-
Notifications
You must be signed in to change notification settings - Fork 0
Feature Reference
For every cheat ZeusMod exposes, this page documents:
- What it does (player-visible effect)
- How it's implemented (hook vs tick clamp, which UFunction/UPROPERTY it touches)
- Side effects (animation, physics, multiplayer implications, any known issues)
-
Toggle name (the wire command used by both the UI and
inspect.py)
Cheats are grouped the same way the desktop UI groups them.
Effect. Health stays at max. All damage sources (fall, combat, biome, hunger/thirst extremes) are neutralised.
Implementation. Detour on SurvivalCharacter::SetHealth. The hook
short-circuits the incoming health value and keeps the UPROPERTY at the
current MaxHealth. A per-tick top-up also re-clamps Health against
MaxHealth in case another callsite writes directly to the UPROPERTY.
Side effects. None in single-player. Multiplayer parity is not guaranteed — the health packet seen by the server would be inconsistent.
Effect. Stamina bar stays at max while sprinting, swinging, climbing.
Implementation. Per-tick clamp on
SurvivalCharacterState::Stamina. Offset resolved at runtime via
UObjectLookup::FindPropertyOffset("SurvivalCharacterState", "Stamina").
Side effects. None observed.
Effect. Every armor slot is topped up to the learned max durability each tick.
Implementation. Walks the armor slot array in the player inventory
and sets CurrentDurability = MaxDurability for every slot whose
durability is less than full. Property offsets (CurrentDurability,
MaxDurability) resolved via reflection.
Side effects. Visual durability bars in the UI pulse back to full on each tick — cosmetic only.
Effect. Oxygen bar frozen at max. Lets you explore caves, dive, or stay at altitude indefinitely.
Implementation. Per-tick clamp on
SurvivalCharacterState::Oxygen.
Effect. Hunger and thirst bars pinned at max.
Implementation. Per-tick clamp on
SurvivalCharacterState::Food and
SurvivalCharacterState::Water.
Effect. Character body temperature is held at a configurable target (default 20 °C). Hot biomes, cold storms, nights and altitude no longer push you outside the safe band.
Implementation. Per-tick clamp on
SurvivalCharacterState::ModifiedInternalTemperature (an int32 — the
same value the HUD thermometer reads). temp_val updates the target;
temp toggles the clamp on/off.
Side effects. Cold-only effects tied to internal-temperature thresholds (shivering, frostbite, freezing animations) will not trigger.
Effect. Lets you queue and complete any recipe — including 0/N recipes where you have zero of the required inputs.
Implementation. Four cooperating detours:
| Hook target | Purpose |
|---|---|
CanQueueItem |
Returns true unconditionally when the recipe's own-inventory belongs to the player. |
HasSufficientResource / GetResourceRecipeValidity
|
Returns the "have-enough" branch so the UI allows the queue. |
CanSatisfyRecipeQueryInput |
Same, for deeper validators used by station crafting. |
Post-queue patch on DeployableTickSubsystem +0x60
|
When the game's ValidateQueueItem would have rejected the queue, we insert a valid FWeakObjectPtr{ObjectIndex, SerialNumber} into the active-processor TArray so Process can still advance. |
A player-owned-inventory filter makes sure only the local player's
Inventory reports the unlimited fake count. Deployable inventories
(extractors, processors, benches) keep their real contents so their
outputs are delivered correctly.
Side effects. None observed. Crafting XP, unlocks and recipes queue like they would in a legit session.
Effect. Consumables (arrows, bullets, torches, bandages, food) stop decrementing. Tools and armor are clamped to their learned max durability every tick.
Implementation. Detour on ConsumeItem (fast-path, returns
without decrementing for the local player's inventory) plus a tick
clamp that writes CurrentDurability = MaxDurability on every
non-consumable slot.
Effect. Character never feels heavy. Full sprint, full jump, full movement animations at any load.
Implementation — 1.5+. Detour on
IcarusFunctionLibrary::AddModifierState. Signature in the game:
bool AddModifierState(
UObject* ParentObject,
FModifierStateRowHandle InModifier, // 24 bytes: DataTablePtr + RowName + DTName
UObject* Causer,
UObject* Instigator,
float Effectiveness);When the incoming InModifier.RowName resolves to "Overburdened"
and Trainer::NoWeight == true, the detour returns false
without calling the real function. The modifier is never applied,
so the character's MaxWalkSpeed is never clamped down and the
encumbered animation set is never activated.
Why this, not SetCurrentWeight = 0. The Inventory.CurrentWeight
UPROPERTY is a display value; the server-authoritative "are you over
the cap?" check goes through AddModifierState. Earlier versions
tried byte-patching MaxWalkSpeed and calling
ExpireOverburdenedModifier — both caused an access-violation in the
PhysX tick (FPhysScene_PhysX::TickPhysScene reading a stale
pointer). Hooking at the source is both correct and stable.
Side effects. The UI still shows your real current weight and its numeric cap. The cap just never fires.
Effect. Multiplies the player's movement speed by a configurable
factor (walk, run, crouch, swim, fly). Default x2.0.
Implementation. Per-tick clamp on
SurvivalCharacterMovementComponent::MaxWalkSpeed etc. — the tick
writes base_value * Trainer::SpeedMult on every movement-component
speed UPROPERTY.
Side effects. At very high multipliers (x6+) the physics tick
can snag you on cliff faces and doorframes. Drop it back to x4 or
lower for exploration; the multiplier accepts 0.5 step increments
between 0.5 and 10.0.
Effect. ×100 experience gain. The character visibly levels up through the game's own level-up gates — no instant-max teleport that breaks unlock animations.
Implementation. Per-tick TotalExperience += 50000. Resolved via
UObjectLookup::FindPropertyOffset("PlayerCharacterState", "TotalExperience").
Effect. Fills the corresponding progression-point pools to their cap. Every talent / tech / solo-play perk becomes available.
Implementation. Reflected UPROPERTY writes on the matching
SurvivalProfile / IcarusGameInstance state containers.
Effect. Freezes the in-game clock at a preset hour (00:00, 06:00, 12:00, 18:00 presets in the UI; any float between 0 and 24 from the pipe).
Implementation. Per-tick write on the WorldSettings time-of-day
UPROPERTY. time_val updates the target; time toggles the clamp.
Side effects. Animal and weather simulations that key off the time-of-day cycle will run in a single "phase" for as long as the clamp is on.
Effect. Spawns any item from D_ItemTemplate directly into the
player's backpack.
Implementation. Three-stage call chain invoked via
ProcessEvent:
give Wood,10
→ MakeItemTemplate(RowName="Wood") // builds an FItemTemplate
→ CreateItem(template, count=10) // builds an FItemData
→ OnServer_AddItem(itemData) // routes through the controller
All three are UFunctions, resolved by reflection and called with a
stack-allocated Params struct matching their ParmsSize.
Side effects. The item appears at the next convenient inventory slot. If the backpack is full it overflows to the ground, exactly as it would in a legit session.
| Command | UI card | Type |
|---|---|---|
godmode |
God Mode | toggle |
stamina |
Infinite Stamina | toggle |
armor |
Infinite Armor | toggle |
oxygen |
Infinite Oxygen | toggle |
food |
Infinite Food | toggle |
water |
Infinite Water | toggle |
temp |
Stable Temperature | toggle |
temp_val |
Stable Temperature | value (°C) |
craft |
Free Craft | toggle |
items |
Infinite Items | toggle |
weight |
No Weight | toggle |
speed |
Speed Hack | toggle |
speed_mult |
Speed Hack | value (float) |
time |
Lock Time | toggle |
time_val |
Lock Time | value (0–24) |
megaexp |
Mega XP | toggle |
talent |
Max Talent Points | toggle |
tech |
Max Tech Points | toggle |
solo |
Max Solo Points | toggle |
give |
Give Items | give <Row>,<qty> |
For every command, <value> is a plain ASCII token (0 / 1 for
booleans, a float for multipliers, a signed int for temperature, an
integer for hour/count). The command + value are separated by a
colon on the wire — see Pipe Protocol.
- Hook Catalog — every MinHook detour with its target resolution.
- Reflection Internals — how these UPROPERTY / UFunction lookups work.
- Debug Client — drive each cheat from Python.