Cookie Clicker Combo Execution Mod (usually referred to as CCCEM) is an add-on that sets up a practice environment for executing golden cookie combos.
When loaded, it will automatically override all relevant game data (as if Try again had been pressed).
Options
CCCEM offers a menu akin to that of the sesame debug menu, usually served to modify certain values and behavior. However, unlike the sesame debug menu, each button can be one of three colors:
- Green: Something will happen upon click
- Yellow: It will toggle or cycle an option/variable (will invalidate score)
- Cyan: It will prompt a text input to an option/variable (will invalidate score)
Name | Description | Color |
---|---|---|
Try again | Resets the run | Green |
Default | Sets all settings to what they were upon loading the mod for the first time on a save | Green |
consistency | Sets all settings to a reasonable save with Click Frenzy as the first effect upon casting Force the Hand of Fate | Green |
BS scry | Sets all settings to a reasonable save with Building Special as the first effect upon casting Force the Hand of Fate | Green |
Import Save | Allows importing saves, with some settings overwritten | Green |
Load P for Pause | Loads the P for Pause mod | Green |
iniSeed [seed] | The seed upon pressing on reset. Setting seed to 'R' will randomize it every reset; FTHoF setting must be set to 'random' | Cyan |
Cookies | Cookie amount on reset | Cyan |
Cookies B | Cookies earned this session | Cyan |
Prestige | Prestige level on reset | Cyan |
Lumps | Lump amount on reset | Cyan |
LumpT | Lump type upon reset | Yellow |
Cursors | Cursor amount on reset; will also buy all other buildings (except Wizard Towers) as much as cookies needed for cursor count can get | Cyan |
Override | Selects a building to override. When a building is overridden, its amount at the start of each run is fixed to whatever you input, unaffected by the "Cursors" selector | Yellow |
Overriding number [x] | Input number to override whichever building the "Override" selector is selecting. 0 is not overriding, >0 is overriding with whatever you input, and <0 represents overriding with 0. | Cyan |
No EB / EB List | Good non-EB count for 2.052; if set to EB List, numbers represent how many fewer to buy compared to the previous building | Yellow |
Rebuy / No Rebuy | Toggle EB rebuy numbers | Yellow |
Force cast count [On/Off] | Whether to force Grimoire's spells cast all time to be a specific number; will functionally disable the FtHoF outcome finding. | Yellow |
Force cast count [x] | Amount of Grimoire casts all time to set. | Cyan |
Wizards | Wizard Tower amount on reset | Cyan |
WizLevel | Wizard Tower level on reset | Cyan |
Buy/Sell | Toggles buy or sell mode on reset | Yellow |
[Bulk number/All] | Sets amount of buildings to buy/sell on reset | Yellow |
41/100 heralds | Toggles if heralds bonus give 41% or 100% CpS boost | Yellow |
Aura1 | Primary aura upon reset | Yellow |
Aura2 | Secondary aura upon reset | Yellow |
Fortune [x]% | Chance for next news tick to be a fortune based on [x] | Yellow |
FtHoF [effect] | Force the Hand of Fate outcome; setting to 'random' will make effects affected by set seed | Yellow |
HeldS [x] | Holding seed upon reset, based on its order in the list | Yellow |
Rotation [x] | Rotates the garden on reset; set to 'R' for random | Yellow |
Tick [x] | Number between 0 to 900 that represent's the Garden's progress to next tick in seconds; set to "Random" for random. | Cyan |
Seed1 [x] | Primary seed on reset, based on its order in the list | Yellow |
Age1 [x] | Seed1's age on reset | Yellow |
Seed2 [x] | Alternating seed on reset, based on its order in the list | Yellow |
Age2 [x] | Seed2's age on reset | Yellow |
office [x] | Stock Market office level on reset | Yellow |
Dia [x] | God slotted in Diamond on reset, based on its order in the list | Yellow |
Ruby [x] | God slotted in Ruby on reset, based on its order in the list | Yellow |
Jade [x] | God slotted in Jade on reset, based on its order in the list | Yellow |
Frenzy [on/off] | Toggles Frenzy on reset | Yellow |
Frenzy dur [x]s | Frenzy's duration (in seconds) on reset | Cyan |
DH [on/off] | Toggles Dragon Harvest on reset | Yellow |
DH dur [x]s | Dragon Harvest's duration (in seconds) on reset | Cyan |
Extra BSs: [x] | Amount of Building Specials on reset; random buildings will be chosen | Yellow |
BS dur [x]s | All Building Specials' duration (in seconds) on reset | Cyan |
Sugar Blessing [On/Off] | Toggles Sugar Blessing on reset. | Yellow |
Seeding GC [On/Off] | Toggles whether golden cookies will use set seed to determine effects | Yellow |
Seeding News [On/Off] | Toggles whether news ticker will use set seed to determine news | Yellow |
Nat GC [On/Off] | Toggles whether golden cookies will spawn naturally | Yellow |
Dragon Orbs [Off/On] | Spawns a golden cookie as if DO was triggered on reset | Yellow |
DEoRL [Off/On] | Guarantees DEoRL on reset | Yellow |
GC1 [effect] | Guarantees [effect] for first golden cookie on reset | Yellow |
GC2 [effect] | Guarantees [effect] for golden cookie from Dragon Orb on reset | Yellow |
GC3 [effect] | Guarantees [effect] for golden cookie from DEoRL on reset | Yellow |
Save current settings | Saves current settings to the save before CCCEM was loaded as mod data; next time that CCCEM is loaded onto that save, it will have all the settings that you saved. Does not impact the carrier save. | Green |
Code-only Options
Some options are only editable through editing the variables in the console.
Name | Description |
---|---|
buildingRelList | Building offsets if set to No EB |
buildingRelListEB | Building offsets if set to EB List |
iniRein | Reindeer clicks on reset |
fortuneG | Toggles if golden cookie fortune will appear |
boughtSF | Toggles whether Sugar Frenzy is bought on reset |
boughtCE | Toggles whether chocolate egg is bought on reset |
setSeason | Sets season on reset, value based on id from season switcher |
setPledge | Toggles whether pledge is bought on reset |
muteBuildings | Buildings that are muted on reset |
unmuteMinigames | All minigames muted if false, otherwise unmuted. Overrides muteBuildings |
P for Pause
A separate mod by the same developer, P for Pause allows the game to be paused or advanced in individual frames.
When loaded from the 'Load P for Pause' button or through the console, extra options will be displayed below the rest in the CCCEM menu.
Name | Description |
---|---|
Pause | Freezes the game on current frame |
Tick step | Advances the game by one tick |
Pause: P | Press P to pause |
Tick step: T | Advance a tick by pressing T |
Retry: R | Press R to reset (akin to Try again) |
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