Deep Rock Galactic: Survivor by Igromanru

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anakin89
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Re: Deep Rock Galactic: Survivor by Igromanru

Post by anakin89 »

it was not allowing me to use the incurable ability and the mining or damage but i got it to work eventually

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  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

pharaon
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Re: Deep Rock Galactic: Survivor by Igromanru

Post by pharaon »

can it be updated to version v0.2.190d
or tell me what should i update to make it work for that version

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igromanru
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Re: Deep Rock Galactic: Survivor by Igromanru

Post by igromanru »

pharaon wrote:
Wed May 15, 2024 9:19 am
can it be updated to version v0.2.190d
or tell me what should i update to make it work for that version
Table for v0.2.188d should work for v0.2.190d as well.

For the latest game version 0.2.226d I just updated the table. Table v1.0.

chickenblue
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Re: Deep Rock Galactic: Survivor by Igromanru

Post by chickenblue »

New Big Update is out. Gameversion now 0.2.2730. almost all options no longer work

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igromanru
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Re: Deep Rock Galactic: Survivor by Igromanru

Post by igromanru »

chickenblue wrote:
Tue Jun 25, 2024 2:26 pm
New Big Update is out. Gameversion now 0.2.2730. almost all options no longer work
I'll fix the table, but no ETA.

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igromanru
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Re: Deep Rock Galactic: Survivor by Igromanru

Post by igromanru »

chickenblue wrote:
Tue Jun 25, 2024 2:26 pm
New Big Update is out. Gameversion now 0.2.2730. almost all options no longer work
I don't know what you mean. It isn't that bad. Only 4 script broke.
I've updated the table but Always Spawn Magnets isn't fixed it.
The script is more complex, need to invest some time to fix it.

EDIT: Always Spawn Magnets fixed with table v1.0.2

I went through all features pretty quick, let me know if something doesn't work.

brisk
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Re: Deep Rock Galactic: Survivor by Igromanru

Post by brisk »

Hi igromanru,

Thank you for the table. I noticed the pickup radius under the player pointer isn't the real value. I did a dissect of the structures and the pickup radius is indeed showing up there but doesn't seem to be the correct one. Would you be able to check to see if you can find the correct pointer for the real value?

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igromanru
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Re: Deep Rock Galactic: Survivor by Igromanru

Post by igromanru »

brisk wrote:
Sat Jul 06, 2024 5:34 pm
Hi igromanru,

Thank you for the table. I noticed the pickup radius under the player pointer isn't the real value. I did a dissect of the structures and the pickup radius is indeed showing up there but doesn't seem to be the correct one. Would you be able to check to see if you can find the correct pointer for the real value?
What do you mean with "real value"?
pickupRadius is a "Stat" object, Stat objects have an initValue, baseValue and value + statModView. I've no idea how the end value gets calculated.
What I'm showing is the "value" and I just assumed changing it has an effect. I could show all the values that the object has, at least I assume that manipulating baseValue should has effect on the game as well, but I see no easy way to show the end result.

brisk
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Re: Deep Rock Galactic: Survivor by Igromanru

Post by brisk »

Yeah I meant changing any of those values for some reason doesn't seem to do anything. The pickup radius still stays the same. Also, when I select an upgrade that adds to pickup radius the value that's on the cheat table doesn't change. Which is why I'm thinking the real pickup radius value is likely elsewhere, if that makes sense.

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Re: Deep Rock Galactic: Survivor by Igromanru

Post by igromanru »

brisk wrote:
Sat Jul 06, 2024 8:41 pm
Yeah I meant changing any of those values for some reason doesn't seem to do anything. The pickup radius still stays the same. Also, when I select an upgrade that adds to pickup radius the value that's on the cheat table doesn't change. Which is why I'm thinking the real pickup radius value is likely elsewhere, if that makes sense.
I think I've figured it out as I was making the table that the property there in the pointer doesn't do what we think, but as time passes by and I don't play the game my memories are getting blurry.
The alternative is to use the Always Spawn Magnets and use magnets.

brisk
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Re: Deep Rock Galactic: Survivor by Igromanru

Post by brisk »

igromanru wrote:
Sat Jul 06, 2024 11:48 pm
brisk wrote:
Sat Jul 06, 2024 8:41 pm
Yeah I meant changing any of those values for some reason doesn't seem to do anything. The pickup radius still stays the same. Also, when I select an upgrade that adds to pickup radius the value that's on the cheat table doesn't change. Which is why I'm thinking the real pickup radius value is likely elsewhere, if that makes sense.
I think I've figured it out as I was making the table that the property there in the pointer doesn't do what we think, but as time passes by and I don't play the game my memories are getting blurry.
The alternative is to use the Always Spawn Magnets and use magnets.
It's no problem. I was just curious as to why that value doesn't work but the rest do. I've been trying to figure it out just out of curiosity and stubbornness. The magnet option works great but I want to increase my pickup radius instead so I don't have to rely on the magnets. Don't worry about this though I just wanted to let you know I will try to figure it out. Thank you for your responses!

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igromanru
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Re: Deep Rock Galactic: Survivor by Igromanru

Post by igromanru »

brisk wrote:
Sun Jul 07, 2024 12:01 am
It's no problem. I was just curious as to why that value doesn't work but the rest do. I've been trying to figure it out just out of curiosity and stubbornness. The magnet option works great but I want to increase my pickup radius instead so I don't have to rely on the magnets. Don't worry about this though I just wanted to let you know I will try to figure it out. Thank you for your responses!
If you want to get some clues, you can use "what access this value" on pickupRadius to see if it gets used and where, maybe it give you further information.
If I don't forget, I might look into it later myself if I can figure out how to actually pickup works.

brisk
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Re: Deep Rock Galactic: Survivor by Igromanru

Post by brisk »

Thanks, I appreciate that. I am still messing around with it. I am able to modify the value but for some reason it doesn't work like the others. If I modify luck for example I can immediately see its effect. I was able to find a way to increase the value of Pickup Radius and I could see the values change but it still doesn't pickup exp shards off of the ground from range. I wonder if pickup radius is just referring to something else.

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igromanru
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Re: Deep Rock Galactic: Survivor by Igromanru

Post by igromanru »

brisk wrote:
Sun Jul 07, 2024 2:21 am
Thanks, I appreciate that. I am still messing around with it. I am able to modify the value but for some reason it doesn't work like the others. If I modify luck for example I can immediately see its effect. I was able to find a way to increase the value of Pickup Radius and I could see the values change but it still doesn't pickup exp shards off of the ground from range. I wonder if pickup radius is just referring to something else.
I've found out how it works and why changing the value has no direct effect.
The Player class has a property called "_pickupCollider" which is a UnityEngine class [Link].
Each time you get an upgrade for the PickUp radius, first the Stat gets updated (the one you see in the Player pointer) then the games calls the function OnPickupRadiusChanged which updates the _pickupCollider with new value.
So the SphereCollider is responsible for the detection if you're in pickup range of an item.

brisk
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Re: Deep Rock Galactic: Survivor by Igromanru

Post by brisk »

igromanru wrote:
Sun Jul 07, 2024 9:14 am
brisk wrote:
Sun Jul 07, 2024 2:21 am
Thanks, I appreciate that. I am still messing around with it. I am able to modify the value but for some reason it doesn't work like the others. If I modify luck for example I can immediately see its effect. I was able to find a way to increase the value of Pickup Radius and I could see the values change but it still doesn't pickup exp shards off of the ground from range. I wonder if pickup radius is just referring to something else.
I've found out how it works and why changing the value has no direct effect.
The Player class has a property called "_pickupCollider" which is a UnityEngine class [Link].
Each time you get an upgrade for the PickUp radius, first the Stat gets updated (the one you see in the Player pointer) then the games calls the function OnPickupRadiusChanged which updates the _pickupCollider with new value.
So the SphereCollider is responsible for the detection if you're in pickup range of an item.
Oh wow interesting. Nice find! Thank you for sharing this info by the way. I appreciate it. It's always great to learn new things.

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