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Frostpunk: Table for Cheat Engine {Csimbi}

The table includes an AOB script, so it might work with other releases, too.

The script includes a lot of things so I grouped settings up as follows:
Citizens
Prolong Sickness; allows you to prolong sickness indefinitely, as if the citizen just got sick (resets the sick timer).
Heal Rate Mod; allows you to scale the speed of healing in the appropriate buildings.
Move Speed Mod; allows you to scale the speed at which citizens move, including the automatons.
Production
Construction Speed Mod; allows you to scale the speed of building construction work.
Research Time Mod; allows you to scale the speed of research. Note: it is applied when you start the research (so it's ineffective for already ongoing research). If you cancel a research and you start it again, the mod will be applied again.
Production Efficiency Mod; allows you to scale the efficiency of production work. Works for factory and food processing at least.
Resourcing
Min *; allows you to specify a min. ratio of specific resources available in your 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.
Generator
No Generator Stress; keeps generator stress at zero.
Generator Cooling Rate Mod; allows you to scale the speed at which your generator is cooling down (when switched off).
Force Heat Range Mod; allows you to scale the heat range (of the generator and the steam hubs). Note: this writes values into the memory. If you need to reset things, enable and write back 1.0, then toggle the heat map to verify effect.
Misc stuff
Book Of Law Cooldown Mod; allows you to scale the cooldown of the Book Of Law. You can use any small value, but do not use zero!
Instant Timed Moves; enabling this causes timed moves (such as scouts) to be completed instantly.
Timed Move Duration Mod; allows you to scale the duration of the timed moves (such as scouts). Note: it is applied when you start the move (so it's ineffective for already ongoing movement). If you cancel a movement and you start it again, the mod will be applied again.
Timed Ability Cooldown Mod; allows you to scale the cooldown of the timed abilities (such as the sermons). Note: it is applied when you start the ability (so it's ineffective for abilities already on cooldown).
Quest Progress Rate Mod; allows you to scale the rate at which quest counters change. I built this for the boring quests like 'gather x resources'. I think you should keep it disabled for everything else, or your game might break.
Influence Radius Mod; allows you to scale the influence range of buildings, but it applies only to newly built buildings - so tear down some if need be and rebuild them if you want to force an update. Tested with Watchtower and Guardpost only, might work for others.
Telegraph Limit Regen Time Mod; allows you to scale the speed of the requisition limit regeneration in the telegraph. You can use any small value, but do not use zero!
Read only stuff
JBOP; just a bunch of pointers to hope and discontent current and max values.

Author: Csimbi


The source of information - Frostpunk

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