[COMPLETED] [REQ] Surviving the Aftermath

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Pwawapwap
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[COMPLETED] [REQ] Surviving the Aftermath

Post by Pwawapwap » Tue Oct 22, 2019 11:53 am

Game: Surviving the Aftermath
Link: https://www.epicgames.com/store/ru/prod ... rmath/home
Otions:
Inf Resourse
Inf Research Point
and etc.
Pls create tabel.
Last edited by Pwawapwap on Wed Oct 23, 2019 2:54 pm, edited 1 time in total.

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The Mogician
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Re: [REQ] Surviving the Aftermath

Post by The Mogician » Tue Oct 22, 2019 1:28 pm

Is the game any good? How is it compared to Surviving Mars? I might make a table for it but I haven't had the chance to get the game somewhere other than Epic Store yet.

EDIT: Okay, I took a look at it, everything you want is in 4 bytes. The game ATM is way worse than Surviving Mars.
Per aspera ad astra

LazerPazer
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Re: [REQ] Surviving the Aftermath

Post by LazerPazer » Tue Oct 22, 2019 2:43 pm

The Mogician please please please)) we need your tables))

Cemo99
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Re: [REQ] Surviving the Aftermath

Post by Cemo99 » Tue Oct 22, 2019 3:04 pm

Yess +1 please

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mldt-f1
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Re: [REQ] Surviving the Aftermath

Post by mldt-f1 » Tue Oct 22, 2019 7:36 pm

+1

bertman
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Re: [REQ] Surviving the Aftermath

Post by bertman » Tue Oct 22, 2019 8:28 pm

+1

Rrj
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Re: [REQ] Surviving the Aftermath

Post by Rrj » Tue Oct 22, 2019 10:07 pm

Please create one!

VeerTeja
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Re: [REQ] Surviving the Aftermath

Post by VeerTeja » Wed Oct 23, 2019 6:27 am

+1 Yess please. This game looks promising.

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BoehserOnkel
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Re: [REQ] Surviving the Aftermath

Post by BoehserOnkel » Wed Oct 23, 2019 7:55 am

The Mogician wrote:
Tue Oct 22, 2019 1:28 pm
Is the game any good? How is it compared to Surviving Mars? I might make a table for it but I haven't had the chance to get the game somewhere other than Epic Store yet.

EDIT: Okay, I took a look at it, everything you want is in 4 bytes. The game ATM is way worse than Surviving Mars.
its the 2nd part if you would say - after success on mars the people going back to destroyed earth (there was a scenario on surving mars where the earth was on fire)
same dev´s - i think it would be really good and worth the effort to make tables untill the modding is possible
i cant wait for - the modding on surviving mars was fun (but stressfull lol ) , my old mod still working on survivng mars even after a lot of updates (not all parts of the mod but 90% of it)

so yes a +1 for table from me
greetings

Hieppies
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Re: [REQ] Surviving the Aftermath

Post by Hieppies » Wed Oct 23, 2019 8:19 am

Alright here's simple table though, the game still buggy sometimes the colonists stuck not moving at all lol....
(its early access after all)... :D

• Enable Cheats
•• -- Colonist --
--- Max. Health
--- Max. Happines
--- No. Hunger
--- No. Thirst
--- No. Tiredness
--- No. Radiation
--- No. Injury
--- No. Mutated
--- Forever Young
•• -- Resources --
--- Inf. Harvest Resources
•• -- Exploration --
--- Inf. Action Points
•• -- Building --
--- Inf. Building Health
•• Inf. Research Points

and don't sad or angry when your colonist got stucked... lol
Attachments
Aftermath64.CT
(14.96 KiB) Downloaded 4569 times

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Cake-san
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Re: [REQ] Surviving the Aftermath

Post by Cake-san » Wed Oct 23, 2019 9:14 am

So, I checked the game code & there are already in-game cheats that provide pretty much everything...
Select All -> Copy & paste the code directly into CE table part
Updated Script

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>7</ID>
      <Description>"Mono"</Description>
      <Options moHideChildren="1"/>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{$lua}
if syntaxcheck then return end
[ENABLE]
LaunchMonoDataCollector()
[DISABLE]
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>3</ID>
          <Description>"CheatManager"</Description>
          <Options moHideChildren="1"/>
          <LastState/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[ENABLE]
aobscanregion(_CheatManager,Aftermath.Cheats:CheatManager:Update+50,Aftermath.Cheats:CheatManager:Update+100,85 C0)
alloc(newmem,2048,_CheatManager)
label(returnhere)
registersymbol(_CheatManager)
label(_Cheat)
registersymbol(_Cheat)
getmonostruct(CheatManager)
registersymbol(CheatManager.peopleToSpawn)
registersymbol(CheatManager.spawnedPeopleAge)
label(__CheatManager)
registersymbol(__CheatManager)

newmem:
mov [_Cheat],rax
mov [_Cheat+8],rcx
__CheatManager:
readmem(_CheatManager-3,3)
test eax,eax
jmp returnhere
_Cheat:
dq 0 0 0

_CheatManager-3:
jmp newmem
returnhere:
 
[DISABLE]
dealloc(newmem)
_CheatManager-3:
//movzx eax,byte ptr [rax]
//test eax,eax
readmem(__CheatManager,3)
db 85 C0
unregistersymbol(_CheatManager)
unregistersymbol(_Cheat)
unregistersymbol(CheatManager.peopleToSpawn)
unregistersymbol(CheatManager.spawnedPeopleAge)
unregistersymbol(__CheatManager)
</AssemblerScript>
          <CheatEntries>
            <CheatEntry>
              <ID>4</ID>
              <Description>"CheatsEnabled ?"</Description>
              <DropDownList DescriptionOnly="1" DisplayValueAsItem="1">0:No
1:Yes
</DropDownList>
              <VariableType>Byte</VariableType>
              <Address>_Cheat</Address>
              <Offsets>
                <Offset>0</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>5</ID>
              <Description>"peopleToSpawn"</Description>
              <VariableType>4 Bytes</VariableType>
              <Address>_Cheat+8</Address>
              <Offsets>
                <Offset>CheatManager.peopleToSpawn</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>6</ID>
              <Description>"spawnedPeopleAge"</Description>
              <VariableType>Float</VariableType>
              <Address>_Cheat+8</Address>
              <Offsets>
                <Offset>CheatManager.spawnedPeopleAge</Offset>
              </Offsets>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
F10 - Open/Close Cheat Window
LeftShift+F2 - Spawn All Resources in quantities of 10
LeftShift+F3 - Spawn random people
LeftShift+F4 - Add specialist
Last edited by Cake-san on Wed Oct 23, 2019 12:21 pm, edited 1 time in total.

Cemo99
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Re: [REQ] Surviving the Aftermath

Post by Cemo99 » Wed Oct 23, 2019 9:46 am

Thank you Guys :)

Cemo99
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Re: [REQ] Surviving the Aftermath

Post by Cemo99 » Wed Oct 23, 2019 10:22 am

Cake-san wrote:
Wed Oct 23, 2019 9:14 am
So, I checked the game code & there are already in-game cheats that provide pretty much everything...
Select All -> Copy & paste the code directly into CE table part

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>3</ID>
      <Description>"CheatManager"</Description>
      <Options moHideChildren="1"/>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
{$lua}
LaunchMonoDataCollector()
{$asm}
aobscanregion(_CheatManager,Aftermath.Cheats:CheatManager:Update+50,Aftermath.Cheats:CheatManager:Update+100,0F B6 00 85 C0)
alloc(newmem,2048,_CheatManager)
label(returnhere)
registersymbol(_CheatManager)
label(_Cheat)
registersymbol(_Cheat)
getmonostruct(CheatManager)
registersymbol(CheatManager.peopleToSpawn)
registersymbol(CheatManager.spawnedPeopleAge)

newmem:
mov [_Cheat],rax
mov [_Cheat+8],rcx
movzx eax,byte ptr [rax]
test eax,eax
jmp returnhere
_Cheat:
dq 0 0 0

_CheatManager:
jmp newmem
returnhere:
 
[DISABLE]
dealloc(newmem)
_CheatManager:
//movzx eax,byte ptr [rax]
//test eax,eax
db 0F B6 00 85 C0
unregistersymbol(_CheatManager)
unregistersymbol(_Cheat)
unregistersymbol(CheatManager.peopleToSpawn)
unregistersymbol(CheatManager.spawnedPeopleAge)
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>4</ID>
          <Description>"CheatsEnabled ?"</Description>
          <DropDownList DescriptionOnly="1" DisplayValueAsItem="1">0:No
1:Yes
</DropDownList>
          <LastState Value="1" RealAddress="1B492907E30"/>
          <VariableType>Byte</VariableType>
          <Address>_Cheat</Address>
          <Offsets>
            <Offset>0</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>5</ID>
          <Description>"peopleToSpawn"</Description>
          <LastState Value="10" RealAddress="1B5A2384558"/>
          <VariableType>4 Bytes</VariableType>
          <Address>_Cheat+8</Address>
          <Offsets>
            <Offset>CheatManager.peopleToSpawn</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>6</ID>
          <Description>"spawnedPeopleAge"</Description>
          <LastState Value="20" RealAddress="1B5A238455C"/>
          <VariableType>Float</VariableType>
          <Address>_Cheat+8</Address>
          <Offsets>
            <Offset>CheatManager.spawnedPeopleAge</Offset>
          </Offsets>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
F10 - Open/Close Cheat Window
LeftShift+F2 - Spawn All Resources in quantities of 10
LeftShift+F3 - Spawn random people
LeftShift+F4 - Add specialist



Not working for me pressing F10 :(

wolfsy
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Re: [REQ] Surviving the Aftermath

Post by wolfsy » Wed Oct 23, 2019 12:02 pm

Cake-san wrote:
Wed Oct 23, 2019 9:14 am
So, I checked the game code & there are already in-game cheats that provide pretty much everything...
Select All -> Copy & paste the code directly into CE table part

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>3</ID>
      <Description>"CheatManager"</Description>
      <Options moHideChildren="1"/>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
{$lua}
LaunchMonoDataCollector()
{$asm}
aobscanregion(_CheatManager,Aftermath.Cheats:CheatManager:Update+50,Aftermath.Cheats:CheatManager:Update+100,0F B6 00 85 C0)
alloc(newmem,2048,_CheatManager)
label(returnhere)
registersymbol(_CheatManager)
label(_Cheat)
registersymbol(_Cheat)
getmonostruct(CheatManager)
registersymbol(CheatManager.peopleToSpawn)
registersymbol(CheatManager.spawnedPeopleAge)

newmem:
mov [_Cheat],rax
mov [_Cheat+8],rcx
movzx eax,byte ptr [rax]
test eax,eax
jmp returnhere
_Cheat:
dq 0 0 0

_CheatManager:
jmp newmem
returnhere:
 
[DISABLE]
dealloc(newmem)
_CheatManager:
//movzx eax,byte ptr [rax]
//test eax,eax
db 0F B6 00 85 C0
unregistersymbol(_CheatManager)
unregistersymbol(_Cheat)
unregistersymbol(CheatManager.peopleToSpawn)
unregistersymbol(CheatManager.spawnedPeopleAge)
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>4</ID>
          <Description>"CheatsEnabled ?"</Description>
          <DropDownList DescriptionOnly="1" DisplayValueAsItem="1">0:No
1:Yes
</DropDownList>
          <LastState Value="1" RealAddress="1B492907E30"/>
          <VariableType>Byte</VariableType>
          <Address>_Cheat</Address>
          <Offsets>
            <Offset>0</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>5</ID>
          <Description>"peopleToSpawn"</Description>
          <LastState Value="10" RealAddress="1B5A2384558"/>
          <VariableType>4 Bytes</VariableType>
          <Address>_Cheat+8</Address>
          <Offsets>
            <Offset>CheatManager.peopleToSpawn</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>6</ID>
          <Description>"spawnedPeopleAge"</Description>
          <LastState Value="20" RealAddress="1B5A238455C"/>
          <VariableType>Float</VariableType>
          <Address>_Cheat+8</Address>
          <Offsets>
            <Offset>CheatManager.spawnedPeopleAge</Offset>
          </Offsets>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
F10 - Open/Close Cheat Window
LeftShift+F2 - Spawn All Resources in quantities of 10
LeftShift+F3 - Spawn random people
LeftShift+F4 - Add specialist
When i copy this into cheat engine i get a table but cant activate it and F10 wont prompt the cheat windows

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Cake-san
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Re: [REQ] Surviving the Aftermath

Post by Cake-san » Wed Oct 23, 2019 12:26 pm

wolfsy wrote:
Wed Oct 23, 2019 12:02 pm
Not working for me pressing F10 :(
wolfsy wrote:
Wed Oct 23, 2019 12:02 pm
When i copy this into cheat engine i get a table but cant activate it and F10 wont prompt the cheat windows
Well, it can be either dev remove/update the module or a simple mov instruction can be generated differently on different system...

Updated my script

Try again then. :roll:

Had to activate the script and set CheatsEnabled ? to Yes... then you can try press that hotkey...

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