[Request] Clanfolk

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Everage
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[Request] Clanfolk

Post by Everage »

Game Name: Clanfolk
Game Engine: Unity
Game Version: 0.2xx ([Link])
Options Required: Modify Item Quantity, Modify values of Peasants and/or Animals/Critters
Other Info: See below.
Steam Website:

Info about resource modification:
It seems like peasants are unable to walk if they carry a full -modified- stack of a resource or get flinged out of the map.
Last edited by Everage on Tue Jul 26, 2022 5:36 pm, edited 5 times in total.

TheGreen
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Re: [Request] Clanfolk

Post by TheGreen »

yes please

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Everage
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Re: [Request] Clanfolk

Post by Everage »

Added another option for the request which would make life easier.
Being able to halt or modify the values of peasants or animals (e.g. health, food, warmth...)

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FluffyWafflesIX
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Re: [Request] Clanfolk

Post by FluffyWafflesIX »

Everage wrote:
Sun Jul 17, 2022 5:59 pm
Added another option for the request which would make life easier.
Being able to halt or modify the values of peasants or animals (e.g. health, food, warmth...)
Fun :)

Skay24
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Re: [Request] Clanfolk

Post by Skay24 »

All values of peasants or animals (e.g. health, food, warmth...) all 4 Bytes. Items in a stack all to 4 Bytes but can't make them higher then max stack that game allowed. Food expired time to 4 Bytes, so can we assume all are 4 Bytes. Still can't find skills.... I hope it will help.

Allen1013
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Re: [Request] Clanfolk

Post by Allen1013 »

Any table makers playing this game who can help out? Many thanks. Fun little game. Pure chaos when you start tho.

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Bobbeh
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Re: [Request] Clanfolk

Post by Bobbeh »

Not had long to look into it but made a small table for my version

no degrade food/peoples moods when enabled
add a stack of an item instead of 1 when enabled (this can get a bit crazy if they split a stack)
Attachments
Clanfolk.CT
(4.72 KiB) Downloaded 1930 times

Skay24
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Re: [Request] Clanfolk

Post by Skay24 »

Bobbeh wrote:
Mon Jul 18, 2022 1:52 pm
Not had long to look into it but made a small table for my version

no degrade food/peoples moods when enabled
add a stack of an item instead of 1 when enabled (this can get a bit crazy if they split a stack)
It freeze all stats as you enable that option, so if peasant or animal are hungry or thirst they will eat and or drink forever. If it could max out stats not freeze them would be great help The stack option max at 256, but it max everything, and if you deconstruct something items are everywhere. Is there option to just max out chosen stack, as at 1 point in testing had 2 million of nails... don't counting the normal resources.

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FluffyWafflesIX
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Re: [Request] Clanfolk

Post by FluffyWafflesIX »

Here's an early release.
Not finished but it gives you something to try out or even look for...
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Clanfolk_v0.1.CT
Early Release
(401.58 KiB) Downloaded 1358 times

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Everage
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Re: [Request] Clanfolk

Post by Everage »

Thanks to the kind table creators for having 2 tables to test!

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Everage
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Re: [Request] Clanfolk

Post by Everage »

FluffyWafflesIX wrote:
Mon Jul 18, 2022 3:20 pm
Here's an early release.
Not finished but it gives you something to try out or even look for...
This seems to corrupt the save game (or doesn't let you save/load again).
Also, some tasks like shearing a sheep or milking makes your peasant do it for eternity with auto regen active.

Edit: It seems like the auto regen does break the save functionality (Can save, but not load or find the save)

bluepanda
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Re: [Request] Clanfolk

Post by bluepanda »

Fireplaces will never run out of material:
Spoiler
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>1337094218</ID>
<Description>"Fireplace - No branch consumption"</Description>
<LastState/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>{ Game : Clanfolk.exe
Version:
Date : 2022-07-17
Author : bluepanda

This script does blah blah blah
}

[ENABLE]

aobscanmodule(aob_fireplace,GameAssembly.dll,FF 49 1C F3 0F 10 42 28) // should be unique
alloc(newmem,$1000,aob_fireplace)

label(code)
label(return)

newmem:

code:
//dec [rcx+1C]
//movss xmm0,[rdx+28]
jmp return

aob_fireplace:
jmp newmem
nop 3
return:
registersymbol(aob_fireplace)

[DISABLE]

aob_fireplace:
db FF 49 1C F3 0F 10 42 28

unregistersymbol(aob_fireplace)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+C45C9B

GameAssembly.dll+C45C7E: 0F 2F D1 - comiss xmm2,xmm1
GameAssembly.dll+C45C81: 72 2E - jb GameAssembly.dll+C45CB1
GameAssembly.dll+C45C83: 48 8B 42 30 - mov rax,[rdx+30]
GameAssembly.dll+C45C87: 48 85 C0 - test rax,rax
GameAssembly.dll+C45C8A: 74 2A - je GameAssembly.dll+C45CB6
GameAssembly.dll+C45C8C: 83 78 18 00 - cmp dword ptr [rax+18],00
GameAssembly.dll+C45C90: 76 3A - jna GameAssembly.dll+C45CCC
GameAssembly.dll+C45C92: 48 8B 48 20 - mov rcx,[rax+20]
GameAssembly.dll+C45C96: 48 85 C9 - test rcx,rcx
GameAssembly.dll+C45C99: 74 1B - je GameAssembly.dll+C45CB6
// ---------- INJECTING HERE ----------
GameAssembly.dll+C45C9B: FF 49 1C - dec [rcx+1C]
// ---------- DONE INJECTING ----------
GameAssembly.dll+C45C9E: F3 0F 10 42 28 - movss xmm0,[rdx+28]
GameAssembly.dll+C45CA3: F3 0F 5C C1 - subss xmm0,xmm1
GameAssembly.dll+C45CA7: 0F 2F C1 - comiss xmm0,xmm1
GameAssembly.dll+C45CAA: F3 0F 11 42 28 - movss [rdx+28],xmm0
GameAssembly.dll+C45CAF: 73 D2 - jae GameAssembly.dll+C45C83
GameAssembly.dll+C45CB1: 48 83 C4 28 - add rsp,28
GameAssembly.dll+C45CB5: C3 - ret
GameAssembly.dll+C45CB6: E8 F5 12 4F FF - call GameAssembly.dll+136FB0
GameAssembly.dll+C45CBB: CC - int 3
GameAssembly.dll+C45CBC: E8 FF 10 4F FF - call GameAssembly.dll+136DC0
}
</AssemblerScript>
</CheatEntry>
</CheatEntries>
</CheatTable>
This game needs some more love, as the current progression of the game is so tedious, because your toons will never effectively work with and around given priorities (even them being set to 10 + their priority to highest), this way, you cannot substantively create a good amount of food before winter hits you hart.
They will simply leave food on the ground (eels for example, their priority is always set to 7, not saved as a global value when you are setting another priority), resources and such in the rain, degrading the crap out of it and destroying them in the end ... this just doesn't add up properly.

And for the other stuff, about creating cheats, e.g. for growth of trees, berry bushes and so on, it is so tedious to actually find a proper type for it, which also works in a constant. Sometimes it is like searching for the correct value, like 45% growth progress, and finding at the end just a fake value which just looked like the one you was searching for with type 4 instead of float, which you would expect on such things.

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FluffyWafflesIX
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Re: [Request] Clanfolk

Post by FluffyWafflesIX »

Best bet for safe numbers on clan member stats is through my get script for the "Clan Setup Menu".
Unfortunately, I was only able to grab those at the time of making a new fresh clan instead of using a not so fresh one. The moment you disable then re-enable that script is when you will lose the pointers and have to start another new clan.

Of course and as always, Im looking for workarounds however I dont have much time per day to do this.

Next release will have the full member list and whatever else I find/fix.

Skay24
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Re: [Request] Clanfolk

Post by Skay24 »

So about sleep stat, there is no point to try change it as peasants with max sleep stat still will still go sleep at night, and will not work. I hope someone can make table for this game.

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Re: [Request] Clanfolk

Post by avelengaming »

there's this weird bug where clan members fly off the map when you activate the item cheat. you have to load previous saves or they're gone forever.

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