Frostpunk

Jan 12, 2018
8
12
3
#41
Updated table. Added:
99999 of harvested resources
No overheat
Last selected building work efficiency
 

Attachments

Mar 19, 2017
9
0
1
#42
I would appreciated editing discontent and hope even more then editing resources, because editing resources will remove the challenge, but discontent and hope makes this game really really hard. o.o So I want some challenge, but I don't want to lose so easily. xD I tried to find them, but I wasn't so successful... >.<
 
Mar 3, 2017
9
1
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#43
Updated table. Added:
99999 of harvested resources
No overheat
Last selected building work efficiency
Building work efficiency seems to be only visual and has no effect at all at the productivity of the building. for example if the building is gathering 33 coals per hour at 90% efficiency and I change to 500% it still collects coal at the same rate. I'm not sure what's wrong but I tried with every building.
 

Dimentio

Novice Cheater
Apr 18, 2018
19
13
3
#44
**** Warning ****
I've attached an efficiency modifier, but, read the warning!
It CAN crash your game if you enable it inside of ...for example, a coal harvest window.
If you do it outside any of the sub windows, it should be totally fine. (Probably any window without change-quantity-of-people)
I know it works on harvest and workshop research rates.

Enable it ouside of any sub-window -> go inside the building you want to change efficiency to and make a change to the # of people.
It will fill in what the current Unmodified Harvest Rate is (Don't think this can be changed, just left it as info so you can tell you're actually modifying that building)
The efficiency modifier is also filled in, you can change that to really high and see the amount harvested or how long remaining on research changes.
**** End Warning ****


Also included:
SetCurrentStockpilesToMaxStockpiles-10 (so you can still harvest)
ResourcesDoNotGoDown (So when you build a building, they do not decrease from your supply)
_WorksiteResourcesLeftDoNotDecrease (Harvest location resources do not decrease)
WorksiteSupplySetTo9999 (Harvest location quantity set to 9999)

GeneratorSetTo33333%
 

Attachments

KS212

Expert Cheater
Mar 3, 2017
243
1
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#45
TBH with this game, the only cheat I'd want is unlock all techs as the Research timer is nothing but a stupid progression cockblock for no reason.

The rest tho, eh... It kinda takes away the challenge and point of playing :/
 
Jan 12, 2018
8
12
3
#46
Building work efficiency seems to be only visual and has no effect at all at the productivity of the building. for example if the building is gathering 33 coals per hour at 90% efficiency and I change to 500% it still collects coal at the same rate. I'm not sure what's wrong but I tried with every building.
You use automaton?
 
Mar 3, 2017
9
1
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#47
You use automaton?
Yes, with most of the buildings that gather resources. they don't get sick and I only need one, plus I can produce more If I need. But would that affect the option in the cheat table?
 
Last edited:

Dimentio

Novice Cheater
Apr 18, 2018
19
13
3
#48
@darkGraf 's table efficiency only appeared to be visual with humans (I haven't played deep enough/long enough into the game to unlock the automaton.

The table I posted with the Warning above, doesn't changed the visual efficiency, but the actual results do get changed.
@Tahtawy , have you tried testing with my table?
@KS212 You can modify the research efficiency with my table and get research done as quickly/slowly as you want.
Just be careful with the warning part.
 
Mar 3, 2017
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#49
@Dimentio Yes, your table is working actually and it did not crash my game. however, sometime the values do not get registered or they get registered incorrectly. I've followed all of your steps but because there is only one automaton working in any building at any time changing the worker would turn off the building completely and back on again.

Great work. Thank you so much.
 
Jan 12, 2018
8
12
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#50
Yes, with most of the buildings that gather resources. they don't get sick and I only need one, plus I can produce more If I need. But would that affect the option in the cheat table?
This option don't work with automatons and in workshop if it already have research running.
 

Aron

Noobzor
Mar 9, 2017
14
0
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#51
Whats about to let your people alive or keep the temperatures on buildings warm? Are there possible pointers?
 

MasterVegito

Expert Cheater
Mar 12, 2017
114
1
18
#52
HOpe pointer would be great, because this game has the most retarded "hope"/karma mechanic I have ever seen. I keep my guys warm, they have enough to eat but the stupid fucks dont like me because Ibuilt a snow pit and allowed transplatation of organs. In real life nobody would even care.
 

bakabaka

What is cheating?
May 13, 2018
1
0
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#53
Any chance to have a "time freeze" cheat?
I'd be grateful if anyone could make a cheat that freezing the time while people still working/building/living.
------------
I know that may destory the game itself, but it also change the game into another type (which I really like)
 

Shiren

Novice Cheater
Apr 23, 2017
21
0
1
#54
Guys and girls i guess, why you do insist in doing this?
------------------------------------------------------------------------------------------
aobscanmodule(INJECT_Generator,Frostpunk.exe,F3 0F 10 48 50 48 8B) // should be unique
alloc(newmem,$1000,"Frostpunk.exe"+DD6D30)
------------------------------------------------------------------------------------------

Coding in this way make your table aobscan practically useless, keeping the table static, what you need is replacing the static call with a dynamic one, like this
------------------------------------------------------------------------------------------
aobscanmodule(INJECT_Generator,Frostpunk.exe,F3 0F 10 48 50 48 8B) // should be unique
alloc(newmem,$1000,INJECT_Generator,Frostpunk.exe)
------------------------------------------------------------------------------------------

The aob call is necessary to point aout the right line, in x64 CE require the exact call code to correctly assume the injection, this is an issue coming from it's original x86 nature that diden't required that, simply calling in the allocation request with the aob name defined fix this
 
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