Frostpunk

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Csimbi
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Re: Frostpunk

Post by Csimbi » Fri Dec 21, 2018 3:44 pm

Hiya peeps,
here are a few scripts I built for 1.3.2 on Steam.
Might work with future versions, too, but don't expect much support from me.
I did not clean them up or merge them so you can easily fix it in a new release (if need be).
Scripts included:
- ResPileUpdater; This allows you to have an infinite supply of resources from the piles scattered about the city. Not recommended as these piles use up build space. My recommendation is that you ignore this and use ResourceCalc instead to give yourself resources.
- ResourceCalc; This will look at the total resources you have, and allows you to specify a min. ratio available in the 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.
- BuildingWorkCalc; This will allow you to speed up building construction work. See comment below from jonaaa.
- GeneratorStressReader; Keeps generator stress at zero.
- ResearchStarter; This will allow you to speed up research. Note: it is applied when you start the research (so it's ineffective for already ongoing research). Is you cancel a research and you start it again, the mod will be applied again. That 0.001 is pretty much instant, making research a boring click-fest :P This script has a fixed offset, likely to break in the next patch but it should be an easy fix.

One of these also speeds up construction in the factory, so you can build and army of automatons in no time.
Not sure which one it was anymore, try to experiment, probably BuildingWorkCalc.
With these scripts, I survived the storm with 618 people (1 amputee and 3 killed) and it took 1 day (of real time) to finish the game.
Go, ruin your gameplay like I did - I totally sucked at this game :-(

I added this comment from below so more people can see it:
jonaaa wrote:
Sat Dec 22, 2018 5:23 pm
Great job with the table but i found one bug, when you enable the BuildingWorkCalc, the people gets hungry every 30 minutes or less (game time), disabling it fixes the problem.
I don't see that as a bug - they work faster (whether it's useful work or not does not matter); more work - people get hungry faster - more food needed.
Thanks for commenting though, will be useful for others that wonder what's going on.
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Vee_
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Re: Frostpunk

Post by Vee_ » Fri Dec 21, 2018 7:55 pm

Csimbi wrote:
Fri Dec 21, 2018 3:44 pm
Hiya peeps,
here are a few scripts I built for 1.3.2 on Steam.
Might work with future versions, too, but don't expect much support from me.
I did not clean them up or merge them so you can easily fix it in a new release (if need be).
Scripts included:
- ResPileUpdater; This allows you to have an infinite supply of resources from the piles scattered about the city. Not recommended as these piles use up build space. My recommendation is that you ignore this and use ResourceCalc instead to give yourself resources.
- ResourceCalc; This will look at the total resources you have, and allows you to specify a min. ratio available in the 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.
- BuildingWorkCalc; This will allow you to speed up building construction work.
- GeneratorStressReader; Keeps generator stress at zero.
- ResearchStarter; This will allow you to speed up research. Note: it is applied when you start the research (so it's ineffective for already ongoing research). Is you cancel a research and you start it again, the mod will be applied again. That 0.001 is pretty much instant, making research a boring click-fest :P This script has a fixed offset, likely to break in the next patch but it should be an easy fix.

One of these also speeds up construction in the factory, so you can build and army of automatons in no time.
Not sure which one it was anymore, try to experiment, probably BuildingWorkCalc.
With these scripts, I survived the storm with 618 people (1 amputee and 3 killed) and it took 1 day (of real time) to finish the game.
Go, ruin your gameplay like I did - I totally sucked at this game :-(
:lol: :lol: :lol:
good table csimbi, thanks a lot dude :mrgreen:
I haven't played this game for months, but what you got in your table triggered me to play it again. I'll give it a try someday :lol:

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jonaaa
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Re: Frostpunk

Post by jonaaa » Sat Dec 22, 2018 5:23 pm

Csimbi wrote:
Fri Dec 21, 2018 3:44 pm
Hiya peeps,
here are a few scripts I built for 1.3.2 on Steam.
Might work with future versions, too, but don't expect much support from me.
I did not clean them up or merge them so you can easily fix it in a new release (if need be).
Scripts included:
- ResPileUpdater; This allows you to have an infinite supply of resources from the piles scattered about the city. Not recommended as these piles use up build space. My recommendation is that you ignore this and use ResourceCalc instead to give yourself resources.
- ResourceCalc; This will look at the total resources you have, and allows you to specify a min. ratio available in the 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.
- BuildingWorkCalc; This will allow you to speed up building construction work.
- GeneratorStressReader; Keeps generator stress at zero.
- ResearchStarter; This will allow you to speed up research. Note: it is applied when you start the research (so it's ineffective for already ongoing research). Is you cancel a research and you start it again, the mod will be applied again. That 0.001 is pretty much instant, making research a boring click-fest :P This script has a fixed offset, likely to break in the next patch but it should be an easy fix.

One of these also speeds up construction in the factory, so you can build and army of automatons in no time.
Not sure which one it was anymore, try to experiment, probably BuildingWorkCalc.
With these scripts, I survived the storm with 618 people (1 amputee and 3 killed) and it took 1 day (of real time) to finish the game.
Go, ruin your gameplay like I did - I totally sucked at this game :-(
Great job with the table but i found one bug, when you enable the BuildingWorkCalc, the people gets hungry every 30 minutes or less (game time), disabling it fixes the problem.

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BoehserOnkel
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Re: Frostpunk

Post by BoehserOnkel » Sat Dec 22, 2018 8:08 pm

thank you
and happy christmas
thx for all your work this year :)

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Csimbi
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Re: Frostpunk

Post by Csimbi » Sun Dec 23, 2018 12:51 pm

jonaaa wrote:
Sat Dec 22, 2018 5:23 pm
Great job with the table but i found one bug, when you enable the BuildingWorkCalc, the people gets hungry every 30 minutes or less (game time), disabling it fixes the problem.
I don't see that as a bug - they work faster (whether it's useful work or not does not matter); more work - people get hungry faster - more food needed.
Thanks for commenting though, will be useful for others that wonder what's going on.

Marlin Brandy
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Re: Frostpunk

Post by Marlin Brandy » Thu Jan 24, 2019 1:00 am

There seems to be a problem? Has there been a version update? Everything else works fine, but resourcecalc seems to crash the game. Any hints why?

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Re: Frostpunk

Post by Marlin Brandy » Fri Feb 08, 2019 3:07 pm

does the table work with the new version?
Csimbi wrote:
Fri Dec 21, 2018 3:44 pm
Hiya peeps,
here are a few scripts I built for 1.3.2 on Steam.
Might work with future versions, too, but don't expect much support from me.
I did not clean them up or merge them so you can easily fix it in a new release (if need be).
Scripts included:
- ResPileUpdater; This allows you to have an infinite supply of resources from the piles scattered about the city. Not recommended as these piles use up build space. My recommendation is that you ignore this and use ResourceCalc instead to give yourself resources.
- ResourceCalc; This will look at the total resources you have, and allows you to specify a min. ratio available in the 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.
- BuildingWorkCalc; This will allow you to speed up building construction work. See comment below from jonaaa.
- GeneratorStressReader; Keeps generator stress at zero.
- ResearchStarter; This will allow you to speed up research. Note: it is applied when you start the research (so it's ineffective for already ongoing research). Is you cancel a research and you start it again, the mod will be applied again. That 0.001 is pretty much instant, making research a boring click-fest :P This script has a fixed offset, likely to break in the next patch but it should be an easy fix.

One of these also speeds up construction in the factory, so you can build and army of automatons in no time.
Not sure which one it was anymore, try to experiment, probably BuildingWorkCalc.
With these scripts, I survived the storm with 618 people (1 amputee and 3 killed) and it took 1 day (of real time) to finish the game.
Go, ruin your gameplay like I did - I totally sucked at this game :-(

I added this comment from below so more people can see it:
jonaaa wrote:
Sat Dec 22, 2018 5:23 pm
Great job with the table but i found one bug, when you enable the BuildingWorkCalc, the people gets hungry every 30 minutes or less (game time), disabling it fixes the problem.
I don't see that as a bug - they work faster (whether it's useful work or not does not matter); more work - people get hungry faster - more food needed.
Thanks for commenting though, will be useful for others that wonder what's going on.

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Csimbi
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Re: Frostpunk

Post by Csimbi » Mon Feb 11, 2019 6:15 pm

Unless they made substantial changes, it should.
You tell me. I finished the game long ago.

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Re: Frostpunk

Post by Aron » Fri Feb 22, 2019 11:34 pm

In my game the people goes sick, dont know why (try it on two different scenarios). Every place is warm, enough food, I build 3 more medical centers but in the first night the sick man grows in "Fall of Winterhome"over 100 in the second one over 400 oO Its the question, bug in the game or something wrong wit the table?
Hmm the discontent says "Bad food". Gives the table maybe the "bad food" and not normal food, soup or something?

Marlin Brandy
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Re: Frostpunk

Post by Marlin Brandy » Sat Feb 23, 2019 2:05 pm

Aron wrote:
Fri Feb 22, 2019 11:34 pm
In my game the people goes sick, dont know why (try it on two different scenarios). Every place is warm, enough food, I build 3 more medical centers but in the first night the sick man grows in "Fall of Winterhome"over 100 in the second one over 400 oO Its the question, bug in the game or something wrong wit the table?
Hmm the discontent says "Bad food". Gives the table maybe the "bad food" and not normal food, soup or something?
Do you have the minimum raw food setting turned on? sometimes stockpiling too much raw food makes people sick. food going bad probably

Aron
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Re: Frostpunk

Post by Aron » Mon Feb 25, 2019 8:52 pm

This is on but thats not the problem. After disable the food, there are no sick man anymore, raw food are enabled.

rndmwitedude
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Re: Frostpunk

Post by rndmwitedude » Fri Mar 08, 2019 7:00 pm

ResourceCalc doesn't seem to work with the recent update, but the research does. Unsure as to why, offset change on resources perhaps?

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Re: Frostpunk

Post by DracoDruid » Fri Mar 22, 2019 11:14 am

Great Table! Thank you so very much!

One question though, any luck on getting the Law timer to work?

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