[Request] Stranded: Alien Dawn

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Frostmoore
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Re: [Request] Stranded: Alien Dawn

Post by Frostmoore »

souldev7 wrote:
Sun Oct 30, 2022 12:16 am
It's the same as [Surviving Mars] by same company, except would appear mods are disabled.
The loader apparatus is there, and it uses same bootstrap. But obviously not shown in the UI, nor does it appear to load metadata files.

So instead, best way to tweak the insanity of this game to some degree, is to unpack the HPK, decompile the LUA, modify it, and pack it back up.
This 100% worked for me, was easy enough to do with GREP scans to find what I wanted.

For instance, you can increase max # of survivors when starting a game:

Code: Select all

--   ./Lua/Lua/__const.lua
DefineConst({
  group = "Gameplay",
  id = "MaxSurvivorsCount",
  value = 6
})
-- ./Lua/Lua/PreGameSetup.lua
function GetMaxSurvivorsCount(scenario_id)
  local scenario_def = scenario_id and ScenarioDefs[scenario_id]
  return const.Gameplay.MaxSurvivorsCount
end
Or double the speed of movement of your survivors (1000 = 1, so 2000 = 2; same applies for all integers in the game, if you search for "movement_adjust" you'll see it's a multiplier reduced by 1k affecting a 100% scaled integer.. so it's like: 0.25 * 1 = 25% where .25 is dynamic based on condition of the unit):

Code: Select all

-- ./Lua/Lua/UnitComponents/UnitHealth.lua
  invulnerable = false,
  is_falling = false,
  next_vomit_time = false,
  is_vomiting = false,
  movement_adjust = 2000
Or speed up bandage craft speed:

Code: Select all

-- ./Data/Recipe.lua
Activity = "Crafting",
  ActivityDuration = 10000,
  ActivityXPGrade = "Crafting_Low",
  BuildCategory = "CraftResources",
  Description = T(746560224749, "Make bandages from cloth pieces."),
  DisplayName = T(751595636010, "Bandages (scrap cloth)"),
Or let people chill the F out a little:

Code: Select all

-- ./Lua/Lua/UnitComponents/UnitRelaxation.lua
category = "Relaxation",
      id = "RelaxationLossPerDay",
      name = T(241929465459, "Daily relaxation loss"),
      editor = "number",
      modifiable = true,
      scale = 1000,
      default = 30000
---------------------

So in order to do that, you need the HPK extractor.. [Link]
Then you need a decompiler. I used the Mod package here: https://www.fearlessrevolution.com/surv ... ?tab=files
(which is just a powershell script to extract everything)
Combined with unluac: [Link]

I found that the Victor Vran bytecode header situation applies here. Given that they switched to lua 5.3.
Powershell script handles that for you when executing hpk.exe.
However when repackaging I found that you HAVE to disable compression or the game just crashes, or fails to load the main menu runtime (step 4 below).
That could just be a switch for lz4 algorithm that needs tweaked a bit. Not sure, but uncompressed works just fine for me.

So the process is like so:
1. Follow the guide for the NexusMod powershell script (you need java, unluac, and hpk.exe sitting in the root folder of the game. set exec policy, and run it)
2. Now you have extracted everything (__Unpacked folder). __Unpacked/Packs/Lua and ./Data are of interest.
3. Modify whatever you want.
4. Pack it up using the command: (specify the folder to repackage, ex. "Lua", or "Data")

Code: Select all

hpk create --cripple-lua-files --dont-compress-files Lua Lua.hpk


and copy that to C:\Program Files (x86)\Steam\SteamApps\common\Stranded Alien Dawn\Packs (and overwrite, after you backup original obviously).
Test that game boots and no corrupt decompilation/repackaging, & off you go.

I still haven't been able to find certain things, like % chance of Expedition resulting in a new recruit (I'm on year 8 and still 5 people; rough as hell with 100+ unit enemy spawns. I like it tough, just not without hope for the future :P ).
I'm also very curious about fixing the pathing (character runs back and forth across a field to gather, when it could rather target the closest pickup), and spotted several files in there relating to it. So far looks like potentially a simple array sort will resolve.

Anyway - good luck to he who reads, and he who doesn't too.
Can one of you guys do like a YT video or something to show how it's done? Thank you in advance.

benai
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Re: [Request] Stranded: Alien Dawn

Post by benai »

Is there a complete list of programs including links, which are here removed or non-existent and a guide so that I can change the amount of starting survivors, reduce crafting time and thats it?

Frostmoore
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Re: [Request] Stranded: Alien Dawn

Post by Frostmoore »

benai wrote:
Tue Nov 01, 2022 1:55 pm
Is there a complete list of programs including links, which are here removed or non-existent and a guide so that I can change the amount of starting survivors, reduce crafting time and thats it?
cheat engine changing starting survives is easy. the other ones I don't know

Zellno
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Re: [Request] Stranded: Alien Dawn

Post by Zellno »

benai wrote:
Tue Nov 01, 2022 1:55 pm
Is there a complete list of programs including links, which are here removed or non-existent and a guide so that I can change the amount of starting survivors, reduce crafting time and thats it?
The link removed above is from nexus, if I'm not mistaken.

Now the crafting is, if not all of it, in this Data.hpk file in the Recipe.lua file and souldev7, practically put a tutorial on how to do it here. I think all the information you need is right here on the forum. In these 93 posts and 7 pages practically.

Code: Select all

-- ./Data/Recipe.lua
Activity = "Crafting",
  ActivityDuration = 10000,
  ActivityXPGrade = "Crafting_Low",
  BuildCategory = "CraftResources",
  Description = T(746560224749, "Make bandages from cloth pieces."),
  DisplayName = T(751595636010, "Bandages (scrap cloth)"),

Frostmoore
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Re: [Request] Stranded: Alien Dawn

Post by Frostmoore »

souldev7 wrote:
Sun Oct 30, 2022 12:16 am
It's the same as [Surviving Mars] by same company, except would appear mods are disabled.
The loader apparatus is there, and it uses same bootstrap. But obviously not shown in the UI, nor does it appear to load metadata files.

So instead, best way to tweak the insanity of this game to some degree, is to unpack the HPK, decompile the LUA, modify it, and pack it back up.
This 100% worked for me, was easy enough to do with GREP scans to find what I wanted.

For instance, you can increase max # of survivors when starting a game:

Code: Select all

--   ./Lua/Lua/__const.lua
DefineConst({
  group = "Gameplay",
  id = "MaxSurvivorsCount",
  value = 6
})
-- ./Lua/Lua/PreGameSetup.lua
function GetMaxSurvivorsCount(scenario_id)
  local scenario_def = scenario_id and ScenarioDefs[scenario_id]
  return const.Gameplay.MaxSurvivorsCount
end
Or double the speed of movement of your survivors (1000 = 1, so 2000 = 2; same applies for all integers in the game, if you search for "movement_adjust" you'll see it's a multiplier reduced by 1k affecting a 100% scaled integer.. so it's like: 0.25 * 1 = 25% where .25 is dynamic based on condition of the unit):

Code: Select all

-- ./Lua/Lua/UnitComponents/UnitHealth.lua
  invulnerable = false,
  is_falling = false,
  next_vomit_time = false,
  is_vomiting = false,
  movement_adjust = 2000
Or speed up bandage craft speed:

Code: Select all

-- ./Data/Recipe.lua
Activity = "Crafting",
  ActivityDuration = 10000,
  ActivityXPGrade = "Crafting_Low",
  BuildCategory = "CraftResources",
  Description = T(746560224749, "Make bandages from cloth pieces."),
  DisplayName = T(751595636010, "Bandages (scrap cloth)"),
Or let people chill the F out a little:

Code: Select all

-- ./Lua/Lua/UnitComponents/UnitRelaxation.lua
category = "Relaxation",
      id = "RelaxationLossPerDay",
      name = T(241929465459, "Daily relaxation loss"),
      editor = "number",
      modifiable = true,
      scale = 1000,
      default = 30000
---------------------

So in order to do that, you need the HPK extractor.. [Link]
Then you need a decompiler. I used the Mod package here: https://www.fearlessrevolution.com/surv ... ?tab=files
(which is just a powershell script to extract everything)
Combined with unluac: [Link]

I found that the Victor Vran bytecode header situation applies here. Given that they switched to lua 5.3.
Powershell script handles that for you when executing hpk.exe.
However when repackaging I found that you HAVE to disable compression or the game just crashes, or fails to load the main menu runtime (step 4 below).
That could just be a switch for lz4 algorithm that needs tweaked a bit. Not sure, but uncompressed works just fine for me.

So the process is like so:
1. Follow the guide for the NexusMod powershell script (you need java, unluac, and hpk.exe sitting in the root folder of the game. set exec policy, and run it)
2. Now you have extracted everything (__Unpacked folder). __Unpacked/Packs/Lua and ./Data are of interest.
3. Modify whatever you want.
4. Pack it up using the command: (specify the folder to repackage, ex. "Lua", or "Data")

Code: Select all

hpk create --cripple-lua-files --dont-compress-files Lua Lua.hpk


and copy that to C:\Program Files (x86)\Steam\SteamApps\common\Stranded Alien Dawn\Packs (and overwrite, after you backup original obviously).
Test that game boots and no corrupt decompilation/repackaging, & off you go.

I still haven't been able to find certain things, like % chance of Expedition resulting in a new recruit (I'm on year 8 and still 5 people; rough as hell with 100+ unit enemy spawns. I like it tough, just not without hope for the future :P ).
I'm also very curious about fixing the pathing (character runs back and forth across a field to gather, when it could rather target the closest pickup), and spotted several files in there relating to it. So far looks like potentially a simple array sort will resolve.

Anyway - good luck to he who reads, and he who doesn't too.
can you explain it a bit more please? i tried to follow the nexus but it says something about not digitly signed and need execution policy or something like that

"./UnpackAll: File D:\steam\steamapps\common\Stranded Alien Dawn\UnpackAll.ps1 cannot be loaded. The file D:\steam\steamapps\common\Stranded Alien Dawn\UnpackAll.ps1 is not digitally signed. You cannot run this script on the current system. For more information about running scripts and setting execution policy, see about_Execution_Policies at [Link]."

Zellno
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Re: [Request] Stranded: Alien Dawn

Post by Zellno »

Frostmoore wrote:
Wed Nov 02, 2022 6:45 am
souldev7 wrote:
Sun Oct 30, 2022 12:16 am
It's the same as [Surviving Mars] by same company, except would appear mods are disabled.
The loader apparatus is there, and it uses same bootstrap. But obviously not shown in the UI, nor does it appear to load metadata files.

So instead, best way to tweak the insanity of this game to some degree, is to unpack the HPK, decompile the LUA, modify it, and pack it back up.
This 100% worked for me, was easy enough to do with GREP scans to find what I wanted.

For instance, you can increase max # of survivors when starting a game:

Code: Select all

--   ./Lua/Lua/__const.lua
DefineConst({
  group = "Gameplay",
  id = "MaxSurvivorsCount",
  value = 6
})
-- ./Lua/Lua/PreGameSetup.lua
function GetMaxSurvivorsCount(scenario_id)
  local scenario_def = scenario_id and ScenarioDefs[scenario_id]
  return const.Gameplay.MaxSurvivorsCount
end
Or double the speed of movement of your survivors (1000 = 1, so 2000 = 2; same applies for all integers in the game, if you search for "movement_adjust" you'll see it's a multiplier reduced by 1k affecting a 100% scaled integer.. so it's like: 0.25 * 1 = 25% where .25 is dynamic based on condition of the unit):

Code: Select all

-- ./Lua/Lua/UnitComponents/UnitHealth.lua
  invulnerable = false,
  is_falling = false,
  next_vomit_time = false,
  is_vomiting = false,
  movement_adjust = 2000
Or speed up bandage craft speed:

Code: Select all

-- ./Data/Recipe.lua
Activity = "Crafting",
  ActivityDuration = 10000,
  ActivityXPGrade = "Crafting_Low",
  BuildCategory = "CraftResources",
  Description = T(746560224749, "Make bandages from cloth pieces."),
  DisplayName = T(751595636010, "Bandages (scrap cloth)"),
Or let people chill the F out a little:

Code: Select all

-- ./Lua/Lua/UnitComponents/UnitRelaxation.lua
category = "Relaxation",
      id = "RelaxationLossPerDay",
      name = T(241929465459, "Daily relaxation loss"),
      editor = "number",
      modifiable = true,
      scale = 1000,
      default = 30000
---------------------

So in order to do that, you need the HPK extractor.. [Link]
Then you need a decompiler. I used the Mod package here: https://www.fearlessrevolution.com/surv ... ?tab=files
(which is just a powershell script to extract everything)
Combined with unluac: [Link]

I found that the Victor Vran bytecode header situation applies here. Given that they switched to lua 5.3.
Powershell script handles that for you when executing hpk.exe.
However when repackaging I found that you HAVE to disable compression or the game just crashes, or fails to load the main menu runtime (step 4 below).
That could just be a switch for lz4 algorithm that needs tweaked a bit. Not sure, but uncompressed works just fine for me.

So the process is like so:
1. Follow the guide for the NexusMod powershell script (you need java, unluac, and hpk.exe sitting in the root folder of the game. set exec policy, and run it)
2. Now you have extracted everything (__Unpacked folder). __Unpacked/Packs/Lua and ./Data are of interest.
3. Modify whatever you want.
4. Pack it up using the command: (specify the folder to repackage, ex. "Lua", or "Data")

Code: Select all

hpk create --cripple-lua-files --dont-compress-files Lua Lua.hpk


and copy that to C:\Program Files (x86)\Steam\SteamApps\common\Stranded Alien Dawn\Packs (and overwrite, after you backup original obviously).
Test that game boots and no corrupt decompilation/repackaging, & off you go.

I still haven't been able to find certain things, like % chance of Expedition resulting in a new recruit (I'm on year 8 and still 5 people; rough as hell with 100+ unit enemy spawns. I like it tough, just not without hope for the future :P ).
I'm also very curious about fixing the pathing (character runs back and forth across a field to gather, when it could rather target the closest pickup), and spotted several files in there relating to it. So far looks like potentially a simple array sort will resolve.

Anyway - good luck to he who reads, and he who doesn't too.
can you explain it a bit more please? i tried to follow the nexus but it says something about not digitly signed and need execution policy or something like that

"./UnpackAll: File D:\steam\steamapps\common\Stranded Alien Dawn\UnpackAll.ps1 cannot be loaded. The file D:\steam\steamapps\common\Stranded Alien Dawn\UnpackAll.ps1 is not digitally signed. You cannot run this script on the current system. For more information about running scripts and setting execution policy, see about_Execution_Policies at [Link]."
This script needs powershell 7 I don't know why another power shell doesn't work with it. This would be his link [Link] , it always gave an error when I tried with another one. Now if that's not it, I don't know what it would be, sorry.

Frostmoore
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Re: [Request] Stranded: Alien Dawn

Post by Frostmoore »

Zellno wrote:
Wed Nov 02, 2022 9:48 pm
Frostmoore wrote:
Wed Nov 02, 2022 6:45 am
souldev7 wrote:
Sun Oct 30, 2022 12:16 am
It's the same as [Surviving Mars] by same company, except would appear mods are disabled.
The loader apparatus is there, and it uses same bootstrap. But obviously not shown in the UI, nor does it appear to load metadata files.

So instead, best way to tweak the insanity of this game to some degree, is to unpack the HPK, decompile the LUA, modify it, and pack it back up.
This 100% worked for me, was easy enough to do with GREP scans to find what I wanted.

For instance, you can increase max # of survivors when starting a game:

Code: Select all

--   ./Lua/Lua/__const.lua
DefineConst({
  group = "Gameplay",
  id = "MaxSurvivorsCount",
  value = 6
})
-- ./Lua/Lua/PreGameSetup.lua
function GetMaxSurvivorsCount(scenario_id)
  local scenario_def = scenario_id and ScenarioDefs[scenario_id]
  return const.Gameplay.MaxSurvivorsCount
end
Or double the speed of movement of your survivors (1000 = 1, so 2000 = 2; same applies for all integers in the game, if you search for "movement_adjust" you'll see it's a multiplier reduced by 1k affecting a 100% scaled integer.. so it's like: 0.25 * 1 = 25% where .25 is dynamic based on condition of the unit):

Code: Select all

-- ./Lua/Lua/UnitComponents/UnitHealth.lua
  invulnerable = false,
  is_falling = false,
  next_vomit_time = false,
  is_vomiting = false,
  movement_adjust = 2000
Or speed up bandage craft speed:

Code: Select all

-- ./Data/Recipe.lua
Activity = "Crafting",
  ActivityDuration = 10000,
  ActivityXPGrade = "Crafting_Low",
  BuildCategory = "CraftResources",
  Description = T(746560224749, "Make bandages from cloth pieces."),
  DisplayName = T(751595636010, "Bandages (scrap cloth)"),
Or let people chill the F out a little:

Code: Select all

-- ./Lua/Lua/UnitComponents/UnitRelaxation.lua
category = "Relaxation",
      id = "RelaxationLossPerDay",
      name = T(241929465459, "Daily relaxation loss"),
      editor = "number",
      modifiable = true,
      scale = 1000,
      default = 30000
---------------------

So in order to do that, you need the HPK extractor.. [Link]
Then you need a decompiler. I used the Mod package here: https://www.fearlessrevolution.com/surv ... ?tab=files
(which is just a powershell script to extract everything)
Combined with unluac: [Link]

I found that the Victor Vran bytecode header situation applies here. Given that they switched to lua 5.3.
Powershell script handles that for you when executing hpk.exe.
However when repackaging I found that you HAVE to disable compression or the game just crashes, or fails to load the main menu runtime (step 4 below).
That could just be a switch for lz4 algorithm that needs tweaked a bit. Not sure, but uncompressed works just fine for me.

So the process is like so:
1. Follow the guide for the NexusMod powershell script (you need java, unluac, and hpk.exe sitting in the root folder of the game. set exec policy, and run it)
2. Now you have extracted everything (__Unpacked folder). __Unpacked/Packs/Lua and ./Data are of interest.
3. Modify whatever you want.
4. Pack it up using the command: (specify the folder to repackage, ex. "Lua", or "Data")

Code: Select all

hpk create --cripple-lua-files --dont-compress-files Lua Lua.hpk


and copy that to C:\Program Files (x86)\Steam\SteamApps\common\Stranded Alien Dawn\Packs (and overwrite, after you backup original obviously).
Test that game boots and no corrupt decompilation/repackaging, & off you go.

I still haven't been able to find certain things, like % chance of Expedition resulting in a new recruit (I'm on year 8 and still 5 people; rough as hell with 100+ unit enemy spawns. I like it tough, just not without hope for the future :P ).
I'm also very curious about fixing the pathing (character runs back and forth across a field to gather, when it could rather target the closest pickup), and spotted several files in there relating to it. So far looks like potentially a simple array sort will resolve.

Anyway - good luck to he who reads, and he who doesn't too.
can you explain it a bit more please? i tried to follow the nexus but it says something about not digitly signed and need execution policy or something like that

"./UnpackAll: File D:\steam\steamapps\common\Stranded Alien Dawn\UnpackAll.ps1 cannot be loaded. The file D:\steam\steamapps\common\Stranded Alien Dawn\UnpackAll.ps1 is not digitally signed. You cannot run this script on the current system. For more information about running scripts and setting execution policy, see about_Execution_Policies at [Link]."
This script needs powershell 7 I don't know why another power shell doesn't work with it. This would be his link [Link] , it always gave an error when I tried with another one. Now if that's not it, I don't know what it would be, sorry.
I did download powershell the latest one from the Microsoft store

any chance you can do a step by step video to show how to do it and how it works please?

Chaisen
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Re: [Request] Stranded: Alien Dawn

Post by Chaisen »

jst_dust wrote:
Fri Oct 28, 2022 10:35 pm
@Ashar true i just stubled upon it trying to find a way to enable the build in cheat menu :D

Just found a hacky way to do it.

Before starting the game goto:
%APPDATA%\Stranded - Alien Dawn\LocalStorage.lua

before `return {` add Platform.cheats = true

so:

Code: Select all

Platform.cheats = true
return {
and Ctrl+c toggles the ingame menus'
You can also enter Developer Mode with Platform.developer = true

benai
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Re: [Request] Stranded: Alien Dawn

Post by benai »

Hi.
I tried the guide from nexus with the guide within this topic.
Which results in the fact that I could unpack a sepcific hpk file. Now the problem is that neither of the text editors I have can actually show me the lua files I want to change in a clear, sorted and for me understandable way.
Do I need a specific program or certain expansion to make these files formated, readable?

Chaisen
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Re: [Request] Stranded: Alien Dawn

Post by Chaisen »

You need [Link]

Then you can make a .bat file and write this into it

Code: Select all

@mkdir decompile
@for %%g in (*.lua) do java -jar unluac.jar "%%g" > "decompile/%%g"
@echo All Done!
@pause
Then you can place this two files in the Folder with the .lua files you want to decompile.

Start the .bat and it will write all files in a folder called decompile.

Its janky but it works.

souldev7
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Re: [Request] Stranded: Alien Dawn

Post by souldev7 »

Alright, first up:
Notice: Please don't quote reply me! my posts are too long, you blowin' up the thread (>^.^)>

Related intel i've discovered:
Spoiler
- Game runs LUA 5.4, not 5.3 (which is why luadec doesn't work; size_t header mismatch).
- LUA 5.4 apparently deeply changed how constant pointers are managed. couldn't fix luadec myself.
- Researched sources and found in Mod.lua that mod loading can be forced using:

Code: Select all

AccountStorage.LoadAllMods || config.LoadAllMods
Since config requires manipulating HPK's, the better strategy is to use AccountStorage.
- One could place the following into LocalStorage.lua to enable all mods:
Spoiler

Code: Select all

-- C:\Users\<you>\AppData\Roaming\Stranded - Alien Dawn\LocalStorage.lua

local ranOnce=false
local function temp()
	if (ranOnce) then
		return 
	end
	ranOnce = true
	AccountStorage.LoadAllMods = true
	SaveAccountStorage(1000)
end
OnMsg.AccountStorageChanged = temp

return { 
...
Then boot the game once. Then mods are forcefully enabled. Warning: ALL mods in the mod folder will be loaded, even if they are broken.
Since LocalStorage is overwritten (object dump with "return" prefix) each game exit, the above will simply disappear.
However, mods can't manipulate the pre-game-setup. Mods are heavily restricted by ENV, and only truly execute with a useful scope once the game runs (playing)
But now your AccountStorage.lua object specifies to load all mods in the default mods folder: C:\Users\<you>\AppData\Roaming\Stranded - Alien Dawn\Mods\
(which follows same methodology as Surviving Mars, to which there are plenty of online guides).
- Some notes about AccountStorage:
Spoiler
- AccountStorage is a memory object exported to a file: AccountStorage.lua
- AccountStorage.lua is encrypted using AES with SHA256 key
- The key is comprised of:

Code: Select all

GetAppId() .. (config.ProjectKey or "1ac7d4eb8be00f1bf6ae7af04142b8fc")
- Thus: "Stranded - Alien Dawn1ac7d4eb8be00f1bf6ae7af04142b8fc"
- They append an "HMAC" (sha256 of above key) onto the end of it in a strange obfuscation/verification attempt I suppose.
- That file is then HPK packed into something called Account.dat, stored in the SaveGames folder.

Which is the whole reason above that I used LocalStorage.lua to hook the AccountStorageChanged event, so as to manipulate it without having to manually reengineer their encryption algo to tweak the file..
Notably: I found that Mods don't have the proper ENV to manipulate pre-game-setup.
So stumbled across DLC.lua, which provisions _G env scope.

Thus: "SADEnabler DLC" has been born.
Zip file Attached (password per forum regulations: F34RL3SS)
With this, Mods can be enabled.
Read the README please.

[Link][Link][Link][Link][Link]

-----------
SADEnabler_tool_src.zip
F34RL3SS
(1.21 MiB) Downloaded 826 times
I do not intend to provide support, nor updates.
All source code included, so it's all yours. :)

--------------

Additional Notes:
Spoiler
This greatly simplifies things, as no longer have to repackage and overwrite the HPK bundles.
You can if you want -- but if you've been following along -- that is unstable.
However it's still useful to unpack(hpk) and decompile(unluac) for [Link] research/hook purposes.

Also in the attachment is my custom tool, which basically is a rewrite of the Powershell Script into C#.
This should help those of you having powershell problems.
It runs on .net core 6, which comes to you via Windows Update (should just work oob).
Use: Tool-Menu.bat, then look at the sources folder after Initializing.

If any of this doesn't make sense I can't help you. Sorry! Reread above perhaps.
I cannot say it any more simply than I have, and googling of how Surviving Mars works should tell you everything you need.
Did my best to make this as simple as possible.

DarkriftX
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Re: [Request] Stranded: Alien Dawn

Post by DarkriftX »

Are the cheats not really working for anyone else? I got the cheat menu enabled per instructions, but nothing seems to do anything. Changing time of day works... kinda. It seems to just fake the lighting and not actually change time. But spawning stuff or changing stuff, finishing all construction, etc. Nothing seems to work. I am not sure if I missed some other step or what, but I didnt see anything else.

Also editing things does not seem to work. I edited a few recipes and a construction item (to use less items and take less time). I saved them, and nothing changed. I even restarted the game and everything is still the same.

I just want to know if it is just me or if the same is happening to others.

DarkriftX2
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Re: [Request] Stranded: Alien Dawn

Post by DarkriftX2 »

^^That was me, having some sort of account issues I cant seem to get around.

Anyways, I kinda maybe figured out the issue. Im not sure exactly the cause, but I found a way to get them working.

First, you have to have dev and cheats enabled to do this (I dont know if having dev mode is what broke it in the first place, but if its broke, enable it and restart the game). When you load into the game with both cheats and dev enabled, you hit ` and get the menu at the top. Almost nothing in Cheats should work at this point but you should have a bunch of other menu items other than Cheats. The last one should be "Tools". In this menu at the top is a "Build". I have no clue what this is doing, but after a few seconds, you lose ALL of the other menu items in the top menu except for Cheats. And now, if you use stuff in the Cheats menu, it should work.

But... it does not seem permanent. Mine stopped working again (no clue why). I had to go into the options > X > disable cheat+dev, then re-enable and restart the game and then do the above steps over again.

I am guessing this is because I probably did something wrong, but I havent been able to figure out what it is. If anyone knows, feel free to make me feel bad about it. Hopefully these steps help anyone else who got theirs messed up also.

BlackEagle
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Re: [Request] Stranded: Alien Dawn

Post by BlackEagle »

jst_dust wrote:
Fri Oct 28, 2022 10:35 pm
@Ashar true i just stubled upon it trying to find a way to enable the build in cheat menu :D

Just found a hacky way to do it.

Before starting the game goto:
%APPDATA%\Stranded - Alien Dawn\LocalStorage.lua

before `return {` add Platform.cheats = true

so:

Code: Select all

Platform.cheats = true
return {
and Ctrl+c toggles the ingame menus'
which cheats are possible to use?!

is there an cheat list?!

and why is it not possible to get or activeate cheat over trainer and only using this plattform ingame menue.. ^^

DarkriftX2
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Re: [Request] Stranded: Alien Dawn

Post by DarkriftX2 »

BlackEagle wrote:
Sun Nov 13, 2022 3:05 pm
jst_dust wrote:
Fri Oct 28, 2022 10:35 pm
which cheats are possible to use?!

is there an cheat list?!
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