeriod amount | Set current region buildings mourning period to amount; amount is day(s) remaining; current region refers to the region of the territory at the center of the camera, invalid while looking at the region map |
k.demolishSelectedBuildings | Demolish selected buildings; can be used to demolish supplies building (resources inside will be gone) |
k.setSelectedBuildingsCropsPlowingProgress amount | Set selected buildings crops plowing progress to amount; amount should be in 0.0 .. 1.0 inclusive; note: plowing progress in this command refers to individual crops, there are always set amount of crops per field size, plowing progress shown on field UI refers to how many crops are fully (1.0) plowed |
k.multiplySelectedBuildingsCropsYieldBy amount | Multiply all crops yield in selected buildings by amount; amount should not be negative; this will multiply every single crop yield in the field, fractional result is rounded down |
k.increaseSelectedBuildingsCropsYieldBy | Increase a random crops yield in selected buildings by amount; amount should not be negative |
k.resetRegionApprovalMemories | Reset current region residents approval memories; as if they were just moved in, 50 by default; current region refers to the region of the territory at the center of the camera, invalid while looking at the region map; note: the logic behind memory calculation is still unclear so no add approval memory command yet |
k.spawnRegionBuildingsHandcarts | Spawn handcarts to current region buildings that have the slots unfilled; especially on newly constructed Granary/Storehouse building (not large); current region refers to the region of the territory at the center of the camera, invalid while looking at the region map |
k.spawnPlayerRegionsBuildingHandcarts | Spawn handcarts to player owned regions buildings that have the slots unfilled; especially on newly constructed Granary/Storehouse building |
k.setGenericStorageCapacityForRegionBuildingsOfType typeID capacity | Set generic storage capacity for current region buildings with assigned typeID to capacity; typeID name translation here DT_Translation_BuildingNames; typeID is a number so remove “buildingID_” prefix; set value is not persisted to the save game; current region refers to the region of the territory at the center of the camera, invalid while looking at the region map |
k.setGenericStorageCapacityForRegionStorehouseBuildings capacity | Set generic storage capacity for current region storehouse/warehouse buildings to capacity; set value is not persisted to the save game; current region refers to the region of the territory at the center of the camera, invalid while looking at the region map |
k.setPantryStorageCapacityForRegionBuildingsOfType typeID capacity | Set pantry storage capacity for current region buildings with assigned typeID to capacity; typeID name translation here DT_Translation_BuildingNames; typeID is a number so remove “buildingID_” prefix; set value is not persisted to the save game; current region refers to the region of the territory at the center of the camera, invalid while looking at the region map |
k.setPantryStorageCapacityForRegionPantryBuildings | Set pantry storage capacity for current region pantry/granary buildings to capacity; set value is not persisted to the save game; current region refers to the region of the territory at the center of the camera, invalid while looking at the region map |
k.setGenericStorageCapacityForPlayerRegionsBuildingsOfType typeID capacity | Set generic storage capacity for player owned regions buildings with assigned typeID to capacity; typeID name translation here DT_Translation_BuildingNames; typeID is a number so remove “buildingID_” prefix; set value is not persisted to the save game |
k.setGenericStorageCapacityForPlayerRegionsStorehouseBuildings capacity | Set generic storage capacity for player owned regions storehouse/warehouse buildings to capacity; set value is not persisted to the save game |
k.setPantryStorageCapacityForPlayerRegionsBuildingsOfType typeID capacity | Set pantry storage capacity for player owned regions buildings with assigned typeID to capacity; typeID name translation here DT_Translation_BuildingNames; typeID is a number so remove “buildingID_” prefix; set value is not persisted to the save game |
k.setPantryStorageCapacityForPlayerRegionsPantryBuildings capacity | Set pantry storage capacity for player owned regions pantry/granary buildings to capacity; set value is not persisted to the save game |
k.removeDepositAtCursor | Remove deposit at the cursor; the deposit radius is the same distance that allows you to put mine building over it (a little past the orange texture); if a deposit overlaps then the nearest one is removed |
k.setHoveredUnitFamilyHomeToSelectedBuilding | Change the assigned home of the family of the hovered unit to currently selected building; if you have multiple selected/pinned buildings then this command have no effect |
k.healSelectedBuildingsFamiliesDisease | Heal disease on family that resides in the selected buildings |
k.healRegionFamiliesDisease | Heal disease on any family that resides in the current region, even if they are homeless; current region refers to the region of the territory at the center of the camera, invalid while looking at the region map |
k.removeToppledTreeAtCursor | Remove toppled tree at cursor; applies to fallen tree and the log; important: cursor should be near the rotation center of the object, a fallen tree (still has branches) center is bottom part, a log center is the center, imagine the cursor always points to the ground; cursor radius is 400 unit, for reference that is usually the radius of fully grown tree when looking from the top (estimate) |
k.spawnBerryBushAtCursor | Spawn berry bush at cursor; capacity and amount is 8; when placed, if the cursor is within an existing clump (clump center is the berry icon), it will join that clump, else it will make a new clump at that place; cursor radius for the clump is 2250 unit, for reference it’s the width of a Logging Camp or a stone clump (estimate); important: cursor should be near the rotation center of the object, i.e. the bottom of the bush, imagine the cursor always points to the ground; important note: unlike deposit, this resource is coded to be tied to its region, do not try to mix the clump region and the bush region |
k.spawnStoneChunkAtCursor | Spawn stone chunk at cursor; amount is 20; when placed, if the cursor is within an existing clump (clump center is the stone icon), it will join that clump, else it will make a new clump at that place; cursor radius for the clump is 2250 unit, for reference it’s the width of a Logging Camp or a stone clump (estimate); important: cursor should be near the rotation center of the object, i.e. the bottom of the chunk, imagine the cursor always points to the ground; important note: unlike deposit, this resource is coded to be tied to its region, do not try to mix the clump region and the bush region |
k.removeBerryBushAtCursor | Remove berry bush at cursor; cursor radius is 200 unit, for reference that is the radius of the bush (estimate); only a single type of berry bush model will be spawned (subject to change); important: cursor should be near the rotation center of the object, i.e. the bottom of the bush, imagine the cursor always points to the ground |
k.removeStoneChunkAtCursor | Remove stone chunk at cursor; cursor radius is 150 unit, for reference that is the radius of the chunk (estimate); only a single type of stone chunk model will be spawned (subject to change); important: cursor should be near the rotation center of the object, i.e. the bottom of the chunk, imagine the cursor always points to the ground |
k.removeBerryBushClumpAtCursor | Remove the whole berry bush clump (clump center is the berry icon); cursor radius for the clump is 2250 unit, for reference it’s around the width of a Logging Camp or a stone clump (estimate) |
k.removeStoneChunkClumpAtCursor | Remove the whole stone chunk clump (clump center is the stone icon); cursor radius for the clump is 2250 unit, for reference it’s around the width of a Logging Camp or a stone clump (estimate) |
k.skipRegionLivestockOrderInterval | Skip the interval between ordering animals for the current region; current region refers to the region of the territory at the center of the camera, invalid while looking at the region map |
k.printMiscConsoleCommands | Print miscellaneous commands to the console window |
k.setGameSpeed amount | Set the game speed to amount; note: keep in mind that the game is not even stable (the amount of work done by the Director/AI isn’t right) at the fastest available speed in vanilla |
k.followUnitAtCursor | Follow the Unit that is currently pointed by your cursor, works on deers as well |
k.enterCommandsFromFile filePath | Enter commands listed in the given text file at filePath; each command is new-line separated; filePath start at the working directory where the game binary (“shipping.exe”) is launched. e.g. “Mods\MLConsoleCommands\commands.txt”; filePath cannot contains space (for now); filePath must end with “.txt”; filePath can be absolute for file outside the game directory, e.g. “C:\Users\Name\Desktop\commands.txt”, about windows file path |
k.renameUnitAtCursor name | Rename unit at cursor to name; name cannot be blank or empty; works on animal as well |
k.triggerVictory | Trigger game victory |
k.triggerGameOver | Trigger game over |
k.printForeignSupply | Print foreign supply info to the console; this foreign supply influences the trade price each month; default supply amount for all items is 500; it will print the typeID and amount, e.g. Spears (itemID_133): “typeID=133 amount=500”; typeID display name translation here DT_Translation_Items.uasset |
k.addResourceToForeignSupply typeID amount | Add resource (items) to the foreign supply (negate amount to decrease); this foreign supply influences the trade price each month; default supply amount for all items is 500; typeID display name translation here DT_Translation_Items.uasset; typeID must be a number, e.g. to add 500 Spears (itemID_133): “k.addResourceToForeignSupply 133 500”; see “k.printForeignSupply” to see the current amount |
k.teleportFollowingUnitToCursor | Teleport the current following unit to the current cursor location; see “k.followUnitAtCursor” to follow a unit, should also work when you follow a unit using the game interface |
k.setHoveringUnitSpeed amount | Set the speed of the unit that is currently hovered/pointed by the cursor to amount; default value is 12.5; should work on animals as well; note: set value is not frozen, it might change back to default again when the unit task is changed |
k.setGameVersionText text | Set the text of the Game Version text block; It’s the text block that says “Early Access (0.7.975)”; note: set value is not frozen, it will change back whenever you go to the main menu or load a game |
k.forwardDay amount | Forward/skip the in-game day by amount; amount default value is 1, can be omitted; amount cannot be negative; will affect most if not all day/month/year based timer, such as daily consumption, berry growth, season, etc.; if the thing you have in mind doesn’t update in said manner, then it’s very likely not affected; check out this mod to see what date the current day is: Show Day Of The Month; note that a big amount will might take a while, especially during December to January transition, with the recommended system spec on steam page, you will get around 30-day forward each second |
k.setRainMeter amount | Set the rain meter to amount; see Words Dictionary below for details |
k.makeDrought | Start the drought event; this basically skips the whole “haven’t rain in a while so it’s a drought”; the game will in turn progress it into full drought as in vanilla; started at 15% progress to have noticeable difference on the land, if you want exactly 0% let me know the reason; if there’s already a drought event, then this command will either jump it up to 15% or do nothing; info: drought sets the rain meter to 45, see Words Dictionary below for details |
k.makeDroughtInstantly | Start the drought event, instantly to max drought; this basically skips the whole “haven’t rain in a while so it’s a drought”; started at 100% progress; if there’s already a drought event, then this command will jump it up to 100%; info: drought sets the rain meter to 45, see Words Dictionary below for details |
k.skipDrought | Skip the current drought event, if any; this basically skips the whole “wait for next rain for the drought to go away”; will let the game to gradually lower the drought from whatever progress it was skipped on; info: in vanilla it took at least 45 days for rain to come after the drought started, unless winter cuts it off |
k.skipDroughtInstantly | Skip the current drought event, if any, instantly; this basically skips the whole “wait for next rain for the drought to go away”; info: in vanilla it took at least 45 days for rain to come after the drought started, unless winter cuts it off |
k.makeRain | Start the rain event; the game will in turn progress it into full rain as in vanilla; started at 25% progress to have noticeable difference on the land, if you want exactly 0% let me know the reason; if there’s already a rain event, then this command will jump the progress to 25% if not already past that; will reset the rain meter to 8; info: rain will keep going until rain meter hits 0, see Words Dictionary below for details |
k.makeRainInstantly | Start the rain event, instantly to full rain; if there’s already a rain event, then this command will jump the progress to 100%; will reset the rain meter to 8; info: rain will keep going until rain meter hits 0, see Words Dictionary below for details |
k.skipRain | Skip the rain event, if any; will let the game to progressively finish the rain from whatever progress it was skipped on, ignoring the rain meter |
k.skipRainInstantly | Skip the rain event, if any, instantly; ignoring the rain meter |
rain meter | Hidden game mechanic, the value the game uses to decide when to start finishing or to start another rain event; this value goes down daily, typically reset to 8 after rain starts or winter; rain will only start going away when it hits 0, typically will rain at around -20 in Spring, around -35 in Summer, around -10 in Autumn |
Speaking of Mods, we’ve found some that could be used as cheats. Find all of them below:
The Best Manor Lords Mods for Cheats
Yes, our database features a wide array of mods, from which we’ve selected our favorites and those we find most useful for our play sessions. While many more mods are available on Nexus, we focus on highlighting those that are essential, useful, and well-crafted. This page will be about the ones we think you can use for cheats.
FreeSkills
This FreeSkills mod can function as a cheat by allowing you unrestricted selection within the skill tree, so you can go on a proper skill tree spending frenzy.
Increased Garrison Limit Mod
This Manor Lords mod by YinjiD increases the maximum number of Garrison Towers that can be constructed from 1 to 4, effectively allowing you to reach a total retinue size of 60. If you’re having trouble defending your settlement from raiders and invading lords, this mod will make things much easier for you.
Increase Sawpit Max Log Storage
Here’s another useful mod from YinjiD that improves the Sawpit’s maximum log storage capacity from 1 to 5, resulting in fewer of those annoying notifications about storage being full. This gives you more time to plan out your settlement as you don’t have to worry about storage space for Sawpit, so there’s less micromanagement.
DLSS Fix
Downgrade to DLSS 3.6 to improve performance and stability if you’re encountering issues. Manor Lord is made with Unreal Engine 4, which appears to have compatibility problems with DLSS 3.7 for a small number of people, which is the version currently running in the game. While not a cheat per se, this is a useful mod if you’re looking to improve performance.
Storage Plus Plus Mod
This Manor Lords mod increases the storage capacity of all buildings, including markets and stores, with significant improvements for facilities like Large Storage Houses. It offers multipliers of x5, x10, and x15. However, if you’re using the Saw Pit mod, you might find some compatibility issues, so turn that off first. Enjoy!
Non-Essential Cheats:
We will continue to follow the modding community to see if any more mods come out that can be used to cheats, or if Console Commands get added to Manor Lords by using a third-party tool.
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