[COMPLETED] [REQ] Surviving the Aftermath

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MartinJC
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Re: [REQ] Surviving the Aftermath

Post by MartinJC » Wed Oct 23, 2019 12:28 pm

i get this problem
[string "?xml version="1.0" encoding="utf-8"?>..."]:1: unexpected symbol near '<'

Hieppies
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Re: [REQ] Surviving the Aftermath

Post by Hieppies » Wed Oct 23, 2019 12:29 pm

wolfsy wrote:
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
Try this its just simple table from Cake-san with different address... maybe works for you... as the hotkeys still the same...
Note: and be sure that mono activated first or put inside my tables inside • Enable Cheats as child...

Code: Select all

[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem,2048,Aftermath.Cheats:CheatManager:Update+74) 
label(returnhere)
label(originalcode)
label(exit)

newmem: //this is allocated memory, you have read,write,execute access
mov byte ptr [rax],1

originalcode:
movzx rax,byte ptr [rax]
test eax,eax

exit:
jmp returnhere

Aftermath.Cheats:CheatManager:Update+74:
jmp newmem
nop
returnhere:

[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
Aftermath.Cheats:CheatManager:Update+74:
movzx rax,byte ptr [rax]
test eax,eax
//Alt: db 48 0F B6 00 85 C0

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Cake-san
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Re: [REQ] Surviving the Aftermath

Post by Cake-san » Wed Oct 23, 2019 12:36 pm

MartinJC wrote:
Wed Oct 23, 2019 12:28 pm
i get this problem
[string "?xml version="1.0" encoding="utf-8"?>..."]:1: unexpected symbol near '<'
I can't handle retard people... or are you even a human ? :-|

MartinJC
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Re: [REQ] Surviving the Aftermath

Post by MartinJC » Wed Oct 23, 2019 12:36 pm

i am new to cheat table idk how to use it

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Cake-san
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Re: [REQ] Surviving the Aftermath

Post by Cake-san » Wed Oct 23, 2019 1:07 pm

MartinJC wrote:
Wed Oct 23, 2019 12:36 pm
i am new to cheat table idk how to use it
I see, sorry for the mishap. :oops:

Here's how. Just paste it in that red part lines
Image

And you will get this
Image

Hieppies wrote:
Wed Oct 23, 2019 12:29 pm
Try this its just simple table from Cake-san with different address... maybe works for you... as the hotkeys still the same...
Note: and be sure that mono activated first or put inside my tables inside • Enable Cheats as child...

Code: Select all

[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem,2048,Aftermath.Cheats:CheatManager:Update+74) 
label(returnhere)
label(originalcode)
label(exit)

newmem: //this is allocated memory, you have read,write,execute access
mov byte ptr [rax],1

originalcode:
movzx rax,byte ptr [rax]
test eax,eax

exit:
jmp returnhere

Aftermath.Cheats:CheatManager:Update+74:
jmp newmem
nop
returnhere:

[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
Aftermath.Cheats:CheatManager:Update+74:
movzx rax,byte ptr [rax]
test eax,eax
//Alt: db 48 0F B6 00 85 C0
As I suspected, mov instruction can be differently generated when jit.

MartinJC
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Re: [REQ] Surviving the Aftermath

Post by MartinJC » Wed Oct 23, 2019 1:22 pm

Thanks got it to work

toydefenser
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Re: [REQ] Surviving the Aftermath

Post by toydefenser » Wed Oct 23, 2019 1:39 pm

error Inf. Action Points ... plz fix

Hieppies
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Re: [REQ] Surviving the Aftermath

Post by Hieppies » Wed Oct 23, 2019 2:22 pm

toydefenser wrote:
Wed Oct 23, 2019 1:39 pm
error Inf. Action Points ... plz fix
What kind of error??...
game crash??... :?: :?:

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Re: [REQ] Surviving the Aftermath

Post by toydefenser » Wed Oct 23, 2019 2:47 pm

yes game crash.....

Rrj
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Re: [COMPLETED] [REQ] Surviving the Aftermath

Post by Rrj » Wed Oct 23, 2019 4:03 pm

Thanks! I already depleted all the natural resources on my map and can't think of any solution to provide any materials so this helps a lot. But is there any chance we can get a table that adds only a certain resource?

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Re: [COMPLETED] [REQ] Surviving the Aftermath

Post by Hieppies » Wed Oct 23, 2019 4:38 pm

@toydefenser, when game crashed, did you activated inf. harvest resources cheat too????....

@Rrj, There is Cheat Manager in game to add resource, just add this script:

Code: Select all

[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem,2048,Aftermath.Cheats:CheatManager:Update+74) 
label(returnhere)
label(originalcode)
label(exit)

newmem: //this is allocated memory, you have read,write,execute access
mov byte ptr [rax],1

originalcode:
movzx rax,byte ptr [rax]
test eax,eax

exit:
jmp returnhere

Aftermath.Cheats:CheatManager:Update+74:
jmp newmem
nop
returnhere:

[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
Aftermath.Cheats:CheatManager:Update+74:
movzx rax,byte ptr [rax]
test eax,eax
//Alt: db 48 0F B6 00 85 C0
activate the script then press F10, pick Resource Tab and you can add resource based on what you choose...

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Re: [COMPLETED] [REQ] Surviving the Aftermath

Post by Cake-san » Wed Oct 23, 2019 8:47 pm

Rrj wrote:
Wed Oct 23, 2019 4:03 pm
Thanks! I already depleted all the natural resources on my map and can't think of any solution to provide any materials so this helps a lot. But is there any chance we can get a table that adds only a certain resource?
There are a few like:
F1 - add 10 plank
F2 - add 10 metal
F3 - add 10 corn & fish
F4 - add 10 scrap

And if you open cheat window , at Resources part , you can add individual resource & set how much to add.

Udin69
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Re: [COMPLETED] [REQ] Surviving the Aftermath

Post by Udin69 » Thu Oct 24, 2019 1:18 am

I cannot execute thw script and where i must put the script in cheat engine ?

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Re: [COMPLETED] [REQ] Surviving the Aftermath

Post by Hieppies » Thu Oct 24, 2019 2:16 am

Here is the tables with Cheat Manager in Game combine with the old ones...

• 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
•• Open Cheat Manager in Game (Press F10 after activated) ** Added
Attachments
Aftermath64.CT
(15.9 KiB) Downloaded 2329 times

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Re: [COMPLETED] [REQ] Surviving the Aftermath

Post by Udin69 » Thu Oct 24, 2019 3:17 am

Thanks hieppies

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