The Forest | Cheat Table & Assembly-CSharp

Kalas

Cat'n America!
Fearless Donors
Table Maker
Mar 3, 2017
524
50
28
#1
Information:

Game Engine:
- Unity 5 Engine
Game Version:
- PATCH V1.07



Features:

[PlayerStats]:

- Perfect Body Temp
- Perfect Heart Rate
- Unlimited Stamina
- Unlimited Health
- Unlimited Energy
- Unlimited Battery Charge
- Unlimited Fullness
- Unlimited Thirst
- [Pointers] (BodyTemp, HeartRate, Stamina, Health etc...)



[InventoryItem]:

- Unlimited Items
- Super Max Amount



[ReceipeIngredient]:
- Instant Blueprint Craft



[FuelData]:
- Unlimited Fuel



[FirstPersonCharacter]:

- Double Speed/Jump
- [Pointers] (walkSpeed, runSpeed, strafeSpeed, crouchSpeed etc...)


[InventoryItem] - Decrease an item, activate cheat.
[ReceipeIngredient] - Put up a blueprint, such as a house tree, look at it to see the ingredients needed and then activate the main/secondary cheat.
[FuelData] - Equip the Chainsaw, activate the cheat.


--------------------------------------------------





DebugConsole = true
GodMode = true
InfiniteEnergy = true
UnlimitedHairspray = true

Replace the Assembly-CSharp.dll file: The Forest\TheForest_Data\Managed

Remember to make a backup file first. The new .dll file will enable the developer menu + GodMode (The built-in feature includes all stats such as Health, Energy, Fullness, Thirst etc...)
 

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Last edited:
May 26, 2017
42
0
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#2
Originally, I posted this on this topic, but Kalas created this thread and it feels like the old topic has been abandoned. The old scripts aren't supported, but I'm leaving them available in the event that one of these scripts won't work for one individual, but the old ones will.

These are just the scripts I use when I play the game, from time to time. I made some, I added some to Kalas' scripts, and I think it's a pretty solid table.

Edit 5/22: Added some scripts... The table now includes:
  • Kalas' script to [ENABLE] the table also opens all my scripts. I appreciate that his script checks to make sure it's bound to the correct application before allowing you to crash your game.
  • The PlayerStats Script, as well as the formatting of the table, is based on Kalas' table and scripts (Credit given where due).
    • I added:
      • Always Warm - never get frosted screen, or damage from being cold
      • Always Red - Always painted Red. If you attack the natives, they will act as the wiki outlines they will act. If you wait 10 seconds or so, they'll be passive again
      • Never Bloody - You could turn this on instead of Always Red. I'm not sure if being red cancels the bloody stuff... I haven't bothered with that testing. They don't conflict, either way.
      • No Chance of Infection - This sets your % chance of Infection to ZERO. You will never be infected, from any source
    • I removed:
      • Infinite Health - (See below for reasons, it wasn't a bad script)
      • I played around with maxing stealth out here, but in the end, it looks too unstable to inject at this point, so it's removed and I don't feel like chasing down the correct injection point. LoLz...
  • Fire Data
    • Access current fuel count of whatever fire is being updated in memory (Pretty much every fire you've ever lit that was burning when you ran the script). Don't mess with the pointer. It's just a reference for the Forever Fires script, that makes that fuel counter continually reset to (float)300. For reference, a normal fire usually has a lifespan of about 800, and a large effigy, 1200. Start a fire somewhere, (not a torch or effigy), and run the script.
  • Strength Data
    • Use the script to set your strength to maximum, or just mess with the pointer. In this way, you should be able to set your strength lower, should you want to for some sort of testing or role play purposes
  • Torch Data
    • I define "Torch" as any item you can light on fire and hold in your hand, except arrows. The code is set up to update on any cloth burning. It just sets the "fuel" to (float)100. It should never burn out while you're holding it, but it reacts to every part of its environment as a normal burning torch would. Light a "torch" first, then run the script.
  • Health Data
    • I don't like fall damage. With this script active, you can drop as far as you want. Make sure you take fall damage first, and then activate the script. This script will prevent health from being adjusted when taking any damage. It doesn't conflict with the other health script, which constantly fills your health to 100%. Run both, or one or the other. Play how you want :) (Edit 5/22: I removed the second option for Infinite Health, originally Kalas', because I found it conflicted with my new one. As well, it only filled your health up, it didn't protect from fall damage, or any other 1-hit deaths. Mine does. If you somehow manage to get knocked out while using the [Health Data] script for Infinite Health, tell me exactly how, and what you were doing, please)
  • Infinite Breath
    • Only works with the rebreather equipped. Go get the rebreather, *equip it*, go underwater, and turn the script on anytime after
  • Quick Athleticism Gain
    • Sets daily sprint/dive counter to a really high number, ensuring you get a huge bonus when you first sleep. Sprint for a second or so, then turn on the script
Standard disclaimer applies to the concept of ruining your save files or screwing up something being your responsibility, not mine. These scripts work for me, on my machine, on my version of the game (currently: 1.07). If they don't work for you, feel free to report it and I'll look into it and see if there's anything I can do. Otherwise, enjoy the table.

As a WARNING about my table: I don't recommend that you attempt to disable the main injection scripts once they've been injected. This tends to crash the game on some - like the [Fire Data] script, once Forever Fires has been turned on and allowed to run for a while. If you're going to attempt to deactivate one of the bracketed scripts (i.e. [Health Data]), save first. Your saves shouldn't be corrupted from any of this, as mine haven't after hours of gameplay, but always back things up. The scripts that activate the cheats (i.e. "Forever Fires," "Infinite Items"...) should be safe to activate and deactivate at any time. Typically, these are the actual cheats anyway, as the bracketed scripts run in order to get the data and only change it once they've been instructed through the subsequent script (i.e. [Torch Data] -> "Forever Torches"). In short: Once the bracketed scripts are running, don't turn them off. Everything else is fine.
 

Attachments

Last edited:

taxef9090

What is cheating?
May 9, 2018
4
0
1
#3
Information:

Game Engine:
- Unity 5 Engine
Game Version:
- PATCH Build 2744114



Features:

[PlayerStats]:

- Perfect Body Temp
- Perfect Heart Rate
- Unlimited Stamina
- Unlimited Health
- Unlimited Energy
- Unlimited Battery Charge
- Unlimited Fullness
- Unlimited Thirst
- [Pointers] (BodyTemp, HeartRate, Stamina, Health etc...)



[InventoryItem]:

- Unlimited Items
- Super Max Amount



[ReceipeIngredient]:
- Instant Blueprint Craft



[FuelData]:
- Unlimited Fuel



[FirstPersonCharacter]:

- Double Speed/Jump
- [Pointers] (walkSpeed, runSpeed, strafeSpeed, crouchSpeed etc...)






--------------------------------------------------



Post automatically merged:

Replace the Assembly-CSharp.dll file: The Forest\TheForest_Data\Managed

Remember to make a backup file first. The new .dll file will enable the developer menu + GodMode (The built-in feature includes all stats such as Health, Energy, Fullness, Thirst etc...)
Update: It seems the build ID in my game is 2755817

Hey I'm still trying to get the playerstats to show up, I'm using windows 10 64-bit, I tried to replicate the video by enabling the table in the mainmenu but when i enter the game i can't get the options for the playerstats to show up.

Also using Unlimited items seems to make some items disappear like the feathers.
 
Last edited:

Angershy

What is cheating?
May 6, 2018
3
1
1
#4
yeah, feathers, tree sap, etc will overflow when you craft with it and remove it
 
May 26, 2017
42
0
6
#5
My "Super Torches" code has a problem right now, and I'll work on it when I get the time. It's not the right injection location. if you close the game without an active torch in your hand, the game sometimes has a hard time closing and locks up. Usually force closing CE will allow the game to shut down properly, but sometimes it causes hard crashes. And don't deactivate the script when a torch isn't in your hand. That causes a crash too. I don't really know any way to fix it, and it's not killing my save games, but it's the right injection location. Enemies will still catch on fire well after the torch should have gone out, so it's not just a visual address.

It's the best I can do right now.

Post automatically merged:

The table I posted still seems to work the same, with the 1.05 update. That means that Kalas' table should still work as well.

Kalas, the pointers to armor can't be locked. I believe these are just pointers to visuals, and not the actual values. Your Perfect Body Temperature script doesn't seem to work, either.
 
Last edited:
Mar 11, 2017
35
0
6
#9
Was there a patch or something after 1.07 as my patch Build is 2783484 and I cant seem to activate some options.
 

Kalas

Cat'n America!
Fearless Donors
Table Maker
Mar 3, 2017
524
50
28
#10
Was there a patch or something after 1.07 as my patch Build is 2783484 and I cant seem to activate some options.
Think there was a small update.
Post automatically merged:

Updated:

- Compatible with v1.07
 
Mar 11, 2017
35
0
6
#12
actualy tryed both of them and had problems with yours and Kalas table, will try the updated tabel from Kalas and see what hapens.
 
May 26, 2017
42
0
6
#13
Well... Which scripts were you trying to activate? When did you try to activate them? What happened when you tried to activate them - did the "X" box fill in and then the script didn't work, or would the "X" not even fill in?

Or... you know, just keep trying them.
 

Kalas

Cat'n America!
Fearless Donors
Table Maker
Mar 3, 2017
524
50
28
#14
That's because you need to do something in order to execute the script, let's say [FuelData] ( You need to have a Chainsaw equipped ) only then you can activate the Main Cheat / Secondary.
 
Mar 11, 2017
35
0
6
#16
I tryed to activate the player stats option by Kalas it didnt work by Sigan it worked.
 
May 26, 2017
42
0
6
#17
I tryed to activate the player stats option by Kalas it didnt work by Sigan it worked.
I've actually been working on that one...

Even with mine, I'm running into problems where it won't always work correctly. It will activate, and I can turn on all the scripts, but it doesn't do anything in game. Then, I restart and try again, and boom! It works about 95% of the times I've tried it.

Kalas, I'm not sure we have the best injection point in PlayerStats, but I don't know where else to go. I'm injecting into the Update method, while you seem to be injecting into the useStamina method. I believe there must be more math done on the other offsets further in the script, but I can't quite figure out where the best injection point would be. I've also had some crashes, and general failure to function (injects, but to something unrelated) with the RecipeIngredient script. The one on my table is your script, unmodified.

I've also noticed a significant lack of stability in the game itself, separate of using anything else, when doing either, or both, of these things:
1. Hitting Alt+Tab during the loading of a save game, or the title menu itself.
2. Switching main window focus of the game during the loading of the save game or title menu

It appears that, if you let the game load and don't mess with the computer through the loading process, all of the cheats are more stable. Note the word, "appears." I'm still totally unsure as to what's causing the cheats to be... inconsistently functional, but this appears to have an effect.
 
Last edited:
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