[COMPLETED] [REQ] Surviving the Aftermath

Ask about cheats/tables for single player games here
morizuki
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Re: [COMPLETED] [REQ] Surviving the Aftermath

Post by morizuki » Thu Oct 24, 2019 3:55 am

the game keep crashing and stuck whenever using cheat so sad...

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

Post by Hieppies » Thu Oct 24, 2019 6:15 am

Don't activate this:
• Max. Health
• Max. Happines
• No. Radiation
• No. Injury
• No. Mutated

make the game buggy especially Max. Health this script often make your colonist stuck.. so use it wisely... :)

Kaedus
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Re: [REQ] Surviving the Aftermath

Post by Kaedus » Mon Oct 28, 2019 7:54 pm

BoehserOnkel wrote:
Wed Oct 23, 2019 7:55 am
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)
No, this is generally a different game from other developers. From "surviving mars" is only a publisher.

Skay24
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Re: [COMPLETED] [REQ] Surviving the Aftermath

Post by Skay24 » Thu Nov 07, 2019 12:25 am

Hieppies wrote:
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
Can't activate "Inf. Action Points" it will not let me, how you do it, or when?

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

Post by Hieppies » Fri Nov 08, 2019 3:21 am

Skay24 wrote:
Thu Nov 07, 2019 12:25 am
Can't activate "Inf. Action Points" it will not let me, how you do it, or when?
Walk 1 tile for your colonist after action point reduced then try to activate the cheat...

Skay24
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Re: [COMPLETED] [REQ] Surviving the Aftermath

Post by Skay24 » Sat Nov 09, 2019 1:06 am

Thank you for help.

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darkdex52
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Re: [COMPLETED] [REQ] Surviving the Aftermath

Post by darkdex52 » Sat Nov 23, 2019 3:41 pm

Game crashes when using Inf. Action Points on 1.1.3.5141

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

Post by AiR » Wed Nov 27, 2019 11:55 pm

Don't use Cheat Manager enabler (F10) , it makes your save corrupted, once you load, you will not have any resources, no colonist, roads destroyed

They don't include it because it meant something like game breaking, different from surviving mars

Armiora
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Re: [REQ] Surviving the Aftermath

Post by Armiora » Sat Nov 30, 2019 6:36 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
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
I have never used CE a day in my life. How do I add these cheats into the cheat table? I don't understand :(

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Contralto
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Re: [REQ] Surviving the Aftermath

Post by Contralto » Thu Dec 05, 2019 9:55 pm

Armiora wrote:
Sat Nov 30, 2019 6:36 pm

I have never used CE a day in my life. How do I add these cheats into the cheat table? I don't understand :(
Use the table by Hieppies, instead. Most of the options don't work since the most recent patch, but the cheat manager(what that code is supposed to enable) still does.

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

Post by BoehserOnkel » Mon Dec 09, 2019 4:18 pm

cheat menu activatet
replace this ..Surviving The Aftermath\Aftermath64_Data\Managed GameMain.dll
with this one
GMdll.rar
(695.89 KiB) Downloaded 211 times
PW:1974
game version 1.4.0.5654 epic games

hint : activate cheat menu with F10 ;)

made my first unity mod lol (storage)
get it here -> https://mods.paradoxplaza.com/games/surviving_aftermath
Edit : Storage 7in1 , with resized buildings
Last edited by BoehserOnkel on Mon Feb 10, 2020 2:52 pm, edited 8 times in total.

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

Post by jalak » Wed Jan 01, 2020 2:52 pm

update for v1.2.1.5285 please ^_^

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

Post by danielyee » Thu Jan 09, 2020 3:26 pm

hi sir..need an update on the table sir..tq

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Re: [COMPLETED] [REQ] Surviving the Aftermath

Post by danielyee » Sat Jan 11, 2020 2:03 am

Hi sir ..great grandmaster table creator..i wonder if possible ..can repair this very table..its look ..some problem..in the abilities of person..also the resources..any help here sir..please

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Re: [COMPLETED] [REQ] Surviving the Aftermath

Post by Whisperer » Sun Jan 19, 2020 9:55 pm

Since this on is marked as complete, maybe we should create a new thread for it, since it gets more broken every time they do a major update. They are now on Update 3 (1.3.x) which added cars and fuel. I really loved the no hunger/sickness/aging etc options.

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