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Feature Reference

cybersnakeh edited this page Apr 22, 2026 · 2 revisions

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.


Survival

God Mode — godmode

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.


Infinite Stamina — stamina

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.


Infinite Armor — armor

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.


Infinite Oxygen — oxygen

Effect. Oxygen bar frozen at max. Lets you explore caves, dive, or stay at altitude indefinitely.

Implementation. Per-tick clamp on SurvivalCharacterState::Oxygen.


Infinite Food / Water — food, water

Effect. Hunger and thirst bars pinned at max.

Implementation. Per-tick clamp on SurvivalCharacterState::Food and SurvivalCharacterState::Water.


Stable Temperature — temp, temp_val

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.


Inventory

Free Craft — craft

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.


Infinite Items — items

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.


No Weight — weight

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.


Character

Speed Hack — speed, speed_mult

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.


Mega XP — megaexp

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").


Max Talent / Tech / Solo Points — talent, tech, solo

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.


World

Time Lock — time, time_val

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.


Give Items — give

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 reference (flat table)

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.


See also

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