Page 1 of 1

Staxel (Steam)

Posted: Sun Feb 04, 2018 3:35 pm
by Pongozila
REMEMBER: Start the game -> Load your map -> Search on CE for: Staxel.Server.NoConsole.exe


Basic table for E.A.

Sapling 1.3.37
+Time Finder - BROKEN
+999999 animal food on feeder
+99 Items
+999999999 Gold

Enjoy!

EDIT: Updated to 1.3.37

Re: Staxel (Steam)

Posted: Tue Feb 06, 2018 1:11 pm
by Theorac
Thank you

Re: Staxel (Steam)

Posted: Tue Feb 20, 2018 11:00 pm
by D1g1Byt3
Does not work on latest 1.1.51

Re: Staxel (Steam)

Posted: Fri Feb 23, 2018 10:30 pm
by Pongozila
Updated! :)

Re: Staxel (Steam)

Posted: Tue Mar 13, 2018 7:50 pm
by hentai-sama
Pls update to 1.2

Re: Staxel (Steam)

Posted: Tue Mar 13, 2018 11:29 pm
by Pongozila
Updated to 1.2.13

Re: Staxel (Steam)

Posted: Wed Aug 22, 2018 11:25 pm
by xiahki
Is it possible to get an update for Sapling 1.3.34?

Re: Staxel (Steam)

Posted: Wed Sep 05, 2018 8:32 pm
by Pongozila
just a quick update, sorry for the delay... kinda lost interest for this game...

Re: Staxel (Steam)

Posted: Fri Nov 16, 2018 2:35 pm
by Pandaperfect
update for 1.3.48?

Re: Staxel (Steam)

Posted: Tue Mar 17, 2020 2:59 am
by nihilism
Here's a table for latest version as of 3/16/2020
Game seems to have some kind of checksum that boots you from world if you inject any code.
Used aobscans + LUA to get around it.

Attach to 'Staxel.Server.noConsole.exe' after loading a world.

Contains:
Script - Max item count in inventory slot 1 (actual inventory, not toolbar)
Script - Set currency to max
Pointers - Inventory Slot 1 count, Currency, Calendar, time of day
Toggles - Fly mode, no clip (fly mode + walk through walls), creative mode

Staxel.Server.NoConsole.CT
Staxel 1.4.41
(739.84 KiB) Downloaded 150 times

***FWIW, during testing in one of my older saves (from sept 2018) my character was not the first indexed character, so pointers from the table didn't point to him. Cannot be super sure that this only effects old saves of Staxel characters. I tested table on several computers with multiple new and existing characters with no issue. Only my oldest save had a problem.

Re: Staxel (Steam)

Posted: Sun Sep 13, 2020 3:34 am
by ThatBenderGuy
nihilism wrote:
Tue Mar 17, 2020 2:59 am
Here's a table for latest version as of 3/16/2020
Game seems to have some kind of checksum that boots you from world if you inject any code.
Used aobscans + LUA to get around it.

Attach to 'Staxel.Server.noConsole.exe' after loading a world.

Contains:
Script - Max item count in inventory slot 1 (actual inventory, not toolbar)
Script - Set currency to max
Pointers - Inventory Slot 1 count, Currency, Calendar, time of day
Toggles - Fly mode, no clip (fly mode + walk through walls), creative mode


Staxel.Server.NoConsole.CT


***FWIW, during testing in one of my older saves (from sept 2018) my character was not the first indexed character, so pointers from the table didn't point to him. Cannot be super sure that this only effects old saves of Staxel characters. I tested table on several computers with multiple new and existing characters with no issue. Only my oldest save had a problem.
It seems the aobscan for the world base has changed. What method did you use to find the world base?

Re: Staxel (Steam)

Posted: Mon Sep 14, 2020 5:13 am
by nihilism
  1. Found currency
  2. Pointer scanned awhile until stable pointer found
  3. Dissected data on ptr addr took me to worldbase (most things were organized into vtables)
  4. Jumped to memory address of worldbase
  5. Copied AOB of arbitrary length until only 1 result found and placed in a notepad
  6. Restarted game and repeated from step 3 placing new AOB on separate line and exchanging changed bytes from previous AOB with '?'

I would think a more straightforward approach is to disable the check/function that boots you when edit any code. But I don't how to find it :-?

Re: Staxel (Steam)

Posted: Mon Sep 14, 2020 8:46 pm
by ThatBenderGuy
nihilism wrote:
Mon Sep 14, 2020 5:13 am
  1. Found currency
  2. Pointer scanned awhile until stable pointer found
  3. Dissected data on ptr addr took me to worldbase (most things were organized into vtables)
  4. Jumped to memory address of worldbase
  5. Copied AOB of arbitrary length until only 1 result found and placed in a notepad
  6. Restarted game and repeated from step 3 placing new AOB on separate line and exchanging changed bytes from previous AOB with '?'

I would think a more straightforward approach is to disable the check/function that boots you when edit any code. But I don't how to find it :-?
Yea I've noticed that. It worked one time for me (made splitting a stack give you 999 of the item) but anything other than that the function that kills the game when there is modified code steps in.