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  Frostpunk 2 Trainer
  • Premium Plus
    Send a message to Cazher
    TIER 7
    Cazher posted on Sep 18, 2024 7:02:51 PM - Report post
     
    I wish there were a way to increase the number of workers.....
    Or...
    Does Frostpunk 2 have the same robot workers as Frostpunk in the late game??
    I wish they keep it.
    Because I am running out of workers everywhere like crazy right now...
  • Founder
    Send a message to Caliber
    FOUNDER
    Caliber posted on Sep 18, 2024 7:29:00 PM - Report post
     
    quote:
    originally posted by Airwane

    Thanks for the updated trainer, works well

    the option fast constructs district and building only works for Research.

    and for construct buildings we need to increase workforce

    I put down districts and they complete instant. I put a building in one of the districts where there was an icon that allowed the building and it built instant.

    Again, no save.

    Trainer Creator
    www.cheathappens.com
  • Founder
    Send a message to Caliber
    FOUNDER
    Caliber posted on Sep 18, 2024 7:30:14 PM - Report post
     
    quote:
    originally posted by Runaiya

    --New Colony, Old Dreadnought--
    So I just unlocked a new colony to build on. This colony uses Oil instead of Coal but in the editor option, it shows that Heatstamps(Editor) is the supply of Oil(In-Game, Old Dreadnought).
    You can press V to zoom out and select New London where it still uses Coal. Old Dreadnought is the new Colony and also the name of the heat generator there.

    --When game focused on New London colony--
    Materials is labled as Coal in the editor.
    Prefabs is labled as Material in the editor.
    Coal is labled as Steam Cores in the editor.

    --Factions--
    There are 4 factions in my save, from left to right are the Frostlanders, Pilgrims, Stalwarts, and New Londoners but the labels in the Editor is named wrong, there is also no editor/value for Pilgrims. There's also a faction called the Faith Keepers but that is not in my save.
    Also, the first time I activate the trainer, the values are correct, just the label is wrong. But after restarting both game and Aurora, the values is not registering even after changes are applied to the values in-game.

    --After further testing--
    The faction editor values is actually correct (label still wrong), it shows the amount of Colonists I have in Old Dreadnought instead of New London and I'm unsure why.
    The Resources editor does not register Old Dreadnought's value when game is focused on it, instead I believe it only takes whichever colony updated its values, tested by switching off generator in New London and built Oil extraction in Old Dreadnought and then editor registered the values, then switches back to New London's values since I have other resources being updated there.

    Saves can be found at "AppData\Local\11bitstudios\Frostpunk2\Steam\Saved\SaveGames"
    Launch the game first before adding or replacing the save file or else steam cloudsaves would just overwrite it, then load it in game.

    I will also request an update too. I hope the save I provided helps.

    no save so no update.

    Perhaps things are labelled differently for different factions. No idea. I haven't played 4 hours with one faction, much less many of them

    best,
    cal

    Trainer Creator
    www.cheathappens.com
  • Tier 7
    Send a message to tornada007
    TIER 7
    tornada007 posted on Sep 18, 2024 8:59:08 PM - Report post
     
    quote:
    originally posted by Caliber

    quote:
    originally posted by Airwane

    Thanks for the updated trainer, works well

    the option fast constructs district and building only works for Research.

    and for construct buildings we need to increase workforce

    I put down districts and they complete instant. I put a building in one of the districts where there was an icon that allowed the building and it built instant.

    Again, no save.

    Just to add to this that you're correct. Players need to unpause the game and let a day or so pass. The construction then rushes to finish.

    The workforce is a proportion of the total population. In the colonies I found that using the forager option actually increases the overall pop. And then after a day or so (or through transferring people) you get a large jump in workforce once it recalibrates against the increased top pop cap.

    I did have a game crash right now from trying to load up many millions of resources in a new colony in utopia, but I suspect that was my fault, not the trainer as it currently works

  • Current rank: 1.5 Stars. Next Rank at 500 Posts.
    Send a message to JamesX
    ELITE
    JamesX posted on Sep 18, 2024 10:40:37 PM - Report post
     
    The Edit Resource part of the trainer doesn't include Oil and Goods in my play through. Please see attached save file.

    Not sure if the file is attached correctly, here is the link to it via Dropbox
    www.dropbox.com/scl/fi/gby4qhg5zc08q03l7ex4a/FrostPunk2Save.7z?rlkey=2q3jqlz5qlcp12t2zfilioy0c&st=pyeuuigu&dl=0

    [Edited by JamesX, 9/18/2024 10:42:08 PM]

  • Moderator
    Send a message to SmileyJ
    MODERATOR
    SmileyJ posted on Sep 18, 2024 11:00:51 PM - Report post
     
    quote:
    originally posted by JamesX

    The Edit Resource part of the trainer doesn't include Oil and Goods in my play through. Please see attached save file.

    Not sure if the file is attached correctly, here is the link to it via Dropbox
    www.dropbox.com/scl/fi/gby4qhg5zc08q03l7ex4a/FrostPunk2Save.7z?rlkey=2q3jqlz5qlcp12t2zfilioy0c&st=pyeuuigu&dl=0

    [Edited by JamesX, 9/18/2024 10:42:08 PM]

    Put in an option request also if this goods that are changable

    Please use the trainer option request system for requesting new options be added to this trainer and/or vote on options already requested.

    Trainer Monkey June 2021 - Community Helper December 2021 - Community Mod March 2022 - CH Mod January 2023
    Forum rules. https://www.cheathappens.com/show_board2.asp?headID=144968&titleID=8463
  • Premium Plus
    Send a message to Mr BLACKJAK
    TIER 7
    Mr BLACKJAK posted on Sep 19, 2024 4:00:55 AM - Report post
     
    @Caliber @PWizard
    Hello,

    First of all, I would like to thank the entire CH team again for the quality of their work and their commitment to the community.

    I wanted to provide some feedback regarding the current trainer.

    The trainer works correctly, and there are no crashes.

    The resource editing feature is functional, but I have two comments on this matter :
    1°) The displayed values do not always correspond to the correct resource categories. This is not a major issue since I can quickly identify which value corresponds to which resource, as each category has a unique value.
    2°) The trainer does not allow editing of steam cores. Although this option is available, the displayed value does not match the in-game amount, and none of the other values offered by the trainer in other categories seem to correspond either. I have attached a save file from the scenario mode where I have just acquired the first steam cores in the game.

    Regarding the "quick build" option, it's work as intented and it also works correctly with research, which is perfect.

    I haven't really used the option to modify the number of members in each faction within the community. I am not sure how it works. In any case, it's worth noting that it does not change the maximum total number of inhabitants. I think this option isn't particularly useful since the game already provides in-game mechanics to increase or decrease the influence of each faction.

    Lastly, here is a brief tutorial for players who are having issues:
    * Start a game and only modify the two base resource values (these are the two that have consistent values in the trainer's editor). The values do not visually change in the game until you perform an action, at which point the display updates.
    Based on my experience, you can only actually edit a positive value—that is, a value for a resource that is being produced and whose consumption/gain balance is positive.
    * Then, go to the editor, find the corresponding value, and modify it. You may need to dismantle, disable, or create a district or structure temporarily to reach this positive balance for the resource.
    * Finally, understand that there is a difference between material resources and commodity resources. Material resources are gathered using a salvage district and are used for maintenance. Commodity resources are produced with an industrial district (which, by default, creates prefabs, so you need to click on the district to choose the commodity option) and are mainly used for trade, happiness, and population stability. Again, you need to have a positive balance for the value in the editor to correspond to reality and be modified correctly.

    [Edited by Mr BLACKJAK, 9/19/2024 4:08:19 AM]
  • Premium Plus
    Send a message to Mr BLACKJAK
    TIER 7
    Mr BLACKJAK posted on Sep 19, 2024 4:35:30 AM - Report post
     
    quote:
    originally posted by Mr BLACKJAK

    @Caliber @PWizard
    Hello,

    First of all, I would like to thank the entire CH team again for the quality of their work and their commitment to the community.

    I wanted to provide some feedback regarding the current trainer.

    The trainer works correctly, and there are no crashes.

    The resource editing feature is functional, but I have two comments on this matter :
    1°) The displayed values do not always correspond to the correct resource categories. This is not a major issue since I can quickly identify which value corresponds to which resource, as each category has a unique value.
    2°) The trainer does not allow editing of steam cores. Although this option is available, the displayed value does not match the in-game amount, and none of the other values offered by the trainer in other categories seem to correspond either. I have attached a save file from the scenario mode where I have just acquired the first steam cores in the game.

    Regarding the "quick build" option, it's work as intented and it also works correctly with research, which is perfect.

    I haven't really used the option to modify the number of members in each faction within the community. I am not sure how it works. In any case, it's worth noting that it does not change the maximum total number of inhabitants. I think this option isn't particularly useful since the game already provides in-game mechanics to increase or decrease the influence of each faction.

    Lastly, here is a brief tutorial for players who are having issues:
    * Start a game and only modify the two base resource values (these are the two that have consistent values in the trainer's editor). The values do not visually change in the game until you perform an action, at which point the display updates.
    Based on my experience, you can only actually edit a positive value—that is, a value for a resource that is being produced and whose consumption/gain balance is positive.
    * Then, go to the editor, find the corresponding value, and modify it. You may need to dismantle, disable, or create a district or structure temporarily to reach this positive balance for the resource.
    * Finally, understand that there is a difference between material resources and commodity resources. Material resources are gathered using a salvage district and are used for maintenance. Commodity resources are produced with an industrial district (which, by default, creates prefabs, so you need to click on the district to choose the commodity option) and are mainly used for trade, happiness, and population stability. Again, you need to have a positive balance for the value in the editor to correspond to reality and be modified correctly.

    [Edited by Mr BLACKJAK, 9/19/2024 4:08:19 AM]

    I have forgotten the savegame in zip format

    FILE ATTACHED
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