Captain of Industry +48 (cheat engine table)
Posted: Fri Jul 08, 2022 7:57 pm
How to use it?
Start the game process into main menu, attach CE to the game, select options you want to use, then create/load your game.
It is very likely, that many cheats won't activate once you are/was in the game. In that case save and quit to desktop and follow the steps above.
Please report any issues, as well as any feature(s) you would like me to add.
IN MAIN MENU (BEFORE START/LOAD GAME) - activates all cheats below
Note:
The table uses CE's ability to resolve mono classes/methods to get the method address (instead of AOBs), then it generates the hook for that method with its own body where the values are manipulated. Furthermore it checks each hooked method's signature and won't activate if signatures don't match. Look at the logs in the Lua Engine window for further details.
Start the game process into main menu, attach CE to the game, select options you want to use, then create/load your game.
It is very likely, that many cheats won't activate once you are/was in the game. In that case save and quit to desktop and follow the steps above.
Please report any issues, as well as any feature(s) you would like me to add.
IN MAIN MENU (BEFORE START/LOAD GAME) - activates all cheats below
- RecipeProtoBuilder.State.BuildAndAdd (fast recipes)
- RecipeProtoBuilder.State.AddOutput (no polution)
- CropProto..ctor (fast crop growth, low fertility consumption)
- VehiclePathFindingParams..ctor (no terrain restrictions for vehicles)
- DrivingData..ctor (faster vehicles)
- works only for vehicles built after loading the game when this cheat was active - TransportProto..ctor (faster belts/pipes, can build them higher than 3)
- SorterProtoBuilder.State.BuildSorter (faster sorters) - no longer supported
- StorageBaseProto..ctor (storage buildings and dock modules capacity)
- ProductProto.OnInitialize (all products can be stored, no radioactivity, can transport more at once)
- IslandMapDifficultyConfig.DeserializeData (loads saved game with 32 extra ocean chunks giving a lot of space to expand) - from v00.049
- IslandMap.expandChunks (extra map chunks x8)
- ExcavatorProtoBuilderState.SetCapacity (excavator capacity x10) - from v00.049
- ExcavatorProtoBuilderState.SetMinedThicknessByDistanceMeters (excavator mines more at once) - from v00.049
- CargoShipModuleProto..ctor (cargo ship capacity x100) - from v00.055
- SettlementFoodModuleProto..ctor (food store capacity x10) - from v00.055
- MaintenanceDepotProto..ctor (maintenance buffer capacity x10) - from v00.055
- Shipyard.SimUpdate (shipyard capacity, fleet auto repair/refuel)
- TravelingFleet.SimUpdate (fleet fast movement/exploration)
- BattleFleet.HasAliveEntities (no enemy ships)
- CargoDepotModule.UpdateProductExchange (fast load/unload)
- CargoShip.handleDocked (auto refuel)
- CargoShip.SimUpdate (returns instantly from the world)
- ResearchLab.updateResearch (faster research)
- RainwaterHarvester.SimUpdate (always full of water)
- WorldMapMine.SimUpdateInternal (world mines cheap and fast)
- FuelTank.consumeFuel (auto refuel vehicles)
- ContractsManager.CanEstablish (better contracts)
- QuickTradeProvider.CanAfford (better quick trade offers)
- BufferedInputPorts.recalculateBufferCapacity (output buffer cap x100)
- BufferedOutputPorts.recalculateBufferCapacity (output buffer cap x100)
- DrivingEntity.SimUpdateInternal (faster truck dump and some excavator and tree harvester operations)
- RecipeExecutor.GetTargetDurationFor (instant production in machines)
- SimpleVirtualResource.MineResourceAt (infinite ground crude & water reserves)
- MiniZipper.tryReleaseFirstProduct (throughput fix for pipe/belt connectors)
- VehicleDepotBase.stepVehicleConstruction (free/instant vehicles in depot)
- Excavator.handleLoadTruck (excavators always fill trucks to full capacity)
- WasteSortingPlant.simStepRecycling (fast recycling)
- ConstructionManager.continueConstruction (fast construction)
- ConstructionManager.continueDeconstruction (fast deconstruction)
- Storage.SimUpdateInternal (create/destroy product if alert qty <25% or >75% and alert is off)
- Truck.SimUpdateInternal (trucks have 10x capacity) - from v00.049
- StaticEntityOceanReservationManager.isNotOcean (don't require reservation of ocean tiles for ships coming to or leaving the dock) - works from v00.049
- LayoutEntityTerrainValidator.isValid (fixes the bug in game that docks can't be built on extra ocean chunks) - works from v00.049
- UpointsManager.ConsumeAsMuchAs (Unity is never removed except for cap adjustments) - from v00.049
- TreeHarvester.getNextUnloadingState (tree harvesters always fill trucks to full capacity) - from v00.049
- ElectricityGeneratorFromProduct.GenerateAsMuchAs (diesel generator output x10, no pollution) - from v00.049
- WorkersManager.simUpdateEnd (always enough workers) - from v00.049
- EntityMaintenanceProvider.SetMaintenanceStatus (machines don't break due to low maintenance) - from v00.055
- ResearchManager.onEntityConstructed (unlock all research - you must contruct a lab that is paused when construction is finished)[/b] - from v00.060
Note:
The table uses CE's ability to resolve mono classes/methods to get the method address (instead of AOBs), then it generates the hook for that method with its own body where the values are manipulated. Furthermore it checks each hooked method's signature and won't activate if signatures don't match. Look at the logs in the Lua Engine window for further details.