Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Cowtastic Cafe

A small game about a Barista which wants to grow big! · By Noa3, Preggopixels

Is there any like debug mode that you can active for example more money

A topic by YEeeeeeeeeeeeeeeeeeee created Jun 09, 2023 Views: 9,821 Replies: 16
Viewing posts 1 to 3
(+1)

i hope so

Deleted 257 days ago
(+1)

Has cheat engine worked for you? If so what are the values

(2 edits)

I know this is a ted late, but for it has indeed worked, and it worked with these adresses:

The image isn't loading for me, so I'l just write it:

17B1B40DFC0 and 17B1B40EE30 (You need to modify the 2nd one first), they both are floats.

Okay, they change with runs, so I'l say how I found it:
Just go with the float type then try to find it with only the first digits, not the decimal ones, you might need 2 or 5 goes until you find the two money values.

(+1)

I wrote my own mod to implement a few cheats (although it kind of... got away from me, with how much I wound up putting in it) but I don't know how the game authors would feel about me linking a literal trainer mod on the page for their game. If they say it's okay though, I'll share it.

Developer(+4)

Feel Free to mod the game and do how you like, in some hours will be the new version out and you need maybe to change some places of the Hook

(2 edits) (+1)

[EDITED]
Needed some significant work, mostly to resolve the library files for the new x64 game version, but I got it working. Just download Release.zip from the latest build and extract everything to the same folder as the game. Source code is now public, too! Also, all future updates to CCEM will be done purely over on the repo, so just keep an eye on the releases tab. And if it breaks, open an issue to let me know!

Developer(+1)

sharing the compiled files is no problem, it would only cause legal problems when i share and make the project open, because there are some buyed assets in it.

(+1)

I must be missing something, I unzipped the file into the folder with the exe and nothing is happening.

(+1)

I updated the link to point to the new github repo. Please download the new Release.zip file and extract it into the same folder as the game itself, then launch the game. It should all be working now. The last game update changed from 32-bit to 64-bit, so the loader wasn't activating.

(+2)

I did everything the instructions told me to do, but it simply won't work. I have the latest game version, btw.

(+1)

I just tested it myself, with the latest game version (1.1.0.1) and the latest mod release build (1.2.0 at the time) and it worked fine for me. I've made an update to include the mod version in the overlay that will release shortly (ten minutes at most) that you can try, and that I can confirm definitely works. If that still doesn't work, please open an issue on the repo tracker and we can try to figure out what's wrong.

Hello!

Is there any way to make your mod compatible with bepinex?

It seems both of them want to "hog" doorstop to themselves, making them incompatible...

Thanks,

Unfortunately, not as far as I'm aware. If you could make bepinex load my DLL without needing it to be a mod, it might work, as long as bepinex doesn't modify parts of the game that I hook into. Sadly, I can't promise that, or help you do so, as I don't develop for bepinex.

This mod was made to be a very small, simple, and lightweight trainer, and I doubt I'll ever rewrite it for a mod framework, especially as I'm already aware of two different (and incompatible) ones, which would mean I'd need to maintain three different versions of it. Sorry about that.

Heya, i got the debug panel and it's great! But in hard mode, it gets complicated to follow the never ending rising prices, is there a way to customize the commands? or at least the +10$ one, since i need more money

(-1)

Well… changing the data is easy. It’s in CowstasticEasyMode/Patches/Money
Buuuuttt… in order to compile it you need to run the same program the maker did, and I’m not sure what that is.

I just added keybinds to operate on $100 and $1000 amounts at a time, hopefully the v1.4.0 build will work better for you. I can also look into making those keys affected by the increased income settings maybe, but I can't change the labels based on that setting so I'm still considering it.

thank you so much! this helps a ton, have a fantastic day :)