Subnautica (2018-01-29)

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Shinkansen
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Subnautica (2018-01-29)

Post by Shinkansen »

Simple table for Subnautica, may or may not work. Game generates code at runtime so table has a high chance of not working / detecting the wrong code / crashing.

Usage info:
Scripts with "To Activate: XXX" can only be activated (put an "X" into the box) after doing action XXX.
Scripts with "To Update: XXX" will only update their effect after doing action XXX.
Addresses with "XXX?" will enable the script effect XXX when 1 is put into the Value.

In general:
A. Do action YYY.
B. Activate (put an X) the "Initialization (Activate This First)" script.
C. Activate (put an X) the "Base Address Scan (To Activate: YYY, To Update: ZZZ)" script.
D. Enable (put a 1) the desired effect. Example: "Set Health to Max?" address.
E. Do action ZZZ.


V1001
1. Survival.
"Used Tool Energy Set to Max?" sets Used Tool Energy to max.

Allows the following to be modfied.
- "Survival Stats -> player -> armsController -> Various Tool Stats". Allows appropriate used tool to be modified eg Knife damage and range to massive. Do not freeze as these changes depending on the tool in hand..

2. Creature.
"Actions Set to None?" sets Creature actions to none, Creatures just floats around doing nothing. Might break scripted events.


V1000
1. Tested game version VJan-2018 59783 64-bit. May work on other versions.

2. Survival.
"Health Set to Max?" sets Health to max.
"Oxygen Set to Max?" sets Oxygen to max.
"Food, Water Set to Massive?" sets Food, Water to massive.
"Mobility Set to Massive?" sets Mobility to massive.

3. Creature.
"Health Set to Min?" sets Health to min.
"Senses Set to 0?" sets Senses to 0.

4. DayNightCycle.
Allows the following to be modfied.
- sunRiseTime. Set to -1 for always daytime.
- sunSetTime. Set to 1.6 for always daytime.

5. GameModeUtils.
Allows some gamemodes to be set without using the console.

How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1
Attachments
Shinkansen Subnautica V1001.CT
2018-01-29
(269.48 KiB) Downloaded 3926 times
Shinkansen Subnautica V1000.CT
2018-01-28
(177.85 KiB) Downloaded 400 times

Hadrix
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Re: Subnautica (2018-01-29)

Post by Hadrix »

This table is amazing! You can modify so many values and have some pretty fun results, like setting player acceleration and speed insanely high and just sending yourself into orbit, I just love the way you make your tables!
EDIT: I have a suggestion for a feature: Build Anywhere.
It would be really nice to build a base 2000 meters into the air or just on top of the crashed Aurora.

darkGraf
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Re: Subnautica (2018-01-29)

Post by darkGraf »

In addition to Shinkansen table i've made some other cheats.
Feel free to merge it or use it for your own cheats.
v1.0.0.1
1. Inf battery
Makes all batteries and powercells infinite.
2. Seamoth container 9x11
Make sure to activate it before loading a level. It makes seamoth's storages 9x11 slots (if you dislike the view just change it to 8x8 - this is the largest number of slots yet still in frame)
3. Exosuit storage 9x11
Same as above
4. No item use on craft
Self Explanatory
5. x2 craft
Doubles number of items crafted in Crafter.
6. Max power generation
All generators have max power stored
7. More efficient powercell charger
Makes Powercell charger transfer more energy to Powercell by tick by amount of "Efficiency coefficient" value.
v1.0.0.2
1. Fixes
2. Added "Build anywhere" script. Works like Hadrix described:
But beware there are some objects that have other requirements to function properly and will just show up as a green ghost of the object when you try and place them in a place they usually cannot exist in, and it is annoying because the green ghost objects will stay there until you reload a save, and even after that they can glitch out other objects if they are hitting their hitbox and you will not be able to deconstruct the objects they are/were clipping through. Here's a list of the objects that glitch out if you do not place then where they usually go to (where they snap to naturally):
Water Filtration Machine, Ladder, Hatch, Vehicle Upgrade Console, Bulkhead, Bioreactor, Nuclear Reactor, Alien Containment, Wall Planter, Window, Reinforcement.
Attachments
darkGraf's Subnautica V1002.CT
(6.11 KiB) Downloaded 902 times
darkGraf's Subnautica V1001.CT
(6.1 KiB) Downloaded 148 times
Last edited by darkGraf on Thu Feb 01, 2018 6:21 am, edited 1 time in total.

Hadrix
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Re: Subnautica (2018-01-29)

Post by Hadrix »

darkGraf wrote:
Tue Jan 30, 2018 10:16 pm
In addition to Shinkansen table i've made some other cheats.
Feel free to merge it or use it for your own cheats.
v1.0.0.1
1. Inf battery
Makes all batteries and powercells infinite.
2. Seamoth container 9x11
Make sure to activate it before loading a level. It makes seamoth's storages 9x11 slots (if you dislike the view just change it to 8x8 - this is the largest number of slots yet still in frame)
3. Exosuit storage 9x11
Same as above
4. No item use on craft
Self Explanatory
5. x2 craft
Doubles number of items crafted in Crafter.
6. Max power generation
All generators have max power stored
7. More efficient powercell charger
Makes Powercell charger transfer more energy to Powercell by tick by amount of "Efficiency coefficient" value.
Holy shit storage hack tysm
I got a couple of points tho:
1.Would hacking the upgrade slots on exosuit/seamoth/cyclops/Scanner Room be possible? Would love a mega scanner room that scans the whole map almost instantly. (Basically insert 50 range and speed modules).
2.Since I have no idea what I'm doing... Most I did was find the value dictating if you can build or not, found what accessed it, noped the code checking if you are trying to place an object at a valid spot and froze the value dictating if you can build or not to 1 (its a Byte value) so I could build anywhere, maybe one of you guys can make a script that makes you able to build anywhere, since I have a feeling what I'm doing is pretty scuffed.

darkGraf
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Re: Subnautica (2018-01-29)

Post by darkGraf »

Hadrix wrote:
Wed Jan 31, 2018 11:35 am
Holy shit storage hack tysm
I got a couple of points tho:
1.Would hacking the upgrade slots on exosuit/seamoth/cyclops/Scanner Room be possible? Would love a mega scanner room that scans the whole map almost instantly. (Basically insert 50 range and speed modules).
2.Since I have no idea what I'm doing... Most I did was find the value dictating if you can build or not, found what accessed it, noped the code checking if you are trying to place an object at a valid spot and froze the value dictating if you can build or not to 1 (its a Byte value) so I could build anywhere, maybe one of you guys can make a script that makes you able to build anywhere, since I have a feeling what I'm doing is pretty scuffed.
1. Still trying to find anything about upgrades.
2. If you can share what u find it will significantly speed up the process of writing script :)

Hadrix
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Re: Subnautica (2018-01-29)

Post by Hadrix »

darkGraf wrote:
Wed Jan 31, 2018 4:26 pm
1. Still trying to find anything about upgrades.
2. If you can share what u find it will significantly speed up the process of writing script :)
Here's how I do it:
First I pull out the habitat builder and find a spot where I can place something (in this case a locker) and search for a 1 (Byte Value)
[Link]
Then I find a spot where I can't place the thing and next scan for a value of 0:
[Link]
I repeat the process until there is only one value left (standard stuff):
[Link]
Then I bring the value down and F5 it (Find out what accesses this address):
[Link]
I get this:
[Link]
I nop all of the opcodes the debugger finds(At this point I accidentally closed/stopped the debugger from the pic before so the counts are different):
[Link]
Then I set the value to 1 and freeze it:
[Link]
[Link]
Then I place stuff anywhere I want (in this case I placed a locker on the outside):
[Link]
(In that image you can see i clipped myself through the ground, I did that using this method and making a tube just about barely peak out of the ocean floor and placing a hatch on it that allows me to clip through the ocean floor itself, I add another exit hatch on the same tube allowing me to go under the ocean floor, pic for reference: [Link])
But beware there are some objects that have other requirements to function properly and will just show up as a green ghost of the object when you try and place them in a place they usually cannot exist in, and it is annoying because the green ghost objects will stay there until you reload a save, and even after that they can glitch out other objects if they are hitting their hitbox and you will not be able to deconstruct the objects they are/were clipping through. Here's a list of the objects that glitch out if you do not place then where they usually go to (where they snap to naturally):
Water Filtration Machine, Ladder, Hatch, Vehicle Upgrade Console, Bulkhead, Bioreactor, Nuclear Reactor, Alien Containment, Wall Planter, Window, Reinforcement.
Here's a picture for reference:
[Link]

Hadrix
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Re: Subnautica (2018-01-29)

Post by Hadrix »

darkGraf wrote:
Tue Jan 30, 2018 10:16 pm
v1.0.0.2
1. Fixes
2. Added "Build anywhere" script. Works like Hadrix described:
But beware there are some objects that have other requirements to function properly and will just show up as a green ghost of the object when you try and place them in a place they usually cannot exist in, and it is annoying because the green ghost objects will stay there until you reload a save, and even after that they can glitch out other objects if they are hitting their hitbox and you will not be able to deconstruct the objects they are/were clipping through. Here's a list of the objects that glitch out if you do not place then where they usually go to (where they snap to naturally):
Water Filtration Machine, Ladder, Hatch, Vehicle Upgrade Console, Bulkhead, Bioreactor, Nuclear Reactor, Alien Containment, Wall Planter, Window, Reinforcement.
Nevermind
Uhh... The script sadly crashes my game when I try to build anything, the object is indeed always green and I am allowed to place it anywhere, but when I do it breaks the game! Tried multiple times, it even busted my whole game once, made the game get stuck at "Loading..." before the main menu screen, even if I didn't use any scripts/mods. Had to verify game cache!
EDIT: It appears that after I verified game cache the script started working perfectly, my bad must have been some corrupted files, probably unrelated to the table itself.

ku-hao
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Re: Subnautica (2018-01-29)

Post by ku-hao »

2018/02/14:
add vehicles script
inf. health, inf. energ and add speed

hi, i add Propulsion Cannon, Seamoth, Cyclops, Exosuit, thx
Subnautica_20180214.CT
(229.48 KiB) Downloaded 451 times
Subnautica(1).CT
(151.82 KiB) Downloaded 179 times

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starfuryzeta
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Re: Subnautica (2018-01-29)

Post by starfuryzeta »

And a big update just dropped today.

vega_e7
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Re: Subnautica (2018-01-29)

Post by vega_e7 »

Hi.

I create a script to.

-Same as the other Hack's but prettier
Variant A: Looks like the Creative Mode
Variant B: Hide all ingredients

Show all Blueprint:
-Bug: Sometimes it keeps ALL items in PDA after the cheat is disabled

Reaps every item on hit (Flora):
-get the chosed item after hit a plant with knife
-get the chosed amount of a item
-make target invincible

Build anyware:
-Orginalscript from darkGraf. I add a aobScanRegion to make it stable.

I need help with the "Freeze coordinates of Construction Tool" script.
I have some bases in small caves and i spend many time to build it in these small caves. If i start a new game I wont spent so much time to recreate this bases. At this point i create a script to freeze (and export to AOB) the position f.e. of a docket I-Segment at my base. Now I load my new game, freeze position again, insert the AOB (or enter the coordinates manually) and recreate the first element of my base. But there is a bug. The position of my placed segment is correct. But if i build it, it change the rotation and a litle bit the coordinates. can anyone help me with that problem?

I think the game recalculates the rotation by the players PoV after klick to build. Maybe here:

Code: Select all

BaseGhost:Place+2e - 49 BB 50FA3EE700000000 - mov r11,Base:RebuildGeometry
And here a copy of my monolist. Maybe it helps someone.

Code: Select all

		16f65da8 : Builder
			static fields
				0 : additiveRotationSpeed (type: System.Single)
				4 : buttonRotateCW (type: GameInput.Button)
				8 : buttonRotateCCW (type: GameInput.Button)
				10 : checkDirections (type: UnityEngine.Vector3[])
				18 : placeColorAllow (type: UnityEngine.Color)
				28 : placeColorDeny (type: UnityEngine.Color)
				38 : ignoreTag (type: System.String)
				40 : initialized (type: System.Boolean)
				48 : inputHandler (type: BuildModeInputHandler)
				50 : sColliders (type: UnityEngine.Collider[])
				58 : sCollidersList (type: System.Collections.Generic.List<UnityEngine.Collider>)
				60 : <canPlace>k__BackingField (type: System.Boolean)
				64 : additiveRotation (type: System.Single)
				68 : prefab (type: UnityEngine.GameObject)
				70 : placeMaxDistance (type: System.Single)
				74 : placeMinDistance (type: System.Single)
				78 : placeDefaultDistance (type: System.Single)
				7c : constructableTechType (type: TechType)
				80 : allowedSurfaceTypes (type: System.Collections.Generic.List<SurfaceType>)
				88 : forceUpright (type: System.Boolean)
				89 : allowedInSub (type: System.Boolean)
				8a : allowedInBase (type: System.Boolean)
				8b : allowedOutside (type: System.Boolean)
				8c : allowedOnConstructables (type: System.Boolean)
				8d : rotationEnabled (type: System.Boolean)
				90 : renderers (type: UnityEngine.Renderer[])
				98 : ghostModel (type: UnityEngine.GameObject)
				[b]a0 : ghostModelPosition (type: UnityEngine.Vector3)
				ac : ghostModelRotation (type: UnityEngine.Quaternion)[/b]
				bc : ghostModelScale (type: UnityEngine.Vector3)
				c8 : bounds (type: System.Collections.Generic.List<OrientedBounds>)
				d0 : _aaBounds (type: UnityEngine.Bounds)
				[b]e8 : placePosition (type: UnityEngine.Vector3)
				f4 : placeRotation (type: UnityEngine.Quaternion)[/b]
				108 : ghostStructureMaterial (type: UnityEngine.Material)
				110 : placeLayerMask (type: UnityEngine.LayerMask)
				118 : placementTarget (type: UnityEngine.GameObject)
				120 : placeSound (type: System.String)
			fields
			methods
				e1df07c8 : get_aaBounds 
				2475d278 : get_isPlacing 
				e1df07f8 : get_canPlace 
				e1df0828 : set_canPlace 
				e1df0858 : Initialize 
				e1df0888 : Begin 
				e1df08b8 : End 
				e1df08e8 : Update 
				e1df0918 : CreateGhost 
				e1df0948 : UpdateAllowed 
				e1df0978 : TryPlace 
				e1df09a8 : ShowRotationControlsHint 
				e1df09d8 : InitBounds 
				e1df0a08 : OnDrawGizmos 
				e1df0a38 : CacheBounds 
				e1df0a68 : CheckSpace 
				e1df0a98 : CheckSpace 
				e1df0ac8 : GetOverlappedColliders 
				e1df0af8 : GetRootObjects 
				e1df0b28 : GetOverlappedObjects 
				e1df0b58 : GetObstacles 
				e1df0b88 : CanDestroyObject 
				e1df0bb8 : IsObstacle 
				e1df0be8 : IsObstacle 
				e1df0c18 : GetAimTransform 
				e1df0c48 : GetGhostModel 
				e1df0c78 : CheckAsSubModule 
				e1df0ca8 : GetSurfaceType 
				e1df0cd8 : CheckTag 
				e1df0d08 : CheckSurfaceType 
				e1df0d38 : CheckDistance 
				e1df0d68 : HasComponent 
				e1df0e08 : SetDefaultPlaceTransform 
				e1df0e38 : SetPlaceOnSurface 
				e1df0e68 : SetupRenderers 
				e1df0e98 : ValidateOutdoor 
				e1df0ec8 : CreatePowerPreview 
				2475db20 : .cctor 
Attachments
Subnautica vega_e7.CT
(53.01 KiB) Downloaded 425 times

kelithan
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Re: Subnautica (2018-01-29)

Post by kelithan »

Can I please get an update for Shinkansen's origional table?

Sigan
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Re: Subnautica (2018-01-29)

Post by Sigan »

kelithan wrote:
Tue May 12, 2020 2:57 am
Can I please get an update for Shinkansen's origional table?
fantomas created an updated table for this. I suggest doing a search so I don't have to link to another website.

As a side note, I wrote a script for the floaters. Apparently they used to be fun, so I made it fun again :) Attach them to whatever you want. There's a variable that you can change at will, without deactivating the script, to affect how buoyant they are, along with the pointer to show the real value of their buoyancy at any given time.

Have fun! :)
Attachments
Subnautica v63668(floaters).CT
Fun Floaters!
(3.45 KiB) Downloaded 631 times

Sekai Neko
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Re: Subnautica (2018-01-29)

Post by Sekai Neko »

Steam version of game, is neither not working or freezes game (depending what i use).

Also, is it possible to create a cloning 1st item in inventory cheat? Since that is the one i really want (aka no more wasting time without breaking the game)

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