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Re: Frostpunk

Posted: Sat Dec 19, 2020 12:15 am
by Csimbi
notsofast wrote:
Fri Dec 18, 2020 11:21 pm
also I'm still trying to find scout speed but I got nothing so far x_x idk if you've ever looked into that Csimbi
No, I never even looked.

Re: Frostpunk

Posted: Sat Feb 06, 2021 6:26 am
by pacifista
1.51 is working flawlessly with 1.60 i just wanted to mention about this.

Re: Frostpunk

Posted: Mon Feb 15, 2021 4:03 pm
by kagato1980
Works great for me, I built a few of those hacks as well, but didn't find out how to do Fast Research. If anyone wants to explain how they pinpointed where that happens in code I would appreciate it!

Re: Frostpunk

Posted: Mon Feb 15, 2021 8:35 pm
by pacifista
kagato1980 wrote:
Mon Feb 15, 2021 4:03 pm
Works great for me, I built a few of those hacks as well, but didn't find out how to do Fast Research. If anyone wants to explain how they pinpointed where that happens in code I would appreciate it!
just assign a worker in the research building. you select upgrades in the tab and that 1 worker will do an ultra fast research.

Re: Frostpunk

Posted: Mon Feb 15, 2021 9:12 pm
by kagato1980
Hi pacifista, i'm not interested in how to use the cheat..I just can't find out how to build my own 'fast research' cheat. I can find the timer loop but that's just the interface :(

Re: Frostpunk

Posted: Fri Mar 26, 2021 11:04 am
by imjustmaxie
I don't know if this has been posted here, but I was trying to find built in debug or dev cheats since the strings are still attached, and I found something related to the Game Time itself. Also, my assumption might be wrong, but the way the Liquid Engine (the game engine for Frostpunk) sets up the game time is a bit weird, since it divides by the byte size limit itself.

1 minute = 64 seconds
4 minutes = 256 seconds = 1 quadminute (I don't know what to call it...)
15 quadminutes or 60 minutes = 1 hour

Here's the Game Time Modifier script should anyone understand more about it, by yours truly:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>51</ID>
      <Description>"Game Time Modifier (pause once to update)"</Description>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{$LUA}
if not syntaxcheck then
   if not GameTimeScript then
      GameTimeScript = 1
      showMessage("Unpause game once to update.\n(This will only show once)")
   end
end
--GameTimeScript = nil
{$ASM}

[ENABLE]
aobscanmodule(aob_GameTimers,$process,48xxxxxxxxxxxx48xxxxxxxxxxxx48xxxxxxxxxxxxxxxxxx48xxxxxxxxxxxxxxxxxxxxxx48xxxxxxxxC3xxCCxxCCxxCCxxCCxxCCxxCCxx48xxxxxxxxE9xxxxxxxxxxCCCC)
registersymbol(aob_GameTimers)
alloc(newmem_GameTimers,$100,aob_GameTimers)
label(return_GameTimers)

alloc(bkp_GameTimers,7,aob_GameTimers)
registersymbol(bkp_GameTimers)

bkp_GameTimers:
  readmem(aob_GameTimers,7)

registersymbol(GameTime)

newmem_GameTimers:

  @@:
  push rdx
  push rbx
  push rdi

  @@:
  mov rdx,[bkp_GameTimers+3]
  mov rbx,rdx
  sub rdx,D8
  mov rdi,[rax+rdx]
  mov rdi,[rdi]
  mov rdi,[rdi+90]
  cmp [rdi],'Game'
  jne @f
  xor rdi,rdi
  lea rdi,[rax+rbx]
  mov [GameTime],rdi

  @@:
  pop rdi
  pop rbx
  pop rdx


cave_GameTimers:
  readmem(aob_GameTimers,7)
  {
  mov rax,[rax+000000E0]
  }
  jmp return_GameTimers

GameTime:
  dd 0

aob_GameTimers:
  jmp newmem_GameTimers
  nop 2
return_GameTimers:

[DISABLE]
aob_GameTimers:
  readmem(bkp_GameTimers,7)

unregistersymbol(GameTime)

unregistersymbol(aob_GameTimers)
dealloc(newmem_GameTimers)
dealloc(bkp_GameTimers)
unregistersymbol(bkp_GameTimers)
{
// ORIGINAL CODE - INJECTION POINT: Frostpunk.exe+1081639
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>52</ID>
          <Description>"Frostpunk WeirdDays"</Description>
          <LastState Value="0" RealAddress="29B4D9ECFD4"/>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Byte</VariableType>
          <Address>GameTime</Address>
          <Offsets>
            <Offset>4</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>53</ID>
          <Description>"Frostpunk Quadminutes (1 == 4 minutes)"</Description>
          <LastState Value="0" RealAddress="29B4D9ECFD3"/>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Byte</VariableType>
          <Address>GameTime</Address>
          <Offsets>
            <Offset>3</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>54</ID>
          <Description>"Frostpunk Seconds (64 = 1 Minute)"</Description>
          <LastState Value="0" RealAddress="29B4D9ECFD2"/>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Byte</VariableType>
          <Address>GameTime</Address>
          <Offsets>
            <Offset>2</Offset>
          </Offsets>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
I included the WeirdDays pointer because I didn't understand how it works, but it's somehow related to the time itself.
Also, the count begins from the moment you start the entire gameplay, so by setting everything to 0, the time might be Day 1, 7:30 AM (depending on what time the game sets the initial time).

Re: Frostpunk

Posted: Fri Jun 18, 2021 10:53 pm
by atori
I will share table for 1.6.1, which contains some more scripts like walk speed multiplier, no refuel for automatons, radius for generator/steam hub, etc.

Re: Frostpunk

Posted: Sat Oct 09, 2021 8:25 pm
by GDMT
atori wrote:
Fri Jun 18, 2021 10:53 pm
I will share table for 1.6.1, which contains some more scripts like walk speed multiplier, no refuel for automatons, radius for generator/steam hub, etc.
Thanks for the table!

Re: Frostpunk

Posted: Thu Dec 02, 2021 3:10 am
by Tricona
atori wrote:
Fri Jun 18, 2021 10:53 pm
I will share table for 1.6.1, which contains some more scripts like walk speed multiplier, no refuel for automatons, radius for generator/steam hub, etc.
Works nicely on latest GOG, except for Dismantle resources coeff (dismantle_cost Error: Not all results found) and 5x faster building speed(Game crash).

Re: Frostpunk

Posted: Mon Dec 13, 2021 9:51 pm
by jjalexander
atori wrote:
Fri Jun 18, 2021 10:53 pm
I will share table for 1.6.1, which contains some more scripts like walk speed multiplier, no refuel for automatons, radius for generator/steam hub, etc.
Any chance that you can change the speed of the scout?

Re: Frostpunk

Posted: Fri Dec 24, 2021 4:38 am
by NotAFedBoy
any update?

Re: Frostpunk

Posted: Thu Dec 30, 2021 10:05 am
by Csimbi
Here's an update for 1.6.1 on Steam.

The table includes an AOB script, so it might work with other releases, too.

The script includes a lot of things so I grouped settings up as follows:
Citizens
- Prolong Sickness; allows you to prolong sickness indefinitely, as if the citizen just got sick (resets the sick timer).
- Heal Rate Mod; allows you to scale the speed of healing in the appropriate buildings.
- Move Speed Mod; allows you to scale the speed at which citizens move, including the automatons.
Production
- Construction Speed Mod; allows you to scale the speed of building construction work.
- Research Time Mod; allows you to scale the speed of research. Note: it is applied when you start the research (so it's ineffective for already ongoing research). If you cancel a research and you start it again, the mod will be applied again.
- Production Efficiency Mod; allows you to scale the efficiency of production work. Works for factory and food processing at least.
Resourcing
- Min *; allows you to specify a min. ratio of specific resources available in your stores. Do not go above 1.0 (that's 100%). The ratio is applied to the total storage - so if you build more storehouses, you get more resources at the same ratio.
Generator
- No Generator Stress; keeps generator stress at zero.
- Generator Cooling Rate Mod; allows you to scale the speed at which your generator is cooling down (when switched off).
- Force Heat Range Mod; allows you to scale the heat range (of the generator and the steam hubs). Note: this writes values into the memory. If you need to reset things, enable and write back 1.0, then toggle the heat map to verify effect.
Misc stuff
- Book Of Law Cooldown Mod; allows you to scale the cooldown of the Book Of Law. You can use any small value, but do not use zero!
- Instant Timed Moves; enabling this causes timed moves (such as scouts) to be completed instantly.
- Timed Move Duration Mod; allows you to scale the duration of the timed moves (such as scouts). Note: it is applied when you start the move (so it's ineffective for already ongoing movement). If you cancel a movement and you start it again, the mod will be applied again.
- Timed Ability Cooldown Mod; allows you to scale the cooldown of the timed abilities (such as the sermons). Note: it is applied when you start the ability (so it's ineffective for abilities already on cooldown).
- Quest Progress Rate Mod; allows you to scale the rate at which quest counters change. I built this for the boring quests like 'gather x resources'. I think you should keep it disabled for everything else, or your game might break.
- Influence Radius Mod; allows you to scale the influence range of buildings, but it applies only to newly built buildings - so tear down some if need be and rebuild them if you want to force an update. Tested with Watchtower and Guardpost only, might work for others.
- Telegraph Limit Regen Time Mod; allows you to scale the speed of the requisition limit regeneration in the telegraph. You can use any small value, but do not use zero!
Read only stuff
- JBOP; just a bunch of pointers to hope and discontent current and max values.

Note: I noticed the Dreadnaught would not launch with the script enabled; it kept saying not enough coal. Save, disable the script, reload and then it will work.

Enjoy!

Update #1
Added:
- Force Heat Range Mod
- Book Of Law Cooldown Mod
- Influence Radius Mod

Update #2
Added:
- Telegraph Limit Regen Time Mod

Update #3
Added more checks to resourcing, to prevent interference with other resources. This should prevent breaking quests in DLCs (won't modify similarly named resources).

Re: Frostpunk

Posted: Thu Dec 30, 2021 6:30 pm
by krmit
@Csimbi
Thanks for the update, and for the "Timed Moves" option.
Can you make an option for extended main generator radius and increased it's heat level? It will be very useful.

Re: Frostpunk

Posted: Fri Dec 31, 2021 1:53 pm
by Csimbi
krmit wrote:
Thu Dec 30, 2021 6:30 pm
Can you make an option for extended main generator radius and increased it's heat level?
Radius, yes, done.
I looked into heat levels - changed it to 5 and 6 (well, 4 and 5 because the game stores it as "-1", easy to find, DWORD) but nothing happened - and I do not feel like tracking down why. Probably a hardcoded cap somewhere or the lack of a specific property.

Re: Frostpunk

Posted: Sat Jan 01, 2022 1:23 pm
by krmit
@Csimbi
Thanks for update.
BTW, " Timed Move Duration Mod" also speed up The Frost -_-