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Post by STN » Wed Apr 26, 2017 7:26 am

Simple table for Ceres, 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.

1. Tested game version V1.2.0.0. May work on other versions.

1. FleetInventory.
"Solaris Set to Massive?" sets Solaris to massive.
"Ammo Set to Massive?" sets Ammo to massive.
"Drones Set to Massive?" sets Drones to massive.

2. Captain.
"Skills Set to Massive?" sets Skills to massive.
"Skill Points Set to Massive?" sets Skill Points to massive.
"Perk Points Set to Massive?" sets Perk Points to massive.

3. ShipStats.
"Hit Points Set to Max?" sets Hit Points to max
"Armor Set to Max?" sets Armor to max.
"Energy Set to Max?" sets Energy to max.

Made by Shinkansen
Shinkansen Ceres V1001.CT
(136.01 KiB) Downloaded 80 times

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Re: Ceres

Post by MatsuTaka » Fri Mar 01, 2019 9:06 pm

Unfortunately, this CE-Table no longer work with 1.4.2 update...

Any hope of updating it?

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