These cheats are for Cookie Clicker Classic.
Save editing[]
Here is the save format:
A save from the start of the game
0.1251|0|0|15|0|100|0|500|0|2000|0|7000|0|50000|0|1000000|0|123456789
Field | Example | Description |
---|---|---|
Version | 0.1251 | The version number |
Cookies | 10000000000000000000000 | Cookies in bank |
Cursors | 1000000000 | Number of cursors |
Buyables['Cursor'].price | 0 | Current price of cursors |
Grandmas | 1000 | Number of grandmas |
Buyables['Grandma'].price | 0 | Current price of grandmas |
Factories | 1000 | Number of factories |
Buyables['Factory'].price | 0 | Current price of factories |
Mines | 1000 | Number of mines |
Buyables['Mine'].price | 0 | Current price of mines |
Shipments | 1000 | Number of shipments |
Buyables['Shipment'].price | 0 | Current price of shipments |
Labs | 1000 | Number of alchemy labs |
Buyables['Alchemy lab'].price | 0 | Current price of alchemy labs |
Portals | 1000 | Number of portals |
Buyables['Portal'].price | 0 | Current price of portals |
Times | 1000 | Number of time machines |
Buyables['Time machine'].price | 0 | Current price of time machines |
Browser console cheats[]
- See Cheating#Opening_the_Browser_Console for instructions on opening the browser console.
You will need to open the console to use the rest of these cheats.
Autoclicker[]
setInterval(ClickCookie, 1);
Pledge timer[]
To see how many seconds are left:
Pledge / 30
To reset the timer
Pledge = (# of seconds) * 30
Hacking object data[]
Counter name | Buyables["item name"] |
---|---|
Cursors= 1; | Cursor |
Grandmas= 1; | Grandma |
Factories= 1; | Factory |
Mines= 1; | Mine |
Shipments= 1; | Shipment |
Labs= 1; | Alchemy lab |
Portals= 1; | Portal |
Times= 1; | Time machine |
Pledge= 1; | Elder Pledge |
Warning: Prices will be saved in your save file.
Item count[]
To hack the number of a building you own, check the Counter name column in the table for the exact name you need to use. Then, use it like this:
Cursors = 100; Grandmas = 30;
Use this line to update the store display and see the new numbers:
StoreToRebuild = 1;
For the rest of these, look up the item name in the Buyables[item name] column of the table, then put the name of the item between the quotes in Buyables[""].
For everything but cursors, you can make the new buildings visible with:
Buyables["Grandma"].func(0);
Get 1 object for free while making new buildings visible with:
Buyables["Grandma"].func(1);
Item prices[]
To change the price of an item:
Buyables["Time machine"].price = 1;
To make an item free forever:
Buyables["Cursor"].price = 0;
To make everything free forever:
Object.keys(Buyables).forEach(function (e) { Buyables[e].price = 0; }); StoreToRebuild = 1;
To reset prices to a realistic level:
(function () { var Objs = []; function Obj(name, count, basePrice) { this.name = name; this.count = count; this.basePrice = basePrice; Objs[name] = this; } new Obj("Cursor", Cursors, 15); new Obj("Grandma", Grandmas, 100); new Obj("Factory", Factories, 500); new Obj("Mine", Mines, 2000); new Obj("Shipment", Shipments, 7000); new Obj("Alchemy lab", Labs, 50000); new Obj("Portal", Portals, 1000000); new Obj("Time machine", Times, 123456789); new Obj("Elder Pledge", 0, (Buyables["Elder Pledge"].price > 666666) ? Buyables["Elder Pledge"].price : 666666); function PriceReset(what) { var newPrice = Objs[what].basePrice, i; for (i = 0; i < Objs[what].count; i += 1) { newPrice = Math.ceil(newPrice * 1.1); } Buyables[what].price = newPrice; } Object.keys(Buyables).forEach(PriceReset); StoreToRebuild=1; }());